Patch has been remade from the ground up - I redid nearly all of the balancing to be more inline with Horizon's current version (I originally made the patch for .9 or something). Changes are too numerous to catalog, but mainly I:
-Fixed several typos (one component requiring 30 instead of 3 being the most glaring) -Correctly applied all tags -Changed nearly all component requirements to be in line with horizon/be better balanced (using horizon values or values based on horizon proportions and logic) -Removed the molotov's energy effect from Grenade Expansion to instead use the burning effect from Horizon -Removed the Grenade Expansion's native throwing knife and moved Horizon's throwing knife to the proper (dart category) -Removed the invisible category in the chemlab -tagged the Alarm Clock and Pipe bomb as traps, as they both are mines with lures
If you spot any bugs or incorrect tags make sure you let me know. If you have any requests for other mods to be balanced in line with horizon feel free to ask, I might have already made it for myself (though pretty much all of them went into my own singular mod patch, so I'll only bother with separating them for larger mods / ones someone really needs).
Also, if I have time I might change the color values for the various grenade/mine categories to make the weapons lab menu less of an eye sore.
EDIT: Just about 2019. I'm getting back into Fallout 4 again, hopefully Creation Club updates don't break my install half way through again. Unless someone else has made a better version, I'll be testing and likely updating this mod to reflect any newer Horizon changes.
I'm remaking it manually, found some balancing errors I had made in my original plugin. So far no invisible category, hopefully will upload it in the next hour or so.
Hi, many thanks for the patch, and especially the replacer patch, my load orders can rest assure. I've been struggling making my own dirty noob patch for both mods and here you are. Also I guess AWKCR patch of Grenade Expansion is redundant and must be disabled if we want this patch to take effect right? If it's so it would be great if you put it in the description, just in case there's someone not aware of it and report false bug.
I also suggest putting a random recipe of some misc item in Grenade Expansion's empty old category to avoid some people being accidentally stuck there while surfing the other categories, before finding out how to completely remove the category.
Yeah it's definitely redundant. I'll give the random recipe a try later, see if that works. It'll be worth it just to trim the menu down from 3 to 1. I might actually just move the gas grenades back to the chem station because that would make sense.
You can fix the empty category issue by using Merge Plugin btw. Just load your esp and check for errors. Then replace the esp with the newly created esp.
@Denoknight: I know that, but without permission Nexus don't allow any replacing esp with the same plugin name of original mods, even without any meshes or textures. This is to prevent two separated mods (say an armor mod and a weapon mod has the same esp name) accidentally having the same esp name and they overwrite each other, causing a lot of mess when installing different mods in general. Two mods may have the same name on Nexus but not the same esp name, unless one of them is a patching mod of the other.
@Repik: Glad that you had the permission. I was afraid you forgot and nexus cops put this great mod down.
downloaded to see what you did. i have one ive been sitting on. the easiest way to curb your issue is to take the bench category (keyword) and set it to be built at horizon weapons workbench or etc. itll move the entire list of items and is probably 5 hours less work
13 comments
-Fixed several typos (one component requiring 30 instead of 3 being the most glaring)
-Correctly applied all tags
-Changed nearly all component requirements to be in line with horizon/be better balanced (using horizon values or values based on horizon proportions and logic)
-Removed the molotov's energy effect from Grenade Expansion to instead use the burning effect from Horizon
-Removed the Grenade Expansion's native throwing knife and moved Horizon's throwing knife to the proper (dart category)
-Removed the invisible category in the chemlab
-tagged the Alarm Clock and Pipe bomb as traps, as they both are mines with lures
If you spot any bugs or incorrect tags make sure you let me know. If you have any requests for other mods to be balanced in line with horizon feel free to ask, I might have already made it for myself (though pretty much all of them went into my own singular mod patch, so I'll only bother with separating them for larger mods / ones someone really needs).
Also, if I have time I might change the color values for the various grenade/mine categories to make the weapons lab menu less of an eye sore.
EDIT: Just about 2019. I'm getting back into Fallout 4 again, hopefully Creation Club updates don't break my install half way through again. Unless someone else has made a better version, I'll be testing and likely updating this mod to reflect any newer Horizon changes.
I also suggest putting a random recipe of some misc item in Grenade Expansion's empty old category to avoid some people being accidentally stuck there while surfing the other categories, before finding out how to completely remove the category.
@Repik: Glad that you had the permission. I was afraid you forgot and nexus cops put this great mod down.