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This page was last updated on 19 April 2024, 10:05AM
- Changelogs
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Version 2.2.4
- 2.2.4
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SAFE to update mid game if you come from 2.1.2 or more recent.
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Really small Sunday's update (aesthetically only)
- Changed and increased the amount of bullet holes for the BB caliber and Ammo Type Snake Shot (Makarov) left after every shot on the floor, walls or everywhere.
- BB caliber now leaves 25 bullet holes and the Snake Shot (Makarov) leaves a lot, almost the same as it shoots (48). - 2.2.3
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SAFE to update mid game if you come from 2.1.2 or more recent.
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This is an important update even if it seems a small one, I sorted the priority of the OMODs that set a new projectile. If the OMODs are not sorted properly, when two or more of them are changing the projectile, this could lead to bugs and inconsistencies when firing your firearm, let me further explain.
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OMOD stands for Object Modification and they are used to customize your weapon in any way (barrels, magazines, scopes, etc).
OMODs have properties used for that customization and in our case the conflicting property is called OverrideProjectile.
The problem arises when there are several OMODs changing the same property, in this case OverrideProjectile, that as its name states, changes the statistics of the projectile fired by your firearm.
So I sorted the priorities by this order: Ammo Types > Suppressors > Magazines.
This way, for example, Suppressors which don't have projectiles using explosions or fire damage, can't override Ammo Types' projectiles that have them, like Incendiary, High Explosive, etc.
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- Fixed and sorted the priority of some important OMODs like Ammo Types, Suppressors and Magazines.
- Now when using the BB caliber or the Ammo Type Snake Shot, your firearm's statistics will be changed accordingly to behave like a shotgun. - 2.2.2
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SAFE to update mid game if you come from 2.1.2 or more recent.
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I am sorry for these frequent updates guys!, I should have waited and included these changes in the previous version and saved you the hassle of updating.
I have been wanting to make these changes for a long time to the ammunitions' Leveled Lists, affecting Standard and No Firearms Replacer versions.
- Tweaked loot and vendor leveled lists, now all ammunitions are equally spread.
- Ammunition is not so scarce now. You will find less ammunition in containers, ammo boxes, etc but vendors will have a nice and wide stock of ammunition.
- Point Lookout keeps being the perfect place to buy and find high calibers. The vendors have a big stock of high calibers and BB and .32 ACP. (CORE - Extended)
- BB and .32 ACP calibers will have more presence in the Commonwealth. (CORE - Extended)
- The No Firearms Replacer version has a wider and mixed (ballistic + energy) spread of ammunition, greatly tweaked in this update.
*In a current existing save game, keep in mind you need time before the leveled lists get updated. You will instantly notice these changes in a new save game of course. - 2.2.1
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SAFE to update mid game if you come from 2.1.2 or more recent.
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- Added another optional MAIM 3 patch. These are the 3 options now:
0) None
1) MAIM 3 Beta (Default)
2) MAIM 3 Beta - Head Damage Multipliers
3) CAT Head Damage Multipliers
*The option number 1) is the default patch for MAIM 3 Beta with no added lethal headshot multipliers for humans, synths, ghouls and super mutants.
*The option number 2) is the same as 1) but with added lethal headshot multipliers for humans, synths, ghouls and super mutants.
*The option number 3) is just in case you are not using MAIM and want a basic and lethal headshot multipliers for humans, synths, ghouls and super mutants.
IMPORTANT: Keep in mind the options 2) and 3) allow you to headshot any human, synth, ghoul and super mutant with ANY caliber. - 2.2.0
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SAFE to update mid game if you come from 2.1.2 or more recent.
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- Fixed the SPAS-12 "Rubber Bullet" shell where it could have no damage if used with the Lightweight receiver.
- Tweaked Point Lookout DLC's leveled lists to have a wider spread of the .32 ACP and BB calibers through the loot and vendors. - 2.1.9
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SAFE to update mid game if you come from 2.1.2 or more recent.
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- Further increased the minimum and maximum ranges of all calibers before the damage gradually starts to falloff, except shotgun shells and BB caliber.
*The minimum range is now equal for all the calibers (previously from 4,6,8,10 to 20 now), only changing the maximum range, meaning that small calibers will lose damage sooner than medium or high calibers, but we are talking about long distances.
- Tweaked shotgun shells' projectiles data.
- Fixed incorrect projectile when using a suppressor with the MK 12 SPR.
- Further increased the lethal headshot multiplier (humans, synths, ghouls and super mutants) when using my "MAIM 3 Beta Patch" or my "CAT Head Damage Multiplier".
*Now even those tanky swamfolks from Point Lookout (CORE - Extended) will die with one headshot, no matter the firearm. - 2.1.8
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SAFE to update mid game if you come from 2.1.2 or more recent.
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- Integrated the mod "Combined Arms - Dirty Power Armor 3rd Person Fix" from Exoclyps.
*This fix was necessary for allowing you to equip and hold MK 12 SPR and FN P90 while in third person and using Power Armor. You no longer need to download this mod separately.
*Credits and thanks to Exoclyps for allowing me to integrate his fix into my mod.
- Added extra damage by firearm type. Although caliber will determine the damage you will inflict, firearm type may further increase this damage.
*Example: The 9x19 Parabellum caliber will deal 32.5 damage if used on a normal pistol, and 35.75 damage if is used on a Desert Eagle (10% increased damage).
1) Normal pistols and SPAS-12: No increased damage added to the caliber used.
2) Desert Eagle and Rifles: 10% increased damage added to the caliber used.
3) Sniper Rifles: 20% increased damage added to the caliber used. - 2.1.7
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SAFE to update mid game if you come from 2.1.2 or more recent.
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- Merged the Standard and No Firearms Replacer's FOMOD Installers into one.
- Further increased the range of the flashlights.
- Fixed .338 Lapua Magnum and .416 Barret calibers, both were using an incorrect projectile.
- When using a suppressor for your firearm, a small quantity of smoke and sparks particles will be shown on the end of the barrel. - 2.1.6
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Standard - SAFE to update mid game if you come from 2.1.2 or more recent.
No Firearms Replacer - SAFE to update mid game if you come from 2.1.4 or more recent.
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- Removed the muzzle flash light if your firearm is using a suppressor.
- Side Aim Framework users only.
*Added canted sighting transition support with Power Armor for: AKM, ASVAL, MK 12 SPR, G36, FN P90. - 2.1.5
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Standard - SAFE to update mid game if you come from 2.1.2 or more recent.
No Firearms Replacer - SAFE to update mid game if you come from 2.1.4.
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- (SPAS-12 and pistols) Fixed a comical bug regarding Shotgun shells and BB caliber that could catapult some objects, like corpses or cars even, to the stratosphere.
*This could happen when shotgun shells and BB caliber were combined with some Ammo types that modify the impact force of the projectile.
*If you have the chance to still test the bug, pick up your SPAS-12, choose the shotgun shell "No.9 Birdshot" with ammo type "High Penetration", have fun.
- Tweaked some projectiles' physics.
- (SPAS-12) Now when changing your shotgun shells to the .50 BMG caliber, the required ammunition will change too.
*Before, when you changed your shotgun shells to the .50 BMG caliber, your ammunition would still be shotgun shells, now it properly changes to .50 BMG caliber, and vice versa. - 2.1.4
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SAFE to update mid game if you come from 2.1.2 and 2.1.3.
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- Added a new version of the mod, ladies and gentlemen. No Firearms Replacer is here, for more compatibility with other weapon mods.
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- Removed M82A1's canted aiming support. The animations were a bit funky, plus the gun was too much close to the chest when canted aiming.
- Fixed some FN P90's equipping sounds when switching from canted aiming to normal and vice versa. There are no sounds now, like the rest of the firearms.
*You will notice these mentioned changes in newly spawned firearms, or with a new save game of course. - 2.1.3
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SAFE to update mid game if you come from 2.1.2.
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- The patch for Side Aim Framework has been improved.
*Your firearms can use seamless canted sighting transition and switch the fire mode on the fly.
*Canted sighting transition supported firearms (Power Armor included): AKM, ASVAL, MK 12 SPR, G36, FN P90.
*Fire mode switch supported firearms: AKM, ASVAL, MK 12 SPR, G36, FN P90, SG550, Steyr AUG.
*Canted aiming zoom is set to x1.0 (no zoom).
- Buffed the caliber 20x102mm Vulcan to make it more usable. Because, have you seen the size of this thing? Damn...
*Damage increased from 75 to 100.
*Value increased from 7 to 10.
*Now it has more chances to cripple NPCs' limbs.
- Removed the damage penalty when switching firearms' fire modes from Semi-Auto to Auto. - 2.1.2
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NEW save game is required.
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- Added a compatibility patch for the mod "Side Aim Framework". Your firearms can use seamless canted sighting transition, allowing you to aim using your scope or the side of your firearm.
* Video showcase available on the Videos tab, or here: https://www.youtube.com/watch?v=J587HQJrzSs
* Only available on these firearms: AKM, ASVAL, MK 12 SPR, M82A1, G36, FN P90.
* It is only available on said firearms because the Combined Arms mods lack some animations that Side Aim Framework mod requires.
- Adjusted the weights of all calibers to match the real world ones. The weight is in Grams, not Grains.
- Because of the heavy changes required to create the patch for Side Aim Framework, some plugins have been renamed or reworked, and thus a new save game is required. - 2.1.1
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SAFE to update mid game if you come from 2.1.0.
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- Tweaked the randomness of the rail attachments of the CAT Random Rail Attachments plugin. Now firearms have 50% of not having any rail attachments, before it was way smaller %.
- Disabled the "EE: Equipment Enhancement" option on all firearms provided by the ECO mod. This option was like a cheat, and one option called "AC: [ammo name] Conversion" didn't work due to the way my mod is created, and could get your firearm bugged. I am sure most of you didn't even use or notice that option anyway.
- Disabled the scripted leveled list injections of the Combined Arms mods. Totally unnecessary because CAT uses a firearms replacer to spread the guns through the world and NPCs. - 2.1.0
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No changes have been made since the previous 2.0.6 version.
Update only to this new version if you are starting a new game.
FOMOD Installer and plugins have been restructured for better compatibility with futures updates.
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- Main version is now named "CORE" and its plugin CAT_CORE.esp. Extended version is now named "CORE - Extended" and its plugin CAT_EX.esp.
- CORE is now the mandatory version and master of most plugins to work, like CORE - Extended and most of the patches.
- All patches are now named after CAT_PATCH_... for better shorting.
- When new DLCs' content is being released, like The Pitt, CORE - Extended is going to be updated, without editing CORE.
- Easy and intuitive installation using only one FOMOD Installer.
- You can find the new load order while following the FOMOD Installer instructions, or in the Requirements and LO section, in the Description tab.
- If in doubt, don't hesitate and ask me in the comments section, happy gaming! - 2.0.6
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SAFE to update mid game if you come from 2.0.3, 2.0.4 and 2.0.5.
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- Fixed a bug with an incorrect range increase for the "Barrel - 20.52" Assault" when used on the FN P90.
- Adjusted the dismemberment of the MAIM 3 Beta patch.
- Although all firearms' attachments are fully randomized (except rail attachments if not using the optional tweak I included in 2.0.4), these 2 firearms have been adjusted for aesthetic reasons:
*Preston' Laser Musket (AKM) barrel length: Manually selected the "Barrel - 23.2" RPK". Now he holds his AKM properly, and not the air if some shorter barrel was randomly selected, when talking to you in the Museum of Freedom, before leaving Concord.
* Cryolator (SG550) barrel and muzzle length: Manually selected the "Barrel - 9.1" Tactical w/Foregrip" and "Muzzle - Flash-hider" because otherwise, the gun would not fit the original Vault 111 Cryolator case.
- These 2 reasons listed above broke the immersion for me, and maybe for others too. - 2.0.5
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SAFE to update mid game if you come from 2.0.3 or 2.0.4.
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- Fixed a bug where you could not reload the magazine ".300 AAC Blackout [30rnd]" when used on the SG550.
- Fixed a bug where you could not reload the magazine "7.62x39mm Soviet [10rnd]" when used on the ASVAL.
- Fixed a bug with the fire rate of the .300 AAC Blackout caliber when used on the SG550, it was ridiculously high. - 2.0.4
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SAFE to update mid game BUT you may encounter already spawned Super Mutants with the glitch.
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- Integrated the mod "Super Mutants Can Use Combined Arms" from TobiReiji.
*This fix was necessary for allowing Super Mutants equip and hold two handed firearms from the Combined Arms mods, I don't know why I didn't realize about this bug earlier. You no longer need to download this mod separately.
*Credits and thanks to TobiReiji for allowing me to integrate his fix into my mod.
- Added a compatibility patch for the mod "Flashlight Holster". It allows your firearms' flashlight to automatically be turned off when holstered. Only works on the player, not NPCs.
- Added an optional tweak that randomizes firearms' rail attachments like flashlights and lasers, or none at all.
Keep in mind, NPCs' firearms rail attachments are randomized too, and due to the game engine limitations, when they holster their firearms with the flashlight turned on, you will see light beams all over the place.
This is why I had not added this tweak until now, because I was aware of this bug, but if you don't care about it, go ahead and install it.
- I have created 2 different FOMOD Installers, one for each version of CAT, Main and Extended. FOMOD Installers have been updated accordingly. - 2.0.3
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New save game is required
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- From now on I will only support MAIM 3 Beta and Bullet In The Chamber 2 Beta, and of course their official versions when released.
- Article explaining CAT + MAIM 3 Beta Integration. https://www.nexusmods.com/fallout4/articles/4818
- MAIM 3 Beta (3.0.2) disabled exploding limbs and heads, I fixed it with the new update. Now it works like before, using high calibers and some shotgun shells, you will be able to blow off your enemies' limbs and heads.
- You will only see [AP...] marks and their respective descriptions on magazines and ammo types if you are using the MAIM patch.
- Added an optional tweak x10 head damage multiplier for humans, super mutants, ghouls and synths, just in case you don't use or like MAIM.
- FOMOD Installer has been fully restructured for a better understanding while installing. Some .esp versions have been removed/updated. - 2.0.2
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SAFE to update mid game if you come from 2.0.0 or 2.0.1.
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- Decreased the damages of all shotgun shells to better fit the rest of the calibers. They now range from 70 to 100 damage. (Before from 60 to 150).
- Added an optional compatibility patch for using your SPAS-12 from CAT with the mod Bullet In The Chamber 1 and 2 Beta. (2 Beta available on their Discord).
- Added an optional tweak that sets your Survival outgoing/incoming damage multipliers to 1. You will deal and receive the exact damages your PipBoy displays. - 2.0.1
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SAFE to update mid game if you come from 2.0.0.
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- I forgot to give some love to the ranges of some shotgun shells, and rebalanced stats of the Makarov PM Snake Shot and BB caliber. - 2.0.0
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NEW save game is required.
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Huge update, this is it fellow vault dwellers, the Definitive Edition.
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The mod has been greatly improved and updated from its previous version 1.X.X. You can find detailed information in the Description page.
#
Only bug fixes from now on.
#
- 2.2.4
-
Version 1.0.0
- Release.
------------- - - If you have any doubts, read carefully the Description page.
- Release.
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- Author's activity
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April 2024
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19 Apr 2024, 10:05AM | Action by: ZaharaEs
Attribute change
'Description changed.'
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16 Apr 2024, 10:20PM | Action by: ZaharaEs
Attribute change
'Description changed.'
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16 Apr 2024, 10:19PM | Action by: ZaharaEs
Attribute change
'Description changed.'
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07 Apr 2024, 10:22AM | Action by: ZaharaEs
Changelog added
'Change log added for version 2.2.4'
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07 Apr 2024, 10:21AM | Action by: ZaharaEs
File added
'CAT (FOMOD Installer) [version 2.2.4]'
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04 Apr 2024, 7:52PM | Action by: ZaharaEs
Changelog added
'Change log added for version 2.2.3'
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04 Apr 2024, 7:52PM | Action by: ZaharaEs
File added
'CAT (FOMOD Installer) [version 2.2.3]'
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02 Apr 2024, 12:29AM | Action by: ZaharaEs
Attribute change
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02 Apr 2024, 12:27AM | Action by: ZaharaEs
Attribute change
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02 Apr 2024, 12:23AM | Action by: ZaharaEs
Attribute change
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01 Apr 2024, 10:41PM | Action by: ZaharaEs
Changelog added
'Change log added for version 2.2.2'
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01 Apr 2024, 10:40PM | Action by: ZaharaEs
File added
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March 2024
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31 Mar 2024, 5:30PM | Action by: ZaharaEs
Changelog added
'Change log added for version 2.2.1'
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31 Mar 2024, 5:30PM | Action by: ZaharaEs
File added
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30 Mar 2024, 6:39PM | Action by: ZaharaEs
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29 Mar 2024, 6:02PM | Action by: ZaharaEs
Attribute change
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Attribute change
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28 Mar 2024, 10:09PM | Action by: ZaharaEs
Attribute change
'Description changed.'
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26 Mar 2024, 9:34PM | Action by: ZaharaEs
Attribute change
'Description changed.'
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26 Mar 2024, 9:33PM | Action by: ZaharaEs
Attribute change
'Description changed.'
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- Mod page activity
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May 2024
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13 May 2024, 7:11PM | Action by: renalorn1
Tracked
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