About this mod
Some patches for Horizon (1.94) - updated. My patches are simple and just aim for making a mod basically compatible with Horizon. So its mostly tags, adding perks to npc, patch clothes or weapons or items and ingestible to horizon (1.94).
Anyone is welcome to improve any of those patches, just it'd be nice to make a call then :)
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Russian
Super Mutant Redux
Raider Overhaul One
Raider Gangs Extended
Mutant Menagerie - Life finds a Way
Unique Creatures and Monsters of the Commonwealth (AWKCR-free V3.3)
Outcasts and Remnants, Fusion City, Project Valkyrie
Tales of the Commonwealth and Atomic Radio
FGEP-DE and More Feral Ghouls, Paleheads and Hunter Beta, Flashy Infestations, Ghouls Galore
Gangs of Lexington, Raider Children
Mojave Creatures: Yao Guais, Bighorners, Geckos, Mantis and Cazadores
Creatures: Nightstrikers, Famished, Radraptors, Project Nemean
Atom's Threads, Altyns Assault Helmet, Oppressors Dog Armor, Radical CoA... and more! (Mostly Quest-Mods, some Clothes Patches, ....)
Basically updates of (my) Horizon-Patches. 99,9% just made in xedit, so hopefully plain and simple. Since its a lot of patches, i am not able to fully test everything, but will try to resolve anything, that goes baaad. Thanks for pointing such things out. Cheers!
Almost any of my patches are non-replacers; means you gotta load the original Mod before Horizon and the patch in the Horizon-Patch-Section (Some need to be loaded after Horizons DEFUI). Replacer-Patches can be loaded in Horizon-Patch Section.
I tried to add appropriate Tags (sometimes also Components) to items, give NPCs perks from Horizon for balancing and adjusted hitpoints/stats. Armors and weapon should be patched for Horizon, so the needed Attachment points, mod associations and sometimes value adjustments should be added. If there is anything about weapons, some changes may only be available through the workbench (e.g. .32 ammo from point lookout, because scripts are above my ability to change or edit aaand also it feels to risky meddling around. it enough stuff without that)
#Important: Creature Patches will whenever possible utilize PLOP https://www.nexusmods.com/fallout4/mods/84615. It makes patching the LLists very easy, but you gotta merge in yourself to a general, personal LList merge. And if using Horizon, should be using the PLOP-Patch from here so the LL-changes by Horizon take effect. Otherwise, its (partially) Vanilla-LLs.
So any patch with PLOP_xy requires ProtoOverridePatchNPCs.esp. PLOPTOP!
This makes it easy to "sort" what you would like in your game - dont licke lickers? put em off the llists. want more LFAW? increase the count. Only want UNC-extras, but rest vanilla? just adjust.... and so on. just requires you to make your own LList-merge. Still, maybe a minor few handplaced spawns occur, but everything has a price :)
###Did you know, that you can install [improved factions] all mods except for the base game improvement if you only choose SOLELY the encounter-modules (Minutemen YAWA2 works also) (well, the NPC Travel changes work as well, but you mustnt) you can add those random encounters :)?
Bleachers 2 - The Fens Sheriffs Department:
accessible. Tried to make each armor unique, so they have quite
different values and upgrades (no crazy things, only statwise).
I realized too late that the scavver legs are not existing, so i put up a
very crude replacement for them, but they are back on the LLists (they
have been taken off the LLists in the latest release of bleachers2,
so... i am sorry, you have to suffer the replacement atm. (If you dont
like that, just open the patch esp and delete all LL-entries in "Leveled
Item" with "Scavver" and it is gone)
DCGuards get the outfit from FSD mostly.
Power Armors are "generally" unplayable, but on 3 frames you should even be
able to find pieces unique to the sherifs department. In the ESP are
even playable versions and those Power Armor Frames could be unblocked,
but i just left it like this for compatibility. Those should be handled
with "care", maybe using MunkySpunks Primer and so on. Or just sell them
and use "normal" PAs.
"T-53": Adjusted most upgrades to CPAM, except a few, for whom i couldnt find something fitting.
Weapons have been adjusted and rebalanced.
Recipes: Most things cannot be crafted, but some things i just left, but added skill-requirements.
T-53 Power Armor Upgrades are left out, for they should simply not be for the player // you get the same things from CPAM.
NPC get perks from Horizon, but the armors have been so malicious to patch, that this probably needs further balancing.
"It just works!"
So there are a lot of patches for FSD - Bleachers 2, that i can just give a
recommendation for the load order; you should check for conflicts
probably.
Example Load Order:
DCGuard_Overhaul.esp
Architect.esm
---------------------------------
REFramework.esm (optional)
The Fens Sheriff's Department - offensive 4th wall breaking comics.esp (optional)
---------------------------------
"various patches for compatibility" e.g.:
4estGimp - FSD_Vault4.esp (optional)
DCGuard_overhaul-RandomEncounters.esp (optional)
---------------------------------
z_horizon.esp
z_horizon_dlc_all.esp
z_horizon_CPAM.esp
--------------------------------- (Horizon patch section)
FSD_Bleacher2-Horizon19.esp (patch from here)
8.3 Adds one Armor Piece to the Scraplist and gives the Pork Roast its own "Extra Flame Jets". Field Bandage heals 10% limb Damage (not head)
8.4 Corrects an edit i made that made lily have "look, no hands, mum!"
8.5 Makes it possible to take all the heads now. in exchange for no harvesting/looting/scrapping of the specific NPC (still can take stuff manually. Will not work, if you running an additional mod other than horizon that activates a choice on those NPC (when dead). And better take the head, when its still warm - may not work if leaving the area and coming back (?)
8.7 moved the napalm flame jets soloely to the FSD flaming blade, not to pig sticker anymore
9.1 updated to the new mod version. changed back some slots on clothes, feedback welcome
9.6 K-9 Armors got dog-armor naming
9.7 some "bodyparts" were sticking out of clothes, hopefully fixed...
9.8 updated defui-plugin and for safety also uploaded main patch again
9.9 condition and repair (combat armor) for k9 harness
10.0 removed the portable fusion reactor. lost a bit track about the craftable power armor helmets (new). may need further plumbing
10.4 nerfed the k-9 dog armor
10.7 corrected some overwrite i messed up (face values)
10.8 removed an error from scrap quest and added dog armor and some overseen uniforms
10.9 hopefully put in naming/symbols fitting to all clothes now
11.1 some reverse edits for companion weapons of FSD, removed unscrappable from Synth-Maces
11.2 Alcohol scrap recipes and consume effects changed
Radical COA Addons:
- You can use and modify the Shard Launcher and the Spike Rifle, hopefully according to horizon values.
- Usable gear can have the appropriate Horizon upgrades
- added the Divided and Zealots to the Commonwealth Children of Atom
LList (and added them the Commonwealth COA-Faction). (Optional; choose
one File)
- tasty Consumable and Hot Stuff
- Horizon Tags
- Contains LLs for the NPCs if you want to add them somewhere
Simple Load order, without anything of the optional stuff:
1. Radical.esp
2. Radical-eXo-Patch.esp
3. Z_Horizon.esp
3. Z_Horizon_DLC_All.esp
4. RadicalEXO_Horizon 1.9-Patch.esp
Patch for Atom's Threads with 4estGimpedit, Atomic Warlord.
SouthoftheSea.esm
CF_AtomicWarlord.esp
AtomsGloryThreads.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads CoA.esp
------------------------------------------
Horizon
-----------------------------------------
Horizon 1.9__South of the Sea__patch.esp (optional, maybe load after "additions")
Atoms_Threads_HZ1.9-Patch.esp
Horizon 1.9 and South of the Sea - Additions.esp (Edits in this esp could be moved to Atoms_Threads_HZ1.9-Patch.esp, if you want)
Adds clothes to scrap lists, adjusts stats and slots. Patches some NPC. Edits to Children of Atom Weapons and loot. changed ingestibles, recipes and adds tags.
1.4 (Additions) changed Armor Ratings of Ashland Armor to be slightly weaker than respective armors but still offer superior rad-resistance
2.8 & 1.5 to align both patches which i forgot when updating the one file :/
1.8 Crafted Bolts should now have no "Leftover"
Feral Nights by SKK-Patch:
(Can be used standalone afaik, did not realize)
This patch needs FGEP(DE) (without Feral nights patch), More
Feral Ghouls, the patch for both and Horizon by JBianculli or my patch
for both if using FGEP-DE. Load Feral nights, FGEP/FGEP-DE and MFGhouls
before Horizon, JBiancullis combined patch or my patch after Horizon.
Load Order: FGEP-Definitive Edition
1. Feral Nights by SKK
2. Horizon
3. my (2.0 or 3.0) patch for feral nights
#have to take a look at that
Private Contract Patch...:
1. Random Encounter Framework.esm (https://www.nexusmods.com/fallout4/mods/60074)
2. Private Contract.esp (https://www.nexusmods.com/fallout4/mods/51945 - main file)
3. GunnerHitSquad.esp (NOT the standalone version) https://www.nexusmods.com/fallout4/mods/60452 - "Commonwealth Hit Squads" - Main File
4. TalonPA.esp (https://www.nexusmods.com/fallout4/mods/10095?tab=description - Thats the PA PaintJob)
5. PCTalonCompanyPA.esp (https://www.nexusmods.com/fallout4/mods/51945 - Talon Company PA Paint - gives the Talons PAs the proper paint)
6. CHS-PC_Patch.esp (https://www.nexusmods.com/fallout4/mods/60452 - Talon Company Mercenaries Patch)
7. GHS-GunnerOutfit.esp (OPTIONAL!) https://www.nexusmods.com/fallout4/mods/52091 (that from the standalone gunner hit squads, and yes, it works) but requires the gunner outfitpack.
8. REPatch_CommonwealthHitSquads.esp (https://www.nexusmods.com/fallout4/mods/67757 - patch for commonwealth hit squads)
9. REPatch_PrivateContractTalonCompanyMercenaries.esp (https://www.nexusmods.com/fallout4/mods/67757 - patch for private contract talon mercenaries)
----------------------------------------------------------------------------------------
z_Horizon.esp
Z_Horizon_DLC_all.esp (optional?)
z_Horizon_CPAM.esp
--------------------------------------------------
The Patch: PContract_TalonGunner_Horizon 1.9-patch.esp
Vault 83 - the Librarian: load order
the library - exopatch.esp
z_horizon.esp
theLibrary_Horizon 1.9-patch.esp
Perpetuals Dog Armor Patch:
Horizon_DLC_all.esp.
- makes dog armor stronger, adds in raider dog armor, adds tags
- perpetuals dog armour comes with a lot of modification options, so this patch also upgraded vanilla dog armor to be modifiable as clothing
- There seems to be some leftover in the original
file for the DLC-Robot materialswaps, i left it, but they can probably
just be deleted. Minor conflict because of that with AEWS (Horizon)
patch. nothing bad.
Gangs of Lexington (2.1.4) +Setdressing and Update+Raider Children Load Order (Game is running, not far tested yet):
GANGSOFLEXINGTON.esp
Setdressing_GangsOfLexington.esp
USAF_Olivia_GangsOfLexington.esp
USAF_Olivia_Setdressing_GangsOfLexington.esp (optional?)
RaiderChildren.esp
#Raider Children - Big Al and Serum Changes#! (if you use my Raider Children Patch)
Less Hostile Raider Children.esp (if you use my Raider Children Patch)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch.esp (optional?)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GoL_Setdressing_Horizon 1.9-Patch.esp
2.7 is updated and cleaned now a bit so both esp dont edit the same things on 90%. few changes, because some things felt odd.
3.2 updated LaRC_Rchildren patch, think got all them tyke armor now properly
You dont need the Patch for Raider Children and Gangs of Lexington. Maybe
USAF_Olivia_Setdressing_GangsOfLexington is not needed (?). No World
Edits patched, just NPC, Clothes, Items (Tags). Should be ok, but not
tested yet.
If you do not use USAF_Gangs and USAF_Setdressing, but Raider Children, then just load
GANGSOFLEXINGTON.esp
RaiderChildren.esp (optional with BIG Al+ Less hostile Raider children)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch (optional)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GoL_Setdressing_Horizon1.9-Patch.esp (optional)
GangsOfLexington_RaiderChildren_Patch.esp from witch
The Patch for using ONLY GangsOfLexington is now also contained in the Raider Patch Pack, because i prefer (and recommend) to use AckAcks Harlequins Redux instead of the changes to oliva from above mods :)
---------------------------------------------------------------------------------------------------------------------------------
Project Valkyrie Horizon Patch
- Items, Weapon, Armor and NPCs patched
- slight nerf to player-perk (health regen from valkyrie)
- Reduced Valkyries Perks a bit
- no world edits or such, because im too dumb
FusionCityRising Horizon Patch:
HotC Horizon Patch:
All "Easy" Clothes are bereft of attachments and i also just left the 1st
Person flags as is; since this is just no armor. Guild Guards wear
unplayable PA (you can get the paint job and maybe even (Raider) armor
pieces in the city. NPC are edited how i felt it makes sense.
#if you encounter strange skin mixes, you may want to use CBBE / reduced. (maybe it just works with CBBE 2.7) fixed it for me
Outcasts and Remnants Horizon Patch:
guesswork, so im gonna test it next days. Also edited Companions.
BEWARE, i think i made most or even all essential NPCs only protected. So that
there is only Raider PA / a paint job, i did not involve CPAM, but that
should not matter much. If you find errors, ill try to solve that; or i
messed something up / made it a bad way, feel free to tell.
Now, i can finally play :P
Load Order that is working for me with the Thuggy-Mods:
1. AA FusioncityRising.esp
2. AA FusionCityRising - HotC.esp
3. OutcastsAndRemnants.esp
4. ProjectValkyrie.esp
# I also load Thuggysmurf_Optimization after those#
---
5. Z_Horizon.esp
6. Z_Horizon_DLC_all.esp (optional id think)
7. Fusion_City_Horizon 1.9-Patch.esp
8. OAR_Horizon1.9-Patch.esp
9. Fusion_City_HotC_Horizon 1.9-Patch.esp
10. Project_Valkyrie_Horizon1.9-Patch.esp
Small "advice" (you have to judge yourself, if good or bad): Beantown
Interiors, Stumbleuponinteriors, plenty of exploration, morexplore... i
load those mods and their patches after horizon_empire, because in my
game horizon_empire places some walls/panels on those doors. but find
out yourself, whats better on what loading place^^
OAR 2.5 - changed possible quest items from excess junk to no components & quest item. maybe that helps (?)
OAR 2.6 - changed flags, made those items unscrappable. will take a bit time for me to really check this
OAR 2.9 fixed washing machine / reverted edits
Supermutant Redux-Patch, Point Lookout-Patch, LFAW-Patch and Unique Creatures-Patch:
Okay, this is meant to give them Muties their armor and Weapons from Super Mutant Redux (patched by WhiskyTwangoFawks).
Super Mutant Redux: https://www.nexusmods.com/fallout4/mods/11853 without any patches from MadMax713
###Super Mutant Redux AWKCR-free: https://www.nexusmods.com/fallout4/mods/61206 from WhiskyTwangoFawks (VERSION 1.10!!!) ONLY if you use the old version!!!###
Obviously Horizon 1.9 from zawinul
THIS patch. ESP-Replacer.
Started this anew;
I merged the leveled lists as good as i could, also of mutant hounds
- All armors for supermutants have been vastly buffed as Super Mutant
Redux supposed to do. Weapons have been adjusted and should be
ok-balanced.
- !!!Super Mutants will keep a "vanilla" head rear; until someone makes fitting material swaps for dark, pale and glowing
mutants!!! (only annoying when they have different skins...)
- Mutants should usually have the appropriate Horizon Perks and stats
- Outfit is a mix-up; they will either wear SMR-Gear or HZ-Gear or a mix of that
- SMR-Behemoths statwise range between the Behemoths of Horizon; there
are more variants, but none will be better than the "Ancient Behemoth"
"It just works!"
It may no be perfect, but it is playable. If you want to have an easy
"cover" for all heads, change the "chance none" for the headgear in the
LLists.
SMR contains a Vertibird-Sword, a Brush-Axe and some big SM weapons.
+ if any other mod adds supermutants, it may be that they have missing head textures & would require a patch, becuse of SMR
redux+
1.0 Edits more LLists AND overwrites some LLists from Horizon due to outfit distribution.
1.4 optional file to give Super Mutants more Weapon variety. Should work without super mutant equality (https://www.nexusmods.com/fallout4/mods/86503) but you could also use the specific patch in miscellaneous. THIS only edits the LLists for Super Mutant ranged Weapons and is NOT patching super Mutant equality!
#Patch is now an esp-replacer, so place it in Horizon Patch Section#
1.8 support for Super Mutant equality 0.4.3beta, added Horizons LList to supermutantriflelegendary (more mutants), removed a vanilla overwrite somewhere
If you want the new animations as well, read on:
#IMPORTANT#: If using SMR_Equality_Patch.esp you NEED the original mod (verison Beta-0.4.1) and you have to unpack the mod and DO NOT use it's ESP (at least i had CTDs then), but use the loose files.
-------------------------------------------------------------------------------------------------------------
Mutant Bears you gotta find somewhere, Main Mod is not on nexus (yet?)
-------------------------------------------------------------------------------------------------------------
Mantises and Cazadores both add themselves as Workshop-Attacker, that conflict probably needs resolving (?)
Unique Creatures and Monsters & Load order:
Unique Creatures and Monsters
UNPCs - Awkcr-free
Sea Claws
Horizon
Unique Creatures no AWKCR HZ1.9 Patch.esp
PLOP_UNPCs_Creatures_Horizon.esp (optional, makes it easier to merge you LLists if using other PLOP-patches)
2.5 removed ghoul harvestable
2.6 mostly added diseased keywords and also forwared a few some things from UNCs, that it wins over Horizon (rare).
Point Lookout / Mutant Menagerie - Life Finds A Way
### Point Lookout Patch should be done (it is basically an update of
https://www.nexusmods.com/fallout4/mods/60755 this,if anyone bothers, i
take it off ofc)
### LFAW should be done, though there may be things "missing" or not working, but nothing game-breaking yet
### Backwater Beasts shares some things with Point Lookout
- No Harvesting yet
- scaling may be improvable
- LFAW-fishing maybe needs a bit more effort
XXX I am using all, so not checked if you can use them patches alone, but it should work for each mod XXX
- reduced the explosion of boombugs to 5 (small ones) and 10 (giant ones) (LFAW 3.1)
- made armors and weapons scrappable
CW-Patch: Added scrap Recipes for .32 and BB Ammo, also added .32 to
the hunting rifle and revolver ammo-menu (only choosable on workbench
atm)
8.4xxx reversed some junk items to give components. changed modcol of weapons (no more partial weapons i hope).
optional file: PL_HZ_Workbench adds workbenches at panadas store: Cooking, Equipment Lab, Weapon Lab, Resource Station. Theyre not linked. #Backwater Beasts place a mattress, a weapon and armor workbench close by, so i recommend to use it.# Added Recipes to scrap PointLookout explosives. Added explosives manually to zll_grenades_alltypes and ll_explosives until its working fine, then convert to inject (so one tiny update may come)
!!!finished the whole mod with everything, no issues found: because of that i add my tested load order regarding point lookout here:
CWPointLookoutFO4.esm
CWPointLookoutFO4Patch.esl
MutantMenagerie.esm (optional)
MutantMenagerie_BackwaterBeasts.esm (optional)
(Very Zen Mutant Menagerie in use) (optional)
----
Architect.esm
.....
----
# ClassicSniper Mod 1.5, but delete or not use the esp (optional)
Point Lookout Creature Expansion.esp (optional)
CWPointLookoutFixesAndAdditions.esp (optional)
SRD_Point Lookout Delay.esp (optional)
----
z_horizon.esp
z_horizon_dlc_all.esp
----
L-F-A-W-Horizon 1.9-Patch.esp (optional)
Horizon_1.9_CWPointLookoutFO4modified.esp
PL_HZ_Workbench.esp (optional)
L-F-A-W-BWB-Horizon 1.9-Patch.esp (optional)
CW-PLookout_Clothes_Horizon 1.9-Patch.esp
CWPointLookoutDoctor.esp (optional)
PointLookout_NacX_TS_Weathers.esp (optional)
###I highly recommend using https://www.nexusmods.com/fallout4/mods/84819 and my patch for it! great job from leaftongue!
BTW; Very Zen Mutant Menagerie still works :)
LFAW_Proto_Patch & Load Order:
ProtoLLOverridePatchNPCs.esp
PLOP_MMLFAW.esp
-----------------------------------------------
Z_Horizon.esp
Z_Horizon_DLC_ALL.esp
-----------------------------------------------
PLOP_Horizon 1.9-Patch.esp
L-F-A-W-Horizon 1.9-Patch.esp
PLOP_LFAW_Horizon 1.9-Patch.esp --- This file also adds in/back LLD of animals and creatures, but only from mutant menagerie and it adds LFAW-Items to various LLists. Those Lists are original Horizon, only added with LFAW-Items
#Recommendation: Using these manual LL-Overrides you should check LLists and maybe even create your personal merge. Dont worry, it is easy with PLOP! AND nothing gets lost with using PLOP.
1.2 contains the same overrides to the inject-LLs that i had done to LFAW itself, to easier see/find/edit them. E.g. wendigoinjected also contains vanilla ghouls.
1.3 corrected the meat-scrap-output for exotics
You may want to check you leveled npcs//MM-LFAW scripts will partially be overwritten, i think better to let that happen :p
If you find crashes or left out content, tell me. Anyways - welcome to the
sandbox (MM got a big nerf with this, so it should not disturb the
Horizon economy, but provides an incredible amount of monster-variety - i
just love this mod (well, both)...
https://www.nexusmods.com/fallout4/mods/68187?tab=description --- yes, fallout is the post nuclear fantasy game i do love and play since fallout 1.
Gunner Outfit Pack-Patch:
masks". Armorsuits/sets have armor ratings and weights according to
their looks, as good as my eyes could see to horizon. values are a bit
flat, just taken base clothing and adding the value of each armor piece.
those sets use the armorslots they show in game and no clothing can be worn
underneath. so the sets all have railroad slots and if they include a
helmet and/or goggles, helmet and vision slots.
i hopefully added everything more or less accurate with the weights though.
Gunner helmets do not cover long hair, because that way it should be possible
to wear balaclavas with most of them. may cause minor clipping issues.
There is only Torsolining for the sets, no limb lining, so a combination of
real armor and clothing should still be better overall. Also the Sets
are not upgradeable with polymer, fiberglass, shadowed or reinforced -
just to keep them more for npc and the looks and not create op
armorsets.
Almost all Outfits have an edited version(s), if you dont use the optional esp to only get edited outfits, its a 50% chance a gunner will have an outfit from either GOP or Horizon.
The chance for most of the fullarmors is pretty rare on normal gunners, even with only edited outfits. i did try to rather invent smaller chance by stacking some leveled list in the main outfit (Outfit_gunner_No_defense), but each step is possible, only the chances get smaller.
i did not add the balaclavas to any list, but all other things should possibly spawns somewhere, although some might be rare.
if any gunner has to much items in his inventory, please tell me. also feedback about spawnrate would be cool, if something feels absurd.
have fun!
Load order:
GunnersOverhaul.esp
MoreFactionEnemy_Gunners.esp
DT_GunnerOutfitPack.esp
--------------------------------------
z_Horizon.esp
z_Horizon_DLC_all.esp (dunno if needed, but some armor looks like marine armor and got the slots, so better with it)
-----------------------------------------------------------------------
(Horizon patch section)
GunnersOverhaul_Horizon 1.9-Patch.esp (optional) --- makes gunners neutral, contractors may give you quests, if you steal or attack them, they turn hostile
GunnersOverhaul_MoreGunner_Horizon 1.9-Patch.esp (Optional) --- adds some more gunner variants in, some very special
GunnerOutfit_Life_Horizon 1.9-Patch.esp (optional) --- new gunner clothing, from helmets to fullsuits. More intended to give NPCs amore varied looks
GOP_Horizon19OnlyEditedOutfits.esp (optional)
Gunner_Overhaul_MoreGunner_Outfits_Horizon 1.9-Patch.esp (optional) --- Adds in the clothes from gunners outfit pack to the "new" gunners also
if you use any gunner Horizon west-tek patches, probably load them after this (?) - but probably the LLists need to be patched, especially if you use only edited outfits. btw. More Clothes Textures should be working without a patch :P
Pack 1.9: Patches could be used standalone but need to have master removed if you want that:
As is, you can choose to not use the Outfit Pack. MoreGunners-patch needs GunnersOverhaul as master, but you could remove that.
2.1 removed the footstepsets from clothing, because it does not fit with the changed outfits.
2.2 removed eye-slot from gunner spec obs beret with gas mask / breather / facemask. still a gas mask.
3.1 increased chance for better gear on gunners
3.2 tiny adjustment to bandanas
3.3 removed double-slot neck on conscripts - i think
3.6 one outfit added, sorreeee
3.8 one more set for standard gunners, some lil tweaks
4.0 one Armorset had wrong parts - half-naked gunner
4.1 one armorpiece wrong in one set
4.3 reworked the outfit LList for More Gunner completely (if using Gunner outfit pack as well)
4.5 minor slot conflict in initiate outfit
4.6 removed one lining slot from full or almost full suits
4.7 minor slot conflict conscript/ enlisted
5.0 seem to have missed head slots ranger outfit. damn me.
5.4 another slot conflict - gunner spec ops outfit
5.7 found the matter about slot conflict with conscript/double Face mask possible, should be solved.
5.7 Crime Faction Gunner edited, BETA, should make them more hostile. (Gunners Overhaul)
Atomic Radio/Tales of the Commonwealth & Settlers EXO-Patch-Patch:
3dnpc_fo4_dlc.esp
3dnpc_fo4_settler.esp
3dnpc_fo4_UFO4p.esp
3dnp_fo4-patch.esp (https://www.nexusmods.com/fallout4/mods/43974)
atomicradio.esp
3dnpc-exopatch.esp
--------------------------------
Horizon
--------------------------------
atomicradio_totc_EXO_horizon 1.9-patch.esp
- Patches Armors, Weapons, Ingestibles and NPCs. Adds Tags.
Capital Wasteland Yao Guais:
- same stats as vanilla-horizon bears, PLOP-Patch
The Famished:
- a little, not so tough, but fast and still dangerous deathclaw. sometimes cowardly... PLOP-Patch
Mutilated dead bodies patch:
- Attempt to patch the eviscerator to Horizon
- added balance perk to a few npc
RaiderOverhaulForged Patch:
- patches the Armors to have all the Horizon slots and offer no protection without upgrades. Armors spawning on NPCs should have upgrades to be of use and give them defense
Gunmetal Clothing Variaty (NoAWKCR) Patch:
-adds colors and (color)slots to almost all vanilla clothing
Fishermans Gambit:
- adds tags and patches the few items and weapon and NPC with horizon values/perks
Vault-Tec-Story:
- Patches some Armor, Weapon, NPC to Horizon, adds tags and edits the Container_Loot_Mailbox to have a minor chance of containing a vault-tec application
Grieving Raider:
- Changes some NPC Stats for Balance and adds tags
Wilderness-Patch:
Patches the few NPC, Armor, Weapon to Horizon and adds Tags
N.E.S.T.-Bunker-Patch:
- Adds Tags and patches the few items. Custom 10mm goes R55, .44 goes Revolver
- Recommend to use the esp from optimization patches collection
Project Nemean Patch:
- Adds tags, patches ingestibles & loot, patches creatures to horizon 1.94.
- adds some creatures to LLists, requires PLOPtop + recommended its Horizon-patch
- creatures on the LLists are variants, so any content from the Project Nemean is just original
- PLOPtop requires you eventually to adjust you LList manually.
- If you dont like that or want "only" this mods original implemention - remove my LLists with NPCs from this patch
Inside Jobs-Patch:
- removed, there is another one on nexus
StumbleUponInteriors-Patch:
- Adds Tags and patches a few items
P.O.E. 1.82:
- Adds tags and patches a few items
Children of Ug-Qualtoth
Dont use the script injection via holotape to add elders atm, may cause issues with LLists (?)
Nordic Europa
- Adds Tags and changes on ingestible, move the door to the side of the building (badly done, but works). There is also another one on Nexus.
MoreXplore-Patch:
- Adds Tags and patches a few Items
- using the replaced version from "optimization patches collection" - optional
There is also another one on Nexus
Commonwealth and forgotten spaces 2.0:
- Adds Tags, change some Recipes and NPC stats
TheZone-Patch:
- Adds Tags, patches a few npc and armors, also patched weapon to just be "common" but kept the unique names on them
Raider Gangs Extended Patch:
- this patch adds Tags, and edits NPCs for balancing. It only needs:
RaiderGangsExtended(fixed&Cleaned).esp and 4estGimp Edit - Raider Gangs Extended.esp
Raiders of the Pink Paste Patch
Adds Tags, patches NPC, should also NOT produce errors with TexGen. Other changes are from the mod.
Flashy Infestations-Patch
- Changes the Bloater Stats to Horizon values (weaker than glowing one, but same direction), also some body part data
- Adds the infection Chance for Plague
- Tags - well, one tag
- except for one NPC and the plague infection, flashy infestations i think is almost conflict-free anyway
- and no, its not this patch if exploders dont act/react. there is something in infestations that does something with them.
Radraptors-Patch:
- More or less use Deathclaw stats, hence i gave them slightly less hitpoints, but they should be faster.
- manually added to Deathclaw-LList, reqires PLOPtop
Ghouls Galore-Patch
- deactivated constructible NPCs
Some of the Creatures are quite strong (Hunter Beta, Nemesis...) - so this may turn to an undead nightmare.
1. Follow Installation Instructions for Ghouls Galore
2. Load Order:
1. ProtoOverridePatchNPCs.esp (Ploptop)
2. "Required Mods and Load order for Ghouls Galore"
3. Plop_GhoulsGalore.esp (THE LEGENDARY VERSION)
------------------------------------------------------------------------------
Z_Horizon.esp
Z_Horizon_DLC_all.esp
------------------------------------------------------------------------------
PLOP_Horizon 1.9-Patch.esp (If you dont use that or edit the Proto-LLs yourself, all LLists from PLOP will use vanilla-leveling and NOT Horizon leveling and NPCs)
PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp.esp
As said, recommend to check LLists. Maybe to tweak to personal likings.
Recommendation: Also Load Worldwide GhoulsV400.esl somewhere up your load order. It places (mostly) leveled Ghouls in the commonwealth, about 400. Those will be picked from the PLOP-LLists...:)
1.8 corrected/changed some speed multipliers which were tot low for some npc to even move (i think) (shamblers)
1.9 reduced Nemesis damage about 25% and reduced XP given
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Im gonna add my personal ghoul-setup, which has loads of required mods and needs a lot of patches, it is not fully tested but maybe its of interest for someone
(only if you LIKE to have lots of post-apocalyptic ghoul action). to me, it feels quite lore-friendly, but opinions may differ.
I just want to point out, that this was only possible to PLOP and want to thank all mod authors of these mods which are needed.
And no, this may need you to check fopr conflicts.
Some files are not required as master, but i recommend to use them... :)
Load Order/ required Mods and patches:
(Optional) WorldwideGhoulsV400.esl
ProtoOverridePatchNPCs.esp
(Optional) Feral Ghoul Bite Skills + Keep Standing
Defective_Synth.esp (3.01)
Radical.esp
Radical-EXOPatch.esp (1.05) dont choose any extras
fo3friedghouls.esp (1.0)
Ghoulblood.esp (More Feral Ghouls V 3.5)
(Optional) Patch Ghoulblood FeralPriest.esp
[Arreth] FGEP-DE.esp (1.7.2)
FGEP-Legendary.esp (2.2.2)
Very Zen FGEP Tanks.esp (1.0)
Very Zen FGEP Tanks - Legendary.esp (1.01)
FallEvil - Complete Edition.esp (2.01)
FO3 And FO4 Ghouls.esp (1.0)
NemesisStandaloneHappo.esp
PLOP_GhoulsGalore.esp (V 1L)
----------------------------------------------
Z_Horizon.esp (1.94d)
Z_Horizon_DLC_All.esp
----------------------------------------------
(Optional, but recommended) PLOP_Horizon 1.9-Patch.esp
RadicalEXO_Horizon 1.9-Patch.esp
PLOP_DefectiveSynths_Horizon 1.9-Patch.esp
PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp
GhoulsGaloreLegendary_Additions_Horizon19Patch.esp
(Optional) Horizon_FGEP-MFG-Feral Nights-Patch.esp
(Optional) Flashy_Infestations_Horizon 1.9-Patch.esp
###IMPORTANT: In any FOMOD do never choose "Quest-Injection", always go "Hard-Inject" otherwise LLists get messed up.###
All Ghoul Variants are now added to at least one LList, with reduced Rarity regarding FGEP-Ghouls (mid & high tiers), Nemesis & Fallevil Creatures. Removed Deathclaw LLists.
Updated 13.07.2025. Reduced NPCs to only given ones by above mentioned Mods.
Still may be hard to figure out the right Nemesis version. Based upon the GHOULS GALORE LEGENDARY Version!!!
Atom's Thread-Patch:
Load Order:
SouthOfTheSea.esm
CF_AtomicWarlord.esp
AtomsGloryThreads.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads CoA.esp
--------------------------------------------
Horizon
--------------------------------------------
Horizon 1.9__South of the Sea__patch.esp
Atoms_Threads_HZ1.9-Patch.esp
Horizon 1.9 and South of the Sea - Additions.esp
#Worth noting: Due to the mega-combined-patch by jbianculli, which cut out some SotS or CoA items (because he made a really sophisticated integration and thus cut items that were basically the same out) if you use this patch without additions, you may get unpatched items/loot. it is a simple addition to get ALL! gear
1.3 seems there was a circular LList, sorry and removed
2.9 / 1.6 tweaks to ashland armor
1.8 "balancing" on ingestibles
Commonwealth Responders-Patch:
- Adds Tags, patches consumables, Weapon, Clothes and NPC, clothing scrappable. No world edits.
Private Contract and Talon Company-Patch:
- Adds Tags, patches NPC, Armors and Weapon to Horizon 1.94
https://www.nexusmods.com/fallout4/mods/51945 Private Contract - Talon Company Mercenaries
https://www.nexusmods.com/fallout4/mods/60452 Commonwealth Hit Squads
https://www.nexusmods.com/fallout4/mods/10095?tab=description Talon Company Power Armor Paint job
The Patch for Private Contract and the Power Armor Paint
I recommend to also use Random Encounter Framework and the respective Patches and maybe the Gunner Outfit patch
My Load Order is:
REFramework.esm
PrivateContract.esp
GunnerHitSquads.esp
Talon PA.esp
PCTalonCompanyPA.esp
CHS-PC_patch.esp
GHS-GunnerOutfit.esp
---------------------------------
Z-Horizon.esp
---------------------------------
REPatch_CommonwealthHitSquads.esp
REPatch_PrivateContractTalonCompanyMercenaries.esp
PContract_TalonGunner_Horizon 1.9-patch.esp
Raider Overhaul one by Madmax71 (and 4estGimp):
Okay, this can be complicated because i try to also add a description with other Raider Mods (Gangs of Lexington und Raider Children. Youll probably gonna need my patches for them).The Patch for RO1 is an ESP-Replacer to get rid of LIF-requirement - means, you can delete LIF after having installed RO1.
Let's see Load Order Example.
Recommendation only:
Raider Gangs Extended NPC (Fixed & Cleaned).esp
4estGimp Edit - Raider Gangs Extended.esp
---------------------------------------------------------------------------
Original Mods:
1. GangsOfLexington.esl (optional) (https://www.nexusmods.com/fallout4/mods/75718?tab=files&file_id=298030 - older version)
2. Setdressing_GangsOfLexington.esp (optional, dont use with AckAcksHarlequins))
3. USAF_Olivia_GangsOfLexington.esp (optional, dont use with AckAcksHarlequins))
4. USAF_Olivia_Setdressing_GangsOfLexington (optional, dont use with AckAcksHarlequins)
5. Raider Children.esp (replaced by Big Al and Serum Changes, optional) (https://www.nexusmods.com/fallout4/mods/67367)
6. Less Hostile Raider Children.esp (optional) (https://www.nexusmods.com/fallout4/mods/67837)
7. Facials.esp (optional) (https://www.nexusmods.com/fallout4/mods/37180)
-----------------------------------------------------------------------------------------------------------
Horizon
Z_Horizon_CPAM.esp (optional)
-----------------------------------------------------------------------------------------------------------
Recommendation only:
Grease Rat Garbs original & https://www.nexusmods.com/fallout4/mods/69732
RGE-GreaseRatGarbs-Horizon.esp (my patch)
RGE_4estGIMPedit_Horizon 1.9 Patch.esp or go nuts and also use GMotW2287 & and that patch(es).
Patch RGE & Altyns Assault Helmet:
Patches Altyns Assault Helmets and adds them to the Raider Gangs Extended Gear (optional: Metro Gas Mask too).
Altyns Helmets give additional +5 elecricity resistance, visor up = combat
helmet / visor down has eyewear support. They can be crafted in the
EquipmentLab.
These Raiders are harder than usual, just saying.
[#NOTE]: Not tested with any injection.
Load Order:
1. Altyns Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/25967) Original Altyn's Helmet Mod
2. Altyn Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/77554) 4estGimp's compacted version
--------------------------------------------------
3. Gas Masks of the Wasteland.esp (From https://www.nexusmods.com/fallout4/mods/17491) (Optional)
--------------------------------------------------
4. Raider Gang Extended NPC (Fixed & Cleaned).esp (From
https://www.nexusmods.com/fallout4/mods/42414) Original Raider Gangs
Extended Mod
5. 4estGimp Edit - Raider Gangs Extended.esp (From https://www.nexusmods.com/fallout4/mods/57675?tab=files)
---------------------------------------------------
5. Toxic Raider Armour.esp (optional)
6. AckAck'sHarlequinsRedux.esp (optional)
---------------------------------------------------
z_Horizon.esp
z_Horizon_DLC_all.esp (optional ?)
---------------------------------------------------
1. Horizon_GasMasks.esp (From
https://www.nexusmods.com/fallout4/mods/70035?tab=files)(optional) Patch for GMotW2287 and Horizon 1.9
2. GreaseRatGarbs.esp (OPTIONAL: Original Mod and ESP-Replacer Patch: https://www.nexusmods.com/fallout4/mods/69732)
OR use the patch i added in this pack.
---------------------------------------------------
AltynHelmet_Horizon 1.9-Patch.esp (optional)
RGE_4estGIMPedit_Horizon-Patch.esp
RGE_OdigoFactions_Horizon-Patch.esp (optional)
RGE-GreaseRatGarbs-Horizon.esp (optional)
RGE_4estGIMPedit_Altyn_Metro_Patch.esp (optional)
--------------------------------------------------
CWRaiders.esl (Replacer Patch, optional - works with the FaceGEN From Wonderglue)
Odigos_RaiderGangFactions.esp (optional, only CORE)
Z_Horizon_Facials.esp (optional)
RaiderOverhaul.esp (Replacer Patch, works With the FaceGEN Version)
RaiderOnlyEditedOutfits_RO1.esp (Optional; makes almost all Raiders only use the changed Outfits)
Desert Punk Raiders.esp (Replacer Patch, optional)
DaksBallisticMask.esp (Replacer Patch, optional
GhostWire Masks.esp (Replacer Patch, optional)
JUMod_Outfit_JUHelmets.esp (its the REDUX Version, Replacer Patch, optional)
Mercenary.esp (Replacer Patch, optional - only edits Rust Devil Outfits to appear more "militarized")
Raider_RO1_CWR_MZ_MergeClothes.esp
Raider_RO1_GW_Dak_JU_CWR_MergeClothes.esp
DesertPunksRO1_Horizon1.9-Patch.esp (Sorry, this needs both patches above due to same LLists, remove yourself if want)
Raider_OdigoFactions_Horizon-Patch.esp
RO1_Horizon_CPAM-PATCH (optional)
RaiderFaceMerge.esp (optional) --- Adds RO1 Faces to Horizons Facials Patch
RaiderFaceMerge_RO1_CWR.esp
Gangs_Of_Lexington_Horizon1.9-Patch.esp (optional)
GoL_Setdressing_Horizon1.9-Patch.esp (optional, dont use with AckAcks)
LarC_RChildren_Horizon 1.9-Patch.esp (optional, dont use with AckAcks)
AckAcksHarlequinRedux_Horizon_Patch.esp (optional) (this is NOT integrated into Odigos Factions, because theyve got their own faction and feels quite complete)
RaiderStoryMerge.esp (optional, dont use with Ackacks Harlequins) --- Merges changes of Gangs of Lexington and RaiderChildren to work with RO1 (Inventory Items, Faction, "Corpses")
The Gangs of Lexington patch pack now has the facegen data attached, btw. it is based on version 2.14 of gangs of lexington. (which is sadly unavailabe, but maybe works with 2.01 also - this one can still be downloaded if you manage to find it)
If using Perpetual Beta and my patch, load it here: (optional)
PerpetualBeta_OppressorDogArmor.esp
DogArmors_RO1_Perpetual_HZ_MergeLList.esp --- just adds all the Dog Armors to the LList
What this patch (should) do/ does:
# Besides, Horizon already overhauls the raiders in a very, very good way! So i did not try to just blam this patch over, instead using almost the same style, just to add a bit of "Mad Max" and "Chaos" and - they attack anyone, anwhere - for any reason. And look it! Being a Raider is not a Hobby, they are sworn goups, like the Khans or any other "tribal-like" society in the wasteland, making a living - why do all the hard work, if you can get anything at gunpoint range?
--- So you will not find any radical changes here (well, maybe the Power Armors). Well, they may also wear i little bit better / more armor with better mods. But thats it.
1. Raider have a 50% chance to get an Outfit with RO1-Items - and more, if the injection stays active. Outfits are always at least a bit a mix of RO1 and Horizon
2. Adds RO1-painted Sets to the Raider Power Armors
Loot Manager:
3. Injects all RO1 Armors to the scrap List
4. Injects all RO1 Weapons to some Weapon Lists
5. removed clothes injection
6. Makes most Raider Outfits to have a 50% chance to be a modified Outfit with RO1 Gear
7. Adds a lot of Unique Outfits to the Unique Raiders from RO1
8. Patches all Clothes, Weapons and Ingestibles and NPC from RO1 with Horizon values (Simple, so no specific ammo menues or such)
9. Injects or adds Ingestibles and Magazines to some Containers and Loot
10. Adds some Raiders to the LLists
Most of these things you may change by either deleting the outfits/restore standard outfit "LLA" (or only use RO1-Outfits). You can also disable a specific Loot Manager Quest. By Default this patch throws all in, so check for yourself in the ESP if you are picky.
Also: I think it is better to NOT use A Bundle of Tape, Buzz Axe, Mad Can / Crowbar, Forged Armors Standalone, Pipe Shotgun or anything that is included in RO1 simultaneously!
Only Alternative Version now. its less invasive and adds Capital Wasteland Raiders and Gear (rare).
Any unneded ESP can be deleted/ deactivated.
If you dont want only a 50% chance for raiders to get changed outfits, you need to edit the outfits and remove the original horizon LList (or remove my mess and just use the gear yourself...)
6.6 finally got working naming for collars and earrings...
6.7 removed 2 clothes with conflicting bipeds
6.8 neck bandana swapped to correct list
7.9 adds gloves (utility and skeleton) and gives a replacer esp for the mercenary pack (no awkcr and very reduced) to "militarize" the Rust Devils. Becuase it feels right (to me)
8.4 some things seem to not have saved as they should, sorry. Checked with creation kit also now
8.8 a bit more variation
8.9 Raider Schizo just had only one weapon to get, added weapons
9.2 some "tweaks" because some edits/changes seem to not occure
9.9 added desert punk outfits, corrected 3 outfits to not "use all" - stupid me
10.0 Fiend Stew needs also 3 Radaway now
10.3 added a handle to the destroyed concrete sledge. oops.
10.4 removed chance to get 2 items for eyeslot same time on raiders (goggles/roadmask)
10.6 added sackhood from goodneighbor manually instead of with a quest, to work better and be more compatible
10.8 forgot to "switch" on scrapquest & changed (Dreadnaught) Armor a little
11.0 scrap sknife (hopefully)
11. some - i think - betterments to dreadnaught armor LLists
11.3 removed one LList to easier work with faction reinforcements-patch
# weapon scrapping not working still
11.4 minor slot conflict
11.6 cut down minor llist for a better overview, changed a litte outfit, added alternate version for only edited outfits (the alt. version adds a chance for the "normal" raider to wear fancy-mod-added-outfit. about 25%
11.8 removed "bloodsports" from regular raider modcol for armor/ reverted to horizon
12.1 reduced chance for selfmade hazmat suits, some tiny adjustments
12.2 removed Muzzle-Slot from Chopper Barrel
12.3 should remove the institute colors for bot raiders
12.4 removed one kind of lining for the b-90 armor
12.6 removes robot raider having both b90 and underarmor by chance
13.4 removed hooded rags due to slot incompabilities -.-
13.8 Desert Punk Gear should now display Armorpieces correctly (Addons edited). Changed Radwalker Suits to how to access the backpacks. edited values of hazmat pieces (Iconoclast Suit & Armor, Radwalker Leather & Metal, SCRAM Suit)
14.0 moved the WtGN-Sackhoods to the crazy raider sets instead of normal sackhoods
14.2 alcohol distillation, added tag
14.5 separated the Handmade Hazmat Suits (theyve been two armors anyway) Now its either Leather Hazmat or Metal Hazmat, craftable at Equipment Lab (under armors, altered recipes to use more common things) and they can only modded with the appropriate mods
14.6 equalized the alternative combat armor from the mercenary pack, so numbers dont hinder the player using it...
14.9 fixes one invisible suit in "mercenary.esp"
15.5 added AckAcks Harlequins Redux to the pool.
15.7 adjusted armor mods for toxic raider & scrap list for earrings
IF i update this once more when Horizon gets an update, i feel i gotta do it from scratch... this was fun, but its ridiculously bloated LLists :P
#Note# Patches are simple and are generally just patching NPCs with Horizon perks, gear and weapons
according to Horizon 1.9 values and stats as good as possible, adding
tags to items and changing ingestibles/misc items to be more in line
with horizon. As good as i think at least.
AND --- if anyone feels like improving or reworking any of these patches, feel free to take it,
BUT please tell me when youre done where i can find the better patch :P!
And lastly i want to thank all modders, the community and everyone keeping such a great game alive and a surprise behind every corner! Thank you!