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This page was last updated on 06 February 2018, 8:24PM
- Changelogs
-
-
Version A.1.2.1.1
- Added a FOMOD during Installation.
- Fixed a bug with the Gun Nut perk causing spooky ghosts to be about the perk chart. O.O
-
Version A.1.2.1
- Additions
=======
Removed "Weapon Condition" altogether by removing the attachment point from all weapons, so there should be no trace of this feature. If you found that you still liked this feature, then don't update.
Expanded "Drained Ammo Collection" to include Alien Power Cells, 2mm E Cartridge, Fusion Cores, and Plamsa Cartridges as well as Microfusion Cells and will affect all weapons that use these ammo.
Fixs
=====
The firing of energy weapons, in particular laser guns are much more reliable.
General Tweaks
=======
Updated the integration of "Unofficial Fallout 4 Patch"' to 2.01a
Weapon Tweaks
=======
Split the damage of the alien blaster to do half energy and half electrical damage.
Ammo Tweaks
=======
Added realistic weights to all ballistic cartridges (still weightless in non-survival mode). Most have became heavier, but a couple are a little lighter.
Perk Tweaks
======
Adjusted Nerd Rage
Increased the benefit of Nuclear Physicist and added two more ranks to it.
- Additions
-
Version A.1.2.0
- Addition
========
Packed all scripts into ba2 archive. Make sure you remove my loose scripts from: Fallout 4/Data/scripts/JacksScripts; or you will experience bugs.
Added a Start-up Quest to hand you a configuration holotape with a few settings to mess with: SPECIAL Training Limit; Radiation Sickness Effect, Health Regeneration/Rad Absorption and a new survival feature "Waiting Saves". (This also hands you 3 perk points to use)
Added "Condition" as a new mod slot on ranged weapons, but do note that this doesn't include degration yet. Currently this will act as simple as a mod that will debuff or buff the weapon, depending on the severity of condition. The purpose of this right now is to add a little (statistical) variety in the weapons. Recipes have not been added to upgrade the condition mods yet, but will be added soon. The best ways to view these condition mods is through inspecting (press X? on a weapon in the pip-boy) as they don't show up in all instances yet especially through the weapon workbenches.
Revamped "Radiation Sickness" completely. Increased the number of stages as well as the severity of later stages, made it display messages for when you entered a different stage, and made the current effect show in the pip-boy under stats. Special Thanks to "TheIrontoad" for his source script from "Classic Radiation Poisoning" to help me complete this feature.
Added my "Waiting Saves", a survival feature which, if you could guess, lets you make a save after waiting in most funitures. You can choose to disable this feature with the above-mentioned holotape.
Added "Variable Damage" to humaniod npcs, where with every strike there's an equal chance you and others to do +5/10%/15% damage or -5/10/15% damage to their target. This function was inspired by the old RPG element of minimum and maximum damage.
Added "Bulk Ammo Boxes", where you can buy bulk amounts of ammo at a small discount (5-20%) when compared to buying ammo individually, plus their weight is half of what they would be in Survival mode. I.E. 50 rounds of 10mm rounds are 1.25lbs, while an ammo box of 50 10mm rounds is 0.75lbs. Ammo types that can be found in bulk boxes are all ballistic rounds and some energy rounds (Microfusion Cells and Flamer Fuel). Major weapon merchants will carry several of these, with minor ones usually having one or two. These are Misc items so check for them in that category. To unpack these, just try to equip them and they should give you your ammo upon exiting the pip-boy.
Added a new second rank to V.A.N.S, which will reveal all map markers similar to the Explorer Perk from previous games. It will replace the 2nd rank of VANS that's added by Nuka-World.
Added "Companion Nerve". Like in New Vegas, a higher Charisma can give your follower greater damage, but unlike New Vegas having sub-par Charisma will lower their damage. (+50% damage boost at 10 Charisma, -40% damage reduction at 1 Charisma.)
Readjusted Weapon's Critical Chance bonus to work off of actor value instead of several keywords for better inputs.
General Fixes
========
Nullified an unaccounted health factor to the player, reducing your health by 40. Intended starting health for player ranges from 120 (1 End) to 300 (10 End).
Fixed (for real this time) the strength based melee/unarmed weapon damage correctly. These weapons will be much lower in damage in many instances. [Tested]
Fixed MacCready and Deacon not using their default weapons. On existing saves, this won't fix it, but giving .308 to MacCready and .38 to Deacon will let them use their weapons.
Fixed several magazines that were holding an incorrect number of rounds contradicting to the name of the mag.
Fixed a couple of wrong conditions on Player's Natural Regeneration.
Fixed a couple of Charisma Training perks pointing to the wrong quest.
Recipe added to "jump-start" the laser musket at the chem station under utility in case you find that your weapon doesn't work for some reason. It should show up if you have a laser musket in your inventory and no ammo for it.
General Tweaks
==============
Timescale lowered from 20 to 12. So in-game time now moves at a rate of 12 hours for every real hour instead of 20 hours for every real hour. Not only will in-game days last longer (2 real hours to play a full game day), but it will also slow down Survival Substance Effects (Thrist/Hunger/Sleep) as these are based on game time rather then real time.
Lowered chances of "Special" (Legendary) enemies in all difficulties since I've made most bosses "Special" in a previous patch.
Increased experience needed to level-up. This starts out as a +50 XP bump.
Intelligence now has a much greater impact in experience gained. 1.0 + (Int x 0.03) now 0 + (Int x .2). So instead of a +3% gain, it's a 20% gain per Intelligence, but you start out at 20% experience with 1 Intelligence.
Survival Mode Experience bonus lowered from x2 to x1.5.
Survival Mode's Substance Penalty (Thirst & Hunger) have been redone, the first couple of stages are less severe, but quickly pick up in magnitude and exceeds vanilla after that.
Endurance has a greater impact in lowering action point drain from sprinting. Most noticable in High Endurance Characters.
Sprinting is now faster, from +30% to +50%.
Health Regeneration simplified and lowered in some cases.
Natural Rad Absorption has been greatly lowered in non-survival and now depreciates as you gather more rads in your body, eventually being non-effective at 600 rads, rather then a constant effect.
The player cannot regenerate limb condition in all game modes.
Made Legs much more likely to take more damage from falls.
Reworded some first-person messages, and removed the one notifying that you have perk points to spend.
Reworded many Survival mode messages to first-person.
Updated integration from UF4P 2.0.
NPC Tweaks
========
Radscorpions revamped! Introduced Small Radscorpions which can burrow but are relatively weak, while all larger ones have been striped of their ability to burrow (They can still ambush from underground) and take less damage then before. Giant Radscorpions are introduced as a slower and tankier variant (Though they can still be quick on their feet in some instances). Stings also do half damage compared to pincer attacks.
Sentry Bot's rockets are now on par with the rocket launcher in terms of damage and radius, however they take more time to fire them and they use up ammunition in their inventory, meaning they can run out of ammo for it after 3-7 volleys. C models which carry duel launchers will get bonus amounts of ammo. Similar logic also applies to the shoulder-mounted 'artillery' launchers found on D models.
Along with with Sentry Bots, Behemoths now use up their ammo after throwing 6-8 boulders, so they won't throw boulders at you indefinitely when your standing in an out of reach place. In turn they have been made more deadly (usually fatal in a direct hit).
Vertibirds are much more vulnerable to explosive damage.
Mr. Handy's Saw blades do 25% more damage so they can sometimes use
this over their flamethrowers.
Molerats have gained about 50% health as well as other tweaks.
Stingwings now have increased health but they're generally slower and they now take more damage from most elements (fire, cold, electrical).
Bloatflies damage has been lowered by 50%.
Glowing Creatures now gain perception at nighttime, but have lower perception then their counterparts during the day.
Feral Mongrels have slightly lower damage and fixed their low energy resist.
Radroaches are now less confident in battle.
Dogs, including mongrels, have had their acceleration decreased, so they don't quite jump to warp speed everytime they move.
Legendary Tag removed off of Radroaches and everything else that still had it.
Radstags are a little smaller. Stats remain the same. Meat yield are a little lower.
Perk Tweaks
========
Many Perks that required a low SPECIAL to get the perk has had its SPECIAL requirements raised. Example: Rank 1 Gunslinger requires 1 Agility, Rank 2 requires 2 Agility, Rank 3 requires 3 Agility, Rank 4 requires 4 Agility, and, yes you guessed it, Rank 5 requires 5 Agility. For existing games, you will still keep the perk, even if you don't have the special required to get it.
Inspirational Perk has been overhauled.
Big League perk has been somewhat redone.
Attack Dog is now more effective.
Lady Killer damage bonus has been lowered from +5/10/15% to +3/6/10%
Gunslinger's disarming ability has been updated to also affect melee weapons.
Party Boy/Girl's first rank eliminates penalty from alcohol instead of making you immune to addiction.
Tripled the healing effect of Cannibalism.
Chem Resistance first rank has a lower chance of becoming addicted, from 50% to 30%.
Idiot Savant renamed to Eureka!. This isn't because of political correctness, a Eureka moment just seems like a better way to describe the effects the perk gives you than a Savant (which sounds better as a trait). Still works the same, but slightly boosted the chance for the XP bonus.
Weapon and Weapon Mod Tweaks
========
Added a new Naming Scheme to most ranged weapons. This change won't be apparent on existing saves until you find a newly spawned weapon or mod your current weapons. Essentially names will be a lot more general and changing minor things on your weapon won't have much of an impact in its name. It also includes my take on realistic weapon names, e.i. 10mm pistol is now N99 10mm pistol.
Revamped the Missile Launcher by introducing Rockets and converting the weapon to initially be a Rocket Launcher. Rockets are affected by gravity but are generally the same as missiles pre-patch but with added fragments. Missile Launcher attached with the Targeting Computer pre-patch will remain a Missile Launcher as the mod has been changed from a scope mod to a new receiver mod and testing shows that this change updates correctly without special updating steps, but for launchers without the computer, you'll need to attach a new standard rocket receiver. Back to Missiles, they deal much greater direct damage and pierces armor completely in exchange for explosive damage and radius.
Several ranged weapons have been adjusted.
Added a Dull and Sharpened mod to most bladed melee weapons.
Lowered Bleeding Damage from Bladed melee Weapons by half but can be regained through the Big League perk.
Many melee and unarmed weapons are completely silent instead of just quiet where appropriate.
Messed with the reach of several (if not all) playable melee weapons.
Added Deadly Fragmentation to Bottlecap Mines, but removed the pile of caps that it would leave behind.
The Minigun found in the Vertibird are now much more accurate.
Explosive weapons can no longer critical.
Lowered the Special (Legendary) Effect "Explosive" in both damage and radius and made it stagger very often.
Lowered Laser Pistol's ammo efficiency from 32 to 30 shots but increased its damage from 64 to 68.
Armor Tweaks
=============
Boosted resistance on Helmeted Cage Armor.
The Combat Right Leg weight has been fixed.
Aids Tweaks
===========
Started to adopt Fook/ProjNV? (not sure of exact origin) wording. Where instead of Dirty Water and Purified Water, it will be called Water, Dirty and Water, Purified for better organization without mods like Valdicil's Sorting mods?.
Made all foods take more time to heal, from 10s to 15s, while still heal about the same amount. With the exceptions of flower-like items that will heal less then 5hp, these will heal much quicker.
Increased the yield from many flora where appropriate (If you see 3 mutfruit on that tree, you will likely get 3 when harvesting it.).
Removed Extra Bonuses from all roasted meats. Simple recipes will have basic benefits, while more complex recipes will have greater and more varied benefits.
Revamped Alcohol Addiction. Where instead of eventually becoming addicted to drinks after a certain number of drinks, you can avoid becoming addicted if you spread your usage over a period, aka "drink responsibly". This will apply to other drugs sometime later. Note there is still a seperate small chance to becoming addicted with each drink in addition to this (for now).
Increased the weight of many medical items like stimpaks, radaway, and blood packs.
Bloatfly meat is now considered High-risk food instead of standard.
Bottlecaps can no longer be recovered from beers.
Moved Sliced Melon Recipe from the Misc catagory to the Prep catagory.
Lots of tweaks to lots of foods, some when up in healing, many went lower in healing, while some like eggs were increased in weight, .
Junk Tweak
=========
Made all Cig products give paper scrap, this is primarily so they stay in your junk section. Prices were also adjusted. If it's not understood, Cigs in my mods are supposed to be valuable junk to sell and have very little crafting purposes.
The following items are no longer Junk and is found in the Misc. Section:
The Silver Submachine Gun Prop
Toy Parts
Wooden Soldier Toy
Ammo Tweaks
========
Some ammo like .45 Autos, 10mm have a lower value.
2mm Electromagnetic Cartridges now 'act like batteries', where each (specially packaged) cartridge provides 12 shots. Value and weight has been increased accordingly.
Gamma Rounds also 'act like batteries', where each round provides 8 shots. Value and weight has been increased accordingly.
Weight of Flamer Fuel greatly increased, where a full tank of flamer fuel will weigh 20lbs (Flamers hold 4 gallons)
- Addition
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Version A.1.1.1
- General Fixes
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Fixed One Perception Training Perk that didn't give you your perception increase and another that would lack the training limit condition.
Fixed Turrets being non-hostile.
Corrected Life Giver's description and lowered its effectiveness. Its progressive bonuses will be added in the next version.
Fixed the direct damage of weapons with the "Explosive" mod to be a negative bonus instead of a positive.
- General Fixes
-
Version A.1.1
- Addition
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Fusion Cells now behave fairly close to real batteries. Like Fusion Cores, Fusion Cells have a certain charge that will give a certain number of shots in your weapon per cell. Currently these don't display their Charge like Fusion Cores do, but know that all found Fusion Cells will be at full charge and that you will always load the cell with the highest charge in your laser rifle/pistol. Different barrels on your energy weapons can affect how many shots you get out of each Fusion Cell, which generally matches the ammo capacity from previous versions.
The above effect has been added to Plasma Cartridges and Alien Power Cells as well.
To supplement the above features, Drained Cells and Cores can now be collected at a 50% rate from weapons (no drained cores from power armor yet). Currently drained Cells and Cores can be made into charged fusion cells/cores with the Science! perk at the chemistry station under Utility in a similar way to F:NV. Higher ranks of Science! makes conversion more efficient. One note is that retrieving Drained Cells from automatics barrels can be off as the chance is triggered when you have one round left in your capacity and fire, but starting your burst fire at say 5 to empty will skip the 1 round left check, so there will be no chance of getting a drained cell/core then. If you manage to stop your burst on 1 round left and fire again, you will get your chance to get the drained cell/core.
Overhauled the Triggerman, mainly by adjusting health, removing natural resistance and Legendary labels, and deleveled spawning.
Added plausible weights to many fruits and vegetables and their varients, blossums and flowers that display their weight as 0.0 are in fact 0.01.
Survivalist Rejoice! Respective Drops added to Radstags, lacking antlers though, but more meat and leather.
Conditioned many loading screens, particularly the ones about weapons, armors, and chems, to only have a chance of showing if you have its mentioned item. E.I. you'll only get loading screens about power armor if you're in power armor to prevent spoilers.
Added recipes to cure irradiated meat under a new category Prep at a Cooking Station.
Added Melon Slices with a recipe at a cooking station to deal with those heavy melons (Chop Chop!).
Added SPECIAL penalty to many raw meats. The last rank of Lead Belly will lower the severity of these penalties.
Fixes
---------
Fixed the Deleveling of all NPCs to be much, much more apparent.
Pulse Grenades now really do additional damage against Robots (10x) and Power Armor (5x).
Fixed Sentry Bots A models (Gun+Launcher config) not firing their Right Minigun for now by switching around its armament to have a Right Launcher and Left Minigun instead.
Fixed Legendary Mongrels spawning with regular Dog meat (the item).
Fixed Mongrel Meat not having a cooking recipe.
Fixed Aluminum Component being called Aluminum Sheet (That's for later)
Removed the N99 designation on the 10mm pistol. I'm indecisive about whether to add realistic names or not at this point in development.
General Tweaks
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Increased the price and weight of Fusion Cells and renamed them to Microfusion Cells (now you won't confuse its name with fusion core).
Fusion Cores price increased from 200 to 500 to line up with Microfusion Cells better (Don't complain, I already made it twice as effective in power armor).
Reduced the base effectiveness of stimpaks and radaway from 30% to 25% to work with the redone Medic Perk better.
Adjusted Experience earned per Difficulty, view Description for the numbers.
Decreased VATS accuracy for majority of npcs through body part data.
Lowered natural ingesting rad resistance on high endurance characters (6-12), its now linear instead of exponential.
Weapon Tweaks
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Made the Cryolator take Microfusion Cells, increased its capacity to 50, and removed distribution of cryo cells.
Reduced the rounds per fusion core on the Gatling Laser back down to 500 and reduced the ammo capacity on its Charging Barrels to 250.
Made adjustments to many Legendary Mods, but no drastic chances yet.
Improved Laser Rifle and Pistol Barrels has been lowered in damage, from about +35% to +25%.
Charging Laser Barrels have been increased in damage.
Institute Laser Gun has increased ammo capacity and somewhat decreased damage overall to emphasize energy efficiency.
Perk Tweaks
------------
Nuclear Physicist Perk ability to increased Fusion Cores durability is lowered and now affects Microfusion Cells as well.
The First Rank of Medic Perk will now double the effectiveness of Stimpaks and Radaway as long as your not in combat. Rank 2 will add 5% of effectiveness to those two, while Rank 3 adds 10% more, and Rank 4 adds another 10% while making it work quicker. Meaning that with all 4 ranks, stimpaks will heal 100% of your health, but only heal 50% in combat. (See, made you want to learn some basic first aid skills, right? ;))
NPC Tweaks
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Readjusted weapons selections for raiders again, higher level raiders will often spawn with real guns while lower level raiders usually get stuck with pipe guns, with mid-level raiders having a mix of both.
Increased damage taken to the heads and torsos of feral ghouls by about 33% but also increased their health by 40%, so its not a very noticeable change. Also lowered their physical damage and increased the radiation they inflict, especially on Glowing Ones.
Radstags have been greatly changed, being faster, deadlier, and harder to kill then before with a slightly tweaked AI. What, you thought I was just gonna hand you all that meat on a silver platter?
Both NPCs and the Player takes less damage to the head when in power armor.
Increased the speeds of all dogs, including Dogmeat, as well as adjusted the size of mongrels.
- Addition
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Version A.1.0.4
- Addition
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Added Varmint Rifle, a hunting rifle that takes small caliber rounds, to distribution. Found mainly on raiders and settlers for now.
Fixes
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The changes from A.1.0.1 didn't make it to A.1.0.3 so those changes have been reinstated. (It's what happens when you try to work on two different version of the same mod at the same time, learned my lesson here, take one step at a time.)
Fixed the Covert Pistol spawning with a Vanilla Standard Receiver. This does not fix the ones that you may already have.
Fixed Pipe Revolver spawning with Vanilla Standard Receiver. This does not fix the ones that you may already have.
Tweaks
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Decreased the size of the sweet spot in locks by about 33%. Lockpicking is now harder overall, with master locks being near impossible to pick (like they should be) without the last rank of Locksmith or an item effect that increases sweet spot sizes like the Lockpick Bobble-head.
Deleveled Raider's weapon list and adjusted what weapons they spawn with.
Gave Settlers access to a couple more weapons as well as increased health.
Increased damage and radius of robotic self destructs, they're about on par with fragmentation explosions, despite their nuclear explosion cause their metal bodies contains the explosion somewhat.
Messed with the down time on companions and essentials, trying to get the heal time to match up with the 'sit down' time. In my testing, Dogmeat wants to heal faster then other companions for some reason so its not going to sync for him.
- Addition
-
Version A.1.0.3
- Addition
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Fleshed out First-Person Messages to a much better state.
Fixes
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Fixed Rank 4 of the perk Hacker.
Edited the quest "AspirationalItems" to fix unique weapons spawning with vanilla recievers as this can cause weird behavior. This however won't fix weapons that has already spawned and/or been purchased/obtained (unless they respawn somehow). Right now, there's a chance that unique hunting rifles and combat rifles won't spawn with a magazine, but this is better than spawning with a vanilla receiver and will be fixed even farther in A.1.1.
Fixed Improved Institute Barrels stats and thier distribution.
Fixed Mr. Handys, Protectrons, and their variants having much more health then intended, including Codsworth.
Fixed some Knuckles being named just "Spiked"
Fixed some 'Legendary' Raiders having their name wardbacks.
Tweaks
---------
All Turrets have been overhauled. They are overall more accurate, sturdier, and are slightly less damaging then before. Best way to deal with these are to destroy their barrels or motors.
Tweaks to the AI and stats of Gunners so they perform much better compared to raiders, primarily in accuracy. The higher the rank, the better the shot they pull off.
Boosted effective of Sneak Perks by about 25%.
Made Unarmed attacks in Power Armor be affected by strength. (Go forfill your dreams of being a Rock 'em Sock 'em Robot!)
Performed a variety of tweaks to body parts data, primarily to Humans, Super Mutants, Power Armor and Turrets.
Grenadier Raiders and Super Mutants now have more variety of grenades to use against you, which also means more for you if they don't get a chance to use them. ;)
Tweaked Plasma Barrels once again.
Increased speeds of plasma projectiles to better match speeds from previous games better.
- Addition
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Version A.1.0.2
- 1. Somewhat lowered the damage and radius of nuclear explosions from weapons (Fatman, Nuke Mine, Nuke Grenade), especially near the edge of its radius. Car explosions damage and radius has been lowered by around 25%
2. Fixed excessive unarmed damage.
3. Fixed Ammo boxes that would spawn empty. Existing containers won't benefit from this, just future ones unless they respawn.
4. Fixed a few perks, namely Demolition Expert and Iron Fist. Also adjusted the description of several other perks.
5. Made changes to mods of Double-barrel Shotgun and Plasma Gun for balance and fixes.
Double-barrel Shotgun
----------------------------
* 6-inch Sawn-off Barrel's now has a bonus (2x) chance for a critical hit along with its double critical damage and better accuracy when moving to make it a more viable option against longer barrels.
* 12-inch Barrel has a slightly lowered reload speed so it acts as the middle ground better.
* 20-inch Barrel now has a slower reload speed, a much higher penalty to accuracy when moving, and very slightly less (x.75) critical chance to balance its superior damage and accuracy.
* Both Stocks have also been adjusted.
Plasma Gun, these changes aren't perfect and will be enhanced in A.1.1
----------------------
* Adjusted overall weight to be heavier and now has a 2x chance for a critical hit.
* Short Barrel now has a higher ammo capacity.
* Fixed the Multi-plas Barrel (Vanilla Automatic Barrel), both the sound and its intended performance.
* Stocks and grips have been somewhat adjusted. - 10mm Pistol has been given its lore name of N99 10mm Pistol
- Recon Scopes have been made more interchangable as well as refined, with the scopes being grouped into 3 major versions, MkI for the Vanilla Assault Rifle's version, Mk.II for the Smaller, but still long scope, and Mk.III for the smallest one found.
- 1. Somewhat lowered the damage and radius of nuclear explosions from weapons (Fatman, Nuke Mine, Nuke Grenade), especially near the edge of its radius. Car explosions damage and radius has been lowered by around 25%
-
Version A.1.0.1
- Removed Fomod Installer as it was acting up.
- Added recipes for 12" and 18" Copper Barrels for both Pipe Gun and Bolt-action Pipe
- Fixed Dogmeat not having any Carry Weight in Survival Mode. Also reevaluated the stat for the rest of the companions.
-
Version A.1.0
- Initial Release
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- Author's activity
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February 2018
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06 Feb 2018, 7:59PM | Action by: JackRob
Mod image added
November 2017
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24 Nov 2017, 3:42PM | Action by: JackRob
Attribute change
Mod version changed to A.1.2.1.1.
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24 Nov 2017, 3:41PM | Action by: JackRob
Changelog added
Change log added for version A.1.2.1.1
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24 Nov 2017, 2:33PM | Action by: JackRob
Attribute change
Name changed to 'Jack's Fallout Overhaul (JFO)'.
Summary changed.
Description changed.
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24 Nov 2017, 2:31PM | Action by: JackRob
Attribute change
File 'Jack Fallout Overhaul - Main' version changed to A.1.2.1.1.
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24 Nov 2017, 2:29PM | Action by: JackRob
Attribute change
File 'Jack Fallout Overhaul - Main' description changed.
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24 Nov 2017, 2:27PM | Action by: JackRob
Attribute change
File 'Jack Fallout Overhaul - Main' description changed.
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24 Nov 2017, 2:24PM | Action by: JackRob
Changelog added
Change log added for version 1.2.1.1
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24 Nov 2017, 2:18PM | Action by: JackRob
File added
Jack Fallout Overhaul - Main
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14 Nov 2017, 6:40PM | Action by: JackRob
Attribute change
long description changed
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07 Nov 2017, 2:35AM | Action by: JackRob
Attribute change
file name changed to 'Jack's Fallout Overhaul (JFO) - Alpha'
September 2017
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17 Sep 2017, 12:02AM | Action by: JackRob
Changelog added
Change log added for version A.1.2.1
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16 Sep 2017, 11:59PM | Action by: JackRob
File added
Jack Fallout Overhaul - Main
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16 Sep 2017, 11:52PM | Action by: JackRob
Attribute change
file name changed to 'Jack's Fallout Overhaul - Alpha'
long description changed
July 2017
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24 Jul 2017, 5:31PM | Action by: JackRob
Attribute change
long description changed
May 2017
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31 May 2017, 2:21AM | Action by: JackRob
Attribute change
long description changed
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31 May 2017, 2:18AM | Action by: JackRob
Attribute change
Jack Fallout Overhaul - Main small description changed
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31 May 2017, 2:17AM | Action by: JackRob
Mod image added
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31 May 2017, 2:04AM | Action by: JackRob
Changelog added
Change log added for version A.1.2.0
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31 May 2017, 2:03AM | Action by: JackRob
Changelog added
Change log added for version
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- Mod page activity
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May 2025
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02 May 2025, 5:42PM | Action by: 2rreno
Endorsed
'Jack\'s Fallout Overhaul (JFO)'
January 2025
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28 Jan 2025, 2:20AM | Action by: Termod4
Untracked
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December 2024
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17 Dec 2024, 7:45PM | Action by: NikPinguin
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Jack's Fallout Overhaul (JFO)
October 2024
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02 Oct 2024, 3:49AM | Action by: Deepockent
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August 2024
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May 2024
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29 May 2024, 2:35AM | Action by: Deleted196391927User
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April 2024
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30 Apr 2024, 7:16AM | Action by: KingofGliders
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18 Apr 2024, 2:38AM | Action by: Kozuke
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February 2024
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26 Feb 2024, 8:07PM | Action by: Deleted196391927User
Tracked
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12 Feb 2024, 8:01AM | Action by: greenhornet59
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07 Feb 2024, 10:42PM | Action by: thumperus87
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January 2024
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26 Jan 2024, 4:53PM | Action by: Deleted193697444User
Tracked
'Jack\'s Fallout Overhaul (JFO)'
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08 Jan 2024, 11:58PM | Action by: julia26
Endorsed
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November 2023
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24 Nov 2023, 4:12PM | Action by: Wizard2
Endorsed
'Jack\'s Fallout Overhaul (JFO)'
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24 Nov 2023, 5:58AM | Action by: PlayerX87
Endorsed
'Jack\'s Fallout Overhaul (JFO)'
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22 Nov 2023, 8:40PM | Action by: GrayFox1799
Tracked
'Jack\'s Fallout Overhaul (JFO)'
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16 Nov 2023, 11:14PM | Action by: bridgeso
Untracked
'Jack\'s Fallout Overhaul (JFO)'
October 2023
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30 Oct 2023, 1:41AM | Action by: Beowyrm
Untracked
'Jack\'s Fallout Overhaul (JFO)'
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21 Oct 2023, 2:30PM | Action by: eriel21
Endorsed
'Jack\'s Fallout Overhaul (JFO)'
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