recursal/Fanatic-Fandom huggingface dataset:
Patch notes/Horizon/1.6.2

#1.6.2:1
Dynamic Encounters

* The minimum level check for encounters should now actually work (I missed something in 1.6.1)

#1.6.2:2
NPCs

* Companions should properly be compensated in carry weight for the strength they lost
* Common/Rabid molerats should spawn more frequently now than rare types
* Minor tweaks to many other creatures so the common types spawn more often

#1.6.2:3
DEF\_UI

* (NEW) A new option in the installer to install a Z\_Horizon.ini file that will set your UI to use colors properly
* Pipboy\_MapPage.swf and MainMenu.swf were incorrectly included, and removed from the installer now

#1.6.2:4
Misc

* All the new firearms should properly give weapon parts when you scrap them now
* The version number should properly say 1.6.2 in game and the installer
Patch notes/Horizon/1.6.4

#1.6.4:1
Companions

* (NEW) Companion Classification: Animal Companion
* Snuffles can now gain XP under Animal Companion
* Snuffles has a custom skin color now (requires him to be dismissed and called out again)

#1.6.4:2
Weapons

* (NEW) Hammer (1H)
* (NEW) Frying Pan (1H)
* (NEW) Spatula (1H)
* (NEW) Plunger (1H)
* (NEW) Copper Pipe (1H)
* (NEW) Buttercup Leg (1H)
* (NEW) Water Pump Handle (1H)
* (NEW) Clothing Iron (Unarmed)
* (NEW) Coffee Pot (Unarmed)
* (NEW) Broom (2H)
* (NEW) Mop (2H)
* (NEW) Hoe (2H)
* (NEW) Weed Whacker (2H)
* Average citizens of the commonwealth can carry some of these weapons
* Raiders can sometimes carry some of these weapons
* Super Mutants can wield weed whackers

#1.6.4:3
Skills/Perks

* Armorer now properly states that it gives you Tailoring Skill

#1.6.4:4
Loot Addon

* Malfuctioning Fusion Cores are moved into Architect, so they can be scrapped at the Tech Lab under Disassembly
* Some fusion core loot is converted to misc junk items instead of the malfuctioning core

#1.6.4:5
NPCs

* Many generic NPCs now use a real loot table for weapons
* Many generic NPCS now often carry a secondary melee weapon in addition to a ranged weapons
* Many Vault 81 residents should now carry degraded N99's instead of pipe weapons
* [CC T-Shirts]: Removed NPCs from spawning with the vault 111 shirts, because they seem too out of place

#1.6.4:6
DEF\_UI Config

* An updated "Translate\_en.txt" file is now included with Horizon, with some minor tweaks (thanks Phlunder!)\*
* The "lyrconf.xml" now has the proper Magazine tag for the sub-menus
* If you need a non-english file, you'll need to get one yourself from DEF\_UI

#1.6.4:7
Scrap Everything Patch

* Patched up the hole under the corner of the Red Rocket building
Patch notes/Horizon/1.5.3/raw

```
Power Armor
- (NEW) You can now see which perks/skills you're missing when you're trying to repair power armor

Companions
- (NEW) Attack Dogs can now level up! (all dogs are counted as 1 category)
- Curie should now level up properly
- Mercenaries (mod-added companions) should now level up properly

Settlements
- The new auto-assigning should no longer try to re-assign your supply line provisioners*
- The older Horizon guard posts will now have the new auto-assigning capability
- The 2 vanilla guard posts will now have the new auto-assigning capability

*It's possible you might have a bugged out provisioner who was assigned previously, if you see a settler working some job in the middle of no where, try to re-assign them manually

Loot
- The amount of Bolts that can drop from loot is increased
- Bolts can drop in certain containers now
- The amount of ammo in certain containers was unintentionally too low, but the chance for ammo to drop in these containers is slightly lowered
- All raw meat has a pickup sound effect

Weapons
- The Combat Plasma scopes now have the proper detailed descriptions
- A few misc tweaks to descriptions

UI
- Some of the item and menu icons were changed to match the new library by Phlunder (which looks awesome, and the next update coming out will be even better)

```
Patch notes/Horizon/1.7.1/raw

```
Misc
- The new scrap item for basic circuitry should now properly contain basic circuitry and not advanced circuitry
- The auto-outfitter will no longer function (or give the setup popup) until you are level 2
- The auto-outfitter setup message should (usually) only display once now, instead of multiple windows at the same time
- The loot manager should properly display it's message, instead of showing "[message"
- Missing icons were added to a few architect junk items

Personal Toolkit
- The stats menu will now show a rough "Threat Level" that ranges from 0 to 5*
*While I wanted to avoid showing your threat numbers, this rough value may be useful, especially for debugging

Home Plate Enhanced
- The default wooden stairs are hidden and replaced with new stairs (in case you scrapped the vanilla ones before installing the addon)

Homemaker Patch
- Fixed the recipes to use the new Architect components

```
Patch notes/Horizon/1.4.7/raw

```
Architect Structures and Horizon Job Stations (and Water Purifiers)
- You can now place these objects near the borders of settlements
(it should even work fine with expanded settlement sizes, like my expanded Murkwater)

Settler Outfitter
- All armor sets should now use 1 item for the full armor set (to avoid caps value and other problems)
- All armor sets now have the proper armor ratings
- Outfitter minutemen outfits should now have hands
- Fixed all the icon tags on outfits

Scrap Everything
- Added the missing "Marsh Moss" and Car wrecks to the scrap lists, so you can scrap them
- Added more scrappable zones to Murkwater so you can scrap the stuff on the sides too

Fixes
- Double-Barrel long barrel requires gun nut rank 2 now
- Combat Rifle hardened receiver requires gun nut rank 2 now

```
Patch notes/Horizon/1.0.1/raw

```
Mini-Turrets and Guard Dogs
- Should now deploy with the proper factions, and no longer attack neutral/friendly NPCs

Crafting
- (NEW) 2 recipes added to convert rotten fruit, along with bone, into fertilizer (I may add a perk requirement to this later, but for now, it's free.)

Vendors
- Atomic Cats vendor now can sell fusing casings

```
Mixed Alloy Scraps

*Main article:* Component
## Stats

* Weight: 0,005
* Value: 0
* Form ID:

## Changelog

* Mixed Alloy Scraps - This new material can be converted to alloys or used to repair PA
* 100 Mixed Alloy Scraps can be crafted into 2 Steel alloy, 2 Aluminum alloy, and 1 Titanium alloy (all Grade-1)\*
* Mixed Alloy Scraps can also be created (in reverse) by converting alloys\*
* Mixed Alloy Scraps are basically replaced in most junk items that used to contain Grade-1 alloys (all 3 types)
* Mixed Alloy Scraps are basically replaced in most recipes that requires Grade-1 alloys
* All PA repairs now use "Mixed Alloy Scraps" instead of specific grades of alloys (this goes really well with salvaging PA and metal armor)
* Scalpels, scissors, and generic common tools now require Mixed Alloy Scraps
* Most junk items that gave Grade-1 alloys before, now instead give "Mixed Alloy Scraps"

💾 **Developer Note:** Mixed Alloy Scraps are a great way to now give standard junk/recipes 1 single common (and much easier to deal with) material source, while at the same time allowing them to optionally contribute to the "advanced" crafting system that requires specific grades of alloys.
Patch notes/Horizon/1.8.0.BETA-6/raw

```
Chlorine
- (NEW) A new recipe is added to the Chemical Factory to extract Chlorine from Salt
- Unlike the manual process, the factory recipe only requires half the salt, and also gives Hydrogen
- The factory recipe requires 40 Chemistry Skill to unlock
- The ingredients required for the manual chlorine extraction recipe are altered
- Salt is added to a few more loot sources

Startup
- The Sanctuary cellar safe now has 1 bottle of chlorine
- The Sanctuary cellar safe now always gives a pre-war magazine, instead of a random guide or magazine
- The Sanctuary cellar now has a Custom SMG instead of a pipe gun (since its supposed to be pre-war based loot)

Food
- The exotic ground meat recipes are now properly upgraded to the v1.8 scaling
- Ground meat soups use slightly less meat, and ground meat stews use slightly more

Items
- Degraded and Deteriorated armor no longer has a weight reduction
- Weapon parts now weigh more

Crafting
- Weapons/Armor/PA slots will now sort better in the workbenches (thanks Worsin!)*
- The contracted work version of the Cargo Bot now requires the proper materials
*More tweaks on this will be made in the future, and possibly more icons for weapon/PA slots (so they look like armor does)

Wilson (Cargo Bot 1-X)
- Moving items to Wilson should now cover all junk items and components

Skills
- A possible bug was fixed where it wasn't showing skill update messages
- Recent individual skill update messages will now attempt to "retry" if they were rejected during a full skill update (like when you load a save or close the perk chart)

Settlements
- The Command Tower guard post should now have the proper crafting material requirements

Field Scrapping
- (NEW) When scrapping items from a corpse, it will equip the corpse with a pair of long johns, so there aren't naked bodies everywhere
- (Currently, there is no menu option to turn this off yet, but it can be toggled with the global variable "Z_Arc_Setting_SalvageCorpsesAutoOutfit")

```
Patch notes/Horizon/1.0.2

#1.0.2:1
Items

* The icon for packaged Heavy Weapons is fixed
* Packaged Light Machine Guns are labeled properly
* Foam Rubber is now "Foam Rubber Bundle" (which is 60 packing material)
* (NEW) Foam Rubber - 10 packing material
* Rotten fruit, irradiated blood, and moldy food is tagged with a mushroom icon now to separate them as generic ingredients

#1.0.2:2
DEF\_UI Tags

* [Settings] and [Config] icon is added to the DEF\_UI tags config

#1.0.2:3
Factories (DLC Workshop02)

* The "basic" factory is now re-enabled and updated
* The following items can be created:

1. 1. Steel Ball (default)
	2. Bowling Pin (default)
	3. Teddy Bear (default)
	4. Foam Rubber (10 packing material) - requires plastic, rubber, and dirty water
	5. Large Gas Canister (20 fuel) - slightly more efficient than crafting it by hand in the lab
	6. Kickball (default)
	7. Turret Deployment Parts
	8. Plastic Pumkin (default)
	9. Fertilizer - requires rotten fruit, slightly more efficient than crafting it by hand in the lab
	10. Fertilizer - requires rotten vegetables, slightly more efficient than crafting it by hand in the lab
	11. New Toy Truck (default)

* I purposely chose workshop materials, since those are things that might be useful down the road to throw in the machine and have it stamp out a bunch.

(NOTE: some of these recipes may change again in the future)

#1.0.2:4
Sim Settlements Balance Patch

* If you currently don't own a City Manager holotape, you can craft one from the Robotics Lab under "WORKSHOP"
* All crops use the Horizon crop gathering loot tables, and are removed from being destructible
* The Sensor is now crafted in the Robotics Lab under "WORKSHOP"
* Sensors: Requires less/easier materials (no rare mats)
* Residential Plots: Requires more wood/steel, and 1 cloth/12 packing material (for the 1 bed)
* Commercial/Industrial Plots: requires more wood/steel
* Farm Plots: Requires fertilizer, rotten fruit, and rotten vegetables (since it's random)
* Notes/Sensors/Holotape are tagged

#1.0.2:5
Patches

* Raider Overhaul: Fixed the shishkebob tags
Patch notes/Horizon/1.5.1

#1.5.1:1
Bug Fixes

* You can no longer equip DESTROYED weapons
* The Farming Workbench now works
* The (Rested) tags are fixed now
* Sniper Skill will now recognize non-ballistic sniper weapons
* Sniper Skill will now properly give sneak attack damage above skill of 40
* Sniper Skill no longer requires a scope, since it's supposed to be based on the weapon itself

#1.5.1:2
Skills

* Fitness: Temporarily you can only reach 70 Fitness Skill (a future patch will expand this further)

#1.5.1:3
(NEW) Emergency Fixes Menu

* Located under the Architect Options menu (on the bottom)
* New option: Reset all Workshop Menus to Default - this will erase all mod-added menus from your workshop menus in case you had something bugged\*
* You may need to save/reload your game in order for your current mods to re-add their menus back

#1.5.1:4
Weapon Pack

* The DKS is now classified as a Sniper weapon
* A few of the weapon attachment recipes now use skills
Pigments and Dyes

*Main article:* Component
## Stats

* Weight: 0
* Value: 0
* Form ID:

## Changelog

* This component is used for paint and coloring recipes
* Pigments can be found in some Junk items such as chalk, pens, paint cans (generic or red), and certain organic animal parts
* Blue, Yellow, and Green paint can be manually converted to pigments (Tech Lab > Materials)
* There are 2 additional recipes to use raw metals to create pigments (Tech Lab > Materials)
* Many horizon armor/clothing/PA color and paint recipes require pigments now
* (Generally speaking, you will probably find enough pigments just from various junk items, but this adds a small bit of immersive flavor)
Patch notes/Horizon/1.4.1/raw

```
Architect
- (NEW) Restrooms: A medium size building that has restrooms with toilets/sinks/showers [Medium Urban]
- (NEW) Shed: A very small shed, great for forcing on top of floating workbenches (because of scrapping) [Small House and Tiny Buildings]
- The Large House was updated: better looking sinks, a better bathroom, a patched up roof, smaller painting, and a few other tweaks
- (NEW) Large House (Worn Down): This style of large house uses the old mesh with the broken roof, except it also has broken glass and dirty walls
- (NEW) Large House (Yellow)
- The UV mapping for the bay window on the small house is fixed

Fixes
- The new death mode can now be toggled on or off
- The new death mode is enabled by default for new games*
- The new trap disarming system should now be functioning properly (could use some testing feedback on this)
- The caravan radio upgrade for vendors now costs caps instead of vendor credit
- Some references to Robotics Labs fixed
- Horizon's old guard defense should now appear again
- Drumlin Diner properly named
- Walking speed is reverted back to normal
- You can now properly scrap all of the obsolete Horizon objects for full materials (without needing the Scrapper perk)
- Some withered plants at greygarden were still showing as mutfruit plants if you don't use the SE patch

*If you are currently playing an existing save game, it will be in whatever state it was. Be sure to turn the option ON now if you want it on!

Weapons
- The handmade rifle no longer can use .308 ammo (BUG: it might still be selectable through the workbench.. if so, I'll fix that later)

Perks
- Scrapper: Changed the vanilla description to note that it also works on settlement scrap (this is only valid on stuff you can build, not the static junk you scrap)

(NEW) Nuclear Fragments
- 20 Nuclear Fragments can be combined to create 1 Nuclear Material
- 1 Nuclear Material can be split to create 20 Nuclear Fragments
- Conversion recipes are located in the Tech Lab under "MATERIALS"
- Nuclear Fragments are found in pre-war junk that used to contain nuclear material
- Some additional junk items have nuclear fragments added to them now
- Some settlement scrap has nuclear fragments, such as cars
- Some glow sights now use 3-5 nuclear fragments instead of full material

Scrap Everything
- Some large objects now give more scrap (ex: cabins give 280 wood)
- Both versions of the patch should have all the greygarden stuff sync'd up now
- Trees are sorted better, and generally give more wood
- Sanctuary houses give more scrap
- foundations give more concrete

```
Root Cellar

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki
**Root Cellar** is a location in Sanctuary, containing several useful items to start the game.

* Entrance
* Interior
* Loot

## Location

The doors can be found at the back of the house just before the cul-de-sac in northeast of Sanctuary hills, next to Wild Mutfruit Plants.

## Loot

**Root Cellar** contains

* Vault-Tec Training Manual (1 free Perk point),
* several explosive Lock Breaching devices,
* 1 First Aid Kit,
* some other useful medical supplies,
* 1 Supply Kit,
* 1 Cargo Bot,
* Purified Water,
* Pre-War Food,
* 1 Can of Smokeless Powder,
* 30 .38 rounds,
* various metals and a safe with random loot
* 1 bottle of Chlorine,

* 1 pre-war Magazine,
* 1 Custom SMG
Patch notes/Horizon/1.6.4/raw

```
Companions
- (NEW) Companion Classification: Animal Companion
- Snuffles can now gain XP under Animal Companion
- Snuffles has a custom skin color now (requires him to be dismissed and called out again)

Weapons
- (NEW) Hammer (1H)
- (NEW) Frying Pan (1H)
- (NEW) Spatula (1H)
- (NEW) Plunger (1H)
- (NEW) Copper Pipe (1H)
- (NEW) Buttercup Leg (1H)
- (NEW) Water Pump Handle (1H)
- (NEW) Clothing Iron (Unarmed)
- (NEW) Coffee Pot (Unarmed)
- (NEW) Broom (2H)
- (NEW) Mop (2H)
- (NEW) Hoe (2H)
- (NEW) Weed Whacker (2H)
- Average citizens of the commonwealth can carry some of these weapons
- Raiders can sometimes carry some of these weapons
- Super Mutants can wield weed whackers

Skills/Perks
- Armorer now properly states that it gives you Tailoring Skill

Loot Addon
- Malfuctioning Fusion Cores are moved into Architect, so they can be scrapped at the Tech Lab under Disassembly
- Some fusion core loot is converted to misc junk items instead of the malfuctioning core

NPCs
- Many generic NPCs now use a real loot table for weapons
- Many generic NPCS now often carry a secondary melee weapon in addition to a ranged weapons
- Many Vault 81 residents should now carry degraded N99's instead of pipe weapons
- [CC T-Shirts]: Removed NPCs from spawning with the vault 111 shirts, because they seem too out of place

DEF_UI Config
- An updated "Translate_en.txt" file is now included with Horizon, with some minor tweaks (thanks Phlunder!)*
- The "lyrconf.xml" now has the proper Magazine tag for the sub-menus
*If you need a non-english file, you'll need to get one yourself from DEF_UI

Scrap Everything Patch
- Patched up the hole under the corner of the Red Rocket building

```
Power Unit

Last updated for version `1.8.0-BETA-7`

*Main article:* Production
A "Power Surplus Converter" converts raw Power into stored **Power Units**. Power Units can be used to construct "Energy Cells" in the Tech Factory.

## Stats

* Weight: 0.1
* Value: 10

## Uses

* Production: Tech Factory
* Trading: Marty (Market Trading Terminal)
Patch notes/Horizon/1.8.0.BETA-6

#1.8.0.BETA-6:1
Chlorine

* (NEW) A new recipe is added to the Chemical Factory to extract Chlorine from Salt
* Unlike the manual process, the factory recipe only requires half the salt, and also gives Hydrogen
* The factory recipe requires 40 Chemistry Skill to unlock
* The ingredients required for the manual chlorine extraction recipe are altered
* Salt is added to a few more loot sources

#1.8.0.BETA-6:2
Startup

* The Sanctuary cellar safe now has 1 bottle of chlorine
* The Sanctuary cellar safe now always gives a pre-war magazine, instead of a random guide or magazine
* The Sanctuary cellar now has a Custom SMG instead of a pipe gun (since its supposed to be pre-war based loot)

#1.8.0.BETA-6:3
Food

* The exotic ground meat recipes are now properly upgraded to the v1.8 scaling
* Ground meat soups use slightly less meat, and ground meat stews use slightly more

#1.8.0.BETA-6:4
Items

* Degraded and Deteriorated armor no longer has a weight reduction
* Weapon parts now weigh more

#1.8.0.BETA-6:5
Crafting

* Weapons/Armor/PA slots will now sort better in the workbenches (thanks Worsin!)\*
* The contracted work version of the Cargo Bot now requires the proper materials
* More tweaks on this will be made in the future, and possibly more icons for weapon/PA slots (so they look like armor does)

#1.8.0.BETA-6:6
Wilson (Cargo Bot 1-X)

* Moving items to Wilson should now cover all junk items and components

#1.8.0.BETA-6:7
Skills

* A possible bug was fixed where it wasn't showing skill update messages
* Recent individual skill update messages will now attempt to "retry" if they were rejected during a full skill update (like when you load a save or close the perk chart)

#1.8.0.BETA-6:8
Settlements

* The Command Tower guard post should now have the proper crafting material requirements

#1.8.0.BETA-6:9
Field Scrapping

* (NEW) When scrapping items from a corpse, it will equip the corpse with a pair of long johns, so there aren't naked bodies everywhere
* (Currently, there is no menu option to turn this off yet, but it can be toggled with the global variable "Z\_Arc\_Setting\_SalvageCorpsesAutoOutfit")
Patch notes

* Source: https://www.nexusmods.com/fallout4/mods/17374/?tab=forum&topic\_id=5625687

* All in one page

* /Horizon/1.0
* /Horizon/1.0.1
* /Horizon/1.0.2
* /Horizon/1.0.3
* /Horizon/1.0.4
* /Horizon/1.0.5
* /Horizon/1.0.6
* /Horizon/1.0.7
* /Horizon/1.1.0
* /Horizon/1.1.2
* /Horizon/1.2.0
* /Horizon/1.2.1
* /Horizon/1.3.0
* /Horizon/1.3.1
* /Architect/1.0.0
* /Horizon/1.4.0
* /Horizon/1.4.1
* /Horizon/1.4.5
* /Horizon/1.4.6
* /Horizon/1.4.7
* /Horizon/1.4.8
* /Horizon/1.5.0
* /Horizon/1.5.1
* /Horizon/1.5.2
* /Horizon/1.5.3
* /Horizon/1.5.4
* /Horizon/1.6.0
* /Horizon/1.6.1
* /Horizon/1.6.2
* /Horizon/1.6.3
* /Horizon/1.6.4
* /Horizon/1.7.0
* /Horizon/1.7.1
* /Horizon/1.7.2
* /Horizon/1.7.3
* /Horizon/1.7.4
* /Horizon/1.7.5
* /Horizon/1.7.6
* /Horizon/1.8.0.BETA-1
* /Horizon/1.8.0.BETA-4
* /Horizon/1.8.0.BETA-5
* /Horizon/1.8.0.BETA-6
* /Horizon/1.8.0.BETA-7
* /Horizon/1.9.0-ALPHA
* /Horizon/1.9.1-ALPHA
* /Horizon/1.9.2
* /Horizon/1.9.3
Power Armor Station

Last updated for version `1.8.0-BETA-7`

*Main article:* Crafting

## Recipe

* Aluminum 14
* Basic Circuitry 16
* Common Tools 2
* Fiberglass 10
* Oil 6
* Screw 6
* Steel 12

## Power Armor

### Reinforcement

The "Reinforcement" or "Base Structure" mod slot is the core of Power Armor pieces, which allows to specify what material the base structure is made of.

#### Reinforcement crafting costs

Crafting costs per grade and alloy. Structure Mods can be exchanged from one to another PA type. Accordingly, the crafting costs are always the same. The requirements apply to all types (Raider, T-45/51/60 and X-01).

### Condition

The former "Model" mod slot is considered an overall "condition" slot now, which is long-term wear that can't be fixed with just simple repairs.

### Utility

Utility mods are the finishing touches to every power armor. These define the tactical focus. Many utility recipes require skill instead of perks, as well as various materials. Depending on the players preference, higher weight tolerance, more melee strength, increased resistance and other fine things are possible.

### Repair

Repairing requires Metalworking skill and sometimes even Science skill. All repairs use "Mixed Alloy Scraps" instead of specific grades of alloys.

## See Also

* Power Armor
* Power Armor Frame
Patch notes/Horizon/1.6.3

#1.6.3:1

(NEW) Workbench Item Transfer System

* You can now transfer ALL items from all supply-linked workbenches to your current settlement
* To do this, access the option from a Resource Station
* A confirmation box will pop up first when you select the option on the main menu
* NOTE: This is a beta feature and needs more testing.. save your game FIRST before using it!

#1.6.3:2
(NEW) Snuffles (Molerat companion)

* The caller device is crafted in the Tech Lab
* Requires Animal Friend rank 1
* Cannot be used at the same time as guard dogs
* Requires dog food (I may change this later)
* Because Molerats don't have a CC ability like dogs, I'll be tweaking it so the molerat has slightly better defenses/damage than a dog (let me know if it seems too powerful or too weak compared to a guard dog)
* BUG: Snuffles currently won't gain any XP. I'll fix this next patch.

#1.6.3:3
Companions

* The level-up system should now automatically try to fix any broken carry weight stats\*
* You may not see the fix immediately, or until your companion ranks up

#1.6.3:4
Misc

* The Combat Pistol comfort grip should no longer cause the icon to disappear
* The Combat Pistol non-standard receivers should no longer be tagged as 9mm

#1.6.3:5
Dynamic Encounters

* The option to disable it in the holotape now properly works
* The option showing ON/OFF was backwards before, and should show ON by default now
* The time inbetween potential attacks under level 10 is longer now

#1.6.3:6
NPCs

* (NEW) Large Mole Rat: larger than a standard mole rat, and does not tunnel underground
* Mole Rat Brood Mothers no longer tunnel underground
* Rabid Mongrels now have the proper DR value instead of the vanilla value
* Albino Mongrels now have lower DR at low levels, but their DR increases greater with levels
* Glowing/Stalker/Predator/Deathskull Radscorpions no longer tunnel underground
* Hunter Radscorpions are smaller now (i.e. all tunnelers are smaller than the non-tunnelers)

#1.6.3:7
Weapons

* Standard Laser weapons that use Heavy Cells can now work in automatic and shotgun mode properly
* The CC Handmade Shotgun now has a condition slot, and can drop damaged from raiders
Patch notes/Horizon/1.6.1

#1.6.1:1

NPCs

* (NEW) Dusky Radroach: a variant that has higher DR than ER, and takes extra fire damage
* (NEW) Large Radroach: a variant that has more health and is larger than average
* Glowing Radroaches should spawn less frequently
* Generic Bloatflies should spawn more frequently than special types

#1.6.1:2
Dynamic Encounters

* Dynamic encounters shouldn't occur at all until after you reached level 3 now\*
* Dynamic encounters will spawn less frequently below level 10
* This can be changed using a global variable if you want to make your own patch tweak

#1.6.1:3
Misc

* You should now receive a Personal Toolkit at level 2, in case your previous one was removed in the vault
* The Short-Names addon should now properly tag melee weapons
* The icon tag for melee enhancements should be correct now
* The CC Prey suit should no longer give you a suit for free (you only should have got the no-helm one anyway)
Patch notes/Horizon/1.6.1/raw

```
NPCs
- (NEW) Dusky Radroach: a variant that has higher DR than ER, and takes extra fire damage
- (NEW) Large Radroach: a variant that has more health and is larger than average
- Glowing Radroaches should spawn less frequently
- Generic Bloatflies should spawn more frequently than special types

Dynamic Encounters
- Dynamic encounters shouldn't occur at all until after you reached level 3 now*
- Dynamic encounters will spawn less frequently below level 10
*This can be changed using a global variable if you want to make your own patch tweak

Misc
- You should now receive a Personal Toolkit at level 2, in case your previous one was removed in the vault
- The Short-Names addon should now properly tag melee weapons
- The icon tag for melee enhancements should be correct now
- The CC Prey suit should no longer give you a suit for free (you only should have got the no-helm one anyway)

```
Strict Carry Weight

Last updated for version `1.8.0-BETA-7`

*Main article:* Guide/Installation

**Strict Carry Weight** is an optional addon that can be selected during installation. It will substantially decrease the carry weight bonus of backpacks and personal cargo bots.

* This addon makes carry weight stricter
* Strong Back is reduced to the vanilla values
* Pocketed and Deep Pocketed item mods are reduced to the vanilla values
* The Personal Cargo Bots (Transmitter Chips) only gives 20 Carry weight each
* Power Armor allows to carry 100 lb less

## See Also

* Guide/Installation
* Desolation Mode
* Difficulty
Patch notes/Horizon/1.7.2/raw

```
Equipment Scrapping
- Any items you lost when scrapping in the toolkit, should be returned to you when you try to scrap
- The item return for failed items takes 15 seconds after it attempts to scrap them
- You must wait a few seconds now if you wish to immediately open the scrap container up again
- NOTE: This is just a workaround to get your items back. I'm not sure if the bug itself will be fixed or not.. I'll need people to test this for me. Thanks!

Combat Pets: Attack Dogs
- (NEW) Buster: A brown german shepherd with a new custom skin (unlocks with Attack Dog Rank 1)
- (NEW) Thunder: A silver german shepherd with a new custom skin (unlocks with Attack Dog Rank 2)
- (NEW) Lightning: A black german shepherd with a new custom skin (unlocks with Attack Dog Rank 3)
- Each dog has different gear, and are slightly different sizes
- Lightning runs faster, but has slightly lower resists (like Bandit)
- Thunder has higher health/resists, but deals -15% less damage (like Tank)
- These dogs are located in the Dog Caller menu
- NOTE: I just added these today, so they may need some testing still. Also note that I may change the requirements in the future.
- NOTE: The low-res textures will look really bad up close, but I'm not sure if this is for LOD or for low quality video settings?

Companions
- If you don't have enough injectors when you revive a companion, it will now show a better error message

Enhanced Settlements addon
- Croup Manor should now properly have the new graphical workshop border
- The floating block in sanctuary is removed

Architect
- Turret platforms now ignore your default layer settings, so they aren't blocked by the device layer being off by default
- The shed now uses stairs without railings
- A few tweaks were made to the workshop code for buildings to match some of the other changes I made in 1.7*
*(let me know if any architect buildings are saying they are "out of bounds" when they shouldn't be - this could also be a bug with the expanded borders in my new addon)

DEF_UI Config
- The Architect settings item should properly go into the Utility sub-menu under the AID tab
- The following tags will go into this sub-menu: Mod, Town, City, Menu

NPCs
- Dora and Maisie (cats) should no longer be agro to most attacking enemies

Misc
- The in-game version message should now say the current version

```
Scavenger Mode

Last updated for version `1.8.0-BETA-7`

*Main article:* Installation

This optional addon is only recommended for players who are having a difficult time progressing through the game because of a severe lack of Ammunition. This addon gives extra ammo through loot, and extra ammo through the Scrounger perk too. It's recommended to at least try Horizon with the standard balance first, before installing this, as it may make the game too easy for some players.

Part of Horizon's balance is based on using multiple tactics for Combat. Choosing easier "difficulties" like scavenger mode, which is the opposite of desolation mode, makes it easier for people who prefer to gun stuff down more often.

## See Also

* Installation
* Desolation Mode
* Difficulty
Settler Worker

**Settler Workers** who work at sites, are newly recruited settlers who do not affect standard settler population. Settler Workers cannot be moved to settlements or anything like that, they live and work at that site only.

NPCs that are added to sites are way more efficient than settlement settlers, because they have no scripts attached or assignments.
Revival Mode

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

Revival Mode is an optional death mechanic in Horizon. This system was created to remove the cheesy feeling of dying and reloading savegames with everything restored and no consequences other than losing real time, also known as *save scumming*. When the player reaches level 2, a text prompt draws attention to the system. This system is still in beta, but can be changed anytime in the Horizon Holotape.

## General

Total health loss leads to being incapacitated instead of dying. If a companion is following the player, he will take the player to the nearest exterior settlement. If no companion follows, a settler will do so. If neither a companion nor a settler is available, the player is automatically taken to Vault 111.

When awaken, the player will only have 25 health. When dying with more than 1000 rads, the player will awaken with 970 rads.

If player voicing is enabled (Pip-Boy Options Menu), the character will randomly make a comment when reviving.

## Costs & Penalty

Cap costs are based on the amount of health & rads restored. This is set to the same as a doctors fee. The system will take equivalent in caravan supplies first, then caps if no supplies are found. The absolute minimum cost is 2 caravan supplies or 40 caps per revival. The system will take 1 Adrenaline Injector, however if none is available an anemia debuff will reduce AP regeneration by 10% and yield to 10% extra damage for 10 minutes.

### Without Desolation Mode

* for level 1-3, you'll be revived with extra health and not charged any penalties or costs.
* for level 4-6, you'll be revived with extra health if your death count is above 1 time.
* for level 7-9, you'll be revived with extra health if your death count is above 3 times.

## Automatic Cures

This system will automatically cure poison and infections if supplies are available. Automatic Poison curing costs 6 supplies or 120 caps and the player will be charged for that as well, at a higher rate than a doctor:

 30+ | 6x

## Technical Issues

* The death system is still in beta, remember to save frequently.
* The system will not activate properly if you die while in the Pip-Boy menu.
* Some locations are exempt from the system to ensure the player doesn't break quests and other issues don't arise.
* Certain locations (faction HQs, and a few other areas) will instead kill you and require you to reload a save game.
* Home Plate is not available by the system.
* Revival Mode may not be working in DLCs, it will send you back to the Commonwealth.
* May interfer with the Player Threat Level, if turned Off in the Horizon Holotape. This needs testing!

## See Also

* Carvan Travel
* Desolation Mode
* Health
Seawater

*Main article:* Component
## Stats

* Weight: 0,01
* Value: 0
* Form ID:

## Seawater Farm

🌀 *The content below is transcluded from Guide/Useful Locations#Seawater.*
Settlements that are connected to the ocean allow the placement of a Seawater Extractor which produces a specific amount of **seawater** (based on the amount of seawater placed) per Production Cycle. Seawater is usefull for extracting salt. Salt in turn is usefull to gain basic ingredients to produce purified water.

 The "Charles River" usually includes no seawater. The river flows against the ocean. Egret Tours Marina has the ability to place a seawater extractor which logically shouldn't be possible. Finch Farm instead is connected to the ocean but not considered to, in v1.8.0-BETA-7.

## Changelog

* added in *Horizon 1.8.0.BETA-7*
* extracted and ONLY available from ocean areas using the Seawater Extractor

1. ↑ https://en.wikipedia.org/wiki/Charles\_River
Weapon Kit

Last updated for version `1.8.0-BETA-7`

*Main article:* Ammunition

The Weapon Kit was formerly know as Weapon Toolkit. It's an Horizon Start-up Item (automatically part of inventory after exiting Vault 111) but can be crafted at Tech Lab also. It is an essential utility item that helps trigger happy players by being able to switch a variety of weapon barrels at any time and thus use a wide repertoire of ammo per weapon.

Most "lower-tier" ammo types are automatically be swappable while most "higher-tier" ammo types will require an Advanced Conversion Kit. However, some ammo sets don't require the Advanced Kit at all.

## Ammo Swap

Switching ammo and firing modes on certain weapons is possible at any time. The Weapon Kit menu displays how much of each ammo is currently available and if an Advanced Conversion Kit (\*) is required. When swapping ammo, it will pause for a second and force a reload animation. Ammo types not carried around can't be loaded.

📝 **Note:** Swapping ammo or firing modes in the middle of combat can be risky. The game pause for 1 second while swapping making the player busy. That pause is supposed to happen.

 Ammo Swap: the total amount of 40mm Mini Nuke (and other especially special ammo types and explosives) is not listed in the Weapons Kits menu.

## Rate Of Fire

All ammo swaps are adjusted properly for rate of fire (ROF), while higher caliber rounds or specialty rounds usually fire slower (both auto and semi). ROF adjustments should stack better with firing modes and some other ROF adjustments from mods. The firing mode message can be toggled off via the Horizon Holotape.

## Advanced Conversion Kit

The Advanced Conversion Kit can be crafted in the Weapons Lab (Tools & Parts) if the following requirements are met:

* Oil 12
* Pipe Weapon Parts 8
* Pistol Weapon Parts 6
* Rifle Weapon Parts 6
* Shotgun Weapon Parts 4
* Skill: Ballistics 40

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Ammo Swap: Ammo swapping can be circumvented by having the player switch weapons when the animation occurs.
* Doesn't show an appropiate "assignment icon" when bound to a hotkey.

## See Also

* Weapons Lab
* Settings
* Field Kit
* Scrap Kit
Universal Crafting Station

*Main article:* Architect
This station allows you to use a menu to bring up any item crafting station menu.

* The main menu includes 6 stations: Tech Lab, Chemistry Station, Cooking Station, Weapons Lab, Equipment Lab, Trading Market Terminal
* The station also has access to: Mailbox, Skill Training, Command Table, Experimentation Lab, Weapons Workbench, Armor Workbench
* This station is MUCH cheaper than building stations individually, because many tools in the work area would be usable for many tasks
* This station is located under Architect->Utilities (not the vanilla crafting menu)
* Does not have any perk/skill requirements to build
* Like the standard Command Table, a friendly Messenger Crow will visit the station if you are at Workshop Trading 3 or higher
* This station uses a recolored high-res texture for the main workbench, so it looks consistent with all the detail objects

💡 **Tip:** There's enough materials in Vault 111 and Sanctuary to craft one station at level 1)

❗ The 2 Weapon/Armor Workbenches may not be connected properly to your settlement resources in NON-settlement player homes.
Smokeless Powder

*Main article:* Component
## Stats

* Weight: 0,001
* Value: 0
* Form ID:

## Notes

In order to craft Smokeless Powder via the Chemical Factory you will need Nitric Acid first and thus are forced to produce it. All Components are connected to Mining production. Its part of the "Advanced Production" System and a late game "privilege". Expect many hours passing by in order to produce Smokeless Powder. It might be faster to trade or simply to loot enemy corpses instead.

The amount of powder you get is probably kind of low in 1.8 tho, so be aware factories are very beta. ideally the best way to get powder is probably the trading market or buying it on vendors with caps. In 1.9, crafting powder will be a little more reasonable.
Trash

## General

Certain types of misc items can no longer be picked up, and are simply part of the environment as **trash**: Clipboards, folders, burnt books/magazines, common newspapers, rusted forks/spoons/knives, colanders, ashtrays, single cigarettes. All types of vases, picture frames, wooden blocks, yard sticks, shopping baskets, pool racks, bowling pins, junky auto parts, chessboards, cutting boards, feather dusters, umbrella stands, toothbrushes, hairbrushes, clothes hangers.

All of these items are considered as garbage, and give a new component called "Trash" instead of glass/steel/ceramic/etc.

## Recycling

Trash can be "recycled" in large quantities by Worker Production for basic settlement materials: glass, ceramic, plastic, steel, wood.

The materials you get from recycling trash is very small, so that it doesn't impact looting drastically. Junk items are seen as giving such miniscule amounts of steel, wood, etc. that one would need a lot of them to even get something. Wilson can still pick up these items to clear up the environment and/or to improve performance.

Even though some trash items can't be interacted with, any items lying around in settlements can still be scrapped/removed. Some of these items may still appear in containers and can be looted.

## Differentiation

Certain types of items now have new trash variants: cracked/broken bottles, cracked drinking glasses, cracked coffee mugs, cracked plates, cracked bowls, rusted tin cans (not aluminum), broken light bulbs, grimy cafeteria trays. These variants have a "trash" version, and a valuable "clean" version.

* Trash version: garbage, have very little value other than recycling
* Clean version: valued as "Kitchen Tools" or other useful junk items
Wild Plant

Last updated for version `1.8.0-BETA-7`

*Main articles:* Production, Survival

## Obtaining

* Harvesting wild plant has a chance based on Survival skill to yield
	+ 0, 1x up to 2x wild plant surplus (1-200% chance)
	+ either Wild Seeds (Humid) or Wild Seeds (Dry). Rare types of plants have a higher chance to yield a seed.
	+ Dried Vegetable Fibers[*citation needed*]
* Settler Missions: Hunter (Gathering) have a chance to yield a random wild seed and plant (humid/dry)
* Wild Plant Garden (humid/dry) can produce random wild plants per production cycle
* Wild Plants can be re-harvested after time (Cell Respawn)

## Uses

* +0.02 Survival skill per harvested Plant
* Crafting: Medicine (Chemistry Station)
* Crafting: Food Cooking Station
* Production: Crops (Wild Plant Domestication)
* Production: Compost

## Appearance

* Ash Blossom
* Wild Tarberry
* Bloodleaf
* Brain Fungus
* Wild Carrot Flower
* Wild Flint Corn
* Glowing Fungus
* Wild Gourd Blossom
* Hubflower
* Irradiated Thistle
* Wild Melon Blossom
* Mutated Fern Flower
* Wild Mutfruit Blossom
* Wild Razorgrain
* Silt Bean
* Wild Tato Blossom

## Production

Horizon allows the player to produce wild plants. There are two ways to do this:

1. collect and domesticate wild plants
2. grow wild plants

### Wild Plant Domestication

A category of plant nursery, it allows to domesticate **Wild Plants**, Vault Plants, other Plants into Crops. All plants except wild (blue) tarberries can be domesticated. Not to be confused with Wild Plant Production which cultivates wild plants (random) using a Wild Plant Garden. Wild plant domestication instead converts wild plants into crops.

In order to *convert* wild plants into usable crops these have to be put into a workbench. It is advisable to connect workbenches with a Supply Line. Example: To grow one carrot;

* 1x Wild Carrot Flower,
* 1x Bone and
* 1x Fertilizer is required.

One work order equals one crop domestication, one production cycle takes 90 minutes (real-time)! 6 carrots will take a total of 540 minutes! Work orders per cycle are not tied to the amount of farming workbenches!1.8.0.BETA-1:71

### Wild Plant Production

In addition to harvesting Wild Plants, one can also have them produced. For this a Wild Plant Garden and Settler Skill: Survival 3 is required and of course Components such as: Nitrogen and Potassium.

* Nitrogen can only be obtained from mining Anthracite (Ore)
* Potassium can only be obtained from mining Basalt (Ore)

Both ores have to be melted down in order to get to the components for "producing" the wild plants. The whole process is quite cumbersome. Harvesting wild plants is much faster and less time-consuming. Producing wild plants should be interpreted more as a kind of "Advanced Production" service.

(Dry)
 Wild Plants
(Humid)

📝 **Note:** This service can be circumvented by manually harvesting wild plants. Use the plant nursery service and/or use Settler Mission: Hunter (Gathering).
Synth Settler

Last updated for version `1.8.0-BETA-7`

*Main article:* Settler

Synth settlers, an innovation introduced by Horizon, are silent settlers that act just like vanilla settlers. The player can craft these as a whole unit or in parts.

## Refurbished Synth

### Gen-1

Synth settler can be deployed to a settlement, similar to a settler recruitment radio. The Synth Settler will appear directly in front of the player after being deployed. Synth settler be assigned to mostly anything except Supply Lines. There are 2 generation (Gen) available. Gen-1 allow for two different colors: black and white. A unique synth can be recruited when achieving Settler Skill: Engineering 3.

All synth can be outfitted with the Settler Outfitter system and can equip most player equipment except standard body clothing (see Gen-2. Gen-1 comes with a Settler N99 pistol by default.

* Black
* White
* Phantom Rider

### Gen-2

Similar to Gen-1 Synths. Can be outfitted with the settler outfitter system and can use most human equipment.

* Random Outfit

## Crafting

The tch lab allows to craft all synth parts or a whole synth unit.

### Intact Synth Parts

Synths parts include: head, torso, leg, arm and can randomly drop from a synth. Settler Mission: Salvaging, Institute and Railroad vendors can offer them occasionally. With Workshop Technology level 9 these can be crafted in the Tech Lab.

The player does not need tech level 9, parts can be put together much earlier to a functional synth settler. There are 3 synth settler gen. available.

Tech Lab > Tools & Parts
 Intact Synth Torso
 Intact Synth Arm
 Intact Synth Leg

### Synth Deployment

Tech Lab > Workshop (Utility & Kits)
 G1 Synth Deployment (White)
 G2 Synth Deployment (Adapted)

## Technical Issues

🌀 *The content below transcludes to Technical Issues#Synth Settler.*
* Have an added tweak that should stop them from randomly disappearing.
* Settler Outfitter: Wearing some types of clothing will have texture issues on the arms and other areas1.5.4:5.
* Can sleep in personal beds.
* Can't be selected for a Settler Supply Line.

## See Also

* Settler
* Tech Lab
* Workshop Level
Specialization

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

## General

Focusing on one particular Skill can improve it. The choices on specializations are based on unlocked Perk ranks. Only one **Specialization** is allowed at a given time. Choosing a Specialization (Training Desk) is free:

1. Available at level 15
2. Available at level 30

Each focused Specialization can be removed individually at the cost of 1000 caps (Training Desk).

* Reaching level 15
* Traning Desk Menu
* Marauder

## Focused Specialization

Each specialization requires one or more perks to unlock. In addition, the player must have reached level 15. At level 15, a whole range of specializations is available to choose from. These can basically be divided into two categories, one stands for improving Combat Pets, the other for improving character Skills and Perks and Traits.

Keywords: In order to differentiate exactly between the specializations with regard to weapon types, all weapons are defined in types; general or specific. I.e. ballistic weapons is the general type, rifle and/or automatic and/or sniper, etc. the special type.

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
Texture Pack

Last updated for version `1.8.0-BETA-7`

*Main article:* Installation

## General

800+ textures, designed to improve the consistency of the Fallout 4 environment. This does not include all textures, only those that Zaw deemed necessary.

📝 **Note:** The Weather Addon and Texture Pack are designed to go together.

## File Contents

📄 Z\_Architect\_TexturePack01 - Main.ba2 (7.9 kB)
📄 Z\_Architect\_TexturePack01 - Textures.ba2 (2.6 GB)
📄 Z\_Architect\_TexturePack01.esp (211 B)
## Developer Notes

Horizon texture pack is only textures, so you can load it before or after anything, depending on what you want to have priority of textures.

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Missing textures: Lamp posts, some street signs, red pipes/valves (these objects are noticeable in concord)
* Bug, missing texture near USS constitution. probably a vanilla terrain bug.
* The Texture Pack has a variety of sizes. The memory increase is slightly higher than vanilla, (avg 4-5 GB). For 6 GB card or higher it'll be fine. NOTE: using high resolution texture usually doesn't reduce performance, because Fo4 automatically downscales textures. The problem is, some texture may look like garbage randomly.

## See Also

* Installation
* Load Order
* Modding Horizon

## References

1. ↑ https://discord.com/channels/436824471295361025/436840996517707777/957073078989504522
2. ↑ https://discord.com/channels/436824471295361025/436841076909932545/956185961245585510
3. ↑ https://discord.com/channels/436824471295361025/661794313025617950/956362646179938364
4. ↑ https://discord.com/channels/436824471295361025/661794313025617950/956363632755761232
5. ↑ https://forums.nexusmods.com/index.php?/topic/4757870-horizon/page-3249