About this mod
JSRS Compatibility patch for Horizon, now with PANPC and RobCo Patcher support
- Requirements
- Permissions and credits

PANPC.esm← goes towards the top on its own
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Z_Architect_WorldManager.esp
Z_Architect_WorldManager_DLC.esp
Z_Architect_Worldfixes.esp
jsrs.esp
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Z_Horizon.esp
Z_Horizon_DLC_All.esp
Horizon_v19_JSRS.esp
Horizon_JSRS_PANPC.esp← optional
JSRS_Test_Guns.esp← optional
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z_Horizon_DEFUI.esp
Z_Extras.esp
Z_Architect_Empire.esp
Z_Archtect_EnhancedSettlements.esp← these are always toward the bottom
Z_Archtect_EnhancedSettlements_DLC.esp
JSRS Patch - Primary (Required Install)

Download JSRS Fallout 4 Main File version 3.0 only, don't add other Miscellaneous files
Added Minigun Firing Sound Fix by Metaldead
Added NPC Gauss Rifle sound that was missing in FO4 (not the best but better than nothing)
Added JSRS sounds to many explosions
Sound keyword Mapping (KSSM) assignments
- Grenade Launcher w/ M32 audio
- Radium Rifle w/ STG44 audio
- Handmade Rifle w/ AKM and Zastava M70 audio
- Machine Gun Turrets w/ RPK74 audio
- Supplement .50 BMG audio to s_40 keywords of Arctic Warfare Magnum, CheyTac Sniper, Lee Enfield, FN Model 30-11, Kar98k, Mosin (+alternative), and Springfield M1903; for Hunting Rifle use or other snipers that can ammo swap .50 cal
- Re-added .44 Revolver NPC and Submachine Gun semi-auto audio
- Changed Pipe Rifle audio from Kar98k to M1 Carbine so it does not clip badly when firing on full auto or by pipe turrets
PANPC Patch - Optional Add-on

Merged Explosion Responses and Trap Alerts changes
Merged JSRS explosions and PANPC behaviors
Tweaked and moved PANPC flash mine/utility grenades to Weapons Lab, added scrap recipes for them
Added "Dazzle" effect to Horizon's Flashbang and Handmade Flashbang grenades
Moved PANPC Holotapes to the Tech Lab (but use MCM instead, way more convenient)
Assigned exclusion keyword to Workshop animals and robots - pretty sure a few of them wouldn't be affected by PANPC regardless but let's just be on the safe side anyway
Assigned settler keyword to Refurbished Synths
RobCo Patcher for JSRS Weapon Sounds - Optional Add-on

RobCo Patcher for 1.10.163 (Don't know if it works on NG Alpha)
Noticed a bunch of pistols all use the same 10mm sound? Let's change that without messing with Weapon records!
Made this for my Horizon Weapon Replacer Patches however it's perfectly fine for general use; this also overwrites any sound mapping changes other mods made
Comes with sounds pre-assigned but the picks are based on the mods I'm currently using which may not be the best for your taste
To customize, open F4SE\Plugins\RobCo_Patcher\weapon\HorizonWeaponsJSRS\Z_Horizon.esp.ini
Look for eight-digit codes at the end of each line, these are the FormIDs for JSRS' sounds

For example, if you change 000065A2 to 0001250E then that swaps N99's sound from Sig P226 to FNX .45
In fact you can skip the zeros in the prefix and it'll still work (ie, 1250E instead of 0001250E) but if that's confusing then just use all 8 digits, makes no difference
Full list of codes can be found here in the Article Section or txt file in Misc Downloads for easier copy + paste
Wait, but how do you know what each weapon sounds like? Well I gotcha covered
In the Optional Files I provided a Test Save along with its matching JSRS Test Guns plugin that has containers full of N99 clones each assigned with a JSRS weapon sound for players to try out in real time
On the other side of the room there are also crates with Horizon weapons so you can compare and make sure the edits are correct

Credits

- Horizon v1.9.4 - Zawinul
- FO4Edit - ElminsterAU - Hlp - Zilav - Sharlikran
- JSRS Sound Mod for Fallout 4 - technique86 - JSRS Studios
- Minigun Firing Sound Fix - Metaldead
- Pack Attack NPC Edition (PANPC) - Greslin
- RobCo Patcher- Zzyxzz
