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gh0stwizardUploaded by
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This page was last updated on 28 June 2023, 8:54AM
- Changelogs
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Version 0.99.1
- Removed combat shotgun, combat rifle and .44 pistol from traps
- Reduced amount of missiles in NPCs inventories
- Reduced damage of some vanilla creatures (animals, radscorps, etc)
- Added radiation damage to glowing creatures
- Removed concrete shipments 100/200 to been auto-added on the game start
- Applied fixes for PerkNerdRageSlowTime magic effect from UFO4P
- Sledgehammer's puncturing mod now requires Blacksmith #1 (was #2)
- Reduced Automatron's random encounter chance (50->10)
- Reduced global random encounter chance (100->50)
- Reduced global random encounter chance at night (50->25)
- Reduced all player level checks in Story Manager to 1
- Added additional random chance check (<=10%) to the UFO quest
- Nerfed down HP of Raiders a bit
- Fixed HP of some missed Mr. Gutsy
- Fixed HP of Gus, SpaceSentryBot01Shoulder
- Nerfed down HP of Tankbots
- Redone Oldy's quest for removing Dunwich Borers Hazmat Suit via trigger
- Fixed loot in DLCs containers
- Delayed random encounter triggers in DLCs (some trigger scripts only atm)
- Fixed dummy weapons leveled list (weapons lying on a ground)
- Reduced ammo capacity of Alien Blaster's Fusion Mag mod, like it was fixed in UFO4P
- Removed all class changes
- Increased health check to DLCs legendary mods: Unyielding, Auto Stim (25% -> 50%)
- Redone DLCs legendary mods: Defiant, Hitman's
- Fixed all vendor lists of Far Harbor DLC
- Fixed food & drinks effects in DLCs
- Unlevelled weapon & armor mod collections (modcol) of DLCs
- Removed range penalties from bayonets
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Version 0.99.0
- Initial release of Oldy Overhaul with DLCs support
- DLCs quests of Automatron, Far Harbor, Nuka-World, Vault-Tec Workshop are starting silently (kind of no-autostart patch)
- Added DLCs weapons and ammo to the main game (atm to raiders & vendors only)
- Unlevelled DLCs leveled lists
- Roughly rebalanced DLCs enemies (need more testing)
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Version 0.2.3
- Fixed (final) ghoul's damage
- Fixed glowing creatures (taken from UFO4P, Glowing Animals Emit Light)
- Added to Ninja #5 perk 2x crit damage mult (due the bug with Super Sledge)
- Rebalanced rare and unique junk in containers
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Version 0.2.2
- Cleanup unused leveled item lists
- Added Flare Gun to workshop's weapon vendor
- Added Submachine Gun & .45 additional ammo to Daisy
- Added all BoS underarmor and helmets to Teagan
- Improved ammo store of Teagan (better chances to spawn)
- Added 10mm- pistol & ammo to vault 81 vendor
- Added cryo- grenades, mines and ammo to institute vendor
- Reduced ammount of cryo ammo for all vendors except institute's one
- Increased a bit amount of basic chems in chem dealer's lists (3 -> 4)
- Switched to a new approach to delay random encounter quests (assaults, vertibirds)
- Fixed DN019 Emogene quest alias reference bug
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Version 0.2.1
- Fixed regression: removed weapons and ammo from Behemoth's inventory
- Fixed regression: too many Stimpacks on Raiders
- Fixed regression: fire damage of the "Incendiary Bullets" mod incresed with Adrenaline
- Removed 2x Sneak Attack multiplier from Calmex
- Added minor fixes from UFO4P for compatibility
- Removed conflicted quests changes to be compatible with UFO4P
- Nerfed sell list of Tinker Tom
- Disabled Simple Minefield random encounter quest (REObjectCC01)
- Increased requirements to build mods of LaserGun, PlasmaGun
- Improved loot in locked containers
- Added radiation hazard damage to ocean water (could be removed by solving DN151 quest)
- Increased requirements for building lining mods of PA
- Buffed up Trigger Rush perk
- Reduced fire rate of automatic's LaserGun, InstituteGun
- Increased damage for splitter mods of LaserGun, InstituteGun
- Nerfed UFO Crash quest: 5% random chance to start; player level >= 10
- Added random template to Railway Rifle
- Added Railway Rifles to Rail Road Agents
- Added Plasma Guns to Brotherhood's soldiers
- Excluded 100% bash crits from Ninja #5 perk
- Nerfed feral ghoul's melee attacks: less physical dmg, more radiation dmg
- Removed PA restriction from Strong Back #2 perk
- Added explosion damage reduction to Power Armor
- Increased HP of Mirelurk Queens to 2000
- Increased HP of Behemoths to 1500-1750
- Decreased amount of grenades for raiders
- Decreased chances to spawn ammo in workshop stores
- Deleted all weapon mods from vendors (they're buggy; no luck to resolve this)
- Removed silver & gold items from junk leveled list
- Reduced spawn rate of junk items in LLD lists of robots
- Reworked ammo lists of vendors (includes faction's specializations)
- Added plasma weapons to Coursers
- Limited available target list of Wasteland Whisperer perk ("real" creatures only)
- Removed flight helmets from the caravan guard outfit
- Increased delay of chokepoint random encounter quests (KYWD: REEncounterTypeChokepoint)
- Increased damage of Shishkebab (13 -> 26) + changed additional damage type to fire
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Version 0.2.0
- Rebuilt all NPC record changes from a scratch (fixes cell load stuttering)
- Removed all Race changes
- Removed all changes that could break precombines/previs anyhow
- Fixed Joe Savoldi (Bunker Hill) buy/sell restiction list
- Nerfed leveled lists of workshop's clinic & weapon stores
- Unlock opened locked containers (close animation does not working for some reason)
- Nerfed Alien Blaster: better CoF; base dmg 50 -> 120; fusion mag -> -60 dmg; value 300 -> 10k caps
- Fixed Patches vendor list
- Included changes of the "Never Go Full Auto" mod
- Fixed weapon mod max/min ranges of Laser Gun
- Fixed bug when Paul Pembroke takes too many chems from the crates (MS13)
- Increased selling chems of chems dealers
- Reduced spawn loot rate of Feral Ghouls (CtN 50 -> 65)
- Reduced spawn rate of silver & gold items
- Reduced HC's carry weight penalty by 15 (125 -> 110)
- Removed HC's carry weight penalty for companions (50 -> 0)
- Fixed Smiling Larry's sale list
- Increased range of assault, combat, hunting rifles
- Nerfed down amount of grenades & missiles for Sal (DN070)
- Nerfed down the "Incendiary Bullets" legendary mod (dmg 5-in-3sec -> 10dmg instant)
- Sleeping in any bed have no time restrictions now
- Fixed spawn loot rate in random encounter's containers
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Version 0.1.4
- Removed all Hazmat Suits, which are not neccessary
- Restricted buy/sell lists for chems, meds and a few weapon stores
- Converted sleeping bags in Cambridge PD to "normal" ones
- Converted the matrass in Railroad HQ to "normal" one
- Removed Scrounger loot from all NPCs
- Added additional armor mods to modcols of Leather, Metal, Combat, Raider armors
- Fixed cryo weapons healing instead of damaging
- Delayed repeating of random encounters
- Reduced level checks of random encounters by factor of 2
- Nerfed Grape, Orange Mentats as they done in Fo3 (left only SPECIAL bonuses)
- Increased VATS accuracy for Power Armor mods (10% -> 15%)
- Remade "VATS Enchanced" legendary armor mod to "+1 Intelligence and Perception", renamed to "Smart"
- Remade "Safecracker's" legendary armor mod to "+2 Agility"
- Nerfed "Poisoner's" legendary armor mod (25 -> 50 poison resist)
- Remade "Stalker's" legendary weapon mod to "If you are not yet in combat, increases critical hit damage by 100%"
- Nerfed "Wounding" legendary weapon mod (25 -> 50, left non-stackable as was made before)
- Nerfed "Violent" legendary weapon mod to "+10% damage, but has more recoil"
- Nerfed "Poisoner's" legendary weapon mod (30 -> 50, non-stackable)
- Nerfed "Explosive" legendary weapon mod (50 -> 25% critical damage)
- Remade "Nimble" legendary weapon mod to "+3% critical hit chance"
- Nerfed "Two Shot" legendary weapon mod to "+50% critical hit damage"
- Dense armor mod now take priority over the Padded one
- Removed Sneak #5 perk due the fact how Sneak perk used by compainions
- Increased damage of all laser guns according to Fallout 1 canon
- Changed damage type of Alien Blaster to Electrical according to Fallout 1 canon
- Increased speed of Alien Blaster projectile (4000 -> 14000) as its done for Plasma one
- Reduced amount of grenades for Diamond City Security
- Nerfed selling items of doctors (stimpacks now almost everywhere random)
- Added Fusion Cells to the weapon stores leveled list
- Randomized turret's loot
- Remade of Gunslinger, Commando, Riffleman perks
- Gunslinger: automatic type restriction removed
- Riffleman: automatic type restriction removed; affects shotguns and gauss rifle too
- Command: vats accuracy, added 3 special perks for shotguns
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Version 0.1.3
- Repacked voices to the "Main.ba2" archive
- Updated README
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Version 0.1.2
- Remade "Wasteland Whisperer" Perk: 100% chance to scare creatures for 1 minute
- Remade "Intimidation" Perk: always 100% chance of success
- Hazmat Suit prevents diseases when swimming in dirty waters
- Nerfed down amount of guns selling in weapon stores
- Removed armor loot from raider's suitcases
- Added important for a raider junk loot to raider's suitcases
- Added Fortune Finder loot to cash registers
- Auto-close opened locked containers (should be fixed in UFO4P)
- Added nuclear material to Nuka Grenade recipe
- Added antiseptic to Med-X recipe
- Set min level to 0 for all changed actors (maybe missed smth)
- Removed changes of all ghoul races (cause of creating character's txt files)
- Decreased health bonus for normal ghouls (40 -> 20)
- Buffed up stats of CoA characters
- Nerfed all Psycho chems
- Changed amount of Caps for vendors on DC market
- Changed sell items list for DC Swatters
- Added fresh fruits and vegetables (craftable at cooking stations)
- Fresh food can be converted to "normal" by dropping on the ground
- Added disease risk for non-fresh consumables from flora
- Renamed Vault 81's food
- Adjusted food loot for Raiders
- Nerfed stats of Courses
- Given any institute weapon for Courses instead of just pistols
- Added immunity to holdups for Courses
- Added lockExtraLoot script to Footlockers
- Fixed amount of melee weapons to sell for Teagan
- Removed "lvl"-records from Actors
- Fixed weight of alchohol
- Drowne's quest reward misc items are unscrappable now
- Fixed loot in lockers of Institute
- Fixed vendors' sell items in Institute
- Nerfed Assaultrons: more HP, less resistance
- Nerfed Turrets: more HP, less resistance
- Added additional fertilizers to Surplus, Deb
- Removed 10mm pistol from Gunners
- Removed Nanofiliment material from Raider Torso (should be fixed in UFO4P)
- Better ammo spawn rate for weapon stores
- Nerfed Protectrons
- Use own turrets in Covenant's HQ for compatibility with Covenant Unowned
- Removed Scrounger loot from most encounter's actors
- Reduced sprint AP drain by 65% when using Power Armor and being overencumbered
- Action Boy/Girl #3 perk now does not reduce spint AP drain being overencumbered
- Strong Back #1 now grants +100 carry weight
- Strong Back #2 now reduce sprint AP drain by 75% being overencumbered
- Removed Deathclaws hand & hide from the large junk level list
- Removed large junk items from hightech trashbins
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Version 0.1.1
- Added settings for minigames
- Excluded Kellog's House Door from auto picklocking
- Updated Children of Atom drop loot
- Fixed Nuke-Mine recipe position
- LL ammo fixes for Scrounger perk
- Nerfed unarmed damage for Feral Ghouls, Protectron, SuperMutant
- Removed CK's auto-generated bone data of ghouls
- Fixed high radiated water
- Swimming in dirty water now causes a decease
- Nerfed up Nuke Mine damage (300/100 -> 500/200)
- Rounded to 150 Cryo Grenade and Cryo Mine damages
- Fixed loot in raider's suitcases
- Fixed recipe for Bottlecaps mine (20 -> 30 caps)
- Fixed recipe for Nuka Grenade (added fertilizer)
- Fixed Nuka Grenade & Nuke Mine meshes
- Better loot in AmmoBoxes
- Fixed unused Heavy Gunner Perks
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Version 0.1.0
- Initial draft release
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- Author's activity
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June 2023
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28 Jun 2023, 8:54AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: A closer look at Object Mod property modifiers'
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28 Jun 2023, 7:21AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 7:16AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 7:14AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 7:11AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 7:10AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 6:40AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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28 Jun 2023, 6:30AM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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25 Jun 2023, 4:48PM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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25 Jun 2023, 4:39PM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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25 Jun 2023, 4:28PM | Action by: gh0stwizard
Mod edited
'DEVLOG-01: Object Mod issues and bugs'
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25 Jun 2023, 4:27PM | Action by: gh0stwizard
Mod article added
'DEVLOG-01: Object Mod issues and bugs'
December 2021
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14 Dec 2021, 11:18PM | Action by: gh0stwizard
Attribute change
'Description changed.'
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14 Dec 2021, 11:06PM | Action by: gh0stwizard
Attribute change
'Description changed.'
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14 Dec 2021, 11:05PM | Action by: gh0stwizard
Attribute change
'Description changed.'
October 2020
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25 Oct 2020, 10:38AM | Action by: gh0stwizard
File added
Oldy Overhaul - Season Pass [version 0.99.1]
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25 Oct 2020, 10:34AM | Action by: gh0stwizard
Changelog added
Change log added for version 0.99.1
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08 Oct 2020, 10:22AM | Action by: gh0stwizard
Attribute change
Description changed.
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08 Oct 2020, 10:21AM | Action by: gh0stwizard
Attribute change
Description changed.
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08 Oct 2020, 10:21AM | Action by: gh0stwizard
Attribute change
Description changed.
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- Mod page activity
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January 2024
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19 Jan 2024, 3:21PM | Action by: Deleted193697444User
Tracked
'Oldy Overhaul (WIP)'
November 2023
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24 Nov 2023, 4:14PM | Action by: FarseeR9310
Tracked
'Oldy Overhaul (WIP)'
July 2023
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01 Jul 2023, 10:51AM | Action by: Deleted29201310User
Untracked
'Oldy Overhaul (WIP)'
February 2022
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18 Feb 2022, 7:58PM | Action by: Deleted29201310User
Endorsed
'Oldy Overhaul (WIP)'
December 2021
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25 Dec 2021, 3:47PM | Action by: Deleted29201310User
Tracked
'Oldy Overhaul (WIP)'
September 2021
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26 Sep 2021, 11:09PM | Action by: Badbonez
Untracked
'Oldy Overhaul (WIP)'
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25 Sep 2021, 9:21PM | Action by: CreepyFloof
Untracked
'Oldy Overhaul (WIP)'
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16 Sep 2021, 5:20PM | Action by: Badbonez
Tracked
'Oldy Overhaul (WIP)'
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16 Sep 2021, 4:15AM | Action by: pogostemon
Untracked
'Oldy Overhaul (WIP)'
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13 Sep 2021, 12:14AM | Action by: pogostemon
Tracked
'Oldy Overhaul (WIP)'
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10 Sep 2021, 8:11PM | Action by: CreepyFloof
Tracked
'Oldy Overhaul (WIP)'
July 2021
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31 Jul 2021, 6:31PM | Action by: dstream
Endorsed
'Oldy Overhaul (WIP)'
June 2021
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20 Jun 2021, 5:09AM | Action by: Shadeweaver
Untracked
Oldy Overhaul (WIP)
January 2021
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09 Jan 2021, 5:05PM | Action by: majorbrom
Untracked
Oldy Overhaul (WIP)
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06 Jan 2021, 2:26PM | Action by: majorbrom
Tracked
Oldy Overhaul (WIP)
December 2020
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30 Dec 2020, 4:09PM | Action by: flavius1
Tracked
Oldy Overhaul (WIP)
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30 Dec 2020, 4:09PM | Action by: flavius1
Endorsed
Oldy Overhaul (WIP)
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23 Dec 2020, 1:15AM | Action by: Stuntcrab
Tracked
Oldy Overhaul (WIP)
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18 Dec 2020, 8:29AM | Action by: cmdkeen22486
Tracked
Oldy Overhaul (WIP)
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07 Dec 2020, 10:26AM | Action by: GhostDarkKnight
Tracked
Oldy Overhaul (WIP)
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