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About this mod

here's some 1.9 patches

Permissions and credits
load order note: all of my patches go below Horizon, and Desolation if you're using it.

note: i am unpublishing Stalkerfied Horizon and working on a vanilla version instead, since Horizon isn't required for the combat focused mod. HZ is its own thing, it should be played as is.


MY PERSONAL GAMEPLAY TWEAKS FOR HORIZON 1.9

Custom Magnum 45-70

Replaces .45 with 45-70 in the Custom Magnum, allowing you to use that ammo in a weapon that's not terrible

Increased Lethality

This is a very simple mod that increases the base incoming and outgoing damage to 1.5x, meaning you will be doing more damage to NPCs and NPCs will be doing more damage to you.

NOTE- It is important you go into your field kit and make sure the difficulty scaling option is set to 1 in and 1 out. If you choose a higher difficulty option, NPCs will do even more damage to you than intended.

Lowered Limb Health and Deadly Headshots

I should come up with catchier names for my mods.

Horizon increased the limb health on NPCs and the player by quite a bit, this mod lowers them back down to vanilla levels. It also increases the damage NPCs and the player take to their weak points by a lot, sometimes more than double. So in practice, everyone's limbs will be crippled easier and take more damage to their weak points. This includes ALL NPCs, Deathclaws take more damage to their belly, Mr. Handy's take more damage to their eyes and thrusters, synths take more damage to their arms, the player takes more damage to their heads, et cetera.



Shotgun Slugs

This patch replaces Terror and Mind Cloud shells with something more practical - slugs. There is a normal slug, which does the same damage as a normal shell, it just combines all damage into a single projectile, and RAD slugs, which does the same with irradiated shells. It also adds slugs to some loot tables so you can find them on NPCs and in containers.

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Version 1.1 - Fixed weapon kit screen

Use Workbenches In Combat

Allows the player to use both vanilla and HZ workbenches in combat.

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Version 2 - Removed vanilla chem stations and cooking stations from the list, because NPCs will get stuck on them even when being attacked.


Silent Mutation

This is a minor patch that silences the sound that plays when an NPC mutates. Just a little immersion patch.

Real Dog Armor


I like having dogmeat as a companion, but if you don't heavily invest in him, he's just an adrenaline injector sink. There's already dog armor in the game, but it's just cosmetic. With this patch you can gear out your pupper the same way you would any other companion. Find the recipe in the equipment station under Armor Pieces.

Crafting Stations Don't Require Oil
The universal crafting station and PA bench both require oil to build. This is fine for people who fast travel, but for those of us who walk around the map and always use the closest settlement, that requirement is way too brutal. I need those crafting stations in every settlement, so it costs me 8 oil to build them both. There's about 30
settlements in the game, meaning if I want both crafting benches in every settlement, it will cost me 240 oil. That's a no from me, dog.


Oil From Paint

This patch is a stop-gap until early game oil is in a better spot. Zaw has talked about "beginner trades" for stuff like oil in later versions. Right now, until you get rigs set up, your game is soft locked because of the lack of oil. No upgrades, no ammo, no settler mission stations. Now you can at least get a little more. It costs 1 container of paint, 4 acid and 2 steel to generate 2 oil.

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Version 2 - Switched the recipe over to the market trading terminal so there is a limit on how many times you can use the recipe in one cycle.

Brutal Recoil

Full auto fire is the most powerful thing in the game. A standard 5.56 rifle in full auto will wreck anything fast. NPC's don't have the luxury of full auto because it kills the player instantly, that's just how strong it is. It's hard to balance full auto around ammo consumption, because the player is always going to accumulate a lot of ammo by the mid to late game. So this is my attempt to balance full auto fire.

Basically this patch is going to make your weapons kick like a mule. At the beginning of the game when you have no recoil reduction upgrades, full auto fire is going to be a pipe dream, totally useless unless you're at point blank. Once you max out your recoil reduction upgrades it only gets a little better, still not going to do you any good at medium-long range. Semi auto and burst fire is the only way you're going to accurately shoot. This mimics real life shooting training. You will never see a soldier of any military full auto firing at a target 50 yards away unless they're blindly spraying. They're trained to semi auto and burst for accurate shooting.

Recoil tiers are separated by weapon type:

Shotguns - Highest
LMGs
Rifles
Pistols
Plasma
Lasers
SMGs
Heavy - Lowest


The second thing this patch does is remove aim auto recovery, meaning your reticle will not magically return to its point of origin when you let off the trigger. You have to do it yourself. If you use Simple Impact you can turn off it's auto recovery option, it does the same thing.

This patch works on modded weapons too, with no extra patches needed.

This is a Robco patch. You need to install the main file of Robco Patcher, then install this patch. They have no plugin, they will only show up in the left pane of MO2.

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Version 1.1 - Reduced the effectiveness of recoil reduction modifications. They still work, but not as well.

Version 1.2 - Undid my last change, it made recoil reduction mods practically useless. Even with all recoil reduction mods, recoil is still higher than vanilla, which is fine.


Build Handmade Rifle


In order to get your hands on a handmade rifle, you need to have crazy good RNG or go to Nuka World. No more. Build one.

Aggressive Dogs


Ever notice how Dogmeat and every combat pet dog will sometimes crowd around your legs when you're being attacked? Or stop and challenge you to a staring contest while bullets are whizzing past your head? This is due to them having a Combat AI Override Package in their NPC record containing the "Hold Position" command. This patch removes that package, and also increases their offensive mult in their combat styles for good measure. Compatible with PACE, which will just overwrite the combat style.

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Version 1.1 - Missed some doggos. Now all of them are patched.

Version 1.2 - Fixed the wolves, which were showing up as armored doggos

Version 1.3 - Updated to 1.9.4d


Baseball Grenades Explode On Impact

Makes baseball grenades more useful and unique by removing their fuse.

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Version 1.1 - Now includes a crafting recipe to build baseballs. It requires adhesive so you can't just spam it.



Oil Can In Market Trading Terminal

Oil is rough in the early game, whether on standard or deso. It's all up to the RNG gods whether it shows up in loot or vendor lists. Now you can get some from the market trading terminal. It requires 50 pre-war money and 30 trading skill. It's under Crazy Eddie.

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Version 2 - Changed the used oil can to Eddie's Oil Blend, which gives 2 oil instead of 1.

Cork Recipe - 1.9.4 READY

Adds a recipe to the tech bench for cork.

Cheaper Factory Ammo

Makes ammunition built using the parts factory a minimum of 10% cheaper and adds lots of ammo types to the list. This isn't an "easy mode" mod, it's intended to encourage players to switch their ammo production to the factory system later in the game.

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Version 1.1 - Fixed 9mm recipe and added electron charge cells to the tech factory.

Version 1.2 - Fixed 5.56 recipe and added 10mm to the parts factory.




Compost From Wild Plants
This patch adds wild plants to the list of items that can be turned into compost in the farming workbench.

Acid .45-70 Recipe

.45-70 ECA rounds requiring condensed fog is pretty silly, since it region locks ammunition, and the rounds are called "electronically charged ACID" rounds. This patch just replaces condensed fog with acid in the recipe.



Mini Nuke Contracted Scrap Recipe
This patch adds a recipe to the weapons workbench to have your settlers scrap mininukes instead of you, at the cost of caps.

Super Mutant Loot Adjusted

Alas, in 1.9, Super Mutant loot is still dreadful. they're a bit easier to kill, which is nice, but what would be nicer is if they dropped something I wanted to pick up. This mod makes their loot better, while still being reasonable.

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Version 1.1 - Nerfed loot quite heavily. The previous version was balanced around 1.8, where super mutants were much, MUCH harder to kill. They were on par with synths with their ability to absorb damage. Now they're only a little tougher than raiders, so their loot needed to reflect that. Obviously this patch is still an improvement over vanilla, but it makes sense with 1.9 now.

Potassium Nitrate Chemical Factory Recipe


Adds the recipe to the chemical factory.


Charge Card In Market Trading Terminal

this mod adds a recipe to the market trading terminal to exchange a charge card for 20 pre war money. you find charge cards in loot all the time, but they have no purpose beyond the one dialogue where you can turn one in. this patch is just intended to make it actually rewarding to find them

Scopes Back On Revolvers

1.9.2 removed scopes from all revolvers, this patch adds them back

Blood Packs In Market Trading Terminal

Right now the only doctors selling blood packs are your own workskop doctors, which I hope will be fixed in a new version. Until then, i'm using this patch.

Fair Accuracy And Deadly Enemies (HZ)

This patch makes enemies aggressive and accurate. When they see you, they will try their hardest to kill you, taking every opportunity to shoot in your direction and constantly flank you. Vanilla AI and other AI mods have long gaps where NPCs point their weapons at you, but don't pull the trigger. That doesn't happen with this patch. Enemies will constantly shoot any time you're exposed, and move up on you while running from cover to cover.

There aren't 50 settings that will break your NPCs if you fiddle with them too much, there aren't 8 different unrelated features built into this patch and it doesn't give every NPC in the game perfect accuracy like some other AI mods. Let's break down what this patch does.

In order to make enemies have fair accuracy, I tiered every race/faction and different armor types into levels of accuracy. Synths and all types of snipers have near perfect accuracy. BoS/Gunners are a notch below that, and wearing heavy armor drops them down another notch. Raiders and super mutants are a notch below Gunners, and follow the same heavy armor rule. What this amounts to is, every NPC gets an accuracy boost from vanilla, but it was carefully considered and not just turning up all dials to 11.

In order to make enemies deadly, I made a few changes. There are two opposing multipliers in the combat styles record called the Offensive Mult and Defensive Mult. Increasing the Offensive Mult causes NPCs to shoot more often, increasing the Defensive Mult causes enemies to do their stupid little side hops and movements that accomplish nothing. This mod increases the Offensive Mult to the maximum, and eliminates the Defensive Mult. There is another entry in combat style records called the "wait" multiplier. This causes NPC's to do literally nothing. I removed this multiplier on every NPC in the game. You can also set either a Dueling or Flanking flag on NPCs. The Dueling flag will cause enemies to path to you in a straight line. The Flanking flag will cause enemies to circle around you. I set melee enemies and enemies wearing heavy armor to Dueling, and all other ranged enemies to Flanking. The last relevant entry is called Cover Search Distance. Increasing this causes NPC's to seek cover from further away, meaning they do it a lot more often. I doubled this range on all NPCs.

The combination of all of this is that NPCs, including companions, will be shooting at their targets a lot more often, with better accuracy, and not standing there pointing their guns doing nothing. This do-nothing behavior drives me crazy and allows players to kill NPC's before they even get a shot off a lot of the time.


This is a simple plug-and-play mod. It does not require a patch or multiple .esp's, and uses no scripting. It was built for Horizon, just install it and enjoy.

You should consider using FO4's default leaning or install Uneducated Shooter for its Q & E leaning, as enemies will tear you up without them.

WARNING: Installing this mod will increase gameplay difficulty noticeably.

I recommend installing 4estGimp's AI edits, then the patch for it, then FADE. This way you get the good Game Settings adjustments and the benefits of FADE.

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Version 1.1, 10/19/23 - Added some combat styles that I missed and dropped the defensive mult on all NPCs down to zero.

Version 1.2, 12/28/23 - Increased accuracy for most NPCs. The "notches" mentioned above are 0.1 per notch, starting at 1 for near-perfect accuracy. Meaning by the time you got to the lowest notches like armored raiders, accuracy was pretty terrible, and since so many gunners are armored, a lot of their accuracy was bad. I decreased the notches to 0.05, so anything below 1 got a boost to accuracy. I also can't completely get rid of enemies pointing their guns at you and not shooting for a second when coming around corners, so it's important for NPCs to hit when they do actually shoot at you.

Version 1.3, 12/28/23 - Sorry for the back to back updates. I increased the Group Offensive Multiplier to maximum on every NPC, which was lower than max on a lot of NPCs and was overwriting the Offensive Multiplier when NPCs were in groups, making them less aggressive. I also increased the Ranged Multiplier to maximum on all NPCs. This makes NPCs more likely to use their ranged weapons if they have both guns and melee weapons. Also increased the Cover Search Distance on some NPCs that I missed the first time.

Version 1.4, 6/16/24 - Generally covered things that I missed before. Entries, records, etc. More NPCs are covered and I corrected a lot of mistakes.

Better Magazines For The Repeating Bolter

The repeating bolter's usefulness really falls off later in the game because of its mediocre magazine size. I get hundreds of bolts from downed enemies, I want to use them. This mod adds two new magazines to the repeating bolter. Add my Hollywood Bullet Tracers patch to increase bolt speed to turn the repeating bolter into a real powerhouse.


Polluted Climate - Nicer Weather Patch - ARCHIVED

turned into its own mod page, since it's not really related to HZ



OTHER USER'S MODS PATCHED FOR HORIZON 1.9

Pre War Binoculars Patch

Patches

PreWar Binoculars at Fallout 4 Nexus - Mods and community (nexusmods.com)

to work with Horizon 1.9.

4stGimp's AI Edits HZ Patch

This patch does only one thing - reverts the Super Mutant record edited by 4est back to HZ standards. Place it after 4estGimp's AI Edits.

AI Edit and Complex Sorter NPC Scaling at Fallout 4 Nexus - Mods and community (nexusmods.com)

I recommend installing 4estGimp's AI edits, then the patch for it, then FADE. This way you get the good Game Settings adjustments and the benefits of FADE

Melee Hold Block

Makes this mod

Melee hold block at Fallout 4 Nexus - Mods and community (nexusmods.com)

compatible with HZ 1.9.4

No More Leaping Ghouls - 1.9.4 READY

Patches No More Leaping Ghouls to work with Horizon 1.9.


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Version 2 - Ghouls are no longer harvestable, in line with 1.9.4d,


Hunting Rifle Animation Replacer

This mod causes the hunting rifle to be right handed, as God intended.

download Hunting Rifle Animation Replacer then put my patch after it


the Hunting Rifle Animation Replacer also automatically flips the animation of any weapon that uses the Hunting Rifle animation. Here is the custom bolt action rifle right handed mesh.  This file was created by micalov (mirrored meshes) and EnglishIDontKnow for the missing texture fixes. I, gurutar, had nothing to do with its creation, but was given permission to host a link to it here.

Custom Bolt Action Right Handed Mesh




Hollywood Laser Bolts/Bullet Tracers + Range Extender

this patch makes these two mods

Hollywood Laser Bolts


Hollywood Bullet Tracers

compatible with Horizon 1.9, and also extends the maximum range of projectiles so they don't vanish before hitting a long range target. all new calibers  and ammo types are included. there are separate patches for using just bullets or lasers.
use the Horizon installer from both of these mods

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Version 2

Replaces institute blue laser turrets with normal red ones, because blue lasers were impacting the inside of the turret mesh
fixed shotgun APX rounds exploding at the end of the barrel

Version 3

This should be the final version of this patch, it fixes another type of
bubble turret so the laser doesn't impact the inside of the mesh.

Version 4

Made some minor adjustments, and increased the speed of all bolts and tracers.

Version 5

Accidentally made seeker missiles as fast as bullets. Oops. Fixed that now. If you use the standalone ballistic plugin, you are fine.


Standalone Tracers Patches

There are now separate patches for HLB and HBT, if you just want one or the other.

South Of The Sea: Atom's Storm 1.9

This patch makes South Of The Sea: Atoms Storm 1.9 compatible with Horizon 1.9.


Note  - This patch needs to be placed below Z_Architect_EnhancedSettlements.esp to function correctly.

This patch causes Atom's Storm to be considered late game content - enemies are powerful and beefy. the human enemies are still not bullet spongey but dish a lot of damage, but the daemons, charons and hyper deathclaws are very tough to kill. You are intended to take them on when you have plenty of powerful ammunition.

I've also balanced the amount of components you receive from clearing content. There was an absurd amount of junk and ammo lying around, it has been greatly reduced, and many items have been replaced with HZ's randomized containers, the same way the base game is done. This includes purified water, which has been replaced with aluminum canisters.



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1.8
All enemies have been balanced around HZ's standards. daemon enemies are
still tough and take a lot of ammo to kill. they're meant for the very
endgame, so bring a lot of munitions.
All new armor and weapons have been given HZ keywords and scrapping ability.
All new items have proper HZ icons. i could not get icons working for weapons added by quests, such as the Lawbringer.
SotS Gatlin Laser has been replaced with standard gatling laser.
High value loot has been decreased across the board, as it was very excessive in some areas.
All the goofy consumables have been removed. sorry if you liked them, they
were not balanced and instead of going through and painstakingly
balancing each one and bloating the consumable pool, i just removed
them. If you come across any SotS consumables in the world or in loot,
please let me know.
Swamp-Folk are less likely to drop chems and alcohol.
The fission core recipe has been moved from the chem station to the weapons lab, right next to the fusion core recipe.
All armor and weapon stats have been balanced against HZ counterparts.
Daemons now drop standard Mirelurk loot instead of Daemon Eggs and meat


1.9

A lot of the valuable junk items that were deleted in the 1.8 patch have
instead been replaced with Zaw's randomized loot containers, matching
the type of item they originally were.
Hyper Deathclaws and Charons are now harvestable
All purified water has been replaced with aluminum canisters

4/16/2023 - had to push out a quick patch because the recent HZ version made
Charon's invisible. they are now visible again, unfortunately they've
lost their orange glow, so they look like normal gatorclaws with fire
effects on them. also many more junk items have been replaced with
randomized containers

6/15/2023 - was alerted that i had outdated keywords on the armor sets, so i fixed that. thanks to JB for letting
me use his patch as a template

Version 1.6, 9/27/23 - Fixed the flickering meshes in the swamps and Glowing Sea. This is still for Atoms Storm 1.8, NOT 1.9.

Version 1.7, 10/1/23 - Fixed SotS PA Helmet so all modification options show up.

Version 1.8, 10/18/23 - Gave the Ashland Cowl a proper HZ icon, removed a bugged object template, gave Swamp Folk a combat style (they had none before, now they have Gunner Ranged). After playing Atoms Storm 1.9 with this patch, it seems that using it causes crashes with my patch. If you switched to 1.9, switch back to 1.8 until I figure it out.

Version 1.9 - Theoretically fixed all crashing issues with Atoms Storm 1.9. Keep in mind that the Necropolis settlement will still be missing HZ features and there's nothing I can do about it.

Version 2 - Set up NPCs the way Horizon's are in terms of DR. Human enemies have either 0 DR or they're fully armored. Also set Swamp-Folk and Fanatics Of Atom to have 90 health, the same as a Gunner Brigadier. If you've already spawned NPCs in your game, the changes will not be reflected with them.

Version 2.1 - SOTS PA is no longer available to the player. PA enemies are set up the same as PA raiders now, dropping broken pieces and 1 raider piece. Nerfed some containers, got rid of a lot of nuka grenades in loot (enemies still carry and use them), and some other minor stuff.

Version 2.2 - Added legendary spawns to Swamp Folk, Fanatics Of Atom, Bots in the mine and Daemons. Swamp Folk and Fanatics spawn legendaries pretty frequently, making them both more dangerous and more rewarding. Lowered Daemon health across the board to make up for the fact that they mutate. If these NPCs are already spawned in your game you may encounter issues.

Handmade Rifle Classic Wooden Stock

makes Handmade Rifle - Classic Wooden Stock
 compatible with HZ 1.9

No BloodWorm MoleRats Scorpions Teleport-BugFix

this patch will replace my No Teleporting Creatures patch, as it also includes Bloodworms.

No BloodWorm Molerats Scorpions Teleport-BugFix
 use this mod along with this patch.
updated for 1.9.3, Bloodworms are now harvestable
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