This page was last updated on 09 November 2023, 9:03AM
Changelogs
Version 0.9.2h4
Cleaned up further named legendary weapons that could spawn a broken variant
Fixed a minor defect in one Glowing Sea exterior cell
Version 0.9.2h1
Cleaned Loot module of dirty edits
PA Module: removed some remaining intact frames from the Commonwealth and Nuka-World, made consistency changes to LL_Armor_Power_Set_Partial (this was an oversight)
Version 0.9.2
* Core: PA loading screens conditions fixed
* Core: Moved Hunting Kits and West-Tek screws into the "UTILITY" recipe category
* Core: Minimal balance pass on item weights of items added by Damn Apocalypse
* Core: Assigned proper pickup/drop sounds for items added by Damn Apocalypse
* Loot module: fixed Minigun & Gauss Rifle sometimes not spawning when "broken" weapon is selected
* Loot module: added master DLCworkshop03.esm (Vault-Tec Workshop), required for UFO4P compliance, may reduce crashes in the area around Quincy Quarries
* Loot module: Now 99.99% compliant to Unofficial Fallout 4 Patch - all remaining conflicts are fully intentional and unproblematic.
* Loot module: fixed named Legendary guns spawning broken
* Loot module: Removed all edits to hand-placed PA frame references while keeping the changes to PA frame furnishing. Meaning, without the PA module, PA frames will be as common as vanilla but the plates on those frames still follow our plausibility rules (i.e. T-60 only on BoS/Atom Cats, X-01 only once in the game, partially broken plates on frames)
* Loot module: Added exactly one set of X-01 to containers in a dungeon cell, this set will only spawn if the power armor module is not loaded.
* Loot module: Removed the Deathclaw egg and Deathclaw meat from hand-placed loot generation to avoid object size issues (these things are *huge*, who would have thought?)
* Loot module: Removed DLC03FH_FF03bMirelurkCarapace from the Mirelurks meat harvest list to avoid finishing a FH quest early
* Loot module: fixed amounts of Pre-War Money found with the "Fortune Finder" perk
* PowerArmor module: Promo PA plates (Quantum X-01 and Nuka T-60) now spawn and work as intended. They can still be modified as if they were real X-01 or T-60 plates but are functionally inferior (lower armor values) to the real thing.
* PowerArmor module: Fixed a bug where resources weren't properly removed when repairing a power armor frame
* PowerArmor module: Added a random amount of damaged leveled armor plates (up to T-51) to repaired frames, generated on frame repair completion (i.e. the broken frame won't show any plates and they'll materialize out of thin air)
* PowerArmor module: Now using a different Prop for the PA service manuals to fix the visual artifacts in the item preview, added the new asset to loading screens
* Combat module: Yoinked bodypart data from "Hit 'em where it hurts" (thanks for the permission!) which should fix the crippling inconsistencies
* Combat module: added a change to fPhysicalArmorDmgReductionExp to make physical armor matter more - i.e. slightly less diminishing returns on raising armor class and slight overall damage reduction increase, counterweighing the bodypart changes
* Combat module: tweaked some recoil values for some guns ever so slightly to make them more consistent and less overblown
* Combat module: tweaked constants used in Health pool size calculation
* Misc: PANPC patch redone
* Misc: New minimalist patch for Loot module and Better Locational Damage added, usable with all BLD optionals except the leveled lists