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About this mod
A variety of changes to gameplay, perks, items, etc. Posted as a modder's resource.
- Requirements
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DLC requirements
DLC name Automatron Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Unofficial Fallout 4 Patch - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
johndoebowler, whose Craftable Armor Size mod highlighted the strange oversight of the material requirements between mods on different armor sizes.
KarmaCoin, whose Immersive Fast Travel mod inspired my Pulowski Teleporters implementation.
Testudini, whose Locksmith mod inspired the ability to lock doors in settlements.
registrator2000, whose FO4 Hotkeys mod inspired keypress detection features.
EthicalLune, whose Unbogus Health Scaling mod gave me the idea to remove health scaling with player level for the player and NPCs; should go a long way to making the game interesting longer.
Wild1234, whose Preston Garvey No Radiant Settlement Quests actually freakin' works apparently.Donation Points system
This mod is not opted-in to receive Donation Points
- Changelogs
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Version 84
- Updated for latest UFO4P.
- Updated Place Everywhere Config to disable timescale and global rotation hotkeys.
- Game version 1.10.111; UFO4P version 2.0.5a.
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Version 83
- Fixed followers not teleporting with the player when changing world spaces (Commonwealth to Far Harbor, for example).
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 82
- Added Ballistic Weave option for Marine Wetsuit.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 81
- Updated Pulowski Teleporters and Relay Supply bins; self-powered (but cost more components, specifically about 1/5 what a fusion generator costs), only one of each can be constructed per settlement, and code is cleaner.
- Added transponders, single-use items that allow you to teleport to active teleporters or open relay supply bins. Construct at Chemistry workbench. See readme.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 80
- Defense required to prevent settlement attacks now capped at 50. Below 50, the usual rule of higher than water plus food still applies.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 79
- More successful fix for Preston's indefinite radiant quests. Works exactly like Wild1234's Preston Garvey No Radiant Settlement Quests.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 78
- Added core removal feature to readme, and expanded it to make power armor owned by the player when the right conditions are met. See readme.
- Fixed erroneous text when picking up the Repair Bobblehead.
- Fixed readme claiming the Scrapper radar is removed; it was actually converted to a toggle with a hotkey.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 77
- Updated for latest UFO4P.
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
- Added standalone patches for Modern Furniture Workshop Pack, Home Decor Workshop Pack, and TransDOGrifier on the Creation Club. See readme.
- Game version 1.10.82; UFO4P version 2.0.3.
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Version 76
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
- Game version 1.10.50; UFO4P version 2.0.2a.
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Version 75
- Can't field scrap weapons and armor in power armor.
- Supplies menu now displays needs.
- Game version 1.10.40; UFO4P version 2.0.2a.
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Version 74
- Updated for latest UFO4P.
- Game version 1.10.40; UFO4P version 2.0.2a.
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Version 73
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
- Game version 1.10.40; UFO4P version 2.0.1a.
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Version 72
- Added resetting of undroppable aid item counts if they somehow get higher than intended.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 71
- Added [Supplies] to Aid in inventory. Manages eating and drinking without opening the inventory. See readme.
- Updated Keypress Support for [Supplies] item. Don't forget to assign an actual key or copy the recommended settings from the source folder.
- Fixed Self-Sustenance hotkey not responding.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 70
- Removed random Biobot Point gains. You get 3 when you inject them and 1 for every level gained afterward.
- Revised Scrapper Rank 1 text to reflect scrapping and modding armor and weapons in the field.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 69
- Added armor and weapon scrapping/modding to Field Scrap.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 68
- Added many new weapon mods. See readme.
- Revised perk requirements for Handmade Rifle. See readme.
- Overhauled Syringer ammo. See readme.
- Fixed Ripper Electrification Module using wrong loose mod item.
- Added standalone patch for Prototype Gauss Rifle on the Creation Club. See readme.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 67
- Automatron, Vault-Tec Workshop, and Nuka-World won't start until after Institutionalized is completed. This can be overridden by setting a global value for each quest in the console. Vanilla level requirements remain in place. See readme.
- Moved source scripts in archived version to archive file.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 66
- Dogmeat no longer takes fall damage.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 65
- Split into two versions: One with an archive for players to use, and one with loose files so it plays nice with the CK.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 64
- Removed changes to Nick using stimpaks. Near as I can figure, at some point a game update broke it, and I can't figure out how to make it work. Fix it on an existing save with the console: "prid 2f25" then "addkeyword playercanstimpak".
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 63
- Added breakdown recipes for ammo. See readme.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 62
- Added Sort option to owned settlement workbenches. See readme.
- Updated Stashable Caps Patch to work with workbench Sort option.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 61
- Most ammo can be crafted at a chemistry station with the same recipes as the Ammunition Plant, yielding 20 each time.
- Removed wild mutfruit, wild razorgrain, and wild corn items. All recipes requiring them now require their regular versions, and the wild plants yield the regular versions.
- Added recipes: Roasted carrot, corn, and mutfruit, baked tato, cat chops, and cat stew.
- All varieties of tato now weigh 0.1 pounds.
- The corpses, blood stain, and tire iron just outside Sanctuary across the bridge are disabled once When Freedom Calls is completed.
- Full Dialogue Interface Strings now optional file.
- Keypress Support source directory changed; no mechanical change, just something more convenient for me while modding.
- Health no longer scales with level, for the player or NPCs. The player starts with 100, and gains 20 per Endurance. (May have to re-equip headgear when first loading an existing save with this.)
- Added standalone patch for FadingSignal's Modular Military Backpack on the Creation Club. See readme.
- Added standalone patch for Greslin's Stash Those Caps - Weighted Edition. Changes weight to 0.005 instead of 0.01.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 60
- Experience slowdown kicks in once level 6 is reached.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 59
- Updated scripts to carry over UFO4P changes.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 58
- Experience gained at 20% the normal rate. (Kept getting godlike before I got past Automatron...)
- Now includes updated strings for Full Dialogue Interface for latest game version. Install all FDI files before installing Marelo's Overhaul, and overwrite any FDI files with Marelo's Overhaul files if asked.
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
- Updated for latest UFO4P.
- Game version 1.10.26; UFO4P version 2.0.1a.
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Version 57
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
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Version 56
- Added ability to quickly remove fusion cores from owned power armor.
- Updated for latest UFO4P.
- Updated for latest Pipboy_MapPage.swf and MainMenu.swf.
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Version 55
- Added constructible component kits for small, medium, large, windmill, and fusion generators, as well as Pulowski teleporters and relay supply bins. Found in Utility section of Chemistry workbench.
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Version 54
- Power armor paints and materials have been separated into distinct categories.
- Power armor paints are effective when at least 5 pieces are worn, allowing for helmet-less configurations.
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Version 53
- Added Evolve option to Biobots. See readme.
- Updated Keypress Support for Evolution powers. See readme.
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Version 52
- Updated MainMenu.swf and Pipboy_MapPage.swf from 1.7.22.
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Version 51
- Fixed bobbleheads giving their benefits multiple times if taken from the stand.
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Version 50
- Added option to remove Ballistic Weave from armor items.
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Version 49
- Renamed Pulowski Teleporter Schematics to Relay Network Schematics.
- Added Relay Supply Bins to constructible objects unlocked by Relay Network Schematics. See readme.
- Disabled hammering on Sanctuary house after Sanctuary is fixed up with Sturges.
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Version 48
- Fixed Alien Blaster Fusion Mag changing projectile back to slower speed, and adding ammunition capacity instead of reducing it.
- Added lootable black BOS Officer Uniform to Recon Bunker Theta.
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Version 47
- Power armor worn by companions doesn't break.
- Attempted to prevent Art vs. Art and pre-war Sanctuary ghouls random encounters from happening more than once.
- Attempted to fix Preston still giving back-to-back quests while Radio Freedom is up.
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Version 46
- Added scrapping of molerat holes and many corpses in settlements. See readme for full list and components gained.
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Version 45
- Rearranged sneak attack bonuses across perks. See readme.
- Supermutantish: Agility now also reduces noise from movement by 20%.
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Version 44
- Added notification to component radar toggle hotkey.
- Separated keypress support files from main mod. No longer have to re-do keypress assignments every update. (Still a good idea to keep a backup.)
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Version 43
- Added optional keypress detection features. See readme.
- Can't use [Field Scrap] in combat.
- Uploaded MAO Lock and Terminal as a standalone mod to remove lockpicking and hacking minigames.
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Version 42
- Fixed Super Mutantish: Agility increasing movement speed while not sneaking.
- Added 10mm Magnetic Accelerator Barrel and Slug Irradiator Barrel. See readme.
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Version 41
- Nuka-Cola, Vim, and alcohol now also return empty bottles when drunk.
- Nuka-Cola now hydrates as well as water.
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Version 40
- Added claimed beds that settlers won't use. Don't count toward beds in settlement.
- Legendary enemies now enrage instead of mutating, and do not heal, and Legendary Robots notify about on-death explosion.
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Version 39
- Doors in owned settlements can now be locked and unlocked if you have the first rank of Locksmith. Just walk up to a closed door and select the second option.
- Lockpicking and hacking now have sound effects.
- Updated Field Scrap to check if Scrapper has already been taken when the mod starts up.
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Version 38
- Cannot update from version 37! Designed for new characters!
- Nuka-World and Vault-Tec Workshop are now required.
- Extensive changes to Biobots balance, including how early they're obtained. See readme.
- Safecracker now actually taken into account when calculating bobby pin loss. (No gameplay changes from before; you can't actually get Safecracker in this mod. It's just to make the lockpicking features more complete.)
- Fixed being able to pick locks with no bobby pins. (Forgot a single, essential line in the script...)
- Vault 88 and Nuka-World Red Rocket added to Pulowski Teleporter destinations, and their workshop size budgets are now absurdly large.
- Reduced Acid Concentrate crafting cost to 2 acid and 1 glass.
- Added 7.62 ammo to ammo plant. See readme for recipe.
- Equalized automatic barrel damage with semi-auto short barrel for Institute Laser.
- Alien Blaster long barrel now makes the projectile twelve times faster.
- Updated MainMenu.swf and Pipboy_MapPage.swf from 1.7.12.
- Updated WorkshopScript to UFO4P version 1.0.5.
- Removed changes to Ghoulish since Nuka-World has similar and more balanced changes.
- All Commonwealth locations can now be teleported to from the Institute.
- All crafting experience gain removed.
- Place Everywhere Config updated to enable rotation with < and > and object physics toggling with Home and End.
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Version 37
- Updated MainMenu.swf from 1.6.9.
- Removed rubber requirements from junk walls with tires in them.
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Version 36
- Enabled saving and quick saving from the pause menu in Survival mode. (Same as Survival Menu Save Enable, but updated for 1.6.3.)
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Version 35
- Field Scrap menu no longer accepts non-junk Misc items.
- Lockpicking and hacking increment tracked stats.
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Version 34
- Contraptions now required.
- Changes to Ammunition Plants: Produce 30 of each ammo at a time, and added .45-70, Electron Charge Pack, Fusion Cell, Gamma Round, and Plasma Cartridge recipes.
- Updates to scripts for 1.6.3 and UFO4P 1.0.4b.
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Version 33
- Removed conflicting/duplicated changes from UFO4P now that it's required. Some changes are still forwarded.
- Various record cleanups.
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Version 32
- Updated workshop scripts with UFO4P 1.0.3 fixes again, due to a new beta version of the patch. (Due these fixes, versions since 29 have actually required UFO4P 1.0.3 to work properly.)
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Version 31
- Simplified Institute Laser ammo return. Any existing Institute Lasers must be dropped into the world and then picked up for changes to take effect properly. No change in functionality.
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Version 30
- Added Home Plate to teleporter destinations.
- Electron Charge Pack spawn rates normalized to be in line with 5mm.
- Sentry Bots from Automatron give Fusion Cores again.
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Version 29
- Updated workshop scripts with UFO4P 1.0.3 fixes.
- Other script changes with identical functionality.
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Version 28
- Food, water, scavenging, fertilizer, and cap production proceed regardless of what is stored in a workbench, and fertilizer per day limit is removed.
- Created robots are protected, just like settlers.
- Special mods can be removed from robots.
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Version 27
- Pulowski Teleporter script rewritten; more efficient, and doesn't mess with vanilla fast travel destinations. To update from previous versions, you must first go to any teleporter, open the console, click on the teleporter, and use the command "callfunction resetall". Do not use teleporters to teleport to any destinations at this point! You shouldn't be able to select any in the menu, but just in case you can, don't! Next: Remove power from existing teleporters, and then repower them to restore functionality. To reset vanilla fast travel destinations, place and remove vanilla Fast Travel Target.
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Version 26
- Mechanist's Lair reinstated as possible Pulowski Teleporter destination, sans bugs.
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Version 25
- Pulowski Teleporters no longer required to be a certain distance from each other. The most recently placed and powered teleporter will be active. For best results, only place one in each settlement.
- Fixed Pulowski Teleporters only being constructible at some settlements.
- Mechanist's Lair removed from teleportation destinations. You can still teleport out.
- Place Everywhere Config now enables ground/floor snap toggle. Toggle keys changed to F1 (main toggle), F2 (object snap toggle) and F3 (ground/floor snap toggle).
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Version 24
- Nick is now healed with robot repair kits.
- Companions no longer take fall damage.
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Version 23
- Fixed Immunoboosting Synthetic Marrow not checking for Molerat Disease properly.
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Version 22
- More burnt comics turned into junk items with cloth components.
- Burnt junk items renamed to "Ruined" Trade Magazine, Technical Manual, etc.
- Folders are now junk items with cloth components.
- World Map made to zoom out farther, zoom in closer, zoom in smaller steps, and default to a farther zoom.
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Version 21
- Empty bottle return now only applies to Survival mode.
- Simplified lockpicking/hacking script.
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Version 20
- Pulowski Teleporter Schematics no longer count as stealing or respawn.
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Version 19
- Adaptive Biobot Swarm now activates once as soon as you inject it, after a short delay.
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Version 18
- Hopefully fixed bug with checking safety against combined food and water in WorkshopScript.
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Version 17
- Biobot-related perks now have a display image.
- Removed legendary mods with magical effects by replacing them with more realistic ones. See readme for full list.
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Version 16
- Revised GenericDoctorsScript to heal rads exactly, instead of leaving leftover decimals.
- Fixed Field Scrap ownership bug; it no longer counts as stealing if you remove junk from the menu while in an owned cell.
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Version 15
- Tesla Rifle base damage increased by 6.
- Mr. Handy Buzz Blade base damage increased to 8, with bleeding damage.
- Plasma Rifle sniper barrel projectile speed tripled.
- Burnt Magazines are no longer burnt, and have 1 cloth, just like Boston Bugles.
- Added Field Scrap functionality to Scrapper rank 1. See readme.
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Version 14
- Renamed non-removable aid items with brackets to group them together in the player's inventory.
- Enabled scaling in Place Everywhere Config.
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Version 13
- Set cell respawn to 48 game hours and cleared cell respawn to 72 game hours, in all difficulty settings, including Survival. Existing saves compatible.
- Added constructible medkit and ammo box containers to Containers section of Furniture category.
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Version 12
- Immunoboosting Synthetic Marrow now rarely capable of curing Mole Rat Disease.
- Adaptive Biobot Swarm now randomly gives between one and three Biobot Points every three levels, instead of just one.
- Added optional configuration .ini for Place Everywhere, enabling main toggle, snap toggle, and precise movement/rotation hotkeys.
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Version 11
- Updated WorkshopScript to mirror new UFO4P changes in version 1.02.
- Redid Institute Laser ammunition return to more closely match original goal; now returns one fusion cell to the player's inventory 1/3 of the time after each shot.
- Further Far Harbor updates, including workshop budgets and teleporter destinations.
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Version 10
- Updated for Far Harbor, which is now required.
- Shishkebab Honed Blade increased to be very slightly better than Chinese Officer's Sword and Revolutionary Sword.
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Version 9
- Added extra SPECIAL and FEV slots as implant options for Adaptive Biobot Swarm, and an option in the Convert menu to upgrade the maximum implants possible for 5 Biobot Points.
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Version 8
- Added Pulowski Teleporters. See readme for details.
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Version 7
- Safecracker gear reduces bobby pin loss for lock picking with new actor value.
- Empty bottle weights lowered to 0.1.
- Drinking water (purified or dirty) or using it in crafting returns empty bottles that can be refilled.
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Version 6
- Refined multiple scripts.
- Added player check on bobblehead scripts.
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Version 5
- Implemented player dialogue in lockpick and hacking success.
- Added every existing component shipment to the settlement vendors, distributed in thematically appropriate ways.
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Version 4
- Updated lockpicking and hacking to account for keys.
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Version 3
- Fixed Fusion Core Generators dropping Electron Charge Packs.
- Removed junk data.
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Version 2
- Fixed typographical errors in Biobot menu.
- Fixed Parched/Peckish/Tired not showing up in Pip-Boy or on HUD.
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Some of the features, in brief:
- Cyborg progression system.
- Various armor and weapon mod additions and changes.
- Power Armor no longer drains fusion cores, but cores are rarer, and no longer used as weapon ammunition.
- Lockpicking and hacking minigames removed. Lockpicking always costs bobby pins, unless you have enough Safecracker gear or the final rank of Locksmith.
- Settlement changes, including virtually limitless budget, preventing attacks outright with enough defense, and making Minutemen Radiant quests less annoying.
- Survival changes to make it more of a needs and diseases system than a difficulty mode.
- Increased vendor caps and restock frequency.
- Settlement teleportation system.
- Reusable empty bottles from dirty and purified water, as well as most bottled drinks.
- Field Scrap benefit on Scrapper rank 1, allowing junk to be scrapped into components anywhere.
- World map zooming altered; can now be zoomed farther both in and out, and defaults to a farther zoom when opened.
- Ammunition Plants produce 30 ammo instead of 10 and can be used for energy weapon, .45-70, and 7.62 ammo. All recipes also available at chemistry station, producing 20 instead of 30.
- Enables saving and quick saving through the pause menu in Survival.
- Doors in settlements can be locked and unlocked.
- Options for keypress detection.
- Reduce experience gain to 20% normal rate.
- Removes health scaling with level, but rewards Endurance investment more heavily.
- More options for basic food, like roasted corn, baked tato, and cat chops.
- Added supply management for eating food and drinking water more conveniently.
For full details on all changes and additions made, check the readme. Make sure to click "View as a .txt" to see the proper indentation (or, even better, download it and open it with Notepad++ so the lines wrap properly).
I will not be making standalone files or new features on request. If you want to separate a feature that does not already exist as a standalone mod elsewhere, you will have to make it yourself.
Requires Automatron, Far Harbor, Contraptions Workshop, Vault-Tec Workshop, and Nuka-World DLC, as well as the Unofficial Fallout 4 Patch and Full Dialogue Interface. Where applicable, UFO4P fixes have been and will be maintained, when this mod changes the same records.