Patch notes/Horizon/1.9.2

#1.9.2:1
DLC Addon Files

* The individual DLC plugins for Horizon are removed, you must install the "All" DLC plugin now
* Always make sure you fully uninstall previous versions of Horizon before installing the newest version

#1.9.2:2
Fixes

* DLC creatures should be harvestable now (needs testing)
* NPCs should no longer use a stimpak animation when performing certain actions (needs testing)
* Players should properly receive the melee strength perk now
* In case the corpse loot-all button takes invisible robot weapons, they should now weight 0.0\*
* Damaging enemies with explosives should now properly give incendiary proficiency
* Intact power armor frames found around the Commonwealth should now properly have mostly ruined armor\*\*
* The GN travel hub should unlock now after doing the quests (requires a reload or delayed time)
* The purifier upgrades at the water plant should now count as settlement purifiers (needs testing)
* The auto-eat/drink system now properly checks if VATS is open, and delays the process
* The pipboy light modified in Z\_Extras.esp is fixed to a better color
* RadAway caps value and weight properly set
* Rifle .30 carbine rounds now have the proper text and recipe costs
* Pipe revolvers show the current ammo in the text
* Backpack items should now give the proper scrap amounts
* First aid supplies on vendors should now be the correct items and caps value
* The grenade throwing arc toggle now requires 20 Explosives Skill instead of incendiary proficency
* Trash scrap icon fixed
* Caravan and recruitment menus are fixed up
* Doctor menu button icons fixed
* Docs on leadership skill updated
* Ball Cap and Scribe hat recipe fixed
* Chessboards were reverted back from random boxes
* Non-desoltion mode purified water production now requires 1 aluminum canister
* BOS PA chest quest reward no longer has outdated utility mods
* A number of "(Lower)" backpack items should now properly act as lower slots
* Scrapping dead settlers should no longer give you invisible npc items
* The X-24 sights should be aligned now
* Loose mods for the Laser Musket capacitors are named properly now
* Ultra radaway recipe removed, since it doesnt really make any sense now
* Some tooltips are fixed for crafting recipes (lock breach, etc.)
* If you uninstall the HUD elements from the menu, the install menu should no longer disappear
* Selling research should consume the item now
* Tech Factory: Some recipes should now give you proper tech factory yields, instead of parts factory yields
* Fusion cores sold on vendors are priced properly
* Fusion casing prices are slightly lower now
* .45-70 ammo packs are properly named as ECA rounds
* The hunting rifle can no longer incorrectly set .45-70 at the workbench (this round is used on another ammo set)
* The Energy Converter now uses a quieter sound effect
* The railroad rewards that give deliverer upgrades, instead gives generic junk items with useful components
* Log has the proper keywords now
* Deacon's outfit swaps should now be properly hidden
* Settler Combat Pistols should work for npcs now
* Pipe Pistols should now properly appear in loot (instead of all rifles)\*\*
* Pipe Revolvers no longer have a scope option (as intended for all pistol weapons)
* The DC mail for home plate should now properly be sent to your mailbox
* Guard dog mails should now properly give you the correct amount of dog certificates (sorry, this isn't retroactive)
* You can now upgrade Big John's salvage yard to rank 3
* The trading recipe for doctor contracts should use the educational material component instead of item now
* Buildable Sinks in Architect now have a proper collision box and will attach to the wall
* Scrapping Carl Everett's body might be fixed (needs testing - need reports on other NPCs that could be effected)\*
* 2 versions of the BlurRemoval addon were adjusted to match the fixes in the other 2
* Each version of the BlurRemoval addon is named differently now
* Desolation Mode: Smokeless powder and explosive material should now give the proper amount on vendors
* Desolation Mode: Both water purification units now require tech rank 3
* DLC: Handmade Rifle should now have the proper base ammo and keywords
* DLC: Western Revolver is updated for 1.9
* DLC: Lever-action Rifle standard receiver fixed
* DLC: Rare cases of Rust Devils without limbs should be fixed now (this may NOT fix npcs that are already spawned in save games)\*\*
* Crossbow Patch: The recipe to craft the crossbow should no longer have outdated mats

#1.9.2:3

* NOTE: This is just a minor fix for now so you get your carrweight back. I'll need more time to fix the loot system so it stops looting invisible robot weapons entirely

#1.9.2:4

* + NOTE: Some fixes will ONLY be available on new save games (or on locations you haven't visisted yet), due to these items/npcs being already generated in your existing save.

#1.9.2:5
Ceramic

* Ceramic is renamed to "Gravel", as this material is now considered as any crushed aggregate\*
* Architect's old "Gravel" is retired and replaced by the ceramic component
* Some recipes have been changed to either remove the old ceramic component, or change their ammounts
* The amount of gravel (ceramic) has been increased from trash recycling

#1.9.2:6

* DEVELOPER NOTES: Basically, I'm tired of ceramic being used as a component, because its highly unrealistic to recycle ceramic into new shapes. It just ain't going to happen. Instead, consider anything made of ceramic, or sand, or crushed rock.. to be "aggregate" (the name gravel just sounds better for a video game, even tho it's a type of aggregate.) Gravel can still be used for many purposes, including some recipes that required ceramic before.

#1.9.2:7
World Loot

* Some textures on boxes were tweaked to stand out more
* Many world weapon drops were changed to be degraded, deteriorated, or destroyed (instead of perfect condition)

#1.9.2:8
Companions

* Stealing was removed from all companion affinity\*
* Some companions had tweaks to other affinity changes
* DLC: Gage and Longfellow have tweaks to affinity changes
* DLC: Gage and Longfellow now have proper 1.9 settler outfits (this may not work on existing save games)

#1.9.2:9

* DEVELOPER NOTES: In 1.9, my goal was to remove any of the repetitive or trivial affinity gains/losses (as well as some of the repetitive voice comments.) I want affinity changes to be based on rare or special occurrances. If you find certain companions are gaining affinity too slowly now, let me know which.

#1.9.2:10
Medical Treatment

* The time it takes to apply treatment is now based on the total amount of healing being applied
* Applying heals 100-600 HP/Rad/Limb is slower (0-400%) than previously
* Applying heals 50-100 HP/Rad/Limb is faster (0-50%) than previously
* Anything less than 50 HP/Rad/Limbs, does not move the progress bar's speed faster
* This is only effected by self-application, and not doctors
* This does NOT effect the heal-over-time speed itself, only the application (the progress bar and animation time)
* Medical Skill no longer effects the speed of the application (it still effects how fast the treatment heals you though)\*
* REMINDER: Desolation Mode is supposed to heal slower over time, however the application speed is the same in any mode

#1.9.2:11

* DEVELOPER NOTES: I want this system to feel proportional in terms of spending time/resources to heal. You should never feel like healing smaller or large amounts at any given time has some vast advantage. Your focus should just be to heal whenever you feel it's neccessary, without worrying about micro-managing the perfect conditions.

#1.9.2:12
Settlements

* The Trading Market Community requirements were reverted to be more like v1.8
* ES: Scrappable razorgrain plants now have a proper collision box
* ES: Finch farm crop positions were slightly adjusted
* ES: Zimonja turrets were replaced by ground turrets
* ES: Zimonja had some minor details added
* ES: Part of the Castle wall upgrade was redesigned (you'll need to toggle it off/on in existing saves)
* Z\_Extras.esp: Radiant quests now block DLC locations (also carries over UFO4P fixes)\*

#1.9.2:13

* This uses an extremely simply method of just checking if the workshop is located in the commonwealth or not, so if it's not working properly let me know. Please note that these types of edits do NOT work until you complete the current quest step, and get a new location (or started a new game.)

#1.9.2:14
Settler Jobs - Missions
>> A few things weren't finished previously with missions, which should now function as intended:

* When you "fail" a mission roll, its considered a "minor success" now
* Most workshop skills can now only max out at 80-90% chance for major success (varies slightly on some missions)
* Minor successes will yield loot rewards that are -1 step below the expected loot gains
* Major successes yield better loot rewards
* Minor and major successes both yield the same skill gains based on that type of mission
* The menus are now updated to reflect this new system
* (NEW) Follower assignments are displayed on the main menu
* As noted in 1.9.0, all rewards are better scaled based on the number of workers and the duration
* NOTE: The loot rewards may not be fully balanced yet; this will require some testing/feedback/tweaking

#1.9.2:15
Wilson

* (NEW) You can now also access some of Wilson's options in the Field Kit global options menu
* (NEW) Auto-Transport causes filtered junk items you loot to immediately go to Wilson (with no delays)\*
* This new system works for any item you loot (world items, containers, even empty bottles)
* The auto-transport uses the transport filter you choose
* There's a small delay before Wilson transports items (that he is holding) to the destination container
* Auto-transport only requires Workshop Tech Level 2 now (down from level 3)
* The filter to transport "Alcohol" now only transports generic hard liquor (not beer or other special buffs)
* NOTE: If you want to intentionally loot junk items (i.e. a workbench) you'll have to disable the auto-transport, or change the cargo destination to the place you are looking to move junk

#1.9.2:16

* DEVELOPER NOTE: So far, this is my favorite option now. You can loot whatever items you want, and let Wilson instantly grab the junk you wouldn't want to carry. No script delays on world items being taken (like area-looting)... just simple looting with instant results.

#1.9.2:17
Beds

* The save option for beds is now: Off, On (no stagger), 10 stagger, 20 stagger
* The default options for beds is On (no stagger)
* The bed warning is off by default in new games (this feature is probably no longer needed with the new medical system, however it can effect stimpaks)
* REMINDER: "Staggering" means that it does 1 "real" save for every set amount of autosaves. Autosaves in FO4 get overwritten depending on your INI settings. I recommend not using stagger, unless you really want to save disk space.

#1.9.2:18
(NEW) Headlamp (WARNING: EXPERIMENTAL!)

* WARNING: This is an experimental item, so be aware of possible bugs
* A standalone headlamp that works with most helmets
* Works identical to the mining helmet: when you turn your pipboy light on it uses this lamp instead
* Contains all the same light options that the mining helmet has in the workbench
* Most hats/helmets should look fine with it, however don't expect it to magically work with everything
* It uses the "ring" equipment slot, so be aware of this when dealing with mod/fo4 conflicts
* NOTE: The mesh may seem to wiggle around slightly with some hats, because of the way the skeletal animation is setup. I'll see if it could be modified later.
* WARNING: This item has the same vanilla bugs that the mining helmet has\*
* WARNING: If you use another mod that adds a mining headlamp, it may bug out your save permanently! (due to the way it spawns the lamp based on the equipment slot)

#1.9.2:19

* It should be noted that the mining helmet (even in vanilla AFAIK), has some weird bugs when it comes to equipping it, and using the pipboy light to activate it. What happens, is the light source will look "wrong", and use the wrong light colors. In order to fix this, equip the headlamp item, save the game, and relaunch FO4. Or.. make sure pipboy light was not used (since you loaded) before equipping and turning the light on.

#1.9.2:20
Items

* Beer (all types) can no longer be disassembled for pure alcohol (partly due to it's benefit of being hydrating now and having low alcohol content)
* Sanitized and Purified water no longer cleanse fire effects
* Dirty Water is considered poison in all versions of Horizon now, and is only used to douse yourself when on fire\*
* Dirty Water has a biohazard icon now
* Many drinks now have correct tooltips to match the hydration amount
* Buddy no longer gives you cold versions of drinks\*\*
* Cold drinks from loot are replaced with normal versions (this includes DLCs)

#1.9.2:21

* DEVELOPER NOTES: My original change only included Desolation Mode, but after thinking about it.. dirty water should never be used to begin with. Especially considering the sources of where dirty water comes from, the realism of drinking it becomes implausible. Salt water from the sea? Toxic water? A puddle filled with stagnant water? All this stuff would kill you. There's plenty of hydrating drinks in 1.9 to get otherwise.

#1.9.2:22

* + DEVELOPER NOTES: Cold drinks are gone. They just add more inventory clutter, they screw up crafting recipes, and they make no sense since the cold beverage never gets warm again. Gone. Just pretend it never existed. The standard item name never suggests the item is warm or cold anyway, and does not matter. If you want to roleplay getting cold drinks from buddy, he'll still give you back the original drink. Pretend it's cold :)

#1.9.2:23
Nuka World - Nuka Colas

* All post-war mixed colas (not the pre-war flavors) and their recipes are removed
* All cold versions of colas are removed and no longer used
* All cold drinks found in loot are replaced with normal versions
* All versions of buddy will no longer convert colas to cold versions
* The 6 remaining pre-war nuka world colas are changed to simple buffs:
* Dark: basically beer with caffeine
* Orange: energy resist
* Grape: poison resist
* Quartz: cryo resist
* Wild: damage resist
* Victory: all of those 4 resists, plus some AP regen
* You can use the nuka mixer station to create the 6 pre-war nuka world flavors above
* Crafting Victory requires the 4 other colas that contain resists
* You can use the nuka mixer station to convert 7 pre-war flavors to standard nuka-cola\*
* 6 of the recipe books will unlock the 6 nuka world flavor recipes
* The other recipe books you find will currently not give you anything special, except sell for caps (this may change in future patches)
* NOTE: Some of these cola buffs may change in the future if/when I overhaul food/drinks

#1.9.2:24

* This works just like the field kit does, so that you can use generic nuka-cola in crafting recipes

#1.9.2:25
Armor

* (NEW) Backpack Case (with Cat) - requires Animal Friend rank 1 to craft
* Some backpack meshes were adjusted
* Ranger Duster (with Scarf) is now craftable
* The corpse highlight mod on glasses, will now un-highlight corpses that were harvested (needs testing)

#1.9.2:26
Weapon Blocking

* Unarmed fists and very small weapons can no longer block
* This change works for both the player and human enemies
* This change does NOT effect power armor at all, which can still block with any weapon (or unarmed)

#1.9.2:27
Perks

* Big Leagues (Rank 1) adds the following: Wielding melee weapons that cannot block, gives you 10% chance to dodge attacks.\*
* Moving Target (Rank 1) is now: While sprinting, you have a 25% chance to dodge incoming attacks. You gain +5 Fitness Skill.
* Moving Target (Rank 2) is now: While sprinting, you have a 50% chance to dodge incoming attacks. You now have +10 Fitness Skill.

#1.9.2:28

* This bonus obviously does not work in power armor, since you're always able to block

#1.9.2:29
Weapons

* Gauss weapons are now classified as Energy Weapons, regardless of the projectile/damage dealt\*
* Both R5 weapon meshes were updated and reworked so they look less like clumsy nif mashups

#1.9.2:30

* NOTE: I changed them to energy weapons, because the energy weapon category doesn't have enough weapons to choose from. Since 1.9 weapons are balanced differently now, I can simply categorize gauss weapons based on their technology, instead of their damage type.

#1.9.2:31
Vanilla FO4 Effects

* All endurance, HP, HP regen, and CHA buffs that use vanilla effects should be properly ignored
* NOTE: These changes have no bearing on your Horizon gameplay, but they should help auto-fix any unpatched consumables from ruining Horizon's balance