This page was last updated on 07 March 2024, 6:11PM
Changelogs
Version Final.1
This update relates to Deacon and his outfit. He changes outfits depending on the location you are at. I was unaware of this. I did some testing and found that there are problems with trying to replace one of these outfits, it either doesn't work or it breaks this outfit changing script.
All changes to Deacon have been removed from the mod. The Handmaiden mod puts a full set of gear in a tomb in Old Town Church. I simply replaced this gear with Deacon's dark brown colorway instead of the default. So if you want to equip him with it, you can get this full set and put it on him when he becomes a companion (or console do it). This will then break the outfit changing script. Or you can retain his vanilla behavior, and not equip the set on him.
A paragraph has been added under installation section explaining this.
Version Final
For the folks that want to know what changed in the final version. I had this list with missed things for each edition, so that stuff has been added. And I gained some knowledge on certain things and applied it as the cherry on top for the final version of the mod.
Fixed unnecessary keywords, fixed body slots, tweaked some values.
Reverted the INNR changes back to the one that is included with the requirement mods. I had no clue what that did when I changed it, I do now.
Brought back crafting but gated it behind perks.
Renamed "Railroad Uniform" to "Railroad Uniform Light". Now it matches more with the "Railroad Uniform Dark".
Added crafting recipes for both the light and dark variant of the railroad uniform. They can be found under the handmaiden category.
Made world models for the railroad uniform. They now show in the crafting menu and have proper models when dropped ingame. See pictures.
While making the world models, I noticed the male version of the light uniform had the wrong color bags appointed to the mesh. It was using the dark variants color. I assume that is a mistake in the original mod. Fixed. See Pictures.
Changed some of the regular clothing available in the store from 1 to 3.
Songbird, Maven & Sly Nicholas are now equipped as heavies. These are 3 dead bodies among several that can be found in the switchboard. There would've been some heavies with them on this mission.
Redid some of the inconsistencies when it comes to railroad NPC's. Mostly related to health & auto-calc stats. Some of these are from unofficial patch, others come from another mod of mine. These were already a thing in the previous version, but I cleaned them up slightly.
Deacon had his uniform on the wig outfit, since that is the outfit that he is using when you first bump into him outside of railroad HQ. There is a "normal" outfit for him that I assume he will wear at a later date. So I added his uniform to that and reverted the wig outfit back to vanilla. When you find him now he will be looking vanilla, but as you progress his story he should equip his normal outfit at some point. If this is not the case, let me know. I have no way of testing this. Added pictures to show this change.
Updated the LNR patch. There were some changes in the vendor list.
NBGS patch has the glove combat lining added to the railroad gloves. It now also includes a small correction on the RR vendor list.
HRZN patch has been updated with new crafting materials. Also moved the recipes to the techlab under equipment. And cleaned up some NPC records. The original patch was pretty much broken on that department. You should definitely update if you are using Horizon.
HRZN is no longer among my supported overhauls. It does it's own thing regarding clothing and it's complicated and time consuming to patch. Upon the release of Horizon 1.9, this patch will be retired and horizon support will end. The stuff they are working on for 1.9 is so much better fitting for the factions, I see no need to replace the faction clothing for horizon after that update comes out.
Also brought back the individual patches on the mod page itself instead of a fomod. This makes it easier for me to update a singular patch instead of having to do an update to the entire mod.