Fallout New Vegas

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CHANGE LOG


FOOK-PN Convergence
-----Many ingestibles corrected for FOOK's sanitizer. (1.03)
-----Alien Blaster added to aliens' usable weapons formlist. (1.03)
-----Added Ballcap w/ glasses, Silver/Gold Authority Glasses to proper PN formlists. (1.04)
-----Thanks to the generosity of Old Nick, 'PN Extra Options MCM Fix' is now included! (1.05)
-----Updated Leveled Lists for FoodGenericOldWorld, OvenFood, FridgeFood, & FoodGenericNonPerishables (1.06)
-----Added 'Can Be Any Race' flag to a few of the NPCs already in plugin. (1.06)
-----Updated Load Order recommendation for better compatibility with randommod01. (1.06)
-----More ingestibles tweaks. (1.06)
-----Bowie Knife & Blood Nap added to Grunt perk list. (1.07)
-----Motor-Runner's salvaged T-51 Helmet (FOOK) reverted to his vanilla helmet. (1.07)
-----PN functionality added to Nephi's Iron Helmet & Hellhound Hood. (1.07)
-----Remnants of PN's Homemade Plasma Rifle removed from loot lists. (1.07)
-----Homemade Rifle & Homemade Assault Rifle added to a couple low-level loot lists. (1.07)
-----Homemade Rifle & Homemade Assault Rifle weapon mod crafting now requires respective weapons in inventory. (1.07)
-----Removed dummy script from playable Legate Sword. (1.07)`
-----Added appropriate Project Nevada armors, ammo, weapons, & weapon mods to FOOK QA containers. (1.07)
-----Replaced Rolling Pin sound effects on Rising Sun sword. (1.1)
-----Added script to replace duplicate weapons [once] at start of mod (for installations mid-game). (1.1)
-----Cleaned up PN Wattz laser weapon duplicates on BoS NPCs. (1.11)
-----Corrected Biped data flags on Hei Gui Chinese Suit. Pants now included. (1.13)
-----Removed second Chinese Suit from its container. (1.13)
-----Cleaned out PN-Cyberware.esp dependency. (1.14)
-----Split off and added explcit PN-specific mod sorting for people not using Stage 2. (1.14)
-----Fixed Wattz 2000 Rifle LI entry within BoS NPC template. (1.15)
-----FOOK Night Vision Goggles added to McCarran FarGo Trader (lvl 17 req). (1.15)
-----Hazmat Suit ghostly disembodied hands fixed. (1.16)
-----Hazmat Suit given PN functionality. (1.16)
-----Motor-Runner helmet reverted back to FOOK model. (1.16)
-----All-Purpose Science Suit given PN functionality. (1.17)
-----Ghostly disembodied hands fixed on: All-Purpose Science Suit, Radiation Suit, Advanced Radiation Suit. (1.17)
-----Stuff. (2.0)
-----Minor adjustments to repair and ammo lists. (2.01)
-----Re-enabled Cannibal Disruption. (2.01)
-----Inclusion of Elijah Tesla Cannon charging. (2.01)
-----PN 5mm SMG slightly more common with Raider miscreants. (2.01)
-----Added AK47 & Gauss Minigun to Supermutant leveled lists. (2.01)
-----Added sound fix for Minigun & Avenger. (2.01)
-----Adjusted Railway Spike counts in some clutter containers. (2.02)
-----Mick now won't sell Railway spikes until clvl 21. (2.02)
-----Charged Tesla Cannon now 73% less blinding at close range. (2.02)
-----Alternative charging sounds on Plasma Disruptor. (2.03)
-----Default melee lock-on hotkey is now 'B'. (2.04)
-----Metal Armors cleansed of their "wet-look". (2.04)
-----Railway Spike & 45 Ammo loot counts fixed/randomized. (2.04)
-----FOOK's custom ingestibles given PNx [food healing] functionality. (2.04)
-----GRA Ammo lists given PNx [LootRarity] functionality. (2.04)
-----Darts reintroduced to leveled lists, renamed "Plastic Dart". (2.04)
-----With the above change, Railway Spikes should no longer be found in office, household, & school clutter. (2.04)
-----Hypodermic Dart still required for Dart Gun; recipe = [Plastic Dart + Empty Syringe]. (2.04)
-----Added GRA duplicates to weapon replacement script. (2.05)
-----Added FOOK NVG to the following helmets: Vault-tec; Airforce T-57C; Advanced Recon; Ranger Recon. (2.05)
-----Added Cyberware Implants to FOOK Q/A Containers. (2.05)
-----Removed defunct [PN] Nuka Grenade & Shiskebab schematics from world. (2.05)
-----Minigun sounds adjusted. Now with 80% less clangy echo. (2.05)
-----Nerfed 100% starting health of some PN uniques: [10mm Alloy Pistol, Alloy Assault Rifle, Alloy Combat Shotgun, Liberator,
-----High Roller, AES18, Q-41, Tesla Rifle Prototype, Rail Cannon, Shock Baton, Alien Atomizer, Flagpole]. (2.05)
-----Repair lists adjusted for: [Alloy Shotgun, Liberator, Chinese Sniper Rifle, Win95 Plasma Rifle, Plasma Disruptor]. (2.05)
-----Removed Idle sound for vanilla, GRA, AWOP, & Arcade Gannon Rippers. (2.05)
-----Switched over NVG integration to script. (2.1)
-----Explicitly added FOOK weapon mods to PN sorting container... Every single weapon mod now has this failsafe. (2.1)
-----Gave Taurus Raging Bull firing sound a bit more oomph. (2.1)
-----Updated for Fook 1.13. (2.1)
-----Added basic night vision to Chinese Stealth Suit helmet for the sake of Cross-mod consistency. (2.2)
-----Implemented minor fix for Laser Pistol 1st person models [mod1+3], [mod2+3]. (2.2)
-----Added DR and reduced weight for some Project Nevada Armors. (2.3)
-----Adjusted Fook's Recon Helmet object effect. (2.4)
-----Adjusted Fook's Leather Armor object effect. (2.4)
-----Added weapon failsafe replacement scripts to all replaced weapons in case of bad merge patch. (2.4)
-----Mick & Ralph's now sells Zhu-Rong (once). (2.4)
-----Project Nevada bugs addressed and leveled lists overhauled for proper Rebalance functionality. (2.5)
-----Cell and worldspace item deletions changed to disabled. (2.6)
-----H&H Tools Kinetic Accelerator implant moved to FOOK's replacement safe. (2.6)
-----Infiltrator added to FOOK Super Mutant leveled lists. (2.6)
-----PN Rebalance rarity CHEM/FOOD/MISC variables added to some FOOK-based NCR, Legion, Raider, & White Legs leveled lists. (2.6)
-----Molotov cocktails should now be more common on raiders, small chance on Powdergangers. (2.6)
-----Chance for grenades added to veteran rangers. (2.6)
-----Acid-Blood Grenades added to Khan Armory, Dale Barton, & White-Legs Lightbringers. (2.6)
-----Fixed a few PN leveled list mistakes w/ WithAmmoGunAutomaticNPC Llist. (2.6)
-----PN Chinese Sniper Rifle added to T1 Legion, T2 Raider sniper leveled lists. (2.6)
-----Assault Carbine and 12.7mm SMG added to high level legion leveled lists. (2.6)
-----New sound effect for tier 2 charge on Elijah's Tesla Cannon. (2.7)
-----Minor correction to FookPNxWeaponsReplaceScript for 556 pistol editor ID consistency. (2.7)
-----Minor editor ID juggling for Fook's sorting containers. (2.7)
-----Added 'Restore Dehydration' & PN 'Sealed' attributes to Nuka Cola. (2.7)
-----PN 10mm Alloy Steel Pistol renamed to N99 Alloy Steel Pistol. (2.7)
-----PN Chinese Sniper Rifle renamed to Dragunov Sniper Rifle. (2.7)
-----PN Stealth Laser Pistol renamed to AEP7 Stealth Pistol. (2.7
-----PN 5mm SMG renamed to FN P90c. (2.7)
-----Integrated Fook's 7.62mm ammo throughout game, complete with Handloader recipes. (2.7)
-----M1 Garand and FN FAL weapon loadouts now come with 7.62 ammo/cases. (2.7)
-----Added explicit CHEM: sorting for Slasher, Rocket. (2.7)
-----Polished up EMP object effect logic. (2.7)
-----Added FOOK, PN, and DLC items to appropriate UnfoundLoot Misc, Ammo, Weapon FLists. (2.7)
-----Red Glare Rocket PN knockdown changed to medium effect. (2.7)
-----Corrected quite a few inconsistencies w/ PN explosive projectiles. (2.7)
-----Adjusted Grenade/Mine Hotkey icons for Nuka Quantum Grenade, Cryo Grenade & Mine. (2.8)
-----Display abbreviations added for 7.62 ammo. (2.8)
-----Removed redundant dogtags from Forlorn Hope NCR Troopers. (2.8)
-----Slight changes to LL2WastelanderVipersLeaderArmorNV Llist for more variety. (2.8)
-----Fook bug fix for FookWithAxRIFExLaserRifleLVLI, lowered MFC ammo count. (2.8)
-----Increased initial condition on Homemade Plasma Blaster. (2.8)
-----Increased vendor value on acid-blood & nuka grenades. (2.8)
-----Removed Fook Desert Eagle From Gun Runners Vendor. (2.8)
-----Increased Vendor quantities of 7.62 Ammo, decreased chance for Boxes, implemented chance for non-surplus Boxes. (2.8)
-----Overrode vanilla Supermutant leveled lists with FOOK's for better integration with random mods such as DFB. (2.8)
-----Corrections to Leather Armor & Recon Helmet object effect conditions. (2.8)
-----Vanilla fix - correction for floating sulfur pool in Bootjack Cavern. (2.8)
-----Vanilla fix - oven placement in White Glove Basement. (2.8)
-----Vanilla fix - SS Vending Machine placement in Camp McCarran building. (2.8)
-----Vanilla fix - Door in Southwest Sewers changed from keyed to inaccessible. (2.8)
-----Decreased Weight on empty soda, whiskey, scotch, and milk bottles. (2.8)
-----Inclusion of mesh fixes for ENB and adjustment to Vanilla, FOOK, & PN Nightvision IMADs. (2.8)
-----Larger batch of NPC templates used for FarGo trader. (2.8)
-----Added Chinese commissar jumpsuit, & officer cap to OWB. (2.8)
-----Reduced weight on Children of the Cathedral Elder Robe. (2.8)
-----Some grammar corrections for Vault 19 terminals. (2.8)
-----Nephi's Iron Head enchantment nerfed from 25 to 15AP. (2.8)
-----2mm EC ammo slightly more common. (2.8)
-----Cooling Unit added to Certified Tech perk Flist, removed from AmmoEnergy Llists. (2.8)
-----Vanilla metal armor textures added for Fiend Metal Armor variant to prevent conflict with Macintroll texture pack. (2.8)
-----Added small chance for Browning Assault Rifle on Fiend Heavy Weapon Llist. (2.8)
-----Nuka Quantum science skill req. raised to 90 for consistency with Victory/Quartz recipes. (2.8)
-----Small correction for Rushing Water & Black Coffee PN sorter labeling. (2.8a)
-----Added Death Walker Duster to Fargo Trader, clvl21. (2.8a)
-----Adjusted esp for PN Extra Options Update. (2.8a)


FOOK-PN-WME-WMX-EVE Convergence
-----EVE models added to missile/nuke ammunition. (1.03)
-----12.7mm SMG models corrected (1.03)
-----Updated descriptions to all defunct WMX mods. (1.03)
-----Corrected a 1st person static model bug for Tesla Rifle Prototype present in original PN-WME patch. (1.03)
-----Updated Tesla-Beaton Prototype to correctly use WMX mods. (1.03)
-----Corrected [no mods] static model for Multiplas Rifle (1.03)
-----Replaced Tesla Rifle Prototype's Extended Clip mod with standard 'Microfusion Rifle Dual-Cell Harness' (1.03)
-----Removed WMX Woofers from OWB Sink container. bow-wow. (1.03)
-----Novasurge Unique Plasma Pistol damage lowered. (1.04)
-----Removed a Woody module from VanGraff's container. (1.04)
-----Gehenna lives once more! Was missing from original WME - FOOK DLCs.esp. (1.04)
-----Disabled WMX 'MOD CONV' recipes. (1.05)
-----Corrected 1st Person [no mods] Colt Police Pistol. (1.05)
-----Cleaned out orphaned weapon mods from FOOK QA containers. (1.05)
-----Added appropriate Project Nevada & WMX weapon mods to FOOK QA containers. (1.05)
-----Added script to replace duplicate weapon mods [once] at start of mod (for installations mid-game). (1.1)
-----Added some overrides to prevent incorrect weapon mods from potentially showing up with bad merge patch on vendors. (1.12)
-----Added Tier 5 Energy weapon mods to GunRunners. (1.12)
-----Patched in PN Sorter support for WMXUE. No more MOD: prefixes if you don't want 'em. (1.12)
-----Deleted extraneous [WMX]BAR extended mags Note from Dead Money cell. (1.14)
-----Changed PN-WME's reload animation for modded flamer pistol. (1.14)
-----Removed errant WME Pulse Gun mod from Vault 34. (1.14)
-----Removed WME Alien Device mods from Nipton General Store, Mick & Ralph's. (1.14)
-----Cleaned out some unnecessary master dependencies. (1.14)
-----Relocated Gehenna to Jonnyeah's intended location. (1.15)
-----Completely rebuilt around WMEVE and WMX (not WMXUE). (2.0)
-----Projectile weapons now use WME entirely, with WMX helping out on melee mods. (2.0)
-----Listing of weapons and respective mods built into Antistar's MCM option. (2.0)
-----Two mods enabled for Plasma Disruptor. (2.0)
-----More Stuff. (2.0)
-----Project Nevada explosion knockdown support added back in (post WMX rebuild), nukes left out in favor of EVE. (2.01)
-----Small backstory added on Plasma Disruptor. (2.01)
-----Recipe name for Auto Rifle Upgr. Internals now matches output name. (2.01)
-----Added insurance so WMX Battle Rifle won't show up w/ bad merge patch. (2.01)
-----Corrected Cleansing Flame's world placement. (2.02)
-----Silenced sniper rifle sounds changed. (2.03)
-----Fixed scope models on WRP/scoped Plasma Disruptor. (2.04)
-----Explicitly added all WME mods to PN sorter to alleviate MOD: prefix oddities. (2.04)
-----Power Fist 2D/3D sound fix implemented. (2.05)
-----Fixed Ratslayer sounds. Go forth and slay those rodents of unusual size. (2.06)
-----Updated for FOOK & WME-FOOK 1.13. (2.1)
-----Implemented proper Caravan Shotgun Vats Fix. (2.2)
-----Pulse Gun 1st person models. (2.3)
-----Added WMX first person textures to Beaton Prototype and Elijah Tesla Cannons; WME mesh/mods retained. (2.7)
-----Decreased chance for weapon mod loot on Fiends (and certain clutter) from 40% to 5%. (2.7)
-----Decreased chance for weapon mod loot on BoS from 30% to 15%. (2.7)
-----Decreased chance for extra explosives loot on Boomers from 25% to 20%. (2.7)
-----Added chance for weapon mod loot on Enclave, 15%. (2.7)
-----Reduced value on Lonesome Road WME weapon mods. (2.7)
-----Combined EVE emp and PN knockdown Nuke effects into one. (2.8)


FOOK-PN-AWOP Weapon Convergence
-----FOOK's Novasurge pistol added to gameworld. (1.01)
-----Scope nif and Stock (#2mod) on Ratatat (AWOP Vance's SMG) corrected. (1.01)
-----12.7mm SMG models & mod#2 corrected. (1.02)
-----Added AWOP's Stimpack and RepairKit boosts to appropriate vendor containers. (1.03)
-----Appropriate AWOP weapons added to Grunt perk list. (1.04)
-----Completely overhauled for Stage 2's Rebuild. WMXUE dependency removed in favor of WMX. (2.0)
-----Added AWOP weapons to FOOK Q/A Containers. (2.02)
-----Added AWOP armors & ingestibles to FOOK Q/A Containers. (2.03)
-----Updated repair lists for all AWOP weapons. (2.03)
-----Added correct version of long tube mod to Marlin M1895 Brush Gun Mk.II. (2.1)
-----Added Custom SMG Stock to FOOK Item Mod Q/A container. (2.1)
-----Added Recharger Pistol & Rifle to PN Digital Zoom list. (2.1)
-----Updated for FOOK & WME-FOOK 1.13. (2.1)
-----Mlix Laser RCW updated for AWOP 5.3 (2.3)



Zed's party favors
-----FOOK-PN Naming+Destructables * MMUE dependency removed. (1.08)
-----FOOK-PN-Camon * Chinese pistol sounds reverted to Vanilla/FOOK. (1.10)
-----FOOK-PN-RtBA CP * GRA-Right to Bear Arms patch added. (1.11)
-----FOOK-PN-MicaWpnPak CP * added back in to clear up main file section. (1.11)
-----FOOK-PN-MicaWpnPak CP * minigun sounds adjusted for change in FOOK-PN. (1.12)
-----FOOK-PN Naming+Destructables * .45 ammo/case stuff added. (1.12)
-----FOOK-PN Naming+Destructables * added optional no ammo weight version. (1.15)
-----MMUE-DFB * Reworked into an esm and esp, to get rid of mismatching bodies. Optional FOOK-NVR2-MMUE-DFB version. (1.15)
-----FOOK-PN-CNR * Armor stat & object effect changes, FList additions/corrections, PN mask overlay corrections. (1.15)
-----FOOK-PN-CNR * Biped flag corrections on a couple helmets. (1.16)
-----FOOK-PN Naming+Destructables-AmmoWt * zeroed out Energy Cell ammo weight. (1.17)
-----FOOK-PN Naming+Destructables/-AmmoWt * added vats targeting for Mininuke, Missile, & Rockets. (1.17)
-----FOOK-PN-CNR * Minor update to name in Shiskebab MkII recipe. (1.17)
-----MMUE-DFB * Reduced ammo loadouts on Fiend, Mercenary, Raider, & Jackal Bosses. (1.17)
-----FOOK-PN WMX-EVE Multiplas * added for replacement of WME models with those of WMX on Multiplas & Q-35. (1.18)
-----FOOK-MiscIcons CP * added for minor merging of T3T Misc Item Icons. (1.18)
-----FOOK-PN-CNR * corrections on some object effect conditions. (1.18)