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Last updated at 8:25, 9 Oct 2017 Uploaded at 22:41, 22 Aug 2016
Current Version: v1.3.1
Horizon is a very large scale overhaul of Fallout 4 that rebalances and expands the gameplay from the ground up.
It contains thousands of changes, redesigned systems, and new additions to very carefully balance everything together.
Horizon is heavily focused and balanced around Survival Mode to make the game more challenging,
but it can be used with any difficulty mode if you wish.
It contains thousands of changes, redesigned systems, and new additions to very carefully balance everything together.
Horizon is heavily focused and balanced around Survival Mode to make the game more challenging,
but it can be used with any difficulty mode if you wish.
- v1.3.0 - Production overhaul, Cargo Bot additions, new Katana, Doctor access in GN, detailed mod descriptions, HC mode, and a lot more
- v1.2.1 - Adjustments for 1.2, Economy tweaks, new versions of the tavern/townhouse, new purifier pump, black color theme for institute guns
- v1.2.0 - Settler Jobs, Ammo Switching, Armor/clothing overhaul, Settler Outfitter, Backpacks, new outfits, and many other things (read the patch notes)
- v1.1.4 - Fixes to heatlh problems with Triggermen, and a few other minor fixes
- v1.1.2 - Alpha Wrist Device system overhauled, additions/tweaks to damaged weapons, new clothing variations, weapon addon system, and more
- v1.1.0 - A brand new crafting system called the "Experimentation Lab", many weapon/NPC/loot changes, Raider additions/changes
- v1.0.7 - Triggermen overhaul, partial Nuka World NPC balancing, DLC weapon upgrades/changes, Cooking categories, Legendary names, etc.
- v1.0.6 - Incinerator weapon, Townhouse prefab, a new type of ballistic weave, ammo/weapon changes, misc fixes
- v1.0.5 - Bug fixes
- v1.0.4 - New settlement building prefabs, 29 new mail events, super mutant/deathclaw changes, settings holoetape, misc changes
- v1.0.3 - New turrets for Robotics Expert, and new dogs for Attack Dog. Feral ghoul balancing, misc DLC fixes, and other adjustments
- v1.0.2 - Sim Settlement balance patch, re-enabled 1 of the DLC factory machines
- v1.0 - Focused specializations, weapon perk overhaul, dogmeat/attack dog updates, mailbox, crop overhaul, hacking devices, and more
- v0.999e - Pre-patch for 1.0: New methods of breaking into locks, new companion weapons, Raider Overhaul compatibility patch, and more
- v0.999d - Pre-patch for 1.0: Update to medical items, Weapons Lab crafting station, Cargo Bot updates, new Timescale addon, fixes, misc changes
- v0.999c - Pre-patch for 1.0: New Save Game consumable item, Large overhaul of the Caravan Travel, misc fixes/tweaks
- v0.999b - Pre-patch for 1.0: New system to catalog magazines into Recipe Perks. Fixes for ammo crafting and ammo loot.
- v0.999 - Large Update: Doctor overhaul, poison overhaul, ammo crafting, vendor overhaul, NPC changes, many more things..
- v0.91 to v0.998 - Initial Beta versions
- Check the forum tab for full patch notes.
v1.4 is going to focus on expanding the settlement progression system more.
Some of these changes may be released before v1.4.
It will also include a bunch of other additions, changes, and fixes:
- A new scrapping tool that lets you scrap all the junk in your inventory into raw components
- New types of crops to make planting them faster/easier
- The new crop types will not be harvestable, but will give high bonus to production
- New large garden planters with snap points for easy crop placement
- New explosives
- Better loot distribution for mutated creature parts (legendaries)
- A new way to gain weapon crafting skill in the ZX1 Lab, using Tinker Kits
- More recipes will be available to craft using Settler Skills
- Energy weapons will be tweaked
- More soon...
News for v1.3
Horizon 1.3 is a large release, which contains new additions and some polishing for many systems.
- Production resource devices are changes to no longer require work orders
- Mod descriptions are much more detailed now
- The official weapon pack is completely overhauled
- Many weapon tweaks
- A new katana weapon is added, which was extracted from the Shishkebab
- A new box magazine is added for the SMG
- New textures are added to replace the dirty vanilla reflex sights
- The ammo swapping system is more polished, and performs a reload animation now to make it more immersive
- Much more..
Check the patch notes for full details.
News for v1.2
Horizon 1.2 is a VERY large release, which contains many new additions to Horizon. Clothing/armor has received a very large overhaul which cleans up the vanilla/DLC armor system. You should read the full patch notes for 1.2, because there are way too many things to even list in the news!
Setter Jobs, Missions, and Tasks
One of the main features in 1.2, is a brand new system for settlers in which you can assign them jobs. Settlers can then be sent on missions/tasks in order to gather materials and items for you.
There's also a new equipment system for settlers, in which you can walk up to a settler and assign them a new weapon or outfit, which is selectable from a menu.
Weapons are much cheaper and easier to equip on settlers than using real weapons, and simply require a few weapon parts. This allows you to outfit your settlers without the huge hassle of individually giving them weapons and ammo. There is also a feature which will give you BACK any existing weapons/ammo on them when you equip a new weapon. This way, you can scrap/sell their old weapon.
Powerful weapons gain +75% damage, and require your Settlers to have a certain amount of Smithing skill, as well as higher ranks of Local Leader.
Clothing/Armor has many different sets to choose from, and I will most likely add more in the future. Clothing sets simply require a few cloth/leather/steel for each. The old clothes are optionally and automatically transferred to your inventory (or scrap storage), so you can scrap/sell them.
Field Ammo Switching
New functionality has been created for weapons which allows them to switch ammo and firing modes in the field depending on the weapon. You can't just switch any ammo on any weapon. The ammo selection is very appropriate and reasonable for each weapon, to help keep weapons distinct, and have different purposes.
Powerful specialty ammo can also be used, but is generally more difficult to craft or find. API rounds are used for armor penetration against targets with heavy armor. Cryo rounds can slow targets, and potentially freeze smaller targets. Pulse rounds are excellent against Robots and Synths. Venom rounds release a burst of toxins to add poison damage to the target. HE Rounds are High-Explosive rounds that deal area damage when they impact.
The image below shows the Combat Rifle. It has one of the wider selections of ammo. As you can see anything other than the default .45 ammo, requires a "Conversion Kit", which helps keep ammo switching balanced and immersive. Conversion kits require ranks for Gun Nut, which matches similar to the way the old conversion receivers were setup.
Armor and Clothing Overhaul
Clothing and armor has received a MASSIVE overhaul. All vanilla/DLC armor now uses custom mod attachment slots for Horizon. These pieces of gear can still work with Armorsmith Extended, but no longer use Armorsmith mod slots.
All armor is balanced so that things like ballistic weaves are fairly allowed for all of the same slot type. All body slot clothing can use 1 ballistic weave. All headgear slots can use 1 ballistic weave.
All armor values are more normalized, so you don't feel pressured to use a specific piece of clothing just because the armor value is so drastically overpowered. There are still differences between clothing, but there's no longer overly bloated pieces. Most clothing also no longer has SPECIALs added to them. If you want stats, they should be rightly gained/earned through mod attachment upgrades. This allows you to use whatever clothing you want, but still have great upgrade options to improve them.
Armor pieces have also been overhauled, and the different armor types have a similar total armor amount, but the amounts of DR and ER give them different characteristics. Each armor piece can also be hidden (or changed to other sizes) to allow you to still wear pieces but not have them look ugly on top of certain pieces of clothing.
News for v1.1
I'm proud to present a new system for legendaries, which completely replaces the vanilla legendary system entirely.
The Experimentation Lab is a brand new and unique style of crafting station with a fully CUSTOM-MADE crafting interface. It does not use the standard crafting system at all.
The Lab allows you to construct your own weapons, with special properties and customizations, based on rare materials (many which are new) you find in the world. Some materials have different levels of quality, which can effect your total crafting results. Most of these materials drop from "legendary" enemies (even though most are not called "legendary" anymore) through special "prototype" devices or mutated creature parts. Some of the lower grade materials can also be acquired through other methods as well, such as certain junk items.
Weapons can be unlocked by reverse engineering them.. but each may require a perk in order to craft it. Special modifications also may require specific perks and materials, and have a variety of upgrades to choose from.
While this system LOOKS complex, it's really rather simple to use, and is designed to be used casually WHILE you level and play the game normally. Don't overthink the system too much. Just use it whenever you get enough materials and wish to construct a particular weapon.
(More details are located in the patch notes.)
This is an overview of what the terminal process looks like:
The Official Horizon Weapon Pack is out now.
It contains 14 lore-friendly weapons that are fully balanced and customized for Horizon. It will be updated in a future patch to support the new ZX-1 Lab, as well as adding some weapons to NPC loot.
Thank you to all the authors who contributed their weapons to this pack!
NOTE: The full documentation for Horizon is now contained inside multiple articles in the article tab.
Horizon completely overhauls Fallout 4 in order to rebalance and expand the entire game.
It contains thousands of detailed changes and a large assortment of brand new additions. The goal is to make Fallout's gameplay more challenging, balanced, and interesting throughout your entire playthrough.
Exploration, crafting, and survival, are key aspects of the Fallout games. Unfortunately they sometimes quickly fall to the wayside and become boring, uneventful, and lose their purpose after a few levels. Horizon reclaims these aspects, by making your entire playthrough more challenging and interesting.
Horizon is created for and balanced around Survival Mode, but it can technically be played without it. I have included 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces.
First, be aware that Horizon is meant to be an entire Fallout 4 replacement overhaul, and not a "drop in" mod.
Horizon is designed to be played over an entire playthrough from start to finish, and not intended to be removed in the middle (or added to an existing save game.)
The mod covers almost every aspect of gameplay, with a large assortment of features:
- Medical - Healing in Horizon requires actual medical treatment, and you can no longer be healed otherwise.
- Aid - Many brand new healing/buff/utility items have been added to expand survival and quality of life.
- Combat - Combat is more challenging, while removing the "bloated" health pools many enemies have.
- NPCs - Many NPCs have a custom scaling system to allow them to properly scale with your level.
- Loot - A VERY large amount of changes were made to loot in order to balance and add immersive detail to the game.
- Containers - Many new items and loot changes make looting containers and NPC's more immersive.
- Lock Breaching - Horizon has it's own system of breaking into locks and terminals, aside from the standard methods.
- Ammo - Ammo is much more difficult to acquire, but can also be crafted at the Weapons Lab.
- Perks - Many perks have been completely redesigned to provide new bonuses and have new purposes.
- Specializations - Based on the perks you have, you can choose 1 combat-based specialization.
- Survival - Many changes have been made to rescale and rebalance how survival mode works.
- Items - Junk items have been expanded to provide more purpose for crafting (including MANY new items.)
- Magazines - Collecting magazines actually has an extra purpose, which unlocks certain recipes.
- Crafting - The crafting system is greatly expanded, and has recipes that can be unlocked through various methods.
- Settlements - New settlement objects: defenses, vendors, decorations, and new types of crafting stations.
- Progression - A new settlement progression system, that has goals/rewards for settlement builders (still in development.)
- Travel - A new fast travel system to immersively allow you to travel between settlements.
- Mail - A new mailbox system is created, to allow you to receive messages and items from various NPCs.
- Levels - All levels are rescaled in Horizon, to provide a more classically controlled environment.
- Scrap - Weapons and ammo can be scraped into useful parts, made to craft other weapons/ammo or devices.
- Storage - Cargo Bots that can be summoned to carry junk back to your settlements.
- Sorting - Horizon has it's own inventory sorting fully intended to be used with DEF_UI's icons.
- DLC - All DLC's are optional, but contain full support to rebalance DLC elements as well.
- Misc - Many various minor tweaks and bug fixes.
- Addons - Multiple difficulty modes, optional gameplay addons, optional screen effect tweaks.
One of the biggest features of Horizon is all of the healing and survival changes. Eliminating all the free/easy healing makes the game much more immersive and strategic. You can no longer be healed for free from sleeping, eating, and level-ups.
In Horizon, the player's health pool is somewhat larger than normal, but enemies will wear you (and your supplies) down. The fact that it's much harder to regain that health back in Horizon, means you need to make better choices. All healing (except doctors) is now fixed-values, which means that the larger health pool won't be directly effecting heals themselves. This is what allows the healing system in Horizon to work so well.
I believe this creates a much more intense survival experience. Instead of just getting "1-shot from full health and reloading your save game", you gain more time to re-evaluate your situation immediately, and respond to it.
- Food/Water/Sleep/Perks/Level-ups no longer restore health
- Bandages and First Aid Kits can be used out of combat to heal wounds
- Limb damage can only be cured by "Trauma Kits" (and doctors) now (crafted only; at the chem station.)
- Stimpaks are the only thing that heals in combat (and no longer heals limb damage)
- Adrenaline Injectors are used as a crafting ingredient, or to heal your downed companions
- New crafting ingredients are added to some recipes (some require salvaging, some crafting)
- Pharmaceuticals are crafted under the "Utility" category of the chem station, and are used to craft medical supplies
- Your health pool does NOT increase when you gain levels
Doctors are completely overhauled in Horizon. They offer a brand new menu-driven system, where you are now charged for exactly the amount of curing you need. The menu system also allows you to cure EVERTHING at once, or specific conditions if you wish. A full report of your Doctor's Bill is given beforehand, so you can see the prices of everything.
The full list of all documented changes are contained in the Health Management article.
Although it can be used in any difficulty, Horizon is built for Survival Mode. It makes many adjustments to smooth out your survival experience, as well as makes some things more challenging.
New methods of curing individual illnesses are added to the game, giving you more flexibility.
- Advanced Antibiotics - Cures all illnesses (this is the old standard antibiotics)
- Basic Antibiotics - Cures only infection
- Poison Antidote - Cures poisons
- Jet Coffee - Cures Lethargy
- Atomic Scotch - Cures Parasites
- And many other items also provide new bonuses and cures
Radiation is also more difficult to remove, so avoiding it is best. Doctors will be a primary source of curing large amounts of radiation, but you can still use items such as RadAway for curing smaller amounts when you're out in the field.
Poison damage is overhauled in Horizon. The duration of poisons are greatly extended, but it will no longer kill you quickly. Antidotes can be purchased or crafted, and doctors can also cure poisons. Poison resist is much smaller now, but these smaller amounts can be very effective.
Fire and Cryo damage is also changed. Fire-based weapons usually do real "Fire" damage now, with separate Fire resistances. These resists are also in very small amounts, but can be very effective.
Horizon also reduces some annoyances, like making you eat and drink so frequently. Instead, eating 1-3 cooked meals for the day (like a big dinner), and you'll be good to go until tomorrow. However, gaining nourishing food and water takes much more effort now. Most pre-war food and crops will have high radiation and little nutritional value. Ideally you want to aim for real cooked meals. If you lack the skills to hunt and cook your own food, you can always try buying some, or relying on what you find from exploring.
Because healing and radiation are more difficulty now, I also remove some needless annoyances such as chems/stims making you thirsty or hungry. These types of things are just unnecessary when the rest of the game is balanced better.
As you can see from the banner, all icons are also color coded specifically to help you identify buffs and debuffs better. Horizon's UI colors are best viewed if you use a pale colored UI theme (or something close to white.)
The leveling progression is much different in Horizon. Reaching level 30 is roughly like reaching level 60 in vanilla FO4. However, everything is rescaled around this. Try not to compare it directly to vanilla FO4, because the entire system works differently.
Even though you are getting half the levels for your time spent, you will get bonus perk points every 5 levels to help customize your character just as much as before. Every 5 levels you can invest in a new rank of the VANS perk to receive 5 bonus points for training.
Almost every perk is tweaked, balanced, or overhauled in one way or another. My goal is to make so many perks actually feel useful, that you almost have trouble deciding what to take. Which is exactly the type of thing you want in a perk system for any game.
Some perks are completely redesigned to offer a new purpose:
- Hunter - Allows you to harvest meat and other parts from animals and creatures
- Survivalist - Each rank grants you new types of survival-based items you can craft
- Technologist - Allows you to salvage robots, synths, and certain appliance/machinery containers
- Iron Defender - Grants you defensive benefits with each rank
- VANS - Now grants you bonus perk points every 5 levels (this offsets the slower leveling progression)
- Medic - Each rank grants you new types of medical supplies you can craft
Weapons perks are overhauled to provide a better system of customizing your combat training. While each perk is focused on specific weapons, many of these perks have benefits that can be used for a wider range of weaponry. Rank 3 of each of these weapon perks, unlocks the corresponding Focused Specialization.
- Marksman - Improves range and accuracy for ballistic weapons, and armor penetration for ballistic rifles.
- Future Soldier - Improves different aspects of energy weapons.
- Gunslinger - Improves reload speed, hip accuracy, and other benefits. Bonuses are focused on pistols and shotguns.
- Commando - Improves hip fire accuracy and other bonuses focused around assault weapons and combat knives.
- Big Leagues - Improves melee armor penetration and other bonuses.
- Demolition Expert - Improves explosives and fire-based weapons. Grants ability to craft explosives.
- Attack Dog - Improves the damage of your canines, and allows you to call in a Guard Dog for assistance.
- Robotics Expert - Allows you to place Mini-Turrets, and hack robots.
Focused Specializations are a new system that allows you to focus on one particular area of combat. Once you choose a specialization, you can untrain it, but it has a high cost.
- Sharpshooter - Improves damage with specific rifles
- Cyborg - Improves damage with energy weapons
- Duelist - Improves damage with Pistols and Double-Barrel Shotguns
- Master Commando - Improves damage with assault weapons, Combat Knives, and Throwing Knives
- Maurader - Improves damage with melee weapons, and adds benefits to power attacks
- Demolitionist - Improves damage with explosives and fire-based weaponry
- Animal Handler - Improves your canines' damage and damage reduction
- Combat Engineer - Improves your Mini-turret damage
Horizon's loot system is very detailed, and covers a large array of containers and NPCs. Many new items are added to the game to increase the feel that you're in a living world.
Containers often contain more appropriate loot. Locked containers also give more appropriate bonus loot based on the type of container (safes, ammo boxes, etc.)
Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such as tools), instead of just being scrap.
The economy of the Commonwealth actually feels more like a real thing now. Caps are much more valuable than they were in vanilla Fallout 4. Many items and services (such as doctors) are more expensive, and you will often find yourself actually needing to use them occasionally now. You may even need to buy cooked food and water, something that probably was rarely ever done before.
Ammo is very expensive, and more difficult to find. You will most likely find yourself buying ammo wherever and whenever you can. You may want to consider a wider range of weaponry to make use of different ammo. Ammo crafting is now available in Horizon too.
The first thing you need to understand with Horizon is that combat is rebuilt from the ground up. I started with player damage at a standard 1.0x multiplier, and rebalanced the entire game around it to create smoother and more fluid gameplay from level 1 to 40+. One of the main goals with Horizon is to reduce (or eliminate) any bloated scaling from leveling and buffs/perks (for both NPC and player.)
In Horizon, many NPCs scale with your level, and should be more challenging throughout your entire playthrough. The problem is, simply changing NPCs to match your level is not a real method to scale NPCs. Horizon has a custom scaling system that actually adjusts the resistances and damage of NPCs dynamically based on your level. Humans and humanoids are the primary users of this scaling system (not every type of NPC uses it though.)
The reason Horizon does this, is to attempt to eliminate the problem of having low level NPCs in zones lingering around and becoming WAY too easy later on. My custom scaling system will allow these NPCs to at least attempt to put up a fight regardless of how many levels you have on them.
Because of the fact that health is more difficult to regain, NPCs should sometimes be dealt with cautiously.
- Running away and regrouping might be a valid option now.
- Sneaking by enemies instead of engaging them might be a valid option now.
- Using tactics you normal don't use (like explosives and traps) might be a valid option now.
NPC vulnerabilities are more drastic and varied in some cases now (i.e. Headshots on humans deal more damage, etc.) Some enemies also have brand new vulnerabilities. For example, a Protectron has a heavily armored torso that absorbs a high amount of damage, but it's flimsy legs and combat inhibitor are it's weak points. Deathclaws are another example, where their armored parts are even more armored now, but their weak points take extra damage. This puts more emphasis on aiming well and using tactics.
Critical damage is completely overhauled. Critical damage is much lower, but can still be built up with perks and bonuses. Critical hits can also occur outside of VATS now, depending on the perks you invest in. Sneak attacks are also greatly reduced, mainly because of targeted vulnerabilities adding more damage. Overall, they are much more reasonable, without completely unbalancing combat. In vanilla FO4, ridiculously high sneak attacks were possible, but part of the problem was that NPCs also had bloated health (and the DLCs kept adding even MORE to that.) Horizon fixes both of these problems.
Many NPCs are also given more variety in their loot drops. For example, Raiders (and raider-based loot containers) drop more appropriate loot that raiders might have. Raiders and synths have a chance to drop a damaged weapon instead of a functional weapon. Damaged weapons are junk items that can be scrapped for useful "weapon parts." Some creatures now drop new parts that can be scrapped into rare materials (ex: Deathclaws.) Aside from adding more immersive flavor to looting, these items also fill in gaps for giving rewards for creatures that normally felt like they weren't even worth the ammo.
Keep in mind that while Horizon tries to add a lot of realistic elements to the Fallout world, it's not an "ultra realism" mod. I try to balance a good sense of realism with challenging gameplay. There's just some things that I believe don't work well if you try to make them too realistic.
Many weapons and weapon mods are rebalanced in Horizon. Weapon damage in Horizon is based on a slightly more realistic "damage per hit" rather than "damage per second", because of the fact that ammo is much harder to acquire now.
Automatic receivers are now very close in damage to semi-auto. Some weapons that felt underpowered (like Submachine Guns) were brought up to a usable status. Weapons like the .38 pipe gun, remain low damage at low levels, but higher level receivers will allow it to be upgraded much better now.
Some weapons receivers are completely replaced.. bringing new options to fill gaps. I've specifically hand selected only certain weapons to have special receivers, to create variety and specific purposes for each weapon. Having too many ammo conversions on every weapons would make everything feel too stale and lack variety in weapons.
The Robotics Lab is a new crafting station, used to craft tools, parts, electronics, and settlement ingredients. Ideally, you will want one of these early on in your main settlement.
A few useful items are:
- Turret Deployment Parts - these parts can be carried with you, to make setting up simply pipe turrets at new settlements easier
- Caravan Supply Kits - these are used to supply Caravan Travel Hubs
- Cargo Bots - These are crafting ingredients used to build new settlement devices and wrist device upgrades
- Cargo Bot summoning devices - these are used to send junk back to your settlement "Scrap Storage" container
- Alpha Wrist Device - an equipable item that can improve your carry weight based on it's upgrades
- Water Filters - Used to either craft water purifiers or directly craft purified water bottles
- Tools, parts, bottles, etc.
There's a special category in the Robotics Lab (and Weapons Lab) called "CONTRACTED WORK." This category allows you to bypass the perk requirement for crafting certain objects. But it comes at a cost.. normally requiring caps and extra ingredients. The concept is that a skilled artisan makes the item for you (i.e. could be a settler, etc.) if you lack the skill to make it yourself.
The Weapons Lab is a new crafting station, used to construct/disassemble ammo and explosives, and build weapons.
Horizon has it's own carefully balanced ammo crafting system. Everything is based on the average damage per shot of each round. Ultimately it should feel fair for any ammo type crafted, including explosives.
The special ingredients required to make ammo can come from loot drops, vendors, scrapping junk, or scrapping other ammo.
- All grenade, mine, and trap recipes, are moved to the Weapons Lab
- Ammunition: Contains recipes to load your own ammunition
- Imported Ammunition: Specifically for ammo used by external mod-created weapons
- Weapons: Companion weapons, and external mod-created weapons
- Disassembly: Contains recipes to scrap ammo/explosives into parts
- Contracted Work: Some recipes can be used without specific skill-based perks, but at a cost
Cargo Bots are a system I created to deal with transporting junk (or anything) back to your settlements remotely.
You can call a Cargo Bot using a consumable device from any location. Simply interact with the Cargo Bot, and you can open it's inventory and have it send items back to your "Scrap Storage" container (which can be accessed from any settlement.)
The Cargo Bot theme also extends to a new wearable piece of armor called an "Alpha Wrist Device." Each slot you upgrade, will add a stealthed Cargo Bot that increases your carry weight. Different slots require different perks and factions. This can be a great system for those who wish to extend their total carry weight, but want an immersive reason for doing so.
The Caravan Travel system offers an immersive way to travel to other settlements.
It consists of a "Supply" system, that needs to be restocked in order to travel. The system is very easy to use. The amount of supplies that are consumed, is based on the distance you travel. There are 2 objects you can craft for this: an outdoor hub, and an indoor radio console.
Horizon has an array of new settlement objects to expand your options.
Resource Management Table
- This crafted object can be interacted with to control resource production
- Some resources require Fuel to find/process materials (purified water, wood, concrete, steel)
- Fuel can be found from existing junk containing "Liquid Fuel" or can be crafted as a more expensive last resort
- Resource utilities will give a very small amount of happiness (this is mainly just to flag it as a workshop object)
- Water purifiers are the only way to produce purified water bottles now, through the Resource Manager console
- The generic "Water" settlement resource now gives Dirty Water to the workbench instead of purified water
- To produce purified water bottles, it takes 10 units of purified water (globally) per bottle per day
- Each purifier grants a significant amount of happiness for the settlement
- This mailbox allows you to receive messages and items from NPCs, based on different events
- It can be accessed from any settlement
New defenses were added
- Watchman's Tower - A new guard tower
- Command Tower - A new guard tower
- Sentry Post - A simple rubber mat with a decal (so you can see which way it's facing) for a guard
- Custom Pipe Turret - A simple turret that is easy to deploy into new settlements
- And More..
I've created a few new decorated vendor meshes that I've always wanted to see
- Full Bar (Tier 3 Food Vendor)
- Diner Counter (Tier 3 Food Vendor)
- Weapon Warehouse (Tier 3 Weapons Vendor)
- Medical Center (Tier 3 Medical Vendor)
- General Store (Tier 3 General Vendor)
- Armor Outlet (Tier 3 Armor Vendor)
- Tailor Shop (Tier 3 Clothing Vendor)
More settlement objects and information can be found in the Settlements and Crafting article.
This new system is designed to make building and advancing settlements more interactive and goal-oriented.
BETA NOTE: This particular system is still under construction
Each level of progression grants new rewards and unlocks additional new settlement objects.
One of the goals of this system, is to give builders extra materials they require to build up the elements that aren't directly gameplay related (such as walls, floors, etc.) Wood, concrete, and steel can be produced to continue building up your empire.
I plan to continue to add quest objectives and side missions that are more interactive in future updates.
NEW: The Command Table
- This crafted object can be interacted with to start quests and check settlement stats
- The concept is to make building up settlements more interactive, immersive, rewarding, and ultimately feel like it has a purpose
NEW: Main progression quest line: "The Commonwealth United"
- This quest line is the backbone of the new settlement progression system
- It is entirely geared towards players who enjoy settlement building (i.e. optional)
- Each stage requires building settlements up to a certain population and happiness rating (15 settlers at 75% happiness)*
- Each stage rewards a rank of a new perk called "Trailblazer", plus 1 additional item reward
- Each stage also offers a choice of 1 of 4 bonus rewards (each stage is different)
NEW: (Perk) Trailblazer
- This perk grants access to schematics and recipes based around settlement crafting
- Each stage unlocks new settlement resources
- More schematics and recipes will be added over time
New resource production objects unlock as you gain ranks of Trailblazer:
- NEW: Lumber Yard - Each yard produces wood per day
- NEW: Stone Yard - Each yard produces concrete per day
- NEW: Small Oil Well - Each well produces oil per day
- NEW: Steel Yard - Each yard produces steel per day
More detailed info on the progression system is contained in the Crafting article.
Horizon is aimed at players who enjoy the survival aspects of Fallout, however it can be enjoyed by players of all skill levels. I have included varying difficulty levels so that any player can enjoy Survival Mode and all the changes Horizon brings.
There are 5 difficulty levels to choose from during installation:
- Novice - NPC damage is reduced to 1.0x, player damage increased to 1.25x and medical crafting is easier (only recommended for casual or newer players)
- Wanderer - NPC damage is reduced to 1.0x, this difficulty is similar to the default, but gives a even 1:1 damage ratio
- Survivor - NPC damage is 1.5x. This is the default mode. (RECOMMENDED - This is what I personally play on, so the mod is tuned for it.)
- Veteran - NPC damage is increased to 2.5x, and doctor costs are increased
- Outcast - NPC damage is increased to 3.5x, and doctor costs are increased
Please note that this is NOT a "customize your own difficulty" mod. Everything is hardcoded to be balanced for a reason. The main customization of this mod will come from the difficulty settings, and a few addons.
If you're looking for a more challenging survival feel.. this mod is for you.
If you enjoy crafting, exploring for supplies, and using tactics in combat.. this mod is for you.
If you're a veteran Fallout player looking to start a new playthrough and want to try something different.. this mod is for you.
If you enjoy survival gameplay, but find Fallout's survival mode too hard.. this mod can still be for you!
If you're not a hardcore player or heavily experienced with FO4, don't feel embarrassed to use "Novice" or "Wanderer" difficulty. It's still challenging. I want to have difficulty settings that allow everyone to enjoy all the changes I added with Horizon. If you're finding "Novice" difficulty to still be too hard, feel free to send me a message, and I'll try making adjustments to this difficulty mode.
- Fallout 4 version 1.7+
- Starting a fresh new game (after the mod is installed)*
- Sorting mods are NOT compatible (Horizon uses it's own sorting)
- Do NOT merge Horizon's ESP files into new ESP files**
- Placing Horizon's ESP files LAST in your mod load order
- Any mod that changes the "HC_Manager" MUST be loaded BEFORE Horizon***
- Playing the game on "Survival Mode" difficulty setting
- DEF_UI (This makes inventory sorting look professional)
- FO4 DLC's ****
NOTE: If you don't load Horizon after all other mods, you're potentially breaking the mod at your own risk.
* New games - Using an existing save is NOT recommended, as it does not use the proper allocated stats or spawns or experience/levels, and defeats the intended purpose of this mod. You can, of course, test the mod out with an existing save game first if you want to make sure it runs properly, etc.
** Merging - Do NOT merge Horizon into a new ESP file.. especially "Z_Horizon.esp", or you will cause problems and possibly ruin your save game data with future updates.
*** HC_Manager - mods such as "Everyone's Best Friend" will break the survival changes if they are loaded after Horizon. I suggest using v1.0 of EBF to completely avoid problems (this is what I run.) In Horizon v0.998+, it uses an archive file now. If you want to make sure Horizon is using the hc_manager properly, you can even delete hc_manager.pex from "scripts/hardcore" folder.
**** DLC - The mod functions perfectly fine without the DLC's, but keep in mind it was created and balanced with an entire playthrough of all Fallout content in mind.
This is a very large mod. Understand that there are limitations to compatibility with some mods. And in some cases, mixing certain mods would either not make any sense or could break Horizon. It's not my intention to block out mods, but it's simply due to the nature of creating an overhaul like this, that some mods will just never work with it. In some cases, a compatibility patch might solve this problem.
The Nexus Mod Manager is HIGHLY recommended. It allows you to easily choose the options you want, and makes sure ESP files are loaded in a proper working order. Manually installing is done so at your own risk.
First, make sure your Fallout 4 is setup properly for modding. It must be able to load loose files and archives.
QUOTE(Taken from: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation)
How to enable modding
- Navigate to your Fallout 4 Folder at the following location "Documents/My Games/Fallout 4"
- Within this folder you'll find a number of .ini files.
- Open (or create, if missing) Fallout4Custom.ini with your favourite text editor
- Add the following lines to your Fallout4Custom.ini
Steps to prevent breaking the mod or having issues:
1. It is HIGHLY recommended to make sure Horizon is loaded LAST in your mod "load order" after all other mods. Just make sure the Horizon_DLC addons are after the main file, and make sure the "AllCaravan" DLC is loaded dead last if you use individual DLC addons. Horizon difficulty addons/patches are loaded after these files.
2. Do NOT merge Horizon's ESP files (especially Z_Horizon.esp) into a new ESP file. This can ruin your save game data when you go to upgrade to a new version of Horizon. There's no reason to ever merge the main Horizon ESP file. Ever.
3. Don't install mods that are redundant with Horizon. Sorting mods will not work, and can break Horizon. Horizon has it's own sorting, and all of the sorting is setup specifically for the hundreds of item changes from vanilla. Horizon comes with custom DEF_UI configs to use this sorting with icons.
4. Mods that change similar gameplay data to Horizon are most likely either not necessary or not wise. The best way to prevent major problems, is make sure these mods are loaded before Horizon.
5. If you use "Everyone's Best Friend" make sure it's in the load list before Horizon. Any mod that edits the "HC_Manager" will break most of the survival changes in Horizon if it's loaded after Horizon.
6. If you manually install, make sure all of the files are properly installed. Make sure any DLC addons or patches are installed. Only choose 1 difficulty addon if you actually want one, otherwise don't install any of those ESPs. Some instructions are located in the readme file inside the ZIP file. I strongly recommend just using the NMM installer though.
7. Make sure your FO4 install is setup properly for modding. Horizon (like many mods) requires Fallout 4 to load "loose" files (meshes and scripts.)
8. Make sure the mod is fully installed and working before you start to venture too far into your new playthrough. You can tell if it's working when you choose your SPECIAL stats in the beginning, in that it will allow you to choose 29 points, instead of 21 (more on this below.)
9. Did I mention Horizon should be loaded last in your mod load order? Only load something after Horizon if you know for sure what it does.
If you wish to test out some of my new recipes and perks before starting a new game, you can use an existing save game to scope out the mod first. But just realize that many of the mod's changes absolutely require a new game, and that using an existing save to play the actual game is not recommended (or supported) at all.
Optional Modules you can also install that are included with Horizon:
- Enhanced armor/clothing tags/icon (requires Armor Keywords)
- Blur Removal - Removes the blurring effects from being at low health and other situations
- Strict Carry Weight - Reduces carry weight perks/bonuses for those who enjoy that type of gameplay
Currently, the mod has optional compatibility/balance patches for:
- Homemaker (included)
- Armorsmith Extended (included)
- Crossbows of the Commonwealth
- Sim Settlements
- (I may attempt to add compatibility patches for more mods in the future if time allows)
Several Patches created by Horizon fans have been created. Just keep in mind, I can't guarantee these patches are updated with every Horizon version.
Special thanks to Negoseth (aka Cedzilla), Redbaron148, Payl0ad, Mcguffin, Repzik, Waster420, Dancey, and anyone else who has created patches to help make other mods compatible with Horizon.
Types of mods that are NOT compatible:
- Sorting mods (Horizon has it's own sorting)
- Mods that edit a large amount of vanilla FO4 gameplay data
- Mods that change a fair amount of loot lists
- Mods that overhaul a lot of perks (or at least some specific ones)
Example of load order:
<..other mods first>
*Z_Horizon.esp (must be loaded first)
*Z_Horizon_DLC_All.esp (all-in-one DLC module - only use this if you actually own every DLC)
*Z_Horizon_DLC_Automatron.esp (the individual DLC modules can be used if you only own some DLCs)
*Z_Horizon_DLC_AllCaravan.esp (required to make the individual DLC modules use the caravan transport - always last for Horizon_DLC's)
*Z_Horizon_Diff_#######.esp (optional difficulty addon - don't use any if you want the default difficulty)
*Z_Horizon_Patch_#######.esp (optional mod compatibility patches)
*Z_Horizon_Tags.esp (optional enhanced tags mod - this should probably come after the armorsmith patch, just in case)
*Z_Horizon_DEFUI.esp (optional mod - adds icons to crafting menus and component tags to ground items)
*Z_BlurRemoval.esp (optioanl mod to remove screen blurring)
Absolutely NEVER do something like this:
*Armorsmith.esp <-- WRONG ORDER - NEVER DO THIS!
ALWAYS load mods BEFORE Horizon, and patches AFTER. There are reasons why this must be done. The patches patch Horizon to support those mods.. NOT the other way around.
The mod can be uninstalled, but some of the character data will permanently be part of your save game file (see more on uninstalling further down.)
GAMEPLAY FAQ - (PLEASE READ THIS BEFORE ASKING QUESTIONS)
Q: Raiders are taking 4 or more headshots just to die, is something wrong?
A: You either: 1> Have mod conflicts, or mods increasing raider armor. 2> Are fighting enemies way above your level. 3> You're trying to hit enemies well outside of the range of the weapon you're firing. which can drastically reduce weapon damage.
Unfortunately, I can't recommend using Raider Overhaul anymore. As much as I like the artwork in that mod, trying to support the gameplay in that mod just has too many ongoing problems. Unless the author decides to make a cosmetic-only version, or allow us to make a cosmetic-only replacement ESP, it just conflicts too much with my own raider overhauling I do myself.
Also keep in mind, higher level humans (like Gunners, etc.) may take more shots because of their armor and defenses.
Q: Food/water is healing me -or- [insert junk item] isn't showing the right scrap.
A: You have some mod conflicting and overwriting my changes. Make sure Horizon is loaded LAST to minimize problems. Using ESP merges with Horizon is NEVER recommended or supported.
Q: Level-ups still heal me -or- the resource manager/etc doesn't work.
A: After you level up for the first time, you should see a message saying "Next level you'll no longer be healed." The next level you gain should begin applying the no-heal mechanic. If you don't see this, your Fallout 4 is most likely not setup properly for modding. See the instructions above to fix it.
Q: Food doesn't seem to be satisfying my hunger very well. What's wrong?
A: In Horizon, the first hunger stage is extended to 24 hours and requires 96 food points (item value.) The amount of food points that is required per hour is the same as it was in vanilla. However, by extending this window, it allows you to consume larger meals without them being wasted.. as well as not being pestered so often to eat food. Cooked meals are the goal in Horizon, in which they only require 1-3 meals per day. Eating garbage food, gets poor results, which at a minimum would be 6 foods per day. Water is roughly 3 bottles of purified water, or 9 dirty waters per day.
If this doesn't match your in-game experience, you may have mods conflicting with items or the HC_manager script.
Q: I can't get enough purified water.
A: In Horizon, survival isn't supposed to be easy. There's plenty of sources of purified water out there, you just need to find them. If you can't find enough, drinking dirty water may just be what you need to do to survive, it just has risks/penalties. You can buy water from certain vendors, you can find a lot of it by exploring, you can craft it using water filters, and you can produce it with water purifiers in settlements.
Q: Some recipes seem to require 2 perks, which are difficult to obtain.
A: Some recipes in Horizon can be crafted with EITHER perk that is listed. The problem is, the UI does not show if the 2 perks are an "AND" or an "OR", so it makes it not apparent as to which it wants. Unfortunately, I don't have an easy solution for this, but I don't want to remove this versatility from the game as it can make crafting better. Reading the docs can often explain which is actually needed. If possible, I may look into seeing if some sort of UI addon can be created to fix this.
Q: It shows I can craft an item, but it says I lack the requirements.
A: It's highly likely you lack some of the required ingredients. Make sure you're using the newest version of DEF_UI, as the older versions do not show a scrollbar if there's more than 5 ingredients. This makes it not apparent that there may be some ingredients further down the list that are still needed.
Horizon has it's own item sorting built-in, and is fully compatible with DEF_UI.
I highly recommend using DEF_UI with Horizon, as it makes the inventory sorting look great. DEF_UI is very easy to install. Horizon comes with a custom DEF_UI config you can choose with the installer, that will display all the icons properly.
When installing DEF_UI, you can choose option 2 ("already have an xml config") when asked which config to select. Just make sure you either already installed Horizon's config, or reinstall Horizon after and select a DEF_UI config. If you want to see icons in all areas possible, be sure to select both DEF_HUD and DEF_INV.
There are 2 preset configs to choose from when installing Horizon:
- Vanilla - A simple layout with only 1 sub-menu for the keyring
- Config #2 - Contains sub-menus for: keys, passwords, holotapes, notes, and magazines
I may add more config presets in the future. If you'd like to share your custom Horizon DEF_UI config, let me know.
The "component tags" can be used by installing my DEF_UI Components addon. You do NOT need the ESP file that comes with DEF_UI (and you should just disable it if you have loaded.)
ONCE AGAIN: Other sorting mods are NOT compatible with Horizon. I use my own method of sorting because of the fact that I edit/balance so many items, that it would be impossible to constantly maintain patches for other sorting mods.
Adding custom icons when renaming weapons and armor:
Weapons and armor have icons by default, but you can still add/replace your own if you wish to sort them to the top. This is good for weapons that you want to rename/customize and be able to find easier.
I added a few custom tags you can use inside of your weapon/armor renaming. This will allow them to automatically sort at the top.
How to add your own tags in-game to weapons/armor:
The full documention is so large, that it needed to be broken up into multiple articles:
- Health Management, Survival Changes, Radiation, Doctors
- Training, Perks, Levels, Magazine Recipes
- Combat, NPCs, Companions, Weapons, Armor
- Crafting, Settlements, Caravan Travel, Cargo Bots, Production
- Economy, Loot, Lock Breaching, Vendors, Exploration
With the release of v1.0, all of these articles can be found in the article tab.
WARNING: Many changes are listed in the documentation.. reading all of them may cause drowsiness.
- Your health pool may be much larger than normal, but do NOT let this fool you into a false sense of security. Getting that health back will be much more of a challenge now, since the only sources of healing are actual medical attention. All healing is fixed values, so a larger health pool does NOT mean larger heals!
- Make sure you craft enough bandages, trauma kits, and stimpaks for any trip. If you can't tend to your own wounds in the field, you're dead.
- You may come to the point where ammo is so low, you'll need to melee targets down here and there. Keep a gun on hand for each ammo type. Also remember that you can buy ammo, and craft it.
- Explosives and traps will suddenly become much more useful (and much more deadly towards you) now. Use tactics with these. Setup mines/traps before you engage tough enemies, throw grenades down hallways, rockets from range, etc.
- Sneaking is also extremely helpful, and a huge part of the survival feel.
- Eating a real cooked meal is much better than eating a lot of small garbage food (especially if each one stacks extra rads.) Cooking has become much more useful now, and the Hunter and Survivalist perks go along with it very well.
- For settlements, I always recommend using self-contained food and water production at each settlement. The supply line works great for sharing workbench resources, but it doesn't seem to work well for sharing food and water. The way I balanced food and water, it is easier for high populations to manage now.
FAQ - (TECHNICAL QUESTIONS)
Q: Can you add an option for [insert specific thing]?
A: Unless something is actually causing some gameplay problems, I most likely won't be adding many customized options. It really depends on what it is, and if it's easy to do.
Q: Is there console versions available?
A: IF everything in the mod works and exports properly through the CK, I will release Xbox and PS4 versions. I want to make sure the PC version is stable before I do so.
Q: I really like all the new changes, but the gameplay is just too hard for me and I'm stuck in a save game where it's impossible to advance.
A: Try re-installing Horizon with a lower difficulty mode. Either use the Nexus Mod Manager to reinstall the mod, or copy in the desired difficulty. Just make sure to leave Fallout 4's difficulty setting on "Survival Mode."
Q: Can you make this mod compatible with [insert mod name]?
A: It depends. I'm more than willing to try and add compatibility if it's feasible and I have time to spare. Any mod that changes gameplay could potentially go against the design of this mod. If it's a mod that won't disturb/break my mod's gameplay, I'll see if I can add a compatibility patch in.
Q: Can you make a stand-alone version of [insert part of mod]?
A: Maybe. I may consider making a stand-alone mod for the settlement stuff, but I can't promise anything.
Q: Why did you add bonus perk points to VANS and not just auto-grant 2 per level to even it out?
A: VANS is designed to be a milestone reward system. Trying to reach the next tier every 5 levels allows you to stop and take a breather and "train up" your character. Some perks are even balanced around this.
Q: How do you get your Pipboy screen to look so sharp looking and show colored objects?
A: You'll need to edit your "Documents\My Games\Fallout4\Fallout4.ini" and add the following:
RECOMMENDED / COMPATIBLE MODS
- I enjoy using this mod to extend the customization of regular clothing/armor.
- Let me know if you notice any aspects of this mod that feel too overpowered, I don't want it to diminish my game balancing.
Everyone's Best Friend
- NOTE: Make sure this mod is loaded BEFORE Horizon, especially if you're using 2.0, or it will break one of Bethesda's scripts I modify.
- This is originally how the game was intended to be released, and I like it. It makes sense, especially with some quests.
- I haven't found any problems or conflicts with it so far.
- Having a 2nd companion may make the game slightly easier, but it doesn't seem to unbalance things that much.
This mod can be uninstalled, but please note it is NOT meant to be uninstalled during a playthrough. This is not a "drop in" mod. It essentially plays as a new version of Fallout 4.
Does uninstalling break the game? No. But realize many stats are part of your save game... not the mod.
Bethesda even says that "Mods weren't meant to be uninstalled during a playthrough." My mod, happens to fall in that realm, because of the way stats are added with each level-up.
The following will remain in your save game after an uninstall:
- SPECIAL points you selected on character creation
- Your maximum health pool
- Your total experience (this will change your level based on vanilla values)
- Perk points that were consumed (possibly extra points from VANS as well)
- Some NPC spawns (and loot) may still retain the mod's level changes
- Some vendors may retain the mod's changes until they recycle
I don't have a way to fix this magically, that's part of how save games work. You may be able to adjust some of it through console commands if you wish, but you do so at your own risk.
If the "leftover" stats don't bother you, you should be able to continue to play through the rest of the game just fine.
NOTE: If you need to (or want to) re-install my mod, do NOT use a save game that was saved after you uninstalled it. All of your experience gained will give you the wrong levels, and you CANNOT reduce levels in the console. Only re-use a save game that was used from my mod.
ABOUT THIS MOD
I began making this mod over a year ago, but I didn't resume working on it until after 1.5 came out.
Please note that this is NOT a mod compilation. Everything is custom created by myself. Months of painstakingly tuning overrides and creating new objects and custom scripts to make everything work exactly how I want it to.
I use FO4EDIT, Creation Kit, and NIFSkope to create everything included in this mod. The mod installer was created with "FOMOD Creation Tool" by Wenderer.
Zawinul - Everything.
McGuffin - For providing modified versions of some of the SWF menus to remove text tags and resize text
Negoseth - For putting in a lot of time to assemble the official custom weapon pack designed specifically for Horizon
First, special thanks to EVERYONE who has helped beta test Horizon and provide feedback! You guys rock.
ArcherDown - For providing many patches for Horizon
Redbaron148 - For providing many patches for Horizon
Skyman1991 - For providing a large weapons patch for Horizon
LXYDuckboy - For providing ideas for vendor changes, and misc feedback and bug reports
Kinggath - For helping to plan future balance tweaks to allow Sim Settlements and Horizon to work together well
Neanka - For providing script functions to allow Horizon to be compatible with Survival Stats Widgets, and for adding the scrollbar to DEF_UI for us!
Bunfuz - For helping to setup all the suffix tags in the DEF_UI component patch
Sharlikran - For helping with info on fixing the Homemaker patch
swcarter - Excellent feedback, ideas, a large amount of early beta testing, and a great story journal
Engager - I came across a forum post explaining how to query workshop data to get settlement info, and it was definitely helpful
fireundubh - For help with reporting bugs with vanilla's scrap data, and other UFO4P-related things
(And many others who I'm sure I'm forgetting, who have helped test, debug, and give feedback)
And thanks to all the mod makers over the years (in and out of Fallout) who have inspired us to keep making new mods.