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This page was last updated on 17 May 2025, 2:31AM
- Changelogs
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Version 2.1.3
- Added the CMMA MR39 Machine Rifle Hz Patch with Support within the Main File
- Updated various mods that had a Bipod with a better effect. Inspired by various mods that have recently come out and their own Bipod mechanics. This should feel far more benficial and sensible.
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Version 2.1.2
- Added Support for the Advanced Battle Rifle Remake Hz PAtch and uploaded my patch for it.
- Updated my The Automatic Rifle (BAR) Hz Patches to match current standards. With tweaks to various crafting recipes and their required skills/materials. Changes to some attachments, though not too many nor too drastic imo.
The biggest change was the fact that you will no longer see the Green Meanie "BAR" variant. As it didn't need to be a whole new weapon. And made more sense as a simple cosmetic variant of the base Automatic Rifle. Which should reduce the frequency of the Automatic Rifle in terms of spawning. I also changed the base version to no longer spawn on 'Snipers' because that never made sense.
This new change MAY need a new save in order to take effect. But should cause no issues in a current playthrough, other than possibly not taking effect.
Other changes to make the weapons level list make more sense and be more balanced were also done. Lastly there were minor ui fixes.
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Version 2.1.1
- Added Support for the .22 PDW - M100 Calico Hz PAtch and uploaded my patch for it.
- Updated various mods to current standards. FIxing bugs and just making them better.
- Updated my Service Pack Reloaded Hz Patch to my current standards. To better balance them for Horizon. MANY fixes.
- Crafting Receipes were adjusted ever so slightly to better match Horizon. Barrels and their Ranges were toned down as they didn't match anything in Horizon. Small and Medium barrels were changed to better fit their aesthetic and purpose. Now being similar to other weapons 'Stub' and 'Short' barrels, respectively. Various attachments had their VATS Cost changed and updated to not be as extremly (beneficial) as before, though they usually gained some small function in exchange. The Gamma Gun had its Gamma Cells damage reduced by like 75% because I clearly did not do enough testing with it, as it was way too potent against humans. However, I did also fix its Reciever Upgrades, which shall now increase its damage, just like a typical "Laser Gun." The Uniques within this mod had any lingering bugs or oddities (hopefully) ironed out. With the Old World Marksman Rifle also losing the ability to be chambered in 7.62, but gaining the full customization that the standard variant has. The Spear of Anchorage had its aesthetics affixed to the gun, rather than to an attachment. The Machine Gun had its unique Muzzle Break replaced by a Damaged one, for balance. (You can still craft the typtical Muzzle Break which has the same aesthetic) The Guarenteed Delivery had its aesthetics fixed, so it can no longer lose it upon swapping out its attachments (other than Grips). Made some Level List tweaks for better balance.
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Version 2.1.0
- Added the Ranger Rifle - M71 Manhunter Hz Patch with Support within the Main File
- Updated my Marine Anti-Material Rifle patches w a changed and imo more balanced "Unfolded Bipod" mechanics inspired by the Ranger Rifle's Bipod. Which slows ads and movement speed while aiming. Made various small fixes/tweaks to ui and balance.
- Updated my 10mm Submachine Gun - Appalachia Flavor Horizon Patch to my current standards. To better balance them for Horizon. MANY fixes.
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Version 2.0.9
- Added the Dak's Explosive Pack Hz Patch with Support within the Main File
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Version 2.0.8
- Added the DKS Sniper Rifle Hz Patch with Support within the Main File
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Version 2.0.7
- Added the Varmint Rifle (FNV) Hz Patch with Support within the Main File
- Updated my already recently updated 10-22/Ruger Rifles and Police Carbine patches with a fix to their "Random" template. Without this fix, I presume either a basic gun would be spawned or no gun at all. My apologies for the back to back updates!
- Updated my Marine Anti-Material Rifle Patches to the latest version of the base mod, which add a fancy new Targeting Scope.
I also altered the crafting requirements for the Thermal Scope to better fit Horizon balance. I will match these new requirements going forward on all Recon/Thermal ect... Scopes.
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Version 2.0.6
- Added the Self-Loading Rifle Hz Patch with Support within the Main File
- Updated my Ruger Rifle Pack Hz Patch to current standards.
Biggest change is that I increased the Caravan Carbine's recoil pattern to be about 75% of the Hunting Rifle's recoil. Meaning it will at its base, be difficult to land rapid consecutive shots on a target with the right attachments. Which I think is far more balanced, in comparison to how it was before, given its especially odd near burst-fire rate of fire.
I made all Magazine Reload times match Horizon's Hunting Rifle speeds. (slower now)
I made some more level list balance passes. Which reduced the overall quality of the weapons found and in the case of the Caravan Carbine, the frequency it'll be found chambered in .44. Which should help y'all not get blitzed so hard by enemies wielding it.
A bunch of ui fixes to round it out.
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Version 2.0.5
- Added the Plasma Jezail Hz Patch with Support within the Main File
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Version 2.0.4
- Added the AMP10K SMG Hz Patch with Support within the Main File
- Updated my 12.7mm Pistol, Tanker, and Crusader patches to my current standards. To better balance them for Horizon. MANY fixes.
Turns out after patching like 100 more mods. You learn something. And these three patches were done quite some time ago and around the same time. Meaning they were in for an update.
Level lists spawning for all three receive some refinement and fixes. With the 12.7mm and Tanker patches having their spawns levels raised to better fit their power.
Attachments and crafting requirements have all been examined and made to better match Horizon's balance.
ui for all three patches were also brought in line with my current standards to better match Horizon's style.
Many other fixes/readjustments to list.
The "Tanker and Crusader Pistol" from Alexerator needed the most work, as my balancing was way off on many aspects. Especially its attachments and the crafting requirements to make them. Re-balancing them to more align with existing Horizon attachments.
Notably the Unique "Prototype Crusader Machine Pistol had a Crash-prone feature that I removed. (Featured Item and Reverse Engineering/Purchasing ui crash) - Updated my CRA and Weaponry Expansion Hz Patch to fix various bugged ui and the Combat LMG's ability to chamber 7.62 APX. Which would bug the weapon out as it does not function well in Semi-Auto. Replaced the ability to chamber 7.62 APX with 5.56mm.
Redid level list balance and when some weapons begin showing up.
Gave the Counter Assault Rifle, Soviet SMG, and Combat LMG's recoil patterns to be more difficult to control to better balance them. Said recoil will feel pretty harsh for the Counter Assault Rifle and the Soviet SMG, given their high rates of fire, and in there base configurations. But with the right attachments you can tamp down on the recoil quite a bit. So, don't worry.
Fixed the OIympus (both variants) ability to benefit from the Co-Battle Rifles magazines, which drastically unblanced their ammo capacity and balance.
Will require a freshly spawned version of both weapons to benefit from this update!
Which means you either have to find new versions in the world, purchase them from vendors or the Market Trading Terminal, or Reverse-Engineering them at the ZX-1 Experimentation Lab.
The later option is the most lore friendly way to do this for the "Real Olympus" Unique.
However, if none of those options are appealing, you can use console commands to spawn a fresh copy.
This can be done by hitting the tilde button and then typing:
help apack_weaponOlympus or help apack_weaponREALOlympus
Then hit enter.
Read the results and then type:
player.additem xxxxxxxx
Replace the 'x's with the result from the command prior. - Updated the my Anti-Material Rifle Hz Patch to address the "Rat Runner's Experimental" unique and its bugged ability to use other AMR magazines. Which unbalanced it and its ammo capacities for an auto-shotgun by a lot.
Will require a freshly spawned version of the weapon to benefit from this update!
Which means you'll have to Reverse-Engineering it at the ZX-1 Experimentation Lab.
However, if that option is not appealing, you can use console commands to spawn a fresh copy.
This can be done by hitting the tilde button and then typing:
help apack_weaponAMRRatRunner
Then hit enter.
Read the results and then type:
player.additem xxxxxxxx
Replace the 'x's with the result from the command prior.
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Version 2.0.3
- Added the Hunting Shotgun - FNV - Remington 870 Hz Patch with Support within the Main File
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Version 2.0.2
- Added the Anti-Materiel Rifle - Rat Runners Arsenal Hz Patch with Support within the Main File
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Version 2.0.1
- Added the Laser RCW - FNV Hz Patches with Support within the Main File
- Updated my Police Carbine and Laser RCW - FNV patches to match their base mods updates.
- Updated my Spec Ops Pistol Hz Pistol to match its base mods update.
- Updated the Pipe Carbine Hz Patch to match v1.8 of the base mod which added a new Unique weapon. I also made various fixes, chiefly to crafting Receivers and Magazine Reload Speeds. Various ui fixes.
- Updated a lot of Commonwealth Weaponary team mods to match their current versions that added new sights/scopes. As well as misc fixes.
- Updated my Marine Anti-Material Rifle Hz Patches to match the base mod. As well as changed up the level lists for the rifle and the quality you'll find them in. Also, added a new material swap option. Very basic, as you can swap between 'no paint' and the 'Snake Eyes' camo pattern. You may need a freshly spawned Marine Anti-Material Rifle to benefit from this new 'paint' attachment point.
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Version 2.0.0
- Added the F4NV Nuka Breaker and Rebar Club Hz Patch with Support within the Main File
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Version 1.9.9
- Added the Police Carbine - Armalite AR-180 Hz Patch with Support within the Main File
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Version 1.9.8
- Added the Marine Anti-Materiel Rifle - M82 50 Cal Hz Patch with Support within the Main File
Added a "DakM82SMPatch.esp" plugin to my Marine Anti-Material Patch to properly support Super Mutants using this weapon.
This is a replacer plugin for the new Soft Requirement: "Dak's Weapons on Super Mutants (Patch Repository)" https://www.nexusmods.com/fallout4/mods/86530
Please disable/delete any additional plugins that may be detected and installed from the above mod as they are not properly patched for Horizon.
As I discovered that the Anti-Material Rifle needs extra meshes from that Patch Repository in order to function. Which in turns needs the "DakM82SMPatch.esp" to load.
Ignoring all this and that plugin will have no negative effect, other than Super Mutants not using the Anti-Material Rifle, even if its in working condition and in their inventory. - Updated my Bullpup Scout Rifle with various fixes and readjustments. Mainly regarding Magazine Reload speed. Which has been adjusted to better fit Horizon's Reload Speeds.
- The Select Assault Rifle Patch was one of my first weapons to have been patch, and possibly the first AR weapon patched. And it showed. This recent update unfouled the patch and should now reflect my current standard of patch quality. (Much improved imo)
Pretty much everything in this patch was looked at and updated.
Highlights include:
Goofy "Receiver Type" removed and replaced with similar mechanics from my other Burst capable weapons. (Based on Horizon's Laser Rifle Fire Modes)
Magazine capacity increased. (Though all of them are still divisible by 3 to afford the Burst Fire Mode to function due to it being animation based)
Reload Speeds from various Magazine now better match typical Horizon's Reload Speeds.
Barrels now better fit a sort of "Short/Medium/Long" barrel standard.
Stocks now closer match Horizon's Stocks with the "Light Recoil Stock" just being a "Recoil Compensating Stock"++.
Countless ui fixes and reordering. No longer jumbled
However, in order to benefit from the update, you will need a freshly spawned version of the rifle. Either found on a dead enemy, purchased from a Vendor or from the Market Trading Terminal, or created.
- Added the Marine Anti-Materiel Rifle - M82 50 Cal Hz Patch with Support within the Main File
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Version 1.9.7
- Added the Spec Ops Pistol and Crowbar Hz Patches with Support within the Main File
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Version 1.9.6
- Added the Burst Pistol and Auto-9 Hz Patch and Support within the Main File
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Version 1.9.5
- Added the West Tek Combat Rifle Hz Patch and Support within the Main File
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Version 1.9.3
- Added the M590 Pump Shotgun Hz Patch and Support within the Main File
- Updated my T6m Pipe Shotguns pack with various fixes and rebalancing. Namely to reload speeds and the AMR's damage scaling.
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Version 1.9.1
- Added the Capital Wasteland Minigun Hz patch and Support within the Main File
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Version 1.9.0
- Added the Capital Wasteland Gauss Rifle Hz patch and Support within the Main File
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Version 1.8.9
- Added the Wasteland Shotgun Hz patch and Support within the Main File
- Updated my Malorian 3516 by LuBuCake to match the current base mod version. Due note that LuBuCake seems to indicate that having a pre-2.0 version (the changed plugin name) requires you to do a clean save to install v 2.0 and beyond. Unfortunately.
- Updated my "Assault Shotgun Hz Patch" and its level lists/spawning balance again. Added a slight zoom to Iron Sights and made a few minor ui fixes.
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Version 1.8.8
- Added the Makeshift Melee Weapon Pack Hz patch and Support within the Main File
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Version 1.8.7
- Added the TOZ-34 Shotgun Hz patch and Support within the Main File
- Updated my Malorian Arms 3516 by LuBuCake Hz Patch to match the updated version. And added a TR version as well. The patch added a whole host of new things. The plugin name has been renamed by the author, though this should cause no issues for you. Ranging from late game grips, a new Gauss Muzzle which increases damage by 50% but with worse Recoil, and more skins. But the biggest update, was the addition of the 'flame burst melee attack' that you could do in Cyberpunk 2077. This attack deals a fair bit of initial fire damage and adds a potent fire damage over time effect, at the cost of 2 rounds of ammunition.
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Version 1.8.6
- Added the Chinese Assault Rifle - FO3 Recreation Hz patch and Support within the Main File
- Updated The Service Pack Reloaded Hz Patch to fix some weapon attachments, a floating ammo type that could appear on any weapon, and the Scavenged Carbine's Random Weapon Template.
- Updated the Mysterious Magnum and .44 Magnum Revolver Hz Patch to remove a potential crash scenario involving Reverse Engineering the Mysterious Magnum by removing the "Featured Item" effect from it.
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Version 1.8.5
- Added the Auto-Loader Pistol Hz patch and Support within the Main File
- Fixed the .45 Pistol - 1911A1 patches Light Receiver. Which lacked the ability to upgrade its Receiver 4 times.
- Added a .45 Pistol - 1911A1 Horizon Patch w Tactical Reload Support.
- Added Semi-Auto capability to the Assault and Scavenged Carbines from The Service Pack RELOADED Hz Patch.
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Version 1.8.4
- Added the Magnum Autoloader - Desert Eagle Hz patches and Support within the Main File
- Updated my Mark XIX Pistol - Desert Eagle Hz Patches to match the base mods current version. Which updated how the Laser Sights functioned.
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Version 1.8.3
- Added the Mark XIX Pistol - Desert Eagle Hz patches and Support within the Main File
- Made many changes to the .44 Magnum Pistol Prototype. Fixing its inability to swap to .50 AE through Horizon's Ammo Swapping Menu. Tweaked a number of weapon attachments. With a focus on Magazines. Changing their Reload Speeds to match current Horizon and reducing the Magazine Capacity of the Large Magazine to 14 (from 16).
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Version 1.8.1
- Added the Manurhin MR73 Revolver Hz Patch and Support within the Main File
- ESL-fied the Manurhin MR73 Revolver Hz Patch
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Version 1.8.0
- Added the AK-112 Hz patch and Support within the Main File
- Made minor ui changes to the AK-112. Focused on weapon attachment order while in the Weapons Workshop.
- Added the Malorian Arms 3516 by LuBuCake Hz Patch
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Version 1.7.9
- Added the The Service Pack Reloaded Hz patch and Support within the Main File
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Version 1.7.8
- Added the Misc Melee Pack Hz patch and Support within the Main File
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Version 1.7.7
- Added the N88 Pistol Hz patch and Support within the Main File
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Version 1.7.6
- Added the F4NV AEP-7 Laser Pistol Hz patch and Support within the Main File
- Updated my SMMG patch to make it more compatible with the "Multiple Ammo Use" mod. Used in the above patch.
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Version 1.7.5
- Added the Capital Wasteland Auto Axe Hz patch and Support within the Main File
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Version 1.7.4
- Added the Police Riot Shotgun Hz patch and Support within the Main File
- Updated my Grease Gun SMG Redux Hz Patch to include the recent "Fix Patch" released for the base mod. Which added animations for the Grease Gun while in Power Armor (they didn't have any previously). However, for the TR version, for whatever reason the Reloading while in first person inside power armor does not function.
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Version 1.7.3
- Added the Grease Gun SMG Redux Hz patch and Support within the Main File
- Updated my CRA and Weaponry Expansion Patch to match the base mod's 1.2 update. Which fixed and adjusted various things. Read their changelog for more details!
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Version 1.7.2
- Added the Rhino M1 Pistol Hz patch and Support within the Main File
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Version 1.7.1
- Added the CRA and Weaponry Expansion Hz patch and Support within the Main File
- Properly implemented the "ma_combatshared" keyword to the various weapons. Allowing them to have various basic Combat Rifle attachments. As intended by Spadey01. Redid the Siege Stock's balance. Making it a Full Stock but with a unique +10% Critical Charge Rate. Frankly I couldn't think of much else to do with that attachment. Also, I reordered the stocks within the Weapons Workbench menu. As it was messy with the new attachments. Lastly, my apologies for the new upload spam. The day is hectic as hell.
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Version 1.7.0
- Added the TU3SD4Y'S Pickaxe Hz patch and Support within the Main File
- Another Pickaxe patch as I continue to mine away at making the Hz Patch for the Combat Rifle Attachment And Weaponry Expansion - Rat Runners Arsenal.
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Version 1.6.9
- Added the Pickaxe Hz patch and Support within the Main File
- For the Assault LMG, I redid its Reload Speeds, tweaked a few attachments and added a slight zoom to Iron Sights. I also made minor ui changes.
- For the Police Shotgun, I redid its level list spawning a bit, and made a few ui changes.
- For the Burst Shotgun - City Killer Hz Patch I removed the "Featured Item" effect from the Gauss version of the weapon. I also made many changes to weapon attachments, notably the Magazines and their Reload Speeds. Made plenty of ui changes to fit Horizon better. And I removed 90% of the bonus accuracy the Shotguns had. As Horizon does this as well.
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Version 1.6.8
- Added the European Assault Rifle Hz patch and Support within the Main File
- Rebalanced the damage when upgrading Receivers for the M1903, European Sniper, Vintage Revolver, and Bullpup Sniper Rifles. As well as various ui fixes and Reload Speed adjustment for the European Sniper Rifle.
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Version 1.6.7
- Added the Industrial Gauntlet Hz patch and Support within the Main File
- Updated my Cavalry Pistol to now need Cavalry Pistol - Anim Fixes and Addon Patch by Winterworld19. Which simply improves the weapon. My thanks to GhostSkyline for informing me of Winterworld19's patch.
- Made many fixes to various patches. The main goal for these patches were to rebalance their damage when you upgraded their Receivers. As my previous patches had some wild increases prior. For example the Rolling Block Rifle was suppose to be balanced against a Lever-Action Rifle when chambered in 45-70. However, with a Heavy Receiver you would add something like 15 damage out of it, three times as much damage than the Lever-Action Rifle would. Which obviously lead to some overpowered weapons.
- I've since changed how it all functions and now the scaling is much, much more in line with what I intended.
- Many of this rounds patches also featured updates to level list spawning, adding slight zooms to iron sights, and a lot of ui fixes.
- Added the .45 Pistol - 1911A1 Hz patch and Support within the Main File
- Updated my 20mm Anti Power Armor Rifle Hz Patch to match its latest update. Which fixed a few bugs, notably the ability to potentially reduce the weapons weight to zero with the right attachments. I also fixed a few minor bugs, made some ui adjustments, and did some rebalancing to the various ways you can craft or buy the weapon. Making it a touch harder to do. Which feels fair.
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Version 1.6.6
- Added The Bludgeoner Hz patch and Support within the Main File
- Readjusted the Police Pistols Damage to keep it a little bit more relevant as you upgrade it and increased its Base Critical Damage Multiplier by .25.
- Removed any increased Base Damage from my 12.7mm Pistols as it doesn't need such an increase, once you start upgrading it. Adjusted Reload Speeds, level list spawns, and added a slight zoom to iron sights.
- Added the ability to chamber .357 magnum in my Mysterious Magnum and .44 Magnum Revolver patch for balance reasons. Readjusted its damage to match that fact but increased its damage when chambered in .44 magnum to be higher than a typical Revolver chambered in .44.
- Had a sudden realization that some of my mods that feature low caliber rounds in a high power weapon or high caliber weapons with no lower caliber options had balance issues once you start upgrading their Receivers. As that's all balanced on a weapons Base Damage. So, I fixed some of the more egregious Weapon Patches of mine, especially those that have any kind of fast semi-auto fire capability.
- Thus, a few of today's updated patches.
- At a later date I'll give each weapon patch of mine a more thorough look. Likely whenever I'm finished patching the weapons I want to patch.
- Changed the Ammo Set for the Bullpup Scout Rifle to include a .30 caliber option. This was done to better balance its damage when you upgraded it. As it was very potent otherwise. I did give it a tiny increase (1) to its damage when chambered in .30 and did not carry over the various rate of fire debuffs when chambered in basic 5.56 and 7.62.
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Version 1.6.5
- Added the Those Guns Hz patch and Support within the Main File
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Version 1.6.4
- Added the M2 Flamethrower Hz patches and Support within the Main File
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Version 1.6.3
- Added the Bowie Knife Hz patch and Support within the Main File
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Version 1.6.2
- Added the Police Pistol Hz patch and Support within the Main File
- Readjusted my Mysterious Magnum and .44 Magnum Revolver Hz Patch's weapon damage to actually fit my description. It now has a net +2 Damage against Horizon's Revolver chambered in .44. Rather than the -3 damage it had previously.
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Version 1.6.1
- Added the Infantry Battle Rifle Hz patch and Support within the Main File
- Fixed crashing when 'viewing' the Vintage Bayonet. Caused by a errant Keyword. My apologies. Thanks to greyserg for the bug report. I also adjusted the Automatic Fire Mode a touch.
- Updated The Automatic Rifle patches to rebalance various attachments, mainly reload speed. And added a slight zoom to Iron Sights. As well as various ui changes to better match Horizon. The BAR now appears as often as I intended within the Market Trading Terminal, thanks to Trading Cycles.
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Version 1.6.0
- Added the Handmade Assault Shotgun Hz patch and Support within the Main File
- A bunch of fixes, ui adjustments, and rebalancing to the Sjogren Hz Patches
- Updated my .44 Auto-Revolver to match the recent update. Which was a small update to fix the speed in which you could ADS with the Light Medium Barrel.
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Version 1.5.9
- Added the Heavy Select Shotgun Hz patch and Support within the Main File
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Version 1.5.8
- Added the Wasteland Machete Hz patch and Support within the Main File
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Version 1.5.7
- Big change to the Wattz 3000 Hz Patch!
- Instead of crafting barrels at the Weapons Workbench, you must first craft Swappable Barrel Toolkits at the Weapons Lab under the "Tools and Parts" tab. The price to make these toolkits is high (other than the Short, Tri-Beam, and Combat short barrels) to account for the fact that you can, after crafting one, essentially repeatedly use the kit to craft the Barrel tied to the Toolkit. As the Toolkit is not scrapable.
- Once you have a Barrel Toolkit, you can swap to that barrel both within the Weapons Lab and via your Weapons Kit at will, as long as its in your inventory.
- You can still use Misc mods taking from found Wattz 3000's to Swap barrels within the Weapon's Lab and Weapons Kit. However, be wary as if you swap within the Weapons Kit to another barrel without having gained the current barrels misc mod or Barrel Toolkit, you will lose the ability to use that barrel. Which is why I implemented this somewhat drastic change.
- Added the Survival Hatchet Hz patch and Support within the Main File
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Version 1.5.6
- Added the Vintage Shotgun Hz patch and Support within the Main File
- Fixed my F4NV-N99 Hz Patch regarding the N99 Heavy Pistols terrible Range. This was an error on my part, due to the Grips lacking their 'min' and 'max' ranges. My thanks to greyserg for the Bug Report. I also updated some of the patches ui.
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Version 1.5.5
- Added the Automag III Pistol Hz patch and Support within the Main File. Added a 12.7mm Level List to use for some of my patches going forward.
- Made more fixes to the Tenderizer from the SMMG Rat Runners Hz Patch.
- Updated my Wattz 3000 mkII Laser Gun Hz Patch to match the 1.1.2 version of the mod. Which added a new Unique among other things. That Unique is purchasable from the Market Trading Terminal OR if you're using my Wattz 3000 mkII Unique Addon Replacer Hz Patch, it can be found in the 'Treasure Room' of the CC X-02 mod questline.
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Version 1.5.4
- Updated my SMMG patch. With a focus on fixing the Tenderizer and balancing it better towards Horizon. I switched its Ammo Types and Fire Modes. Removing its ability to fire Speciliaty Shells, as they're not meant to be fired in Full Auto and the Tenderizer cannot due to animations be fired in Semi-Auto without bugging out hard. Added a Burst Fire option to the Tenderizer. It's not perfect but offers at least some variety. Holding down the fire ensures that the weapon fires its full burst. With all these changes it is VITAL that you reacquire a new Tenderizer. This can be done in immersive-ish friendly way and one way through a console command. The immersive friendly way is to buy a new Tenderizer from the Market Trading Terminal (not recommended). The Console Command way is to open up the Console and type the following without quotes "help apack_WeaponSMMGTenderizer" followed by typing "player.additem XXXXXXXX" Replace the "X's" with the number you got as a result of the first command. My apologies for all this hassle!
- For the SMMG patch I also reduced the Recoil across the board, making the weapons more viable and usable with Scopes.
- Added the Wasteland Ballistic Fist Hz patch and Support within the Main File
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Version 1.5.3
- Added the Bullpup Scout Rifle Hz patch and Support within the Main File
- Updated the Wattz 3000's Ammo/Fire Mode Swapping's ui to make the difference between the Ammo Types and the Barrel Types more stark.
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Version 1.5.2
- Added the Handmade Assault SMG Hz patch and Support within the Main File
- Updated the Auto-Ordnance Laser RCW with ui fixes.
- Updated my C6544 Revolver Patch to match the current version of the base mod. Which added a Box Magazine and more animations. I also fixed an absurd amount of issues within my previous patch. I'm utterly confounded how so many bugs the patch had, my apologies! It should run good now. Let me know if they're any issues!
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Version 1.5.1
- Added the Vintage Revolver Rifle Hz patch and Support within the Main File. Also fixed the non-functioning Wattz 3000 Vendor entries.
- Updated my Wattz 3000 mkII patch, now splitting the barrels into two Barrel Types: Semi-Auto and Full Auto Barrels. Each having separate Ammo Types assigned to them. With the Semi-Auto Barrels having your typical Laser Rifle Ammo Types. And the Full Auto Barrels having the Gatling Laser/Laser RCW Ammo Types. This change introduced a qol issue, requiring you to click through menus a bit to swap between Barrel Types. Also, anyone who happened to acquire any Wattz 3000 weapon in version 1.0 of the patch, will need to acquire a fresh/new version in order to benefit from this updates changes. Or to even function at all. See the Wattz 3000 entry on the Main Page and its "Issues" section for potential fixes to this hopefully rare issue.
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Version 1.5.0
- Added the Wattz 3000 mkII Hz patch and Support within the Main File
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Version 1.4.9
- Added the .44 Auto-Revolver Hz patch and Support within the Main File
- For the .38 Machine Pistol Hz Patch I removed the 'Featured Item' effect from "The Daywalker", added zoom to iron sights, and readjusted level list a touch.
- Fixed a critical bug for within the Colt-Mothman 6520 and N-80 Pistols Hz Patch in which purchasing a 6520 from a Vendor/Terminal would cause a CTD. My apologies. I also readjusted level list randomization and added a slight zoom to Iron Sights.
- For the Cowboy Carbine Hz Patch I removed the 'Featured Item' effect from "The Long Arm", readjusted/randomized level list a bit more, and added a slight zoom to Iron sights.
- Reverted how you acquire all the Unique armor and weapons from the Navy Pistol Hz Patch to the base mod locations. This should have no negative affect on ongoing saves, other than potentially giving you multiple Uniques, assuming you've already purchased them. However, that was already possible in the old version of this patch, through the Terminal, so it should be a problem. Readjusted the level list randomization, altered various ui to match Horizon and added a slight zoom effect to Iron Sights.
- For the Burst Shotgun - City Killer Hz Patch I readjusted its level list randomization and its requirements to purchase. Adjusted various ui aspects to better fit Horizon. Added a slight zoom effect to Iron Sights.
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Version 1.4.8
- Added the WA2000 Bullpup Sniper Rifle Hz patch and Support within the Main File
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Version 1.4.7
- Added the Slug Gun Hz patch and support within the Main File
- Updated my SMMG Rat Runners Arsenal Hz Patch to match v 1.6 of the base mod. Said update sorted out all the animation issues they had and it looks great!
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Version 1.4.5
- Added the Thumper Grenade Launcher Hz patch and Support within the Main File.
- Increased the Soviet Shotgun's Base Damage by an additional +3 for a total of +5. Which is equal to Horizon's Double Barrel Shotgun. This increase was to better reflect the weapons irl firepower.
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Version 1.4.4
- Added the Mysterious Magnum and .44 Magnum Revolver Hz patch with Support within the Main File
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Version 1.4.3
- Added the Brel Submachine Gun Hz patch and Support within the Main File
- For the Riot Pistol I fixed its ability to Ammo Swap to .45 Cryo, readjusted some level lists slightly, and other ui fixes.
- Fixed the Hyde Carbine's unintended base 5 Strength requirement... My apologies for that. Fixed level lists templates to function as intended.
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Version 1.4.2
- Added the M1903 Infantry Rifle Hz patch and Support within the Main File.
- Made my Regular .45-70 rounds accessible to the Custom Bolt-Action Rifle. 'Cause I honestly forgot that rifle existed.
- Changed the Crusader Pistol's "Crusader Fuel" name to "Hot Shot" at the suggestion of Gantros. As well as fixing the ui for that ammo type.
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Version 1.4.1
- Added the Capital Wasteland Hunting Rifle Hz Patch and support within the Main File.
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Version 1.4.0
- Added The 9mm Pistol Hz patch and Support within the Main File. Sorry for the reupload spam. I kept spotting very minor things to fix at the last second twice over.
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Version 1.3.9
- Added the 9mm Pistol Redux Hz patch and Support within the Main File
- Readjusted M202 Flash spawns a touch.
- Readjusted the N99C spawn frequency.
- Conformed some ui to better suit Horizon's standards and added Zoom Effects to Iron Sights for the Surplus Pistol, N99C, and Police Sidearm patches.
- Increased the Reload Speed for the Surplus Pistol's Rapid Eject Magazine.
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Version 1.3.8
- Added the Pipe Carbine Hz patch and Support within the Main File
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Version 1.3.7
- Added the Classic Combat Shotgun Hz patch and Support within the Main File
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Version 1.3.6
- Added the T6M Pipe Shotguns Hz patch and Support within the Main File
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Version 1.3.5
- Added the European Sniper Rifle Hz patch and Support within the Main File
- Fixed an issue with buying the Sjogren from the Market Trading Terminal and elsewhere.
- Fixed a CRITICAL (Update to avoid crashes!) issue with the BAR's scopes. Allowing them to fully function with Horizon's Modular Scopes systems.
- Added proper Zoom to various sights to the Calvary Pistol.
- Addressed the Crusader Pistols incredibly efficient Pyro Ammo Type. Which now needs the newly added "Crusader Fuel" ammo instead. Which can be crafted at the Weapons Lab with similar skills as that needed for crafting Flamer Fuel. The later can be converted into "Crusader Fuel" as well. I also added Fusion Cells (MX) as an ammo type per a suggestion from Gantros.
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Version 1.3.4
- Added the Soviet Shotgun Hz patch and Support within the Main File
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Version 1.3.3
- Added the Surplus Pistol Hz patch and Support within the Main File
- Readjusted the readjusted spawn frequency on NPCs some more for the Scrap Shotgun and Police Pistol.
- Fixed and readjusted various crafting recipes for the Cavalry Pistol and Scrap Shotgun.
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Version 1.3.2
- Added the Cavalry Pistol Hz patch and Support within the Main File
- Readjusted the readjusted spawn frequency on NPCs some more for the .44 Magnum and 10mm Revolver.
- Fixed the Malorian's Trader.
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Version 1.3.1
- Released my Discharger Pistol Hz Patch with support within the Main File
- Released my Malorian Arms 3516 Pistol Hz Patch. You can find it under the Miscellaneous Files tab.
- Completed updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
Readjusted the readjustments of some of my earlier updated patches. Many of these patches also added Sars99's Horizon Mod Attach Point Keyword Manager as a requirement. - Fixed my Chinese Pistol patch so that the MK I's won't be found in the dozens on individual npcs... 10 of y'all had that for a week! My apologies.
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Version 1.3.0
- Released my Scrap Shotgun Hz Patch with support within the Main File
- Continued updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
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Version 1.2.9
- Added the Militia Carbine by Dak & Pig Hz patch and Support within the Main File
- Continued updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
- Fixed some non-functioning Level List Templates for the Navy Submachinegun.
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Version 1.2.8
- Released my Navy Submachine Gun Hz Patch with support within the Main File
- Continued updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
- Altered the Navy Pistol's Recoil slightly (making it worse) as it was rather too strong without this minor nerf. Let me know how it handles!
- Fixed the BAR's ability to switch Fire Modes. I'm not sure how that happened in the first place. My apologies!
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Version 1.2.7
- Added the Police Shotgun Hz patch and Support within the Main File
- Continued updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
- Riot Shotgun: Adjusted various weapon attachments and made the Thermal Scope actually work rather than just being a Modular Horizon scope.
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Version 1.2.6
- Added Makeshift .32 SMG (Borz) Hz patch and Support within the Main File
- Continued updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
- Fixed various mods Automatic Firing sounds.
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Version 1.2.5
- Added Anti Power Armor Rifle Hz patch and Support within the Main File
- Fixed the inability to scrap the .45-70 rounds I introduced in the Main File.
- Began updating my patches to address the frequency of my patched weapons appearing on NPCs. (It was too frequent) Let me know how they fare!
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Version 1.2.4
- Added the Police Sidearm Hz patch and Support within the Main File
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Version 1.2.3
- Added support for the 10mm SMG Appalachia Flavor & released my patch of it.
- Updated my Scorpio Machine Pistol Patch to match the surprise 1.2 version of the base mod. Which added an additional Stock and Quick Eject Drum Magazine.
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Version 1.2.2
- Added my Chinese Pistol Set Hz Patch and support within the Main File for it
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Version 1.2.1
- Added my Lewis Gun Hz Patch and Support within the Main File for it
- Fixed SMMG's inability to benefit from Horizon's Augment system. (sorry for the double update to this weapon today!)
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Version 1.2.0
- Added Scorpio 61 Machine Pistol Hz Patch and Support within the Main File for it. As well as a Tactical Reload version of my patch.
- Updated my SMMG Hz Patch to v1.4 of the base SMMG mod. Animations and Audio are now all fixed, thanks to the 1.4 update!
- Rebalanced my 12.7mm Pistol Patch to match my idea of this iconic pistol. By increasing its Base Damage by an additional 5. Which means it now has an +8 to its Base Damage. As it did not outperform my 10mm pistols that have increased Base Damage, when they where chambered in 12.7mm. (Damage Multipliers from 10mm to 12.7mm) The 12.7mm Pistols new damage is still less damage than a normal .44 round fired from a Magnum Pistol. Let me know what you think!
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Version 1.1.9
- Added the Homestead Carbine by Alexerator Hz patch and Support within the Main File.
- Released an updated SMMG patch to match the currently released version that added 2 new Uniques and some fixes. The base mod is still sadly plagued by 3rd person animation issues.
- Rebalanced almost a dozen mods Ammo Swapping/Weapon Kit rules. Now you need a Weapon Kit to ammo swap to speciality or higher caliber rounds in the field. Rules for some weapons are slightly different based on lore etc..
- Alongside the above rebalance, I fixed various ui issues to better match current Horizon ui.
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Version 1.1.8
- Added support for the Lever Action Carbine by Alexerator into my Main File and my Hz Patch of it.
- Fixed minor crafting ui issues/balance and a inoperable level list template for the Vintage Repeater
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Version 1.1.7
- Added Support for the Cowboy Carbine (1907) in my Main File and my Patch for it.
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Version 1.1.6
- Added Support for the Lever-Action 1887 Shotgun in my Main File and my Patch for it.
- Readjusted how often the Foote MG69 and Hyde Carbine spawned on Super Mutants. Making it hopefully, a more infrequent sight.
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Version 1.1.5
- Added support for the Vintage Repeater & released my patch of it.
- Fixed the Ruger Carbines' "Caravan Carbine" Magazine capacities. No more 30-round .44 Large Mags, lol.
- Made the Horizon Mod Attach Point Keyword Manager by Sars99 a requirement for my BAR and Machine Pistol patches in order to fix the ui during weapon modding.
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Version 1.1.4
- Added support for the Rolling Block Rifle & released my patch of it. Also, updated my SMMG patch to match v1.2.5 of the base mod.
- Fixed a bunch of issues relating to incorrect crafting materials needed to create Scopes.
- Fixes to a few weapons and their Weapon Kit ui being misaligned.
- Other minor fixes alongside any of the above!
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Version 1.1.3
- Added Support for the Shoulder Mounted Machine Gun and uploaded my patch for it.
- Fixed an issue with my Sjogren Patch related to being unable to craft its Heavy Receiver, thanks to GhostSkyline for the spot!
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Version 1.1.2
- Added Support for the C6544 Revolver and uploaded my patch for it.
- Fixed various issues with the 10mm Revolver, Colt-Mothman 6520 and N-80 Pistols Pack.
- Went through all my patches and fixed an issue with the Level Lists that added a single round of ammo found along side this weapon, rather than a random amount of ammo, of varying quality, per Horizon.
- The above affected 11 patches. My apologies.
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Version 1.1.1
- Added Support for the The Handmade Pistol (Metro Lolife) and uploaded my patch for it.
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Version 1.1
- Added support for the Navy Pistol & released my patch of it.
- Future proofed/addressed my rookie move regarding my custom INNR edit (it added the regular .45-70 ammo to the naming rules) by making it a custom one.
- Matched any.45-70 weapons to the above, new INNR in my Main File. (Let me know if there are issues!)
- Various minor fixes, mostly ui to the SCAMP, Linda Pistol and Assault LMG.
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Version 1.0.9
- Added support for the Burst Fire Shotgun by Alexerator into my Main File and uploaded my Horizon Patch of said mod.
- Also added scripts and effects from the Burst-Fire Framework (BFF) by The6thMessenger into my Main File to support the above weapon.
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Version 1.0.8
- Added the Hyde Carbine Horizon Patch
- Added "The Colt Monitor 3rd Person Animation Addon with Tactical Reload Support v1.0 by Winterworld19" .plugin fixes and a Tactical Reload supported BAR Hz Patch.
- The meshes/BA2 from Winterworld19's are still needed. Thus its become a requirement for either the normal or TR supported BAR Hz Patches.
- Minor ui edits to the BAR, as well.
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Version 1.0.7
- Added the F4NV Trail Carbine Hz Patch and support for it in the Main File. Minor adjustments were also made to said Main File.
Adjusted the Ruger Rifle Packs needed materials for the Calibrated Receiver.
Randomly discovered that the EM2 and BAR weapons had 5 times the Crit Charge Bonus of every other weapon. Unsure how that came to be, possibly from the base weapon mod authors used for their weapons.
- Added the F4NV Trail Carbine Hz Patch and support for it in the Main File. Minor adjustments were also made to said Main File.
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Version 1.0.6
- Fixed and properly implemented Horizon's Modular Scopes system to a few guns. Those being the Select Assault Rifle, Ruger Rifle Pack, The Assault Pistol, The Riot Pistol, Marksman Pistol, and The Varmint Revolver. If you've downloaded any of these affected guns before, be sure to download the updated files. Or you'll very likely crash when modifying Modular Scopes' variables/zoom.
- Uploaded my 10mm Revolver (10mm Ruger Super Redhawk) Hz Patch and support for it in the Main File.
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Version 1.0.5
- Added The Incendiary Launcher (M202 Flash) by Dak & Pig Hz patch and Support within the Main File
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Version 1.0.4
- Fixed and properly balanced "Uniques" when it came to reverse engineering them. As some variants of weapons would allow you to reverse engineer craft them for a handful of crafting materials and walk away with a fully kitted out with weapon attachments, gun. As if you had bought it fresh from the Market Trading Terminal. (they used the same level list)
- This has been hopefully been fixed, as I added a new level list to draw on.
- Though some truly Unique weapons can be reverse engineered crafted with said unique properties (stocks, minor Legendary Effects) etc... But now tend to have an a very high crafting skill required.
- I may change this depending on feedback.
- There were also some fixes to a handful of pistols. Usually regarding crafting and slight changes to ui to better match Horizon's statistical verbage.
- Alongside all these updates is the release of my Marksmen Pistol patch. Hopefully it's in a good place! Let me know if there are any issues!
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Version 1.0.2
- Released my Riot Shotgun Hz Patch with support within the Main File
- Fixed various issues with my Assault Shotgun, Sjogren Inertia shotgun, and SCAMP pistol patches.
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Version 1.0.1
- Various fixes to the "MG69", "Tanker and Crusader Pistol" and a massive update to the "Sjogren Inertia" patch. Which is now a Replacer Patch built using a non-buggy version of that mod's .esp thanks to "HITME fix - Sjogren Inertia" fix mod by 4estGimp and with 1st Person Power Armor Fixes by 103Sakamoto merged into the mod with their permission.
- I also uploaded a Tactical Reload Supported version of my Replacer Patch of the "Sjogren Inertia." It needs further testing and requires "Sjogren Inertia - Tactical Bullet Counted Reload Patch" by kbiru to function.
- The big release that came with an update to the Main File in order to support it. Is my release of the "Assault LMG Hz Patch", which is a Replacer Patch for that mod. I believe it to be fully functional and in a good place. Be sure to let me know about any bugs!
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Version 1.0
- Initial Release
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- Author's activity
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May 2025
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17 May 2025, 2:31AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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17 May 2025, 2:28AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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17 May 2025, 2:04AM | Action by: GrimLost
Attribute change
'File \'The Automatic Rifle Hz w Tactical Reload Patch\' description changed.'
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17 May 2025, 2:02AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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16 May 2025, 4:36AM | Action by: GrimLost
Changelog added
'Change log added for version 2.1.3'
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16 May 2025, 4:33AM | Action by: GrimLost
File added
'Ranger Rifle - M71 Manhunter Hz Patch [version 1.0.1]'
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16 May 2025, 4:29AM | Action by: GrimLost
Attribute change
'File \'Advanced Battle Rifle Remake Hz Patch\' description changed.'
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16 May 2025, 4:27AM | Action by: GrimLost
File added
'Marine Anti-Materiel Rifle - M82 Hz Patch w TR [version 1.0.7]'
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16 May 2025, 4:26AM | Action by: GrimLost
File added
'Marine Anti-Materiel Rifle - M82 50 Cal Hz Patch [version 1.0.7]'
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16 May 2025, 4:19AM | Action by: GrimLost
Attribute change
'File \'Advanced Battle Rifle Remake Hz Patch\' description changed.'
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16 May 2025, 4:18AM | Action by: GrimLost
File added
'Advanced Battle Rifle Remake Hz Patch [version 1.0.1]'
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16 May 2025, 4:09AM | Action by: GrimLost
File added
'CMMA MR39 Machine Rifle Hz Patch [version 1.0]'
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16 May 2025, 3:58AM | Action by: GrimLost
File added
'CMMA MR39 Machine Rifle Hz Patch [version 1.0]'
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16 May 2025, 3:56AM | Action by: GrimLost
File added
'CMMA MR39 Machine Rifle Hz Patch [version 1.0]'
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16 May 2025, 3:55AM | Action by: GrimLost
File added
'GrimLost\'s Horizon 1.94 Weapon Patches [version 2.1.3]'
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16 May 2025, 3:53AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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16 May 2025, 3:47AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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16 May 2025, 3:43AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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16 May 2025, 3:42AM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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15 May 2025, 3:09PM | Action by: GrimLost
Attribute change
'Name changed to \'GrimLost\'s Horizon 1.94 Weapon Patches\'.
Description changed.'
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- Mod page activity
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May 2025
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15 May 2025, 7:56AM | Action by: KorakLEN
Endorsed
'GrimLost\'s Horizon 1.94 Weapon Patches'
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14 May 2025, 5:32AM | Action by: Bluyawn
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14 May 2025, 5:24AM | Action by: Bluyawn
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12 May 2025, 12:47PM | Action by: dontshametheslut
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12 May 2025, 1:37AM | Action by: DeLulz
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12 May 2025, 12:26AM | Action by: Rivero727
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07 May 2025, 5:17PM | Action by: Robbiebonnie09
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07 May 2025, 5:14PM | Action by: Robbiebonnie09
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06 May 2025, 8:49PM | Action by: DrSevilla
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06 May 2025, 1:23AM | Action by: Rivero727
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April 2025
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25 Apr 2025, 11:00AM | Action by: sovse
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23 Apr 2025, 2:51AM | Action by: moonshed
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22 Apr 2025, 10:16AM | Action by: Nyxus2023
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22 Apr 2025, 3:33AM | Action by: rei0ren
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16 Apr 2025, 6:04AM | Action by: LiChenyiSir
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10 Apr 2025, 3:13PM | Action by: NikoBeniko
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10 Apr 2025, 2:29PM | Action by: DrIvanRadenkovic
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10 Apr 2025, 1:17AM | Action by: RangerGhost47
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08 Apr 2025, 9:30PM | Action by: Sixfish11
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02 Apr 2025, 3:40AM | Action by: ejams
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