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About this mod

here's some 1.9 patches

Permissions and credits
1.9.4 NOTE

Over the next couple days I will be marking each mod as "1.9.4 ready" or "needs updated". If you use these patches without them being verified as working, it is at your own risk. If you notice anything off about the patches, please report it.



load order note: all of my patches go below Horizon, and Desolation if you're using it.

MY PERSONAL GAMEPLAY TWEAKS FOR HORIZON 1.9

Shotgun Slugs - TO BE DETERMINED

This patch replaces Terror and Mind Cloud shells with something more practical - slugs. There is a normal slug, which does the same damage as a normal shell, it just combines all damage into a single projectile, and RAD slugs, which does the same with irradiated shells. It also adds slugs to some loot tables so you can find them on NPCs and in containers.

Use Workbenches In Combat - 1.9.4 READY

Allows the player to use both vanilla and HZ workbenches in combat.

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Version 2 - Removed vanilla chem stations and cooking stations from the list, because NPCs will get stuck on them even when being attacked.


Silent Mutation - 1.9.4 READY

This is a minor patch that silences the sound that plays when an NPC mutates. Just a little immersion patch.

Real Dog Armor - 1.9.4 READY


I like having dogmeat as a companion, but if you don't heavily invest in him, he's just an adrenaline injector sink. There's already dog armor in the game, but it's just cosmetic. With this patch you can gear out your pupper the same way you would any other companion. Find the recipe in the equipment station under Armor Pieces.

Crafting Stations Don't Require Oil - 1.9.4 READY
The universal crafting station and PA bench both require oil to build. This is fine for people who fast travel, but for those of us who walk around the map and always use the closest settlement, that requirement is way too brutal. I need those crafting stations in every settlement, so it costs me 8 oil to build them both. There's about 30
settlements in the game, meaning if I want both crafting benches in every settlement, it will cost me 240 oil. That's a no from me, dog.


Oil From Paint - 1.9.4 READY

This patch is a stop-gap until early game oil is in a better spot. Zaw has talked about "beginner trades" for stuff like oil in later versions. Right now, until you get rigs set up, your game is soft locked because of the lack of oil. No upgrades, no ammo, no settler mission stations. Now you can at least get a little more. It costs 1 container of paint, 4 acid and 2 steel to generate 2 oil.

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Version 2 - Switched the recipe over to the market trading terminal so there is a limit on how many times you can use the recipe in one cycle.

Brutal Recoil 1.9.4 READY

Full auto fire is the most powerful thing in the game. A standard 5.56 rifle in full auto will wreck anything fast. NPC's don't have the luxury of full auto because it kills the player instantly, that's just how strong it is. It's hard to balance full auto around ammo consumption, because the player is always going to accumulate a lot of ammo by the mid to late game. So this is my attempt to balance full auto fire.

Basically this patch is going to make your weapons kick like a mule. At the beginning of the game when you have no recoil reduction upgrades, full auto fire is going to be a pipe dream, totally useless unless you're at point blank. Once you max out your recoil reduction upgrades it only gets a little better, still not going to do you any good at medium-long range. Semi auto and burst fire is the only way you're going to accurately shoot. This mimics real life shooting training. You will never see a soldier of any military full auto firing at a target 50 yards away unless they're blindly spraying. They're trained to semi auto and burst for accurate shooting.

Recoil tiers are separated by weapon type:

Shotguns - Highest
LMGs
Rifles
Pistols
Plasma
Lasers
SMGs
Heavy - Lowest


The second thing this patch does is remove aim auto recovery, meaning your reticle will not magically return to its point of origin when you let off the trigger. You have to do it yourself. If you use Simple Impact you can turn off it's auto recovery option, it does the same thing.

This patch works on modded weapons too, with no extra patches needed.

This is a Robco patch. You need to install the main file of Robco Patcher, then install this patch. They have no plugin, they will only show up in the left pane of MO2.

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Version 1.1 - Reduced the effectiveness of recoil reduction modifications. They still work, but not as well.

Version 1.2 - Undid my last change, it made recoil reduction mods practically useless. Even with all recoil reduction mods, recoil is still higher than vanilla, which is fine.


Build Handmade Rifle - 1.9.4 READY


In order to get your hands on a handmade rifle, you need to have crazy good RNG or go to Nuka World. No more. Build one.

Aggressive Dogs - 1.9.4 READY


Ever notice how Dogmeat and every combat pet dog will sometimes crowd around your legs when you're being attacked? Or stop and challenge you to a staring contest while bullets are whizzing past your head? This is due to them having a Combat AI Override Package in their NPC record containing the "Hold Position" command. This patch removes that package, and also increases their offensive mult in their combat styles for good measure. Compatible with PACE, which will just overwrite the combat style.

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Version 1.1 - Missed some doggos. Now all of them are patched.

Version 1.2 - Fixed the wolves, which were showing up as armored doggos

Version 1.3 - Updated to 1.9.4d

Aggressive Dogs (Stalkerfied) - STALKERFIED IS CURRENTLY UNAVAILABLE

Use this version if you play Stalkerfied Horizon. Place it below Stalkerfied in your load order.

Baseball Grenades Explode On Impact - 1.9.4 READY

Makes baseball grenades more useful and unique by removing their fuse.

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Version 1.1 - Now includes a crafting recipe to build baseballs. It requires adhesive so you can't just spam it.



Oil Can In Market Trading Terminal - 1.9.4 READY

Oil is rough in the early game, whether on standard or deso. It's all up to the RNG gods whether it shows up in loot or vendor lists. Now you can get some from the market trading terminal. It requires 50 pre-war money and 30 trading skill. It's under Crazy Eddie.

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Version 2 - Changed the used oil can to Eddie's Oil Blend, which gives 2 oil instead of 1.

Cork Recipe - 1.9.4 READY

Adds a recipe to the tech bench for cork.

Cheaper Factory Ammo - TO BE DETERMINED

Makes ammunition built using the parts factory a minimum of 10% cheaper and adds lots of ammo types to the list. This isn't an "easy mode" mod, it's intended to encourage players to switch their ammo production to the factory system later in the game.

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Version 1.1 - Fixed 9mm recipe and added electron charge cells to the tech factory.

Version 1.2 - Fixed 5.56 recipe and added 10mm to the parts factory.




Compost From Wild Plants - 1.9.4 READY
This patch adds wild plants to the list of items that can be turned into compost in the farming workbench.

Acid .45-70 Recipe - 1.9.4 READY

.45-70 ECA rounds requiring condensed fog is pretty silly, since it region locks ammunition, and the rounds are called "electronically charged ACID" rounds. This patch just replaces condensed fog with acid in the recipe.

BoS Radiants Pay Better - TO BE DETERMINED

NOTE: This file has been updated to work with 1.9.3, but it MUST be placed BELOW Z_Extras.esp in your load order. if you use the KRIC patch, remove it and just use this file.

The BoS is a force to be reckoned with in FO4, with advanced technology, well equipped soldiers and a well funded war
machine, and you are a high rank. So it always bugged me that HZ lowered
their payments for their radiant quests. Railroad quests can pay
hundreds of caps for doing the same job of clearing a location, and they
consist of like 10 people in a church basement. This mod increases the
mediocre payment of HZ with something more reasonable.



Mini Nuke Contracted Scrap Recipe - 1.9.4 READY
This patch adds a recipe to the weapons workbench to have your settlers scrap mininukes instead of you, at the cost of caps.

Super Mutant Loot Adjusted - MIGHT NERF AGAIN

Alas, in 1.9, Super Mutant loot is still dreadful. they're a bit easier to kill, which is nice, but what would be nicer is if they dropped something I wanted to pick up. This mod makes their loot better, while still being reasonable.

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Version 1.1 - Nerfed loot quite heavily. The previous version was balanced around 1.8, where super mutants were much, MUCH harder to kill. They were on par with synths with their ability to absorb damage. Now they're only a little tougher than raiders, so their loot needed to reflect that. Obviously this patch is still an improvement over vanilla, but it makes sense with 1.9 now.

Potassium Nitrate Chemical Factory Recipe - 1.9.4 READY


Adds the recipe to the chemical factory.


Charge Card In Market Trading Terminal - 1.9.4 READY

this mod adds a recipe to the market trading terminal to exchange a charge card for 20 pre war money. you find charge cards in loot all the time, but they have no purpose beyond the one dialogue where you can turn one in. this patch is just intended to make it actually rewarding to find them

Scopes Back On Revolvers - TO BE DETERMINED

1.9.2 removed scopes from all revolvers, this patch adds them back

Blood Packs In Market Trading Terminal - 1.9.4 READY

Right now the only doctors selling blood packs are your own workskop doctors, which I hope will be fixed in a new version. Until then, i'm using this patch.

Fair Accuracy And Deadly Enemies - 1.9.4 READY

This patch makes enemies aggressive and accurate. When they see you, they will try their hardest to kill you, taking every opportunity to shoot in your direction and constantly flank you. Vanilla AI and other AI mods have long gaps where NPCs point their weapons at you, but don't pull the trigger. That doesn't happen with this patch. Enemies will constantly shoot any time you're exposed, and move up on you while running from cover to cover.

There aren't 50 settings that will break your NPCs if you fiddle with them too much, there aren't 8 different unrelated features built into this patch and it doesn't give every NPC in the game perfect accuracy like some other AI mods. Let's break down what this patch does.

In order to make enemies have fair accuracy, I tiered every race/faction and different armor types into levels of accuracy. Synths and all types of snipers have near perfect accuracy. BoS/Gunners are a notch below that, and wearing heavy armor drops them down another notch. Raiders and super mutants are a notch below Gunners, and follow the same heavy armor rule. What this amounts to is, every NPC gets an accuracy boost from vanilla, but it was carefully considered and not just turning up all dials to 11.

In order to make enemies deadly, I made a few changes. There are two opposing multipliers in the combat styles record called the Offensive Mult and Defensive Mult. Increasing the Offensive Mult causes NPCs to shoot more often, increasing the Defensive Mult causes enemies to do their stupid little side hops and movements that accomplish nothing. This mod increases the Offensive Mult to the maximum, and eliminates the Defensive Mult. There is another entry in combat style records called the "wait" multiplier. This causes NPC's to do literally nothing. I removed this multiplier on every NPC in the game. You can also set either a Dueling or Flanking flag on NPCs. The Dueling flag will cause enemies to path to you in a straight line. The Flanking flag will cause enemies to circle around you. I set melee enemies and enemies wearing heavy armor to Dueling, and all other ranged enemies to Flanking. The last relevant entry is called Cover Search Distance. Increasing this causes NPC's to seek cover from further away, meaning they do it a lot more often. I doubled this range on all NPCs.

The combination of all of this is that NPCs, including companions, will be shooting at their targets a lot more often, with better accuracy, and not standing there pointing their guns doing nothing. This do-nothing behavior drives me crazy and allows players to kill NPC's before they even get a shot off a lot of the time.


This is a simple plug-and-play mod. It does not require a patch or multiple .esp's, and uses no scripting. It was built for Horizon, just install it and enjoy.

You should consider using FO4's default leaning or install Uneducated Shooter for its Q & E leaning, as enemies will tear you up without them.

WARNING: Installing this mod will increase gameplay difficulty noticeably.

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Version 1.1, 10/19/23 - Added some combat styles that I missed and dropped the defensive mult on all NPCs down to zero.

Version 1.2, 12/28/23 - Increased accuracy for most NPCs. The "notches" mentioned above are 0.1 per notch, starting at 1 for near-perfect accuracy. Meaning by the time you got to the lowest notches like armored raiders, accuracy was pretty terrible, and since so many gunners are armored, a lot of their accuracy was bad. I decreased the notches to 0.05, so anything below 1 got a boost to accuracy. I also can't completely get rid of enemies pointing their guns at you and not shooting for a second when coming around corners, so it's important for NPCs to hit when they do actually shoot at you.

Version 1.3, 12/28/23 - Sorry for the back to back updates. I increased the Group Offensive Multiplier to maximum on every NPC, which was lower than max on a lot of NPCs and was overwriting the Offensive Multiplier when NPCs were in groups, making them less aggressive. I also increased the Ranged Multiplier to maximum on all NPCs. This makes NPCs more likely to use their ranged weapons if they have both guns and melee weapons. Also increased the Cover Search Distance on some NPCs that I missed the first time.
Better Magazines For The Repeating Bolter - TO BE DETERMINED

The repeating bolter's usefulness really falls off later in the game because of its mediocre magazine size. I get hundreds of bolts from downed enemies, I want to use them. This mod adds two new magazines to the repeating bolter. Add my Hollywood Bullet Tracers patch to increase bolt speed to turn the repeating bolter into a real powerhouse.



No Zoom On Iron Sights And Reflex Sights - TO BE DETERMINED

This patch removes all FOV zoom on iron sights and reflex sights on every gun in the game. This will not affect modded weapons. If you want to make your own patch for a modded weapon, use xedit, go to Object Modification on the modded weapon's .esp and remove any FOVMult entries on iron sights and reflex sights. also change the zoom model on the WEAP record to ZM_default

Universal Crafting Station Needs Less Tableware

ARCHIVED

Archiving because it conflicts with my Crafting Stations Don't Require Oil patch, and if you scrap the Vault Tec crates in Home Plate. you get hundreds of tableware.

Polluted Climate - Nicer Weather Patch - 1.9.4 READY

I mention Polluted Climate down in my Stalkerfied Horizon description as a great weather mod to combine it with. The color correction of Polluted really mutes the colors of the game, giving a more mundane and brutal vibe, similar to the Stalker games themselves. However, Polluted comes with a lot of really horrible weather that's intended to be going almost constantly. After playing with it for a month, I'm sick of it. I still love the color correction aspects, but having a loud, windy, green/black storm with terrible visibility happening nearly 100% of the time SUCKS. So, I did some adjusting. The only bad weather I've kept in this patch is the dusty radstorm, which is a normal radstorm on steroids, but it's a lot less likely to happen. You can now enjoy mostly clear weather, sometimes rain or fog, with the occasional dusty radstorm to worry about, and keep the great color correction of Polluted Climate. Only the commonwealth was altered, as Far Harbor is intended to be a pretty low visibility place, and Nuka World's climate wasn't too bad.

Note - this is in my personal tweaks section because it is not required to run Polluted Climate. The weather mod itself does not require a patch. If you like the nasty weather, don't worry about this patch.

NOTICE ABOUT STALKERFIED HORIZON AND HZ 1.9.4

There is a new scaling system that Zaw is testing out, and until it's thoroughly tested he isn't allowing anyone to modify or disable it. What this means for now is, if you want to continue playing Stalkerfied, you need to stay on 1.9.3. If you start a 1.9.4 playthrough, disable Stalkerfied. Sorry for the inconvenience.


NOTICE ABOUT DIFFICULTY PLUGIN

Stalkerfied is balanced around Wanderer, which is 1 in 1 out. It is safe to reinstall Horizon and choose Wanderer difficulty, just choose all the same options other than that. There is an optional plugin for Stalkerfied which increases incoming and outgoing damage to 1.5x. Find it here. It's called Increased Lethality. This plugin will cause you to kill NPCs faster, and NPCs to kill you faster. Place it below Stalkerfied in your load order. Not for the faint of heart.

Stalkerfied Horizon

This patch de-levels the entire mod, meaning enemies will no longer scale upward in power as the player levels up. Here's a list of the balancing changes that needed to happen to accommodate that change:

1 The four weapon damage upgrades have been changed to have other useful effects.

2 DR on armor upgrades, ballistic weaves and PA plating has been reduced a great deal.

3 Friendly bots in Automatron have had the damage, resists and health on all upgrades cut by 75%.

4 Player health is set to 100. Nothing ever increases it.

5 Scaling perks have been removed from every NPC in the game. They are as powerful at the beginning of the game as they are at the end of it.

6 Companion leveling has been removed, they will no longer gain ranks as they travel with you.

7 The ZX-1 is no longer available. Just the huge reduction of recoil possible is enough for me to axe it, add big damage boosts on top and it just had to go.

My reasoning for this change is that Horizon reverses the bullet sponge problem - instead of enemies being bullet sponges, the player is one instead. It's possible to get a health pool of over 500 - 5x the amount of the strongest Gunner in the game. At that point you are essentially immortal except from nuclear weapons, and if you're wearing titanium power armor even those won't kill you, you may as well have turned on god mode. I value immersion and fair challenge in my games, and having 500% more health, defense and damage output than any other human on earth ruins those two gameplay aspects.


The idea of the whole game getting progressively higher numbers just feels pointless to me. As the player gets stronger, so do enemies, and they just cancel each other out so no real progression is happening. It's just a way to keep the player satisfied without any actual benefit. Stalkerfied removes the bloated numbers and puts the player on an even playing field with everyone else. You will learn to treat every enemy with caution, because a single raider with a deteriorated 5.56 pipe rifle can take a big
chunk off your health bar.


With this patch, any weapon or armor you pick up at any point will be viable. You can still customize a weapon by restoring it's condition, add mods and change ammo types, but the four main damage upgrades now have other effects instead, so the weapon you've upgraded isn't going to be twice as powerful as one dropped by an enemy.

You should also feel much less need to disassemble ammunition now that any weapon is viable. You no longer need to sink a huge amount of rare materials into a weapon just to make it worth using. So if you have 200 5mm in your inventory, pick up an R5A off the ground and use it! Ran out of ammo on your main weapons? Grab an enemy's gun and go to town!

Gunsmithing/Science and Tailoring/Blacksmithing are no longer mandatory perks to keep your weapons and armor up to snuff with the increasing power of enemies. They are all entirely optional. It's still a good idea to get enough tailoring to to upgrade your armor to Medium/Heavy, and enough Gunsmithing to make better ammo, but you won't be doomed if you choose not to.

You also no longer need to heavily specialize into one type of weapon, except through specializations. Meaning, you no longer need to prioritize Science for laser weapons over Gunsmithing for ballistic weapons - a weapon will do roughly the same amount of damage no matter how upgraded it is or who is wielding it. You can still choose to invest in those perks to add useful mods to your weapons, but if you don't, your weapons will still be deadly.

Combat stimpaks are more important than ever. I would recommend grabbing my blood pack patch so you can craft a decent amount of stimpaks. They heal less overall health, but work much faster than before.

I would highly recommend hotkeying Jet and using it in clutch situations, since you can die fast in Stalkerfied. You can also use a bullet time mod if you wish.

This patch requires a new game, no exceptions. It's meant to be there from start to finish.

I'm only one person and I can only do so much testing before releasing a patch, so feedback is appreciated. If something seems unbalanced, if I missed something, whatever, let me know. on discord i'm @gurutar

Note about mod added weapons. They should be automatically patched to work with the new receiver upgrades. It's not that way for armor unfortunately, any armor added by a mod would need a patch.

Note about combat difficulty. This mod will make your game more difficult. It's for people who want the combat to be challenging yet fair. You die fast, but you also kill fast. Stick to cover and don't underestimate any opponent.

This mod is balanced around using leaning. FO4 has leaning built in, but I prefer Uneducated Shooter for Q and E leaning. If you don't lean around cover when in a fire fight, you're going to get torn up.

Synths are absolute animals in Stalkerfied. You need to be well prepared to face them, with powerful ammo and good defense. Throwing tons of explosives is a viable strategy.

There are some mods I would recommend using alongside Stalkerfied Horizon for a more Stalker experience.

Uneducated Shooter

This mod adds inertia to your weapon so it swings around as you swing your aim around, and also adds in Q and E leaning, like the Stalker games have. This mod is heavily recommended. I balanced Stalkerfied around leaning around cover to minimize damage. If you choose not to install it, you're going to have a lot of difficulties.

Simple Impact

This mod causes a blur effect when firing your weapon, and disables automatic recoil recovery, so you need to adjust for recoil yourself. Disable the kill callouts and other annoying features tho.

MW Player Hit Sounds And Effects Redux

This mod causes your screen to jerk, blur and flash red when taking damage, so you don't feel like a brick wall being slapped when you get shot with a 12 gauge. Makes taking damage feel really threatening instead of like an inconvenience.

Fair Accuracy And Deadly Enemies


This one is my own patch on this page. It only overwrites vanilla and HZ combat styles, making enemies and vanilla companions more responsive and more accurate.

More Enemies

This mod adds a configurable amount of cloned enemies to the world. FO4 AI is more effective when in groups, because there is a delay between them seeing you and actually firing their weapons. If you use Fair Accuracy And Deadly Enemies, I would not recommend cloning synths, and if you use a spawning mod (NPC's Travel, SKK's stuff) I would not recommend spawning synths. They are *very* powerful with both mods installed.

Polluted Climate

This weather mod de-saturates both interiors and exteriors (use both files), and makes the world feel more harsh and unforgiving. It also introduces hellish dusty radstorms which are more powerful than vanilla ones, kind of mimicking the blowouts from Stalker.


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Version 1.1 - Had to rework the keywords on armor so that the option for creating light/medium/heavy was still there, but the basic upgrades weren't.

Version 1.2 - Changed the description of Life Giver perks to be accurate.

Version 1.3 - Added vanilla damage perks back onto NPCs, most enemies should do more damage now. Also reworked Stimpaks. Basic stimpaks heal 75hp, ultra heal 150hp, but they work a lot faster now.

Version 1.4 - Reworked NPC perks again. This time i set them up so that they are as powerful as they would be between level 10-15 in a vanilla Horizon playthrough. this is to make up for the fact that the player still has access to certain ways to upgrade their damage and resists (like augments and ballistic fiber), and the fact that the player has automatic weapons. tougher enemies like Gunner Brigadiers and Raider Pyros will be appropriately tough as well, using better perks than lower tier enemies.

Version 1.5 - Added the weapon upgrades back in, this time serving different purposes besides damage. Also nerfed augments to be more in line with this mod.


Version 1.6 - Added armor upgrades back in, reduced by about 75%. Also reduced the amount of recoil reduction Advanced Customization gave, since it could completely eliminate recoil with the right mods, lol.

Version 1.7 - Companion, pet and settler perks are now appropriately nerfed. they were grossly OP before because i forgot to balance them

Version 1.8 - Adamantium Skeleton no longer raises max health.

Version 1.9 - Fixed stimpak crafting tooltip, balanced the clothing and helmet linings, properly prevented companions from leveling up by removing a keyword, and dropped all NPC perks down by 1 notch. Now all NPCs are as powerful as they would be between level 5 and 10 in vanilla Horizon. This makes NPCs in the early game less spongey against your deteriorated weapons.

Version 2 - Armor shattering no longer scales with player level. This effect would make heavily armored enemies much easier than intended at later levels without them scaling with the player.

Version 2.1 - After playing with Advanced Customization reducing recoil for a long time, I realized that it reduces it far too much, even after nerfing it. Instead of nerfing it again, I switched its benefit to increasing reload speed instead.

Version 2.2 - Removed access to the ZX-1 experimentation lab. This is another one of those "magic" effects akin to receivers that increase damage. The ZX-1 can reduce recoil, increase base damage, range and accuracy, and add a legendary effect. This makes weapons that are far stronger and more accurate than what enemies have, when the point of Stalkerfied is to normalize weapons, especially damage. Some rare enemies will still use and drop weaker versions of ZX-1 weapons that you can use, but they won't have higher quality or any calibration bonuses. I am currently looking for different ways to use up the rare metals that would be used for increasing quality. Your current ZX-1 weapons will still work, but from now on you can't build any more. Note: The ZX-1 might not be gone forever. I am also thinking of ways to balance it and re introduce it. If you have any feedback on that, let me know.

Version 2.3 - DR for the player is reduced across the board. Armor upgrades no longer increase DR but AP instead, except on PA, however those have been reduced considerably. You can still upgrade the Low, Medium and Heavy section to increase DR a bit, but after playing with 200 DR for a while, it makes small arms feel like almost nothing. Which is fine for PA, but not regular armor.

Version 2.4 - Endurance and Life Giver no longer increase health. I tried playing a high endurance character and found that I almost never needed to use combat stimpaks, i could always survive a fight and heal later. Even with the massively reduced amounts of health for the player in Stalkerfied, having like 150 was still too much, especially when compared to other humanoid NPCs, which top out around 100. So the player now has 100 health, no matter what. Unfortunately I couldn't make increasing Endurance have any other useful effect, same for the life giver perk, so at this stage they simply won't do anything. I apologize to anyone who is currently doing a high endurance/life giver run, if you want to keep your current health, updating Stalkerfied right now will let you keep it, you have to enter player.setav health 100 to set your health to the intended level, which I suggest everyone does. You can use console commands to redo your perks if you invested a lot into endurance/lifegiver. Also gave the insulated patch 2 energy resist.

Version 2.5 - Now that overall health has been limited to 100, I think it's reasonable to get a DR/ER boost from armor again. So upgrades increasing AP is out, DR/ER is back in, though reduced from vanilla. Also, stimpaks heal even less but even faster now. Standard heals 50, Ultra heals 100. I also fixed some descriptions on augments which were inaccurate.

Version 2.6 - Separated robot companion perks from human companion perks, robot companions should now do a reasonable amount of damage on all weapons. Set up stimpaks to be able to be used one after another, so you don't have to wait 20 seconds after one is finished healing you to use another. Also gave bigger enemies a damage resist boost. Includes deathclaws, queens, behemoths, sentry bots, kings, and some others.

Version 2.7 - Endurance now increases DR. 3 DR for every point of Endurance, for a max of 30. Keep in mind that in Stalkerfied, enemies never scale up, meaning any DR you add will make you permanently harder to kill, and smaller amounts are more effective than they were in vanilla Horizon. Also made the Padded and Dense utility slots more effective, reducing explosive damage by 15% and 30% respectively.

Version 2.8 - PA for the player got a bit of a boost, and also armored enemies got a boost.

Version 2.9 - Fixed gaining DR for Endurance. PA reinforcement got a boost, and Life Giver now gives +5 energy resist per rank.


OTHER USER'S MODS PATCHED FOR HORIZON 1.9

No More Leaping Ghouls - 1.9.4 READY

Patches No More Leaping Ghouls to work with Horizon 1.9.


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Version 2 - Ghouls are no longer harvestable, in line with 1.9.4d,

Pistol Grip Combat Rifle - Dak Version - Right Handed - 1.9.4 READY

This patch makes this mod

Pistol Grip Combat Rifle

compatible with Horizon 1.9. Go to this page and download the Dak Version - Right
Handed file, and follow its instructions for using Dak's Combat Rifle
Overhaul's archives. The order on the left side of MO2 should be Nuka
World AK Replacer > Dak's Combat Rifle Overhaul > Dak Version
Right Handed >  My Patch

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Version 1.1 - last version was bugged, should work fine now.

Version 1.2 - Sights are now aligned

Hunting Rifle Animation Replacer - 1.9.4 READY

This mod causes the hunting rifle to be right handed, as God intended.

download Hunting Rifle Animation Replacer then put my patch after it


the Hunting Rifle Animation Replacer also automatically flips the animation of any weapon that uses the Hunting Rifle animation. Here is the custom bolt action rifle right handed mesh.  This file was created by micalov (mirrored meshes) and EnglishIDontKnow for the missing texture fixes. I, gurutar, had nothing to do with its creation, but was given permission to host a link to it here.

Custom Bolt Action Right Handed Mesh




Hollywood Laser Bolts/Bullet Tracers + Range Extender - 1.9.4 READY

this patch makes these two mods

Hollywood Laser Bolts


Hollywood Bullet Tracers

compatible with Horizon 1.9, and also extends the maximum range of projectiles so they don't vanish before hitting a long range target. all new calibers  and ammo types are included. there are separate patches for using just bullets or lasers.
use the Horizon installer from both of these mods

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Version 2

Replaces institute blue laser turrets with normal red ones, because blue lasers were impacting the inside of the turret mesh
fixed shotgun APX rounds exploding at the end of the barrel

Version 3

This should be the final version of this patch, it fixes another type of
bubble turret so the laser doesn't impact the inside of the mesh.

Version 4

Made some minor adjustments, and increased the speed of all bolts and tracers.

Version 5

Accidentally made seeker missiles as fast as bullets. Oops. Fixed that now. If you use the standalone ballistic plugin, you are fine.


Standalone Tracers Patches

There are now separate patches for HLB and HBT, if you just want one or the other.

South Of The Sea: Atom's Storm 1.9 - 1.9.4 READY

This patch makes South Of The Sea: Atoms Storm 1.9 compatible with Horizon 1.9.


Note  - This patch needs to be placed below Z_Architect_EnhancedSettlements.esp to function correctly.

This patch causes Atom's Storm to be considered late game content - enemies are powerful and beefy. the human enemies are still not bullet spongey but dish a lot of damage, but the daemons, charons and hyper deathclaws are very tough to kill. You are intended to take them on when you have plenty of powerful ammunition.

I've also balanced the amount of components you receive from clearing content. There was an absurd amount of junk and ammo lying around, it has been greatly reduced, and many items have been replaced with HZ's randomized containers, the same way the base game is done. This includes purified water, which has been replaced with aluminum canisters.



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- CHANGE LOG -

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1.8
All enemies have been balanced around HZ's standards. daemon enemies are
still tough and take a lot of ammo to kill. they're meant for the very
endgame, so bring a lot of munitions.
All new armor and weapons have been given HZ keywords and scrapping ability.
All new items have proper HZ icons. i could not get icons working for weapons added by quests, such as the Lawbringer.
SotS Gatlin Laser has been replaced with standard gatling laser.
High value loot has been decreased across the board, as it was very excessive in some areas.
All the goofy consumables have been removed. sorry if you liked them, they
were not balanced and instead of going through and painstakingly
balancing each one and bloating the consumable pool, i just removed
them. If you come across any SotS consumables in the world or in loot,
please let me know.
Swamp-Folk are less likely to drop chems and alcohol.
The fission core recipe has been moved from the chem station to the weapons lab, right next to the fusion core recipe.
All armor and weapon stats have been balanced against HZ counterparts.
Daemons now drop standard Mirelurk loot instead of Daemon Eggs and meat


1.9

A lot of the valuable junk items that were deleted in the 1.8 patch have
instead been replaced with Zaw's randomized loot containers, matching
the type of item they originally were.
Hyper Deathclaws and Charons are now harvestable
All purified water has been replaced with aluminum canisters

4/16/2023 - had to push out a quick patch because the recent HZ version made
Charon's invisible. they are now visible again, unfortunately they've
lost their orange glow, so they look like normal gatorclaws with fire
effects on them. also many more junk items have been replaced with
randomized containers

6/15/2023 - was alerted that i had outdated keywords on the armor sets, so i fixed that. thanks to JB for letting
me use his patch as a template

Version 1.6, 9/27/23 - Fixed the flickering meshes in the swamps and Glowing Sea. This is still for Atoms Storm 1.8, NOT 1.9.

Version 1.7, 10/1/23 - Fixed SotS PA Helmet so all modification options show up.

Version 1.8, 10/18/23 - Gave the Ashland Cowl a proper HZ icon, removed a bugged object template, gave Swamp Folk a combat style (they had none before, now they have Gunner Ranged). After playing Atoms Storm 1.9 with this patch, it seems that using it causes crashes with my patch. If you switched to 1.9, switch back to 1.8 until I figure it out.

Version 1.9 - Theoretically fixed all crashing issues with Atoms Storm 1.9. Keep in mind that the Necropolis settlement will still be missing HZ features and there's nothing I can do about it.

Version 2 - Set up NPCs the way Horizon's are in terms of DR. Human enemies have either 0 DR or they're fully armored. Also set Swamp-Folk and Fanatics Of Atom to have 90 health, the same as a Gunner Brigadier. If you've already spawned NPCs in your game, the changes will not be reflected with them.

Version 2.1 - SOTS PA is no longer available to the player. PA enemies are set up the same as PA raiders now, dropping broken pieces and 1 raider piece. Nerfed some containers, got rid of a lot of nuka grenades in loot (enemies still carry and use them), and some other minor stuff.

Handmade Rifle Classic Wooden Stock - 1.9.4 READY

makes Handmade Rifle - Classic Wooden Stock
 compatible with HZ 1.9

No BloodWorm MoleRats Scorpions Teleport-BugFix - 1.9.4 READY

this patch will replace my No Teleporting Creatures patch, as it also includes Bloodworms.

No BloodWorm Molerats Scorpions Teleport-BugFix
 use this mod along with this patch.
updated for 1.9.3, Bloodworms are now harvestable