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This page was last updated on 30 September 2018, 12:25AM
- Changelogs
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Version 1.6.3
- Power armor repair requirements fixed/changed:
-Raider Armorer 1
-T45 Armroer 2
-T51 and above require Armorer 3
No science needed as the main purpose of this it just to soft level lock power armor use.
-Added Power Armor repair unlock to Armorer perk rank descriptions for further clarity in game.
-Brahmin milk items given the prewar/unopened milk bottle model.
-Fermented brahmin milk was missing a chance to cause alcohol addiction (should also satisfy addiction craving now)
Reduced gasmask radiation resist from 100 to 30.
- Power armor repair requirements fixed/changed:
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Version 1.6.2
- -some rust devil raiders have a chance to carry robot parts (moved from robots).
-removed molerat disease changes (I wasn't happy with any solutions I tried).
-doubled range that power connectors and pylons radiate power through settlement buildings.
-Buffed health gained from eating corpses with cannibal perk (25 and 50 to 40 and 80) slightly better than most foods but lacking other bonuses.
-Raised level requirements for Wasteland Gourmet slightly.
- -some rust devil raiders have a chance to carry robot parts (moved from robots).
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Version 1.6.1
- AWKCR 7.0 adjustments:
-Another pass on armors (checking for errors and making sure AWKCR functions pass through correctly)
-Vendors sell armor decals
-LLDs include decals
Other:
-All "Jacket and Jeans" outfits no longer have leg armor slots and have railroad lining ability. Atom Cats outfit file tweaked so they shouldn't spawn with leg armor.
-Added a 10 minute xp buff to Mentats (same effect as squirel stew).
-Vault 81 cafeteria has a higher chance to sell preserved prewar foods.
-Added about a 2% chance that Automatron mechbots will drop robot armor, melee or weapon upgrades (as a balanced option for non robotic experts).
- AWKCR 7.0 adjustments:
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Version 1.6
- -Updated with AWKCR ver 6.8 keywords.
-Radscorpions no longer tunnel.
-Several loading screen messages changed to reflect mod changes.
-NPC FOV changed from 190 to 160 degrees.
-Ronnie Shaw sells a flare gun (just in case you misplace yours like I always do).
-Addictol vanilla effects restored (guaranteed to work), crafting recipe changed and only makes one, base value raised to 300, very rare outside of the hand placed items.
-All water weights reverted/reduced to 0.5 and value reduced to about 5 caps.
-Prewar power armor requires rank 3 Armorsmith (Raider power armor, rank 2).
-Amontillado wine bottle renamed vintage wine bottle for consistency.
-Restored default prices of collectible robot models.
-Adjusted artillery smoke grenades to improve range and stealth.
-Slight buffs to the Silver Shroud costume. Also, the hat gives 2 charisma on completion of the quest.
-Molerat disease should only be given if you are the target and only a 50% chance (needs testing, but this means you should be able to do that quest without guaranteed infection).
-Tweaked Scrounger loot tables. Better chance of 44 ammo. Level restrictions tweaked for some ammo types (example: no 7.62 ammo till level 20, was lvl 1).
-Minor clothing/armor adjustments.
- -Updated with AWKCR ver 6.8 keywords.
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Version 1.5.5
- Wasteland Survival mag #9 now only adds a 50% chance of extra meat.
Costs of medical services raised considerably. Cure addiction is now 250 caps.
Cure rads is 150, healing costs up to 100 caps.
Bartering changed so buying and selling prices will be much less to your advantage.
Increased the value of gas masks and increased the armor rating of the assault gas mask.
Increased health gain from eating Cram slightly.
Reverted a change I made that removed some of the workbenches added by AWKCR. I might try making that an optional file.
Reverted biometric scanner weight to vanilla (now untouced).
- Wasteland Survival mag #9 now only adds a 50% chance of extra meat.
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Version 1.5.4.1
- This just fixes scrounger and fortune finder perks as I increased the quantity of caps/ammo you find but not how frequent. now there is about an 80% chance of no ammo to spawn and 95% chance of no caps to spawn on top of how the game decides to add it to containers. Improved fortune finder a bit so it is a more random quantity that you find. You're still probably going to find a couple stashes per building. I haven't tested long enough or with the separate levels of each perk to get a feel for balance, but hopefully now they aren't crazy.
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Version 1.5.4
- Shout out to frog345 who gave me permission to merge their "Increased Weapon Mod Distribution" mod into Lunar Fallout. I used that mod as a base, then changed the levels at which weapon mods are added to weapons in the world. This means that you should see more variety in weapon attachments on NPCs, but higher level mods will not show up until much higher levels.
Gameplay wise, this should make Engineering (gunsmith) more important as you will otherwise need to wait longer to come across better weapon mods on NPCs. It also means that the potential damage output of NPCs should increase more gradually since weapons will improve over a wider level range. For example in vanilla you might see raiders with fully kitted pipe guns by level 18. Now you might not see that till level 35. Really high end, late game weapons have attachments that don't show up till level 75, meaning NPC gear will scale up for quite some time.
Other changes:
-biometric scanner weight reduced to 0 so it is treated as a misc item instead of junk (QOL to prevent unwanted scrapping).
-removed all workbenches added by AWKCR (unneeded clutter).
- Shout out to frog345 who gave me permission to merge their "Increased Weapon Mod Distribution" mod into Lunar Fallout. I used that mod as a base, then changed the levels at which weapon mods are added to weapons in the world. This means that you should see more variety in weapon attachments on NPCs, but higher level mods will not show up until much higher levels.
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Version 1.5.3
- This is just a few balance tweaks to my previous armor changes.
-Brotherhood Fatigues damage and energy resistances reduced from 35/35 to 30/30 , as it was a little too appealing early game. It's still quite good since you can loot it at the Cambridge Police station when you meet Danse.
-Field Scribe Armor damage and energy resistances reduced from 35/35 to 20 and 15 however I added a 30 point carry weight enchantment to the outfit since it has a built in backpack. The outfit weighs 12 so the enchantment had to be pretty hight to make it worthwhile.
-BOS Engineer's Armor buffed: weight 10, DR 20, ER 15.
-Minutemen General's Uniform weight increased from 5 to 15 since it is well armored now. Also reduced energy resist to 45
-Increased Keloog's armor DR to 55
Further tweaked the full body raider armors to be have quite high resistances but also quite high weights, making them impractical for most players.
-Spike Armor: weight 36, DR 42, ER 20
-Helmeted Spike Armor: weight 40, DR 48, ER 30
-Helmeted Cage Armor: weight 55, DR 60, ER 40
-Drifter Outfit: weight 10, DR 15, ER 7
-There was an incorrect value in rifleman 5 that may or may not have caused issues. (max ranks was set to 10 instead of 5, not sure how that got changed but fixed).
- This is just a few balance tweaks to my previous armor changes.
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Version 1.5.2
- -Increased how far NPCs move when you bump into them
-downed companions will stay down much longer without player intervention.
-Will take much longer for limbs to start auto regenerating.
-Several Combat Styles tweaked for different types of NPCs. Not just improving, but adding variety.
-You get more components for scrapping cars.
-further tweaked Encounter Zones.
- -Increased how far NPCs move when you bump into them
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Version 1.5.1
- -General Atomics Galleria Outlet carries robot parts.
-Choice Chops sells mostly uncooked meat now, and includes chicken, rabbit and very rarely mirelurk queen meat. Improved selection overall.
-Doctors are no longer as well supplied.
-Chem dealers are no longer as well supplied and don't carry medical supplies as often.
-Mechanist vendor chest includes a leveled list of (all?) robot parts. This was Bethesda built and unused, so I tweaked numbers for balance and included it here. Consider this a quest reward and option for players who haven't invested in robotics expert. Drop rate for high end parts is exceedingly low (95-99% chance none).
- -General Atomics Galleria Outlet carries robot parts.
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Version 1.5
- -Renamed "Dishrag" to "Rag"
-Vault 81 food merchant improvements (including pie!)
-graygarden vendor changes (removed weapons/armor, added produce)
-WineAmontillado given unique effects and renamed from "wine" to "Vintage Wine" since there are only 7 bottles in the game. Price also raised from 5 to 50.
-Tweaked vendor food lists to increase variety.
-Added more 7.62 ammo to uncommon ammo lists so vendors start carrying it at level 20.
-Changed those locked suitcases that always had raider armor to have prewar money, food and possibly a pistol or double barrel, making it a believable prewar "go-bag".
-Gasmasks offer 100 rad resist and protect player from poison gas.
-Radiation levels have increased in many areas, making them more hazardous(about a 30% increase in strength).
-Institute cleanroom suit now has the hazmat suit effect of halving incoming rad damage and canceling certain gas effects.
-Biocomm Mesh lining requires science 3 instead of 2.
-Overhauled armor and outfits. ballistic weave only available on outfits(no underarmor or hats). Added it to a lot of outfits that made sense. Some outfits, like Brotherhood Fatigues do not allow linings as their weight and resistance are changed to imply they are pre-lined. Some armors buffed to either make them more viable for play or make opponents more challenging (or both). Dresses can no longer be worn with arm slot armor to balance their use of ballistic weave.
-buffed radiation resistance to vault suit lining mods.
- -Renamed "Dishrag" to "Rag"
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Version 1.4
- -further reduced chance to find bobby pins
-Folder renamed paper (consider it writing paper, which has believable value in the world).
-Desk Fan/Office Desk Fan values increased from 4 to 8. Restored Desk fan value increased to 15.
-Hot Plate value increased from 7 to 10.
-Kitchen Scale value increased from 6 to 12.
-Military Ammo Bag value increased from 4 to 10.
-Pencils can no longer be scrapped for lead and wood. Are you going to make a wall with pencils?
-Pre War Money value reduced to 1. Yes, some quest rewards will now be "funny".
-Typewriter value increased from 11 to 17.
-All robot models you get in lunch boxes got their value cut from 100 to 25 (it's still a weightless, valuable item).
-Synths that assault Arcjet have fewer weapons now which should net the player fewer fussion cells.
-Respawning sniper rifle at the Red Rocket in Cambridge is now just a leveled hunting rifle.
Perks
-Armorer renamed "Armorsmith"
-Blacksmith renamed "Weaponsmith"
Settlements
-Settlement crafting that required blacksmith now requires armorer, with the logic that "armorsmith" is related to crafting/shaping larger objects and "weaponsmith" is for smaller objects that require more precision.
-All Turrets now require a biometric scanner to build, further slowing Settlement growth and giving barricades more long term value.
-Windmill now requires armorsmith 1 and engineering 1 to make it feel more like an early access side grade to the tech tree.
Crafting
-All gun mods require at least gun nut 1 (except iron sights). This means that without gun nut (engineering) all you can do is swap sights on guns. Bayonets require blacksmith.
-Most melee weapon upgrades require blacksmith.
-All armor mods require armorer (except materials).
-Nuka World weapons and armor have stupid extra requirements removed from mods (like gunslinger from revolver)
-molotov cocktail requires demolitions expert
Power Armor
Note that I have added perk requirements to gate repairing power armor pieces. however the game won't tell you what you need, so you will just have to remember (and I will keep it consistent and logical).
-Raider Power Armor heavily nerfed. It's just scrap wrapped around a frame. Reduced resistances and durability quite a bit, but still better than regular armor. You now need armorer 1 to repair raider power armor.
-T-45 and T-51 now require Armorer 2 and Science 1 to repair.
-T-60 now requires Armorer 3 and Science 2 to repair.
-X-01 now requires Armorer 4 and Science 3 to repair.
-Drastically increased the levels at which you will find higher quality power armor in the world (T-51 lvl 22, T-60 lvl 35, X-01 lvl 75) except special cases. This is jut the free suits scattered everywhere.
- -further reduced chance to find bobby pins
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Version 1.3.2
- I went through and compared this with fallout 4 unofficial patch and fixed any major discrepancies that popped up. Mostly changes to sounds when picking up meat or eating certain foods. Institute water was missing object type water keyword which might actually make a difference.
I also made an updated version for valdacil sorting users. I was a few versions behind on doing that.
- I went through and compared this with fallout 4 unofficial patch and fixed any major discrepancies that popped up. Mostly changes to sounds when picking up meat or eating certain foods. Institute water was missing object type water keyword which might actually make a difference.
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Version 1.3.1
- updated changes from my Desperate Raider mod. Edited two gas masks to be wearable with helmets. Removed two outfits from raider underarmors that would cause wardrobe malfunctions without Armorsmith Extended. This mod no longer needs or recommends Armorsmith Extended. It's just too hard to overlook the balance issues with that mod.
I also edited the raider class to bump their damage resistance from 15 to 20 and increased some special stats to make them a little more of a challenge.
- updated changes from my Desperate Raider mod. Edited two gas masks to be wearable with helmets. Removed two outfits from raider underarmors that would cause wardrobe malfunctions without Armorsmith Extended. This mod no longer needs or recommends Armorsmith Extended. It's just too hard to overlook the balance issues with that mod.
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Version 1.3
- Scrounger edited so you find ammo far less frequently, but you should find more when you do (so you feel lucky instead of wondering why there is ammo everywhere). Edits "PerksQuest" which might conflict with other mods. Adds 7.62, 45-70 and flamer ammo to the pool. Changes quantities based on rarity of ammo types in this mod. In general you will likely get less than vanilla, but if you burn through ammo a lot it should still be worth taking. Removed rank 4.
Fortune Finder edited so you find caps far less frequently but far more than before (10x more). The chance is reduced enough that you will likely gain fewer caps in a playthrough from caps than vanilla. Rank 4 removed.
Raider Tweaks
Raiders are less likely to have combat armor late game. Raider Bosses have a better pool of weapons (including a minigun late game). Raiders can carry the Nuka World hand made rifle.
Gunners
Melee gunners:replaced baton chance with combat knife. Have a chance to carry Nuka World handmade rifle and Far Harbor lever action rifle.
Minutemen have a chance to carry lever action rifle and get a slight improvement to weapon pool (but still bad).
Proctor Teagan has an extra fusion core for sale on the Prydwin.
- Scrounger edited so you find ammo far less frequently, but you should find more when you do (so you feel lucky instead of wondering why there is ammo everywhere). Edits "PerksQuest" which might conflict with other mods. Adds 7.62, 45-70 and flamer ammo to the pool. Changes quantities based on rarity of ammo types in this mod. In general you will likely get less than vanilla, but if you burn through ammo a lot it should still be worth taking. Removed rank 4.
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Version 1.2
- Fixed a few of Bethesda's typos that the Unofficial patch fixes on items this mod touches.
Life Giver perk changed to offer healing bonuses to purified water instead of increasing max health.
Immunity from mines and floor traps removed from Sneak Perks and moved to CompanionInspirational (which all companions have).
Player can no longer become immune to traps and mines.
Lead Lined armor mods have increased radiation resistance by 3x making them almost useful.
- Fixed a few of Bethesda's typos that the Unofficial patch fixes on items this mod touches.
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Version 1.1
- Removed changes to ghoulish perk from main file and added a link in the recommended section as it is an unconventional perk.
Removed harvest restrictions from main file and made it a separate mod in the optional files section.
Chem Dependant rank 4 no longer increases addiction chance and the duration gained is lowered to match earlier ranks.
Changed the description of Blacksmith to note that it is required for some settlement building.
Renamed Gun Smith "Engineeering" and changed it's description to explain why it is required for settlement building.
Changed text on several loading screen messages to correlate with mod changes.
- Removed changes to ghoulish perk from main file and added a link in the recommended section as it is an unconventional perk.
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Version 1.01
- This is just a hotfix for the Valdacil's sorting patch. Main file was missing as a master causing a few effects to be missing of some prewar foods.
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- Author's activity
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September 2018
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30 Sep 2018, 12:25AM | Action by: moonracer
Attribute change
Description changed.
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28 Sep 2018, 4:35PM | Action by: moonracer
Attribute change
Name changed to 'Lunar Fallout Overhaul Legacy Edition'.
Summary changed.
Description changed.
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28 Sep 2018, 4:25PM | Action by: moonracer
Changelog added
Change log added for version 1.6.3
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28 Sep 2018, 4:24PM | Action by: moonracer
Readme file added
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28 Sep 2018, 4:24PM | Action by: moonracer
File added
Lunar Fallout 1.6.3
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26 Sep 2018, 8:21PM | Action by: moonracer
Attribute change
Description changed.
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26 Sep 2018, 8:19PM | Action by: moonracer
Attribute change
Description changed.
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26 Sep 2018, 8:02PM | Action by: moonracer
Attribute change
Description changed.
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06 Sep 2018, 3:50AM | Action by: moonracer
Changelog added
Change log added for version 1.6.2
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06 Sep 2018, 3:49AM | Action by: moonracer
File added
Lunar Fallout Val Sort 1.6.2
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06 Sep 2018, 3:47AM | Action by: moonracer
File added
Lunar Fallout 1.6.2
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05 Sep 2018, 5:41PM | Action by: moonracer
Attribute change
Description changed.
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05 Sep 2018, 5:38PM | Action by: moonracer
Attribute change
Description changed.
August 2018
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27 Aug 2018, 7:24PM | Action by: moonracer
Changelog added
Change log added for version 1.6.1
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27 Aug 2018, 7:20PM | Action by: moonracer
File added
Lunar Fallout Val Sort 1.6.1
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27 Aug 2018, 7:18PM | Action by: moonracer
File added
Lunar Fallout 1.6.1
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23 Aug 2018, 3:17AM | Action by: moonracer
Attribute change
File 'Harvest Restrictions' description changed.
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23 Aug 2018, 3:16AM | Action by: moonracer
Attribute change
File 'Lunar Fallout Super Mutant Redux Patch' description changed.
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23 Aug 2018, 3:15AM | Action by: moonracer
Attribute change
Description changed.
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23 Aug 2018, 3:12AM | Action by: moonracer
Attribute change
Description changed.
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- Mod page activity
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April 2024
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10 Apr 2024, 10:52PM | Action by: 12StalKer9912
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