Mod articles

  • v2.6 update notes

    HELLO Wasteland v2.6
    Halfbreed's Enemy, Loot, and Livelihood Overhaul

    v2.6 update notes
    TL;DR: New/revamped vendor loot lists. Edited HtV81_03 for Tina fix. Edited/fixed lvl 4 special vendors. Multiple fixes (mine or Bethesdas) 

    LOOT


    + Loot should have better distribution across the board (should still be extremely low)
    + Vendors of all types/persuasions have had their loot lists totally revamped.
    + Altered some vendors (such as in the Galleria) who would normally not have 'traded' since the war to have more pre-war related items.
    + Fixed lots of weird, weird, weird bugs (that caused me no end of stress) in bethesda's default code/settings for shops/Vendors.
    - Bullets are now sometimes insane...

  • version 2.4 update notes

    Update: Version 2.4

    I have done everything I possibly can to make this mod 'conflict free' as far as other workshop mods go. I have also made MANY changes and tweaks, along with a lot of optimization. Hope you enjoy it!

    CHANGES NOW IN VARIABLE/GAMESETTING OVERRIDE FORM 

    Economy:
    * Loot is still reduced across the board, expect to find generally less.
    * Barter rates are now 'static' across the board. Expect a 20-50% 'increase' in prices, regardless of the happiness of your settlement, or the location of the vendor. Charisma now has a 'weaker' effect on prices, but perks are in the pipeline to take your 'effective buy/sell bonuses' to the equivalent of approx 30+ charisma. This also will allow (ev...

  • v1.2 update notes

    VERSION 1.2 UPDATE-
    * GAMEBREAKER FIXED: Fixed issue causing some chems (like stimpaks) to give only 10% of actual effects/etc
    * COMPATIBILITY PASS: fixed a lot of weirdness (i am bad at modding) to make it more compatible with other mods (SEE BELOW)
    * CAPS PASS: Caps will now be found more often and in greater numbers, mainly in pockets, vendors, etc. Less often 'just laying around'.
    * LOOT PASS: Normalized some loot tables, including removing weird junk/caps results from 'animals'.
    * Edited some settler anims
    * Adjusted damage/effects of some thrown weapons (especially those damn molotovs)
    * Normalized plant and job station payouts to be more consistent internally and with each other.
    * Changed some settings to make survi...

  • v2.0 update notes

    Version 2.0 HUGE UPDATE!

    LOOT PASS (containers): 

    Drop rates were slightly altered to give better results, at the cost of getting fewer items. Locked things, bosses, boss chests, and similar now have a better chance for a 'loot jackpot', consisting of a lot of stuff. Stupid radiant quests are now almost worthwhile if you like loot!
    LOOT PASS (job stations): 

    Gave 'hardcore' loot items their own separate LL, to keep from getting so many nil results (zero items created) with various job stations, which gave the player too many 'nothing harvested/collected' results. 
    LOOT PASS (plants): 

    Normalized plants to give better results. You are now guaranteed at least 1 item per tech level, per harvest...