Patch notes/Horizon/1.0.4

#1.0.4:1
One thing I'm introducing in this patch, is special prefab buildings that I've always wanted. There's a few mods out there that have prefab houses and such, but I couldn't find any that had large snappable settlement-style buildings that fit in with custom walls/floors/etc.

#1.0.4:2
The main prefab is a large tavern that's intended to be used with the Horizon "Full Bar" or any of the vendors, but it can obviously be used for anything. The other 2 prefabs are simple buildings that can be linked up.

#1.0.4:3
(Let me know if there's any problems with the workshop menu not working if you don't have the Contraptions DLC)

#1.0.4:4
Prefab images:

#1.0.4:5
2 Taverns placed together to make a very large building

#1.0.4:6
Empty Tavern

#1.0.4:7
How it might look quickly decorated

#1.0.4:8
Other prefabs

#1.0.4:9
(NEW) Prefab Buildings

* 2 styles of buildings are included: Tavern (3x4), and 2 types of Warehouse Buildings (2x4)
* These buildings are located under: Structures/Warehouse/Prefabs
* Has a built-in deep foundation that can be used on hills or to raise above pesky plants
* Has full snap points all around the edges/foundation
* Has snap points for doorways to add doors in either direction
* The Tavern has an extra snap point inside to allow you to extend the loft area if you want
* The Tavern has boards (and some invisible walls) inside, that are setup to allow decorations to be placed better
* Most walls use opaque textures to give a cleaner/solid feel
* You can link 2+ of the same building together to create even larger buildings
* You can easily wall off the openings with standard walls\*
* \*Works best with the "Warehouse" set of parts, included with the Contraptions DLC
* NOTE: Connecting them in both directions doesn't always work, but you can connect 2 buildings with standard building pieces
* NOTE: Sometimes it's hard to place buildings looking up a hill, try placing it looking down the hill

#1.0.4:10
Settlements

* Tier 1 Food Vendors now properly have no requirements (I must have missed this one before)
* Tier 2 Food Vendors only require Local Leader 1\*
* Tier 3 Food Vendors only require Local Leader 1 and Cap Collector 1\*
* The "Full Bar" now uses a better neutral color material
* I may reorganize some of the vendor stall requirements again in the future, but this is fine for now

#1.0.4:11
(NEW) Settings Holotape
>> A new settings holotape is available for Horizon to toggle certain options

* It can be crafted in the Robotics Lab under "EQUIPMENT" (this recipe disappears if you have one on you)
* "Show Special Menu Options": This option shows/hides the Companion Affinity menu option at the mailbox
* "Lock Breaching": You can now toggle on/off each specific lock breaching controller, in case you wanted to use another mod for this feature
* (more options will be added as needed in the future)

#1.0.4:12
Command Mailbox

* (NEW) 29 new mail events have been added, based on companion affinity
* A new menu option is added to check companion affinity, but is ONLY available if you toggle it ON in the settings holotape\*
* The affinity chart only shows companions that are above 0 affinity, so that they don't spoil any content
* This option is OFF by default, in case some players find it immersive breaking

#1.0.4:13
Specializations

* The Gatling Laser and Cryolator should now work with Cyborg

#1.0.4:14
Guards Dog / Mini-Turrets

* Mini-turrets now have the sneak perk like companions\*
* Guard Dogs and Mini-turrets now have agility like companions\*
* This might help reduce the chance of these NPCs drawing too much aggro off of you (needs more testing)

#1.0.4:15
Ammo Boxes

* Standard/Raider Ammo Boxes: Most types of ammo can now drop earlier
* Standard/Raider Ammo Boxes: A small amount of bonus ammo is more random now (slightly less on average)
* Standard/Raider Ammo Boxes: Increased chance of getting ammo scrap instead of generic junk

#1.0.4:16
Super Mutants
>> Super Mutants are balanced based on their health/regen, and less on armor

* Some super mutant types have their base resists reduced
* Low level super mutants have slightly lower health
* Higher tier super mutants have increased health
* Some types of mutants give more XP now
* The health regen that super mutants get, now scales based on level scaling (it's less at low level, and more at higher levels)

#1.0.4:17
Super Mutant Behemoths

* Adjustments to health/resists
* Now takes double damage from explosives
* Gives more XP
* No longer drops Deathclaw loot
* Now drops additional loot
* New junk items: Shopping Cart, Large Tattered Rags, Concrete Debris, Fire Hyrdant Weapon

#1.0.4:18
Deathclaws

* Tier 1 " Deathclaws" are now "Young Deathclaws" and are smaller and have less health (similar to New Vegas)
* Mid to high tier Deathclaws now have higher damage output
* Perception on lower Deathclaws is slightly reduced
* Damage vulnerability to the underbelly is increased to 4.0x (was 3.5x)
* Some Deathclaw types are different sizes now
* Chameleon Deathclaws: Now have a "stealthed while moving" mechanic, like Nightkins have
* Chameleon Deathclaws: Have lower health/resists than other Deathclaws

#1.0.4:19
Misc NPCs

* Radroaches: Legendary/Glowing radroaches have increased health/damage
* Mole Rats: Tier 1 Mole Rats no longer have a reduction to their damage

#1.0.4:20
Synths

* In the ArcJet quest, Danse should properly have reduced damage again, and now has increased damage against synths [only] in there
* Low level synths have less health

#1.0.4:21
Items

* Some Pre-war foods were slightly increased in value
* All Crops/Pre-war food was rebalanced to give a standard "rads per food value" now
* Ice Cold Nuka Cola Quantum now gives the same benefits as regular ones

#1.0.4:22
Perks

* Sniper (rank 2): Bolt-action rifles now have a higher chance to knock down targets, and other rifles have a lower chance

#1.0.4:23
Quests

* Some quests give increased caps (includes a few BOS quests, and DC wanted quests)

#1.0.4:24
Loading Screen

* Many loading screen tips have been updated

#1.0.4:25