This page was last updated on 24 February 2015, 1:51AM
Changelogs
Version 2.3.2
Update 2.3.2
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--> A couple more fixes to the weapon wall scripts.
--> Trimmed a bit of unneeded data from the armors.
--> Fixed a bug in the detox system, due to some functions only seeing rounded numbers.
--> Started modifying the armory workbench. New interface, and it activates FWE's time lapse. The dialog flickers a bit, but I'll try to solve that. Not yet complete, but I figured I could use some feedback on bugs as I add more menu items.
--> Added an option for brighter lights in the UH terminal, under "settings". Currently only in the lab, so people that use darker ENBs can give some feedback before I add the others. After choosing the option you must turn the lights on for it to take effect.
Version 2.3.1
Update 2.3.1
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--> Rock-It Launcher now rightfully processed as a Big Gun.
--> Metal Blaster now shows the proper texture.
--> Added the Curse Breaker/Excalibat to the melee wall.
--> The Gauss Pistol PPK12 and the Gauss M72 Rifle have also been fixed. They are Small Guns that happen to belong in the energy weapons wall. If you let the armory sort it out, they should appear with no issues.
--> All containers and wall scripts have been perused and cleaned/fixed. Hopefully the errors are now very few to none.
--> Wall help messages have been changed for readability.
--> Added a litttle surprise to the armor stand.
--> DLC and DLC+WMK add-ons will have to be downloaded again.
Version 2.3
Update 2.3
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--> New weapon wall: Energy. As before, if you have any energy weapons inside the regular weapons wall container, take them to the new wall or to the energy weapons crate.
--> Projectile and Energy walls are completed.
--> Fixed the bug in the melee weapon wall that made the hand axe to be always on display.
--> Fixed a bug in the Bookshelf that would toggle the display of books if you had a skill book in the shelf but not the "Read" version.
Version 2.2
Update 2.2:
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--> The hideout now starts hidden until discovered.
--> Added all the FWE ammo to the mannequin list, so they can now wield all the weapons that use CALIBR.
--> Added a new weapon wall, Melee.
--> The Melee and Craftable weapon walls are completed.
--> Weapon walls have a new feature: if there are two or more weapons assigned to a spot on the wall, you can choose which one to display by putting that weapon on the wall, using the wall menu. You can even choose vanilla weapons.
--> Updated most wall texts to reflect the changes.
--> Moved the boxes next to the workbench in the armory, so you'll need to re-download the add-on for WMK if your're using an older version, so it doesn't look wierd.
Version 2.1.1
Update 2.1.1:
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--> Important bugfix! The detox system was using a function for setting the rad level that is very inflexible regarding changes from other sources. My mistake for basing my script on the existing one, when they worked differently.. This results in players that used the detox system could go into negative rads when using RadAway. It is now fixed so new players should have no issues.
--> On a related note, detox points now update the moment you close the RadAway container.
Version 2.1
Update 2.1:
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--> Changed a bit the way the simulator works. It now gives a lot less XP per run (it was easy to exploit before). I expect the way I coded it to be compatible with most XP gaining mods, including the ones that remove XP altogether.
--> Changed the weapons stats so they are more in-line with equivalent uniques from FWE.
--> Made the basement workbench work a little better alongside the FWE one.
--> Detox no longer triggers everytime it scans. Only when the player has rads.
--> Ammo values for the ammo press have been slightly tweaked.
--> The armory weapon walls now search for weapons in the storage containers, so you don't need to put them on the wall yourself. For the weapons to appear you have to open and exit the wall's inventory, or any of the weapon containers.
--> The display also detects if you have special/unique versions and updates accordingly, and has a couple FWE weapons added so far. All the vanilla weapons (I think) have the FWE textures and models applied for consistency, if they have one. This is a work in progress. Eventually most, if not all, FWE weapons will be added. In the meantime, there will be some disarray in the armory, just bear with me.
Update 2.0:
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--> Reworked the item sorter in the armory, dividing them by type instead of by weapon recipes, since FWE adds many craftable weapons with some items being used by more than one recipe.
--> Joined the armory workbenches. The option to build weapons from the boxes work with the new sorting. Any crafting option that appears in the vanilla workbench (like the one in the player's bedroom) will not work in the armory. I'll try to solve that.
--> Added FWE foods and drinks to the sorters in the player's bedroom.
--> The sorters from the hideout terminal now work like all the individual ones.
--> New Add-On File: UH-FWE-WMK-DLC.esp, with weapon kits sorting. If you use this, you don't need the FWE-DLC add-on. The new add-on needs version 2.0+ of the main file to work!
Update 1.1.1:
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--> Re-fixed the pear bug. It should be working as it's supposed to now.
--> Uploaded an Add-On file to allow the armory to sort the added items in FWE's DLC files.
Update 1.1:
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--> Fixed a bug in the original mod which prevented pears to be harvested more than once.
--> Added bottlecap mines and nuka grenades to the armory.
--> Added FWE weapons and armor (regular and powered) to the sorters and molotov cocktail to the explosives sorter (it goes to the grenade box, but there's no place for it in the armory).
--> I decided to reactivate the Nuka Vending Machine script that gives nuka-cola (I felt bad for removing it in the first place), but changed it to give Nuka Quantums. To do so, it needs various items including 10 regular nuka-colas and a piece of nukalurk meat. It has a new entry in the hideout info terminal and the vending machine will tell you what you need if you don't have all the ingredients.