Patch notes/Horizon/1.5.0

#1.5.0:1
WARNING: Architect has undergone major changes. Your old Architect data in your save game will be obsolete, however most of the objects/data will remain until you're ready to replace it.

#1.5.0:2
Architect's main file is now "Z\_Architect.ESM" instead of ESP. "Z\_Architect.ESP" is now a separate optional conversion addon that contains the old data if you are using an existing save game.

#1.5.0:3
If you are starting from a new playthrough, you don't have to worry about the old data, and you DON'T need to load "Z\_Architect.esp" at all either.

#1.5.0:4
If you have existing Architect objects in your save game:
1> Before you upgrade, remove all items from your: Scrap Storage, Shared Storage, Personal Storage, Compost Bin, Plant Nursery, Mailbox, and Mission containers
2> Save your game, and backup your saves
3> Install the new version of Horizon/Architect
4> You can scrap and replace the old Architect objects as you go (There's no immediate rush to replace everything unless you need to actually move/use something.)
5> If (or when) you're sure you have scrapped all your old stuff, you can stop loading Z\_Architect.esp

#1.5.0:5
You don't HAVE to scrap anything that doesn't need to be scrapped. You can leave your old buildings if you wish. Just realize farther in the future the old conversion system may be removed from Horizon.

#1.5.0:6
Architect Framework

* Many of Horizon's settlement systems are moved to Architect, to make Architect a large central framework
* This allows either Horizon players or stand-alone Architect players to use the same framework for addons and patches

#1.5.0:7
Z\_Horizon\_Patch\_Architect.esp

* WARNING: This file is no longer used, and should not be loaded. If you chose to manually install Horizon, delete this file. If you don't read the patch notes and ignore this warning, its your own fault.

#1.5.0:8
(NEW) Turret Platforms
>> This new system allows you to place platforms in which you can change turrets at any time

* Turrets unlock based on your Technology level for your settlements (globally)
* Placing the platform will automatically pick a random turret that is currently unlocked
* Turrets on platforms do not require external power, so you don't need to screw with wires

#1.5.0:9
Turrets available on platforms:

* Laser and Heavy Laser
* Shotgun
* All 4 Pipe Turrets
* (NEW) Heavy MG Turret Mk III
* (NEW) Heavy MG Turret Mk VII (API)
* (NEW) Gauss Turret
* (NEW) Plasma Turret
* (NEW) Radar Tower
* (NEW) Surveillance Camera
* (NEW) Decoy

#1.5.0:10
(NEW) Upgradeable Command Tower (Overhauled)
>> The upgradeable Guard Tower is changed to automatically upgrade itself now

* Upgrades are based on your Workshop Tech Level
* Starts with one mk-1 pipe turret on one of the platforms
* Tech Level 2 adds the barricade and center platform
* Tech Level 3 adds another mk-1 pipe turret on the other platform
* Tech Level 4 adds the side platforms
* Tech Level 5 converts one mk-1 turret into an mk-3 pipe turret
* Tech Level 7 converts the other mk-1 turret into an mk-3 pipe turret
* The old tower upgrade modules are obsolete, but can be scrapped for a full refund

#1.5.0:11
(NEW) Upgradeable Watchman's Tower
>> This version of the upgradeable tower does not have turrets, so you can use the platforms yourself

* Cheaper material cost over the Command Tower
* Upgrades are based on your Workshop Tech Level
* Tech Level 2 adds the Watchman Tower barricade upgrade
* Tech Level 4 adds the Command Tower upgrade
* Tech Level 3 adds +4 defense
* Tech Level 5 adds +2 defense
* Tech Level 7 adds +2 defense
* Tech Level 9 adds +2 defense

#1.5.0:12
(NEW) Guard Post (Metal)

* A small guard post that uses modified pieces from the BOS-style metal barriers
* Gives 6 defense
* (does not have any upgrades or anything)

#1.5.0:13
(NEW) Equipment Workstation
>> This new workstation contains 5 workstations in 1, all placeable by 1 object

* Weapons Workbench
* Armor Workbench
* Tech Lab
* (Horizon) Weapons Lab
* (Horizon) Experimentation Lab

#1.5.0:14
(NEW) Command Workstation
>> This new workstation contains 6 workstations in 1, all placeable by 1 object

* Cooking Station
* Chemistry Station
* Command Table
* Mailbox
* (Horizon) Market Trading Terminal
* (Horizon) Training Desk

#1.5.0:15
Workbenches
>> Many Horizon workbenches are moved into Architect, including keywords used for most menus

* Workbenches effected: Tech Lab, Weapons Lab, Trading Market
* The old benches in Horizon can be used or scrapped for full refund

#1.5.0:16
Vendor Stalls

* All vendor stalls use a new method of tracking, which is faster, more efficient, and less prone to problems
* Vendors will attempt to automatically assign a settler when placed or moved
* Vendor addons are now obsolete, but can be scrapped for a full refund
* All equipment Vendors provide 6 income per stall (like vanilla)
* Food/Bar Vendors now provide 3 income per stall (like vanilla)
* Medic Vendors now provide 1 income per stall (like vanilla)
* (Horizon) Horizon automatically scales all income, which starts at 0 for the base Workshop Trading Level 1

#1.5.0:17
(NEW) Settler Recruitment Items

* A new aid item was added, which allows you to radio in a settler to the current settlement you're in
* Each settler queued takes ~6 seconds to arrive at the settlement
* Up to 10 Settlers can be queued up at one given time
* If you're not inside a valid settlement, or theres too many settlers, you'll get a popup message and the item will be refunded
* (Horizon) Assault Missions have a high chance to rescue a settler, and give you a Settler Recruitment item
* (Horizon) Entertainer Missions have a small chance to recruit a settler

#1.5.0:18
(NEW) Settlement Status Levels
>> This new system allows you to globally unlock settlement upgrades, to make upgrading existing settlements much easier

* (NEW) Workshop: Technology Level - This level determines what technology might be available (such as turrets)
* (NEW) Workshop: Trading Level - This level determines how much income your settlements can make globally
* The old "Architect" perk is renamed to "Workshop: Population Level"
* Tech and Trading levels can be upgraded by crafting recipes that require specific perks and materials
* Each different upgrade recipe will increase your level independently, so that you have more upgrade options
* The upgrade levels will continue to add together, up to level 8
* Most unlocks will occur by level 5-6, so you shouldn't feel pressured into unlocking all of them, however the high levels may still give special bonuses so they feel worthwhile
* Population Rank 2 now only requires 5 people
* Population Rank 3 now only requires 20 people
* (Horizon) Income starts at 0 with level 1, and you'll only gain income slowly with each level

#1.5.0:19
(NEW) Documentation System

* A new menu-driven documentation system is added, which allows me to easily add new sections
* The following sections are available:
* Architect - Building: A summary of building things in Architect
* Architect - Missions and Production: Details on how missions work
* Horizon - Skills: Details on each skill in the skill system
* More will be added with future patches

#1.5.0:20
Mailbox System (Overhaul)
>> Horizon's mailbox system is moved to Architect and overhauled

* The new mail system allows me to add new mails more easily, as well as allow addons to be created from other authors
* Mail is now sent every 36 hours (instead of 12), so you don't feel you have to check it as often
* Mail is now sent every 24 hours in the Timescale addon
* You can receive up to 3 mails at a time per cycle
* Most of the mail from the old system is added, as well as a few new mails
* (NEW) 15 new mails are added that give you a Settler Recruitment Radio after you complete certain quests\*
* The mail system's data is brand new, so you will receive the same mails that you already did in the old system
* A new method of checking delivery time is now used, which is more accurate, efficient, and less prone to timer problems
* The old mailbox from Horizon can be scrapped for full materials
* WARNING: Be sure to clean out your old mailbox container BEFORE you upgrade to v1.5
* Some of these may need some testing

#1.5.0:21
Settler Missions
>> Horizon's Settler Missions/Jobs are moved to Architect

* All job stations use a new method of tracking, which is faster, more efficient, and less prone to problems
* (NEW) Job stations will attempt to automatically assign a settler when placed or moved
* (NEW) A new menu button that allows you to deply all possible jobs at once!
* (NEW) A new menu button that allows you to complete all missions with 1 total report!
* (NEW) Hunter Mission: Fishing - Requires 1 "Fishing Pole (with Bait)"
* Scavenging and Salvaging missions have a greater chance to find tools
* Entertainer and Militia missions have a chance to recruit/rescue a settler (via the Settler Recruitment radio)
* Assault missions have a more random chance of getting prototype parts
* A new method of checking mission timers is now used, which is more accurate, efficient, and less prone to timer problems
* Missions should now give the proper skill gains for multi-person missions
* Mission timers are now properly scaled in the Timescale Addon
* (Horizon) Leadership Skill 100-200 reduces the duration that settlers take to complete missions (from 5-30% faster)
* WARNING: Be sure to clean out your old mission container BEFORE you upgrade to v1.5

#1.5.0:22
Production Stations
>> Horizon's production stations are moved to Architect

* All stations use a new method of tracking, which is faster, more efficient, and less prone to problems
* Stations will attempt to automatically assign a settler when placed or moved
* The Lumber Yard mesh is split into 2 separate stations now
* The Scrap Yard mesh is split into 2 separate stations now
* The Stone Yard mesh is split into 2 separate stations now
* Each station has 2 recipes which vary slightly with material costs
* Lumber Yards give 100 wood per cycle now (up from 75)
* Oil Wells now require 5 Power (down from 8)

#1.5.0:23
(NEW) Power Surplus Converter

* This device converts raw Power into "Power Units"
* Requires 20 Power
* Requires Workshop Tech Level 5
* Power Units produced are added to your production destination container

#1.5.0:24
(NEW) Power Units

* Power Units are items that can be used for various recipes and requirements
* There is a recipe that can construct Energy Cells from Power Units
* One of the Workshop Tech Level recipes makes use of Power Units
* (More recipes and uses will come in the future)

#1.5.0:25
(NEW) Generator - Solar Panel

* Gives 5 Power
* Requires Workshop Tech Level 2

#1.5.0:26
(NEW) Generator - Windmill (Large)

* Gives 20 Power
* Requires Workshop Population Level 2
* This object uses the new dynamic building system to apply the animated blades after the tower is built, which also makes it have a small footprint for placing it

#1.5.0:27
(NEW) Generator - Windmill with Sails (Large)

* Same as the other windmill, but the blades have cloth sails attached

#1.5.0:28
Resource Manager
>> Horizon's Resource Manager is moved to Architect

* (NEW) Supply Kits are gained for every 20 surplus rating of food/water that your settlements aren't using
* (NEW) The resource manager now controls all income, and sends it to your production container
* (NEW) Power Units can be produced from surplus power
* Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
* Resource production can give 3-30 Purified Water bottles maximum per cycle based on your progression
* Resource production can give 10-30 of each crop maximum per cycle based on your progression\*
* Resource production can give 500-2000 income maximum per cycle based on your progression
* Using Resource Manager will now fix your production timer, just in case somehow it wasn't rolling over
* The Scrap Storage is now called "Production Storage"
* The Shared Storage is now called "Personal Storage #1"
* The Personal Storage is now called "Personal Storage #2"
* The Documentation Menu can be accessed from here
* WARNING: Be sure to clean out your old scrap/shared containers BEFORE you upgrade to v1.5
* Using fertilizer will double this value

#1.5.0:29
Command Table
>> Horizon's Command Table is moved to Architect

* The stats that are checked for things like "Successful Settlements", should now check all settlements including player-made ones (provided they are properly created)
* Trailblazer is now automatically granted based on your successful settlements
* The options menus are sorted and labeled better (includes Architect options now)
* The Documentation Menu can be accessed from here

#1.5.0:30
Cargo Bot 1-X
>> Horizon's Cargo Bot 1-X is moved to Architect

* The caller device is now reusable only, the old single-charge items are no longer a thing
* You can now access the Resource Manager if you have Local Leader rank 1
* All old devices from Horizon are obsolete, and can be sold for caps
* The caller device can be crafted or purchased through the Trading Market Terminal

#1.5.0:31
(NEW) The Gallows (3-Floor)

* A shorter version of The Gallows with just the first 3 floors only
* Located in both Colossal Structures and Colossal Foundations\*
* It's cheaper in foundations, but I put it in structures also, in case you want to downgrade the big version

#1.5.0:32
(NEW) Parking Garage

* Located under "Foundation (Large)"
* Contains: 1 detail layer, and 1 debris layer

#1.5.0:33
(NEW) Warehouse Strip

* Located under "Warehouse"
* Contains: 1 detail layer, 1 clutter layer, 1 signs layer, 10 beds

#1.5.0:34
Item Conversion
>> Many kits are now migrated to Architect

* Supply Kits, Military Kits, Maintenance Kits, Tool Kits, Turret Deployment Parts, and Cargo Bots
* All of these items can be converted if you have old versions of them in an existing save game
* A menu at the top of your Tech Lab will appear if you have any items that need to be converted over
* You need the old items on your character for the recipe to work (you can't have them in a workbench)
* When you no longer have any items to convert, the menu will no longer appear

#1.5.0:35
(NEW) Settlement Build Limit Budget
>> You can now increase/decrease the build budget per settlement in game!

* These options can be found in the Command Table under "Settlement Options"
* Each adjustment only modifies the current settlement you're in
* There are 3 options: Show current values, Increase, and Decrease
* Each increase/decrease goes by 2,000,000 polygons at a time
* The system makes sure you can't increase/decrease the limits by too much
* All changes should be permanent in your save game
* WARNING: You cannot undo this back to the default, but you can attempt to decrease them if you want

#1.5.0:36
(NEW) Fishing Pole (with Bait)
>> Inspired by RickTheNexus's fishing pole!

* Fishing Bait can be crafted in the cooking station using 1 of 4 recipes
* To create a Fishing Pole, use the bait in your AID tab, and have a Fishing Rod in your inventory
* The baited Fishing Pole is located in your AID tab
* You must be standing in water for the pole to operate (only has to be shallow)
* Fishing takes 4 seconds to complete
* Results are either a failed attempt, or 1 of 3 types of fish, or junk
* Fish can be converted into exotic ground meat in the cooking station
* Your starting chance to fish up something is 25%
* Your success chance is boosted by your Survival Skill
* Fishing gains a very small amount of Survival Skill per cast
* The condition of your fishing pole slowly degrades until it will finally break
* The condition is reduced randomly by 10-20% per cast
* Baited Fishing Poles can also be used with Settler Missions to send Hunters out to fish
* WARNING: This is the most boring activity in FO4 possible!

#1.5.0:37
Architect

* (NEW) Tarberries: Can be planted in water (requires rare materials in Horizon)
* (NEW) Industrial Platform (Style 2): Alternate texturing version
* Cargo Bot Station: Home Plate should now properly be able to establish outgoing supply lines
* Cargo Bot Station: The text for The Slog and Greentop should display properly now
* The workshop recipes for buildings/foundations now list some of the designs that each one has
* Workshop Rations: The system now requires that the settlement you're in has at least some food/water output
* Workshop Rations: The system now checks to make sure you actually own the settlement
* The debris layer will now properly be deleted when you move/alter a building with the debris layer on
* All lights use different addon nodes now, so they hopefully don't conflict with any mods
* You can no longer try to equip a settler weapon on a Follower from the Outfitter
* Concrete blocks can now be stacked on top of each other

#1.5.0:38
(NEW) Z\_Architect\_Extras.esp Addon

* Allows you to manually override the workshop menu to put the Architect menu first
* Increases the height at which settlers can pathfind in settlements (this is included in the SE patch also)
* NOTE: This is not compatible with mods that manually edit the workshop menu

#1.5.0:39
Horizon

#1.5.0:40
Take note that the skill system is a rather large addition to the game. Please report any bugs you notice.

#1.5.0:41
All skills are balanced so that you can stack both the benefits from perks AND doing things AND finding magazines/bobbleheads/etc. AND in some cases Settler Skills. In most cases, if you really want to reach very high skill, you'll need all sources, because the skill you can gain by doing things is limited. This gives you the option to "dabble" in skills to unlock a few recipes, even if you're not a master. But if you want to master your skills, you'll need to invest in the perks as well, so that you are fully trained.

#1.5.0:42
Weapon skills are balanced slightly different, where the higher skill sometimes provides better scaling bonuses. Which means, that taking the perks by themselves may not feel worth it, until you ALSO skill up the weapons by using them too. Weapon skill above 100 can begin to gain larger chunks of bonuses. Making 100-200 better than 0-100.

#1.5.0:43
Many recipes now use skills instead of specific perks, to give you more opportunities. However, most weapon/armor mods still require the actual perks, because replacing this would be too daunting right now. This may or may not change in the future.

#1.5.0:44
Don't let the system overwhelm you at first.. it's simple once you're used to it. The short answer to gaining skill is this: Just play the game. In most cases there's no need to worry about "wasted" sources of skill.

#1.5.0:45
NOTE: You won't see skills in your perk list until you have at least 10 points in the skill. The perk ranks are only updated every 10 skill points.

#1.5.0:46
RECOMMENDED MOD for 1.5: "DEF\_UI Iconlibs Rescaled and Fixed" (by Phlunder)
https://www.nexusmods.com/fallout4/mods/31088

#1.5.0:47
(NEW) Dynamic Skill Advancement
>> This new system uses a REAL advancement system for skills, allowing you to gain skill in different ways

* Some skills can be gained by just doing normal activities while you play the game (ex: picking locks)
* Some skills can be gained by crafting items
* The amount of skill you can gain by doing activities/crafting is often capped at a certain point
* Skill can be gained from level-up perks (ex: Locksmith)
* Skill can be gained from magazines, guides, and bobbleheads
* Settler Skills can sometimes grant you a small bonus to your own total skill
* A small amount of skill can be gained from your hard points spent in SPECIALS (NOT from buffs or equipment)
* Skill usually goes from 0-200
* Many skills are balanced so that if you want to reach 200 skill, you need to gain skill from all sources possible
* A few skills may benefit above 200, in the case that you gain increases to loot chances that aren't capped out yet
* Skills that grant bonuses to loot will continue to increases even "in between" the perk ranks
* Many recipes now require Skill instead of specific perks
* The Personal Toolkit functionality now requires Skill instead of specific perks
* NOTE: Some of the numbers may be tweaked in the future, to fine-tune the skills better.. however any future patches will retroactively adjust your total skill automatically!
* A few skills have an ongoing decay multiplier based on how often you use them\*
* Skill decay can be toggled on/off in the options

#1.5.0:48
Skill: Lockpicking

* Allows you to pick locks
* Grants access to crafting recipes for lock breaching tools
* +30 per Locksmith rank (90 total possible)
* +5 per Master Thief rank (20 total possible)
* +5 per Lockpicking magazine recipe rank (50 total possible)
* +10 Lockpick Bobblehead
* +1 per Perception
* Up to +50 from picking locks
* Skill above 75 gives a chance when crafting lock breaching tools, to gain an extra tool from the materials
* Skill at 200+ allows you to never break bobby pins
* This skill is subject to skill decay (from p icking locks) if the option is enabled

#1.5.0:49
Skill: Hacking

* Allows you to hack computer terminals
* Grants access to crafting recipes for hacking tools
* +30 per Hacker rank (90 total possible)
* +5 per Hacking magazine recipe rank (50 total possible)
* +10 Science bobblehead
* +1 per Intelligence
* Up to +50 from hacking terminals
* Skill above 75 gives a chance when crafting hacking devices, to gain an extra device from the materials
* Skill at 200+ allows you to never get locked out of a terminal
* This skill is subject to skill decay (from hacking terminals) if the option is enabled

#1.5.0:50
Skill: Hunting

* Increases your chance to harvest meat and other parts from animals and creatures
* +25 per Hunter rank (125 total possible)
* +3 per Survival magazine recipe rank (30 total possible)
* +5 per Settler Skill: Survival rank (20 total possible)
* Up to +50 from killing animals and creatures
* Skill 10-100 gives 10-100% chance to harvest meat from animals
* Skill 10-200 gives 5-100% chance to harvest meat from creatures
* Skill 10-200 gives 5-100% chance to harvest extra parts from both animals and creatures
* [Desolation Mode]: Skill above 200 works in Desolation mode, and continues to increase your loot chance
* [Desolation Mode]: The perk description in game is updated for Desolation mode so you can see your proper percentages

#1.5.0:51
Skill: Survival

* Grants access to crafting recipes
* Increases your chance to harvest twice as much from wild plants
* +30 per Survivalist rank (90 total possible)
* +5 per Survival magazine recipe rank (50 total possible)
* +5 per Settler Skill: Survival rank (20 total possible)
* Up to +40 from harvesting plants and cooking food

#1.5.0:52
Skill: Ballistics

* Grants access to ammo crafting recipes
* +25 per Gun Nut rank (100 total possible)
* +5 per Ballistic Weapon magazine recipe rank (50 total possible)
* +5 Large Guns Bobblehead
* +5 Small Guns Bobblehead
* +1 per Intelligence
* Up to +30 from crafting ballistic ammo and certain items
* Skill above 75 gives a chance to craft extra ballistic ammo

#1.5.0:53
Skill: Science

* Grants access to certain crafting recipes
* +25 per Science rank (100 total possible)
* +10 per Nuclear Physicist rank (30 total possible)
* +5 per Energy Weapon magazine recipe rank (50 total possible)
* +5 Science Bobblehead
* +5 Energy Weapons Bobblehead
* +1 per Intelligence
* Up to +30 from crafting energy ammo and certain items
* Skill above 75 gives a chance to craft extra energy ammo

#1.5.0:54
Skill: Stealth

* Improves your sneaking ability
* +30 per Sneak rank (90 total possible)
* +5 per Covert Ops magazine recipe rank (50 total possible)
* +10 Sneak Bobblehead
* +2 per Agility (20 total possible)
* Up to +30 from dealing Sneak Attacks, Sandman Kills, and Picking Pockets
* +50 Assassin Specialization (this is not required to reach 200 skill, but it gives you an advantage earlier on)
* Skill 10-200 gains 5-100% Improved Sneak ability
* Skill 60-200 gains 5-50% Speed while sneaking
* Skill 100-200 gains 5-30% Reduced light detection
* Skill 100+ Sneaking at normal speed no longer reduces stealth.

#1.5.0:55
Skill: Engineering

* Grants access to certain crafting recipes
* +20 per Robotics Expert rank (80 total possible)
* +5 per Technologist rank (20 total possible)
* +5 per Robco Fun magazine recipe rank (25 total possible)
* +10 Repair Bobblehead
* +1 per Intelligence
* +5 per Settler Skill: Engineering rank (20 total possible)
* Up to +35 from disabling robots and crafting engineering tools and devices
* Skill above 75 gives a chance to craft extra tools, turret parts, maintenance kits, auto-repair devices, and other items

#1.5.0:56
Skill: Medical

* Grants access to certain crafting recipes
* +25 per Medic rank (100 total possible)
* +5 per Medical magazine recipe rank (50 total possible)
* +10 Medical Bobblehead
* +1 per Intelligence
* Up to +30 from using stimpaks/radaway, or crafting certain medical supplies

#1.5.0:57
Skill: Chemistry

* Grants access to certain crafting recipes
* +25 per Chemist rank (100 total possible)
* +5 per Chemistry guide recipe rank (50 total possible)
* +1 per Intelligence
* Up to +40 from crafting certain items

#1.5.0:58
Skill: Leadership

* Grants access to certain crafting/trading recipes
* Companions gain +1% XP per skill point (up to +240%)
* Skill 100-200 reduces Settler Missions by 5-30%
* +20 per Local Leader (60 total possible)
* +20 per Inspirational (60 total possible)
* +5 per Leadership guide recipe rank (50 total possible)
* +5 Speech Bobblehead
* +1 per Charisma
* Up to +20 from successful speech checks
* +5 per Trailblazer (35 total possible - this perk is not accounted for to reach 200)
* Eating corpses, murdering, and stealing has a negative effect on your leadership skill
* All skill gained from magazines, charisma, and speech checks, are effected by this penalty
* Local Leader and Trailblazer are applied after the penalty, so these perks always work

#1.5.0:59
Skill: Trading

* Grants access to certain crafting/trading recipes
* Grants access to the Trading Market Terminal at 30 skill
* +30 per Marketeer (90 total possible)
* +5 per Trading guide recipe rank (50 total possible)
* +5 Speech Bobblehead
* +10 Barter Bobblehead
* +1 per Charisma
* Up to +40 from successful speech checks
* Skill 10-200 gains 2-40% Buying price discount at vendors
* Vendors gain additional inventory/caps at: 20, 60, 100, 140, 200 skill (5 tiers)
* NOTE: The Black Market still requires having Marketeer rank 3

#1.5.0:60
Skill: Exploration

* Effects your loot chance for finding extra ammo and junk in containers\*
* +30 per Scrounger or Fortune Finder rank (120 total possible)
* +2 per Luck
* +5 per Fact or Fiction recipe rank (50 total possible)
* Up to +40 from exploring locations and clearing dungeons
* Skill above 200 may continue to increase for certain sources of loot
* (This chance can actually go above 200 skill, even though your display perk stops at 200)

#1.5.0:61
Skill: Explosives

* Grants access to certain crafting recipes
* Allows you to disarm conventional mines at
* +30 per Demolition Expert rank (90 total possible)
* +10 Explosive Bobblehead
* +1 per Perception
* Up to +40 from disarming mines and crafting certain explosives

#1.5.0:62
Skill: Salvaging

* Effects your loot chance for looting parts from appliances, machinery, robots, and synths
* +25 per Technologist rank (100 total possible)
* +15 per Scrapper rank (30 total possible)
* +10 per Settler Salvaging Skill (40 total possible)
* +1 per Perception

#1.5.0:63
Skill: Fitness

* Grants you bonuses to your sprinting AP drain, power attack AP drain, breath holding for scopes, swimming, and jumping
* +3 per Strength (30 total possible)
* +3 per Constitution (30 total possible)
* +3 per Agility (30 total possible)
* +5 per Moving Target, Action Boy, Aquaboy ranks
* +5 Melee Bobblehead
* +5 Unarmed Bobblehead
* (NOT FINISHED - more ways to increase your fitness skill will be added in the future)
* Fitness skill 10-100 gains 2-20% reduced AP while sprinting
* Fitness skill 100-200 gains 20-70% reduced AP while sprinting
* Fitness skill 60-200 gains +5-45% reduced AP while holding your breath for scope aiming
* Fitness skill 40-200 gains +5-25% Swimming speed
* Fitness skill 80-200 gains +2-14% Jumping height

#1.5.0:64
Weapon Skill: Firearms (Standard)

* Includes: ballistic pistols, shotguns, standard rifles, and other similar weapons (not heavy weapons)
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 Gunslinger rank 1-2
* +25 Marksman rank 1-2
* +10 Small Guns Bobblehead
* Up to +90 from kills made with Firearms
* (Keywords required: Ballistic)
* (Keywords rejected: Sniper, Heavy)

#1.5.0:65
Weapon Skill: Sniper

* Includes: Hunting rifle, laser musket, bolt-action pipe, gauss weapons, and other similar weapons
* Skill 10-100 gains 5-50% Sneak Attack Damage, 2-20% Range, and increased aiming stability
* Skill 100-200 gains 50%-100% Sneak Attack Damage, 20%-60% Range, and increased aiming stability
* +25 Marksman rank 1-2
* +25 Sniper rank 1-2
* +10 Big Guns Bobblehead
* Up to +90 from kills made with Sniper weapons
* (Keywords required: Sniper, Scope)
* (Keywords rejected: Pistol, Shotgun, HeavyGun)

#1.5.0:66
Weapon Skill: Energy (Standard)

* Includes: Laser guns, plasma guns, and other similar weapons (not heavy weapons)
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 per rank of Future Soldier
* +10 Energy Weapons Bobblehead
* Up to +90 from kills made with Energy weapons
* (Keywords required: Energy or Laser or Plasma)
* (Keywords rejected: Ballistic, HeavyGun)

#1.5.0:67
Weapon Skill: Heavy Weapons

* Includes: Flamer, missile launcher, minigun, gatling laser, broadsider, and other similar weapons
* Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
* Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
* +25 per rank of Commando
* +10 Big Guns Bobblehead
* Up to +90 from kills made with Heavy Weapons
* (Keywords required: HeavyGun)

#1.5.0:68
Weapon Skill: Melee

* Includes: Any melee or unarmed weapon
* Skill 10-200 gains 5-100% Critical Hit Damage
* Skill 10-200 gains 3-60% Limb Damage
* +25 per rank of Big Leagues
* +5 Melee Bobblehead
* +5 Unarmed Bobblehead
* Up to +90 from kills made with Melee weapons
* (Keywords required: Melee 1H or Melee 2H or Unarmed)

#1.5.0:69
Weapon Skill Notes

* Weapon Skill is usually based on the weapon itself, and NOT the mod attachments (except Sniper which requires a Scope)
* Weapons can only be 1 skill. ex: Gatling Laser is a Heavy Weapon and NOT a "Standard" Energy Weapon
* Weapon Skill is gained upon killing enemies, based on your current equipped weapon
* Synths are worth 2x skill gain
* Robots are worth 1.5x skill gain
* Legendary enemies are worth 5x skill gain
* If you can't figure out what skill your current weapon uses, there's a button in the skill menu that can tell you
* NOTE: Killing enemies with explosives or other means, still gives the "credit" to the main equipped weapon. While this isn't a perfect system, it's acceptable enough considering the tracking method is fast, and should keep combat efficient.

#1.5.0:70
Skill Recalculations

* Skills aren't updated in realtime, instead they're only checked once in awhile to keep them efficient
* Skill recalcs are done every time you exit your level-up perk chart
* Skill recalcs are done once every 6 game hours if they haven't been checked by then\*
* Skill recalcs are done briefly after you load a save game
* The very first time you load the game after updating to v1.5, it may take about a minute to fully set all your skills
* If you're in combat it will delay the recalc, and re-check again later. This is done so that your perks aren't being altered while you're in mid-combat

#1.5.0:71
Skill: Karma (Beta Test)
>> Karma is currently considered a beta test, and isn't fully implemented yet

* Karma's skill rating can go from 0 to 200, 100 being "neutral"
* The perks display karma as -9 to +9 in terms of ranks
* Murdering reduces your karma, but only above 10 murders\*
* Assaults reduces your karma, but only above 10 assaults\*
* Stealing reduces your karma only above 20 thefts\* and above 110 skill\*\*
* Pickpocketing reduces your karma only above 20 pickpockets\* and above 110 skill\*\*
* Eating corpses reduces your karma above 80 skill\*\*
* Sandman kills reduces your karma above 70 skill\*\*
* Completing quests improves your karma
* More to come later...
* (Karma is currently not used for anything yet - mainly because it's not setup fully)
* Having a threshold allows some of the buggy counts to not ruin your rating
	+ Some penalties only occur if you're already above a certain karma level (i.e. its not "evil" to steal for neutral karma, but if you're a good karma person it will lower your karma)

#1.5.0:72
(NEW) V.A.T.S. Overdrive Module
>> This new optional system turns VATS into special attack system

* Provides 100% accuracy for a short burst of shots in VATS, after which a cooldown activates
* While the system is on cooldown, VATS turns into 0% accuracy (i.e. unusable)
* The base cooldown is 10 minutes, but can be lowered with certain perks
* Quick Hands rank 1: reduces the cooldown by 1 minute
* Quick Hands rank 2: reduces the cooldown by 2 minutes total
* Marksman rank 3: reduces the cooldown by 2 minutes
* The item to toggle this system on/off is crafted in the Tech Lab

#1.5.0:73
(NEW) Pickpocketing - Overhaul
>> Pickpocketing is changed so that it's actually useful yet not unrealistic/overpowered

* Instead of always have a max of 90% chance of success, you can actually reach 100% now\*
* Your Pickpocketing chance is (mostly) binary, which means either you can steal something guaranteed, or not at all
* Pickpocketing can no longer loot equipped items (sorry but that was stupid as hell, and exploitable)
* This allows you to not be scared of turning the whole town on you, and making you feel like you need to reload your save

#1.5.0:74
Trap Disarming
>> Requirements for disarming is shifted around a bit, requiring one of the following for each type..

* Basic Traps: Engineering Skill (20), Hunting Skill (40), Stealth Skill (60), Master Thief (1)
* Basic Mines: Explosives Skill (30), Engineering Skill (60), Stealth Skill (90), Master Thief (1)
* Tech Class1: Science Skill (30), Technologist (3), Master Thief (3), Stealth Skill (140)
* Tech Class2: Science Skill (100), Technologist (4), Master Thief (4)

#1.5.0:75
Magazines / Bobbleheads

* Many perk bonuses granted directly by magazines are removed, since they contribute to skill instead
* Perks from magazines that no longer provide any direct bonuses, are no longer displayed
* Most bobbleheads now give skill instead of direct bonuses (some provide both)
* Some bobbleheads give more than 1 skill type

#1.5.0:76
(NEW) Chemistry Guide: Jacob's Guide to Chemistry

* 10 issues of a Chemistry guide are added, which can improve your chemistry skill
* These guides generally drop from the same sources that other magazines and guides drop from

#1.5.0:77
Specializations

* (NEW) Secondary Spec: You can now select a 2nd specialization at level 30
* Marauder: Damage reduced to +20%, and now gains "Incoming melee damage is reduced by 15%."
* Cyborg: Damage reduced to +20%, and no longer includes heavy weapons
* Duelist: Damage reduced to +20%
* Sharpshooter: Damage reduced to +20%
* Commando: Damage reduced to +20%, and includes heavy weapons, assault weapons, and combat shotgun
* Demolitionist: Damage reduced to +25%
* The menu now shows ALL the specs, and what they require if you don't already have them unlocked
* The specialization perks now give more information in the description on what they provide

#1.5.0:78
(NEW) Specialization: Assassin

* Requires: Sneak rank 3 and Ninja rank 2
* Grants +50 Stealth Skill
* Increases melee critical hit chance by 10% and melee sneak attack damage by 100%
* Reduces your VATS melee range, and cancels any effects from the Blitz perk
* NOTE: You can technically use this spec for ranged stealth improvements, but it's somewhat overkill, since ranged stealth detection is already much easier as it is
* (This spec may need some testing/tuning for how well the sneaking works with non-vats melee)

#1.5.0:79
(NEW) Specialization: Vanguard

* Requires: Iron Defender rank 3
* Damage taken is reduced by 15%
* Limb damage taken is reduced by 15%
* Falling damage taken is reduced by 15%
* Incoming staggering is reduced
* Damage dealt is reduced by 15%

#1.5.0:80
Perks

* The default melee range for VATS is decreased
* Blitz's improved VATS range is increased
* Blitz's improved VATS range no longer works while sneaking (sorry, but it needed to go already)
* Blitz rank 1 can now be taken at level 1
* Blitz rank 2 can now be taken at level 18
* Marksman rank 1 and 2 gives +25 firearms and +25 sniper skill
* Marksman rank 4 now gives +10% critical hit chance (up from 5%), but only +10% VATS hit chance (down from 15%)
* Marksman rank 4 now requires level 25
* Gunslinger rank 1 gives 25 firearms skill, and 10% reload speed
* Gunslinger rank 2 gives 25 firearms skill, and Ballistic Pistols and Shotguns cause +10% Limb Damage.
* Gunslinger rank 3 Ballistic Pistols and Shotguns cause +15% Limb Damage
* Gunslinger rank 4 now requires level 25
* Big Leagues rank 1 gives +25 melee skill
* Big Leagues rank 2 gives +25 melee skill
* Big Leagues rank 3 deals +10% damage
* Big Leagues rank 4 deals +20% damage and +5% critical hit chance to melee
* Big Leagues rank 4 now requires level 25
* Sniper now includes most Ballistic and Energy weapons, except Heavy Weapons
* Sniper's sneak attack damage no longer requires a scope
* Sniper rank 1 and 2 give +25 sniper skill each
* Sneak is reduced to 3 ranks
* Sneak rank 4 and 5 gives an extra +30 skill each if you already have it\*
* Ninja no longer gives critical hit chance
* Ninja only works on melee weapons now
* Moving Target is reduced to 2 ranks
* Moving Target rank 3 should remain if you already have it, but is changed to +75 resists instead of AP drain
* Mister Sandman is reduced to 2 ranks
* Mister Sandman rank 3 gives extra sneak attack damage if you already have it\*
* Hacker is reduced to 3 ranks
* Hacker rank 4 gives an extra +30 skill if you already have it\*
* Locksmith is reduced to 3 ranks
* Locksmith rank 4 gives an extra +30 skill if you already have it\*
* Local Leader is reduced to 2 ranks
* Local Leader rank 3 gives an extra +20 skill if you already have it\*
* Inspirational is reduced to 2 ranks
* Inspirational rank 2 now includes the +25 carry weight bonus
* Inspirational rank 3 gives an extra +20 skill if you already have it\*
* Technologist is reduced to 4 ranks
* Technologist gives +25 salvaging skill and +5 engineering skill per rank
* Technologist only gives +5 Energy Resist per rank now
* Technologist rank 4 no longer allows you to disarm basic explosives
* Technologist rank 5 gives an extra +25 skill if you already have it\*
* Robotics Expert now states in the description that it provides AP on mini-turrets

#1.5.0:81

* NOTE: These perk ranks give unbalanced extra bonuses, but since you may have already spent a perk point on them, you'll get extra skill for it

#1.5.0:82
(NEW) Companion Advancement System

* All Companions can now gain XP while they are travelling with you
* Each level grants them additional passive stats as they level up
* The XP they gain is based on your own XP gains, so they learn as you do
* You can view the current stats gained by using the Training Desk
* You can view an overall status of all companions in the Training Desk
* Only companions that have gained XP are shown in the Training Desk

#1.5.0:83
(NEW) Companion Weapon Overhaul
>> NOTE: All companion weapons are reworked, and REQUIRE a conversion to work properly
>> You can convert your existing weapons by having them in your inventory, and using the menu option at the Training Desk

* All weapons can be used by any companion now
* All weapons can no longer be equiped by the player
* All weapons now have a higher damage bonus, but cannot be upgraded (your follower damage upgrades now come from the follower itself)
* All weapons do not require ammo for the companion, and no longer use the ammo generation effect
* Each weapon still unlocks based on having access to specific companions
* Moxie is now an X-24 Laser Pistol (existing ones will look buggy until you exchange them)
* Moxie fires a white laser beam
* Freedom fires a blue laser beam
* Victory fires an orange laser beam

#1.5.0:84
Followers / Combat Pets

* Some minor problems were fixed to ensure damage/resists were scaling with levels and perks

#1.5.0:85
(NEW) Personal Toolkit - Follower Menu
>> Contains menu commands to tell all of your current followers (and combat pets) to do things

* Follow and Wait
* Set follow distance: Near, Medium, Far
* Issuing a command gives the same command for ALL active followers, so if you press "Wait" everything following you will wait
* You can also access the Follower Skills menu from this menu

#1.5.0:86
(NEW) Personal Toolkit - Skills Menu

* Allows you to access the skills menu from the toolkit

#1.5.0:87
Settlements

* (NEW) Vanilla Guard Towers and Vendors will automatically assign a settler when placed or moved (if the option is enabled)
* Small Power Generator is lowered to 5 Power
* Medium Power Generator is lowered to 15 Power
* Windmill Power generator is lowered to 10 Power
* The vanilla small/med/large generators are all now styled as low-tech gas-powered generators
* Settler Supply Lines are now unlocked with 30 Leadership Skill instead of Local Leader rank 1
* Standard guard towers give a full 6 defense now to make up for the lack of patrols
* Removed the power connection and requirement from Market Terminals (it didn't work anyway)

#1.5.0:88
Water Pumps and Purifiers

* Purified water production is now based on your total water output
* Purifiers no longer need scripts that require registering their data with the system
* Producing bottles of water now requires 20 units of water per bottle
* Purifiers no longer require Filters, but instead just require more materials directly
* All water devices (except the basic water pump) are considered purifiers now
* Basic water pumps can only have 1 placed per settlement\*
* Basic water pumps still give dirty water when pumped manually
* This new system also allows water to automatically contribute from other mods (such as Sim Settlements)
* [Vault 88]: The water purifer only gives 40 water now, but adds bonus happiness
* This is mainly done for balance purposes, but having more than 1 manual pump in a settlement makes no sense anyway

#1.5.0:89
Settlement Vendor Stalls and Income Generation

* All Architect vendors now give higher total income, but all income generated starts at 0 with Workshop Trading Level 1
* Increasing your Workshop Trading Level, will slowly increase your income
* Income is now calculated globally across all settlements, and deposited into your production destination
* This new system also allows vendor income from mods (such as Sim Settlements) to automatically be balanced with Horizon!
* All vanilla vendor stalls of the same type are now the same tier, base income, requirements, and materials

#1.5.0:90
Vendors - Overhaul

* Most vendors across the Commonwealth now use a new system where your Trading Skill determines what items are available
* The 5 tiers of bonus inventory are based on Trading Skill: 20, 60, 100, 140, 200
* This system includes standard vendors and workshop vendors
* Many vendors of the same type still have some unique differences
* At Tier 3 and 5, some vendors offer a box for sale containing a random prototype part
* Most vanilla unique items on vendors are gone (sorry, but they are terrible and cause problems)\*
* Atomic Cats: You can no longer buy the full set of armor, without Tier-3 Trading Skills
* Some general vendors can sometimes sell Cargo Bots (higher chances with more trading skill)
* General vendors sell less medical supplies
* The covenant doctor should no longer have double the inventory
* I may replace these with something else later on

#1.5.0:91
Quests

* "The Commonwealth United" was removed for now, but will return in the future
* "Engineering an Empire" was removed for now, but will return in the future

#1.5.0:92
Unique Items

* Artist's Blade: Replaces Pickman's Blade with a new Horizon-generated weapon
* Antique Revolver: Replaces Kellogg's Revolver with a new Horizon-generated weapon
* (More unique items that are dropped by NPCs or quest containers may be replaced later on)

#1.5.0:93
NPCs

* Human scaling for rad resists are greatly reduced (makes rad damage more useful now against humans)
* Super mutant scaling for rad resists are reduced
* NPCs that roll API weapons, should no longer roll .50 API, and can now also roll lower caliber 5.56 and .45 API as well
* Some NPCs should roll a better variety of ammo calibers
* A few unique NPCs now carry random-generated legendary weapons and more loot
* Some NPCs (such as feral ghouls), should be more random in their selection of which types spawn
* Most scavengers were adjusted so they should spawn normal weapons (instead of stuff settlers spawn with)
* Codsworth properly has 30 Fire Resist instead of 30 Poison Resist
* Stealth synths should no longer go stealthed when they're not in combat\*
* Dealing damage to the Yao Guai head now deals 3.0x damage (up from 2.0x)
* Dealing damage to the Radstag left head now deals 1.0x damage (up from 0.25x)
* Dealing damage to the Radstag torso now deals 1.0x damage (up from 0.75x)
* (Nuka World) Rad-rats have less health and resists now
* Enemies such as Nightkin and Chameleon Deathclaws can still be stealthed out of combat

#1.5.0:94
Insects (Stingwing/Bloatflies/Bloodbugs)
>> I'm once again trying to figure out the health bug problem with some insects

* Adjusted the level ranges to be much lower (usually this doesn't effect much.. but in this case lets try it)
* Overall DR and health is reduced for most insects
* Damage output is reduced on some types
* Dealing damage to the wings now deals 3.0x damage (up from 1.0x)
* Dealing damage to the torso now deals 3.0x damage (up from 1.0x)
* Dealing damage to the head now deals 6.0x damage (up from 4.0x)
* (This may make non-bugged insects feel very easy, but I'd rather it this way than having super insects that take too many hits to kill)

#1.5.0:95
Crafting

* (NEW) Scrap Kit: Resource Station - Includes the base materials to build one, but does NOT include the Cargo Bot!
* Tool Kits, Bandages (basic only), and Trauma Kits can now be assembled in Cooking Stations
* Nuclear Fragment conversions can also be done in the Chem Station now too under Ingredients
* Many workshop recipes that required specific tools now just requires generic Took Kits instead\*
* Crafting tools now requires alloys, and also some engineering skill in addition to Blacksmith
* The recipe for unique or reusable items, will disappear from the crafting menus if you are already carrying one on you
* The Market Trading Terminal now requires 30 Trading skill
* The Market now has some of the Horizon backpacks and clothes, to allow you an option to bypass Armorer
* The powder/cell/explosive exchange requires 100 Trading Skill, and now has a small tax aside from just vendor credits (which are also increased)
* Marty: will now buy Power Units for vendor credit (during certain cycles)
* Crazy Eddie: will now buy Jangles for 20 pre-war money
* Black Market: will now buy packs/cartons of cigarettes for vendor credit
* Weapon Tinker Kits can also be crafted in the Weapons Lab too
* You can now see the Far Harbor traps in the weapons lab even if you can't craft them, since they require skills to craft now
* Filter Modules are now obsolete
* The old Horizon prefab buildings are now obsolete, but can be scrapped
* Some of the extra "meat-only" food recipes are removed, since the ground meat system solves that problem
* This also means you can get a few tool kits from scrapping vanilla workbenches

#1.5.0:96
Circuitry
>> Circuitry is split between 2 types of circuitry now

* (NEW) Basic Circuitry: This component is primary used in settlement crafting
* Advanced Circuitry: This component is the standard circuitry and used for devices/weapons/etc.
* Some junk items now give different amounts of basic and/or advanced circuitry
* Settlement scrapping generally gives Basic Circuitry

#1.5.0:97
(NEW) Carbon Fiber
>> This is a new crafting component

* Requires Energy Cells, Smokeless Powder, Plastic, Oil, and Cryogenic Fluid
* Requires 30 Ballistics Skill and 10 Science Skill
* Used to craft Bolts and other items
* Crafted from the Tech Lab or Weapons Lab under "Materials"
* Can also be traded in the Trading Market Terminal

#1.5.0:98
Ammo

* (NEW) Bolt Ammo is now added to Horizon
* (NEW) 7.62mm API Rounds: Provides -60% AP
* (NEW) Rifle Conversion Kit (Rank 4)
* (NEW) Pistol Conversion Kit (Rank 4)
* (NEW) Pipe Conversion Kit (Rank 4)
* .22 LR rounds are now dirty rounds that deal 4 Rad damage but have reduced ballistic damage and reduced recoil
* 9mm rounds are now hollow points and deal 4 bleeding damage over 10 seconds, but have reduced range
* .50 API rounds used in an LMG only provides -75% AP
* .308 rounds are removed from assault rifles (Combat Rifle, Handmade Rifle)
* All ammo swapping mods and kits use Ballistics Skill instead of Gun Nut
* API rounds give less rounds per craft now (especially .50)
* API rounds no longer deal less physical damage
* Pulse rounds give slightly less rounds per craft
* HE rounds require more explosive material per craft
* .45, .44, .357, 7.62, and 5.56 now craft 20 rounds at a time
* Fusion cells, plasma rounds, and gamma rounds now craft 20 rounds at a time
* Some of the menus that mention .223 were fixed to .22 LR
* The duplicate recipe for 12ga Double Slug is removed
* Cryo rounds deal more cryo damage now
* Cryo rounds now have a small cryo explosion effect when they impact
* Some weapon vendors will now sell packs of 30 Overcharged Fusion Cells
* Some weapon vendors will now sell packs of 50 Gamma Rounds
* Containers that drop powder can now drop energy cells instead sometimes
* The types of ammo given from some loot containers was adjusted
* The tagging for the hunting rifle should no longer say it has .45-70 ammo when it doesn't
* The tagging for the handmade rifle should no longer say it has 7.62 ammo when it doesn't
* The tagging for the Deliverer should no longer say it has 10mm ammo when it doesn't

#1.5.0:99
Weapon Parts - Overhaul

* All weapons that give parts, now give the same starting amount of parts (generally 2 parts)
* You gain extra parts based on your Salvaging Skill (up to +3 parts.. giving 5 total)
* Extra parts are gained at: 30 Skill, 60 Skill, and 90 Skill
* You gain a very small amount of Salvaging Skill every time you scrap a weapon
* Scrapping from the Personal Toolkit AND the Weapons Workbench now gives the same amount of parts (including the bonus parts)
* Weapons that give parts will ONLY give weapons parts now as their base scrap (no screws or anything)\*
* Heavy weapons give 2x skill per scrap, pipe weapons give 0.5x per scrap
* Hybrid weapons can give different parts
* The Combat Plasma Gun should now scrap into parts
* Some weapon parts can be disassembled in the Tech Lab (not all types)
* You can no longer upgrade a damaged weapon to good condition
* If there are mods attached, it can still give raw materials for the scrap

#1.5.0:100
(NEW) Repeating Bolter
>> A new pipe weapon that fires crossbow Bolts

* Each magazine holds 4 bolts (7 bolt magazine for upgrade)
* Has 3 barrel attachments which changes the bolter and has a different balance of stats each
* This weapon is considered a Sniper weapon and uses "Weapon Skill: Sniper"
* Some NPCs have a chance to carry one of these
* Bolts can be sold at some weapon vendors
* Bolts can be crafted
* Ammo: Bolt: Standard damage
* Ammo: Bolt (Cryo): Adds cryo damage and a chance to slow or freeze targets, reduced ballistic damage
* Ammo: Bolt (Heated): Adds fire damage, reduced ballistic damage
* Ammo: Bolt (Shock): Adds energy damage, increased damage against robots/synths, reduced ballistic damage
* Ammo: Bolt (Explosive): Area damage on impact, chance to knockdown some targets
* Ammo: Bolt (AP): Increased damage, -50% armor penetration
* Ammo: Bolt (Whisper): Emmits no sound, adds Rad damage, reduced ballistic damage
* Ammo: Bolt (Venom): Emmits no sound, adds Poison damage, reduced ballistic damage

#1.5.0:101
Crossbows of the Commonwealth Patch

* Crossbows now use Horizon's bolts instead of their own
* Crossbows now use Horizon's ammo swapping system
* Does more damage per shot since the ROF is slower than the pipe bolter
* Mods are altered to work around the ammo swapping system
* Any existing bolts you have are useless but can be vendored for caps

#1.5.0:102
Weapons

* Most weapon mods use Skill requirements to craft
* Most standard mods require very simple materials to craft
* Most scopes of the same style have similar requirements and materials to craft
* Most scopes are sorted better in the workbench
* Switching firing modes on weapons should no longer reload the weapon
* The Shishkebab now has the proper blade enhancement slot, for physical damage upgrades
* The Shishkebab flame jets upgrade now works, and gives +4 fire damage
* Fixed a vanilla bug where medium institute scopes were the same as short scopes
* Crude Laser Guns have their own scope mod which also won't show up in the name
* Crafting a Handmade Gauss or Combat Plasma Rifle, should now guarantee it's a standard "good condition" weapon
* [Far Harbor]: Radium Rifle is rebalanced and now deals direct rad damage, instead of adding "rads"
* [Far Harbor]: Radium Rifle will now scale with receiver upgrades

#1.5.0:103
Gamma Gun
>> The gamma gun is changed to work differently now, so that NPCs don't annihilate you so quickly, and at the same time the weapon will be more useful for you to use yourself

* Being hit reduces your rads by 50 over 5 seconds
* This rad DOT cannot stack, but can have it's time extended if you're hit again
* Being hit also adds an instant radiation damage which immediately damages your health (not rads), but still uses rad resistance
* Dish upgrades deal much higher instant damage now, which helps make the weapon feel more effective against NPCs
* Gamma guns will appear as legendary weapons so that they can display a tooltip explaining the rad DOT
* (NEW) Improved Short Dish: Damage upgrade
* (NEW) Advanced Deep Dish: Damage upgrade

#1.5.0:104
Power Armor

* Repair recipes now use Science skill instead of the Science perk
* Lining recipes now use Science skill instead of the Science perk
* Some T60 lining recipes that incorrectly required Armorer instead of Blacksmith were fixed
* Standard Steel limb plating's DR was reduced to where it should be
* Rusted Steel torso plating's DR was slightly increased

#1.5.0:105
Armor/Clothing

* (NEW) Gas Mask (Stealth Prototype): An invisible gas mask (mouth-only slot)
* The invisible gas mask is craftable in the Tech Lab
* (NEW) Glasses/Sunglasses now have a mod slot to hide the graphic
* The 2 smaller gas masks no longer use the "headband" slot, so they can be used with helmets like the stealthboy helmet
* Using the Energy Weave Mk1 loose mod recipe incorrectly had perk requirements, when it was supposed to have none

#1.5.0:106
(NEW) Loot Balancing

* A new method of balancing loot lists is implemented, to help balance addons such as Desolation
* Global variables are used to control a number of different loot lists
* These globals can more easily be tweaked (by me, or mod authors) to make loot more difficult
* Most of these globals are only used for containers and NPCs (generally not for vendors)
* The following is affected: ammo, chems, food/drinks, caps, rare junk, unique junk, medical supplies

#1.5.0:107
(NEW) World Item Respawn Addon
>> This new addon manually stops many world items from respawning

* This covers all items that are generally seen as useful or valuable
* Many junky items still continue to respawn (such as empty bottles, cans, and such) to cut down on the number of edits, as well as provide some immersion from NPCs adding new trash
* A few "randomly generated" placed items may still respawn
* Reduces some loot such as purified water, chems, etc.
* Many Fusion Cores (not in generators) are now "damaged fusion cores" (junk items)
* Most cells that don't reset (like workshops) aren't included (I'm fairly certain they shouldn't be needed)
* This addon contains some of the changes that Horizon originally had for placed items
* There is a separate ESP file for all of the DLCs (requires all DLCs)
* NOTE: This addon does not require Horizon, so you can load these ESP files higher up in your load order, if other mods edit cells too

#1.5.0:108
World Item Respawning

* The default respawn time for cells is reduced in survival mode to match vanilla
* Cleared cells respawn in 20 days
* Uncleared cells respawn in 7 days
* This timer can be changed in the holotape to: default, 10, 20, 40, never
* After you change your timer, you must save your game and reload it
* NOTE: It's unknown if changing the timer will work until the cell has respawned

#1.5.0:109
Containers

* A few more types of containers will no longer respawn (most containers were already disabled from respawning in Horizon)
* Types that usually respawn: rusted ammo boxes, rusted chem/aid boxes, crates, trunks, toolboxes

#1.5.0:110
Loot

* Aluminum Alloy Grade-8 and Steel Alloy Grade-9 are now available in 3 obtainable prototypes
* Random pieces of power armor (usually rusted) can sometimes be found in certain containers (trunks, crates, and even large trash bins)

#1.5.0:111
Misc

* (NEW) Sealed magazine packages are larger with a new custom texture now
* Pre-war and post-war literature packages have a different texture each
* Some items that crafted in multiples from packs, no longer show loot messages
* The materials for the Caravan scrap kit were fixed
* A few inconsistencies with junk items were fixed in the DEF\_UI addon
* Auto-saves can be staggered up to 20 now in the holotape options

#1.5.0:112
Consumables

* Eating raw/diseased/gristly meat, moldy food, and rotten fruit now immediately gives you parasites (along with a very high chance of other diseases)
* Most disease tooltips will no longer show up for non-survival modes
* Stimpaks should apply the proper rad debuff based on normal vs desolation mode (50 vs 150)
* Soups and Stews that use a purified water to craft, will give back a clean bottle when eaten
* Poison Immunity for antidotes should be fixed
* The perk toggle items no longer weigh anything
* The amount of ground meat required for dog food is doubled to 8
* Memory Devices have a 5 minute cooldown now

#1.5.0:113
Survival

* Immunity suppression from Radaway items only last for 5 minutes now (down from 20 mins)
* Radaway tooltips now show how long that debuff lasts
* (NEW) Radiation Poisoning: similiar to standard poison, it puts a debuff on you and may add rads over time

#1.5.0:114
Doctors
>> Doctors now use a brand new system that dynamically changes as you play

* All prices for healing increases as you level up (levels 5-45)
* Doctors have a limited number of personal supplies to heal you with per week
* The number of supples for default Horizon is very high, and Desolation Mode is very low
* All supplies are shared between all doctors\*
* Doctors restock their personal supplies every 10 days (6 days in the Timescale Addon)
* Addiction costs can go all the way up to "1000 + Level Multiplier" in caps now if you have a ton of addictions
* Radiation healing now also heals the amount of health it cured, but charges you caps for that healing
* Wound healing can now be performed separately (since rad healing covers it's own part of the health bar by itself)
* Radiation Poisoning has its own button and cost listed on the menu
* (this keeps the system simple and reliable, and so you don't feel you need to micro-manage different doctors)

#1.5.0:115
Desolation Mode

* Crops/rations and Wild plants now have a moderate chance of disease (which makes cooked food much more valuable)
* Maintenance Kits cost more
* Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
* Resource production can give 1-3 Purified Water bottles maximum per cycle based on your progression
* Resource production can give 3-10 of each crop maximum per cycle based on your progression
* Resource production can give 500-2000 income maximum per cycle based on your progression
* Desolation makes use of the new loot balancing system (loot overall will generally be more scarce now)
* All leveled list changes are removed from Desolation
* Some recipes (such as bandages) are no longer penalized, because of the new reduction of medical supplies from loot
* Hunting Skill is -50% as effective in terms of harvesting items
* Exploration Skill is -50% as effective in terms of scrounging extra items
* Salvaging Skill is -25% as effective in terms of harvesting items
* Doctors have a much stricter price increase per level
* Doctors have a very limited amount of healing per week compared to default mode
* (All numbers below are in relation to the default Horizon balancing.. NOT the old Desolation balance)
* Ammo boxes: -90% chance
* Ammo misc: -80% chance
* Ammo from NPCs: -85% chance
* Medical supplies: -50% chance
* Tools: -65% chance
* Unique junk: -30% chance
* Rare junk: -30% chance
* Food/drinks: -90% chance
* Chems: -90% chance
* Caps Bonus: -90% chance (partial coverage of rewards and loot)\*
* (these chances generally don't influence things like hunting, or vendors)
* This reduction usually only covers half of each reward/loot, so instead of getting the full amount you might only get around half or less in caps.)

#1.5.0:116
DEF\_UI AID Tab Sorting (For the sub-menu config option)

* The sub-menus for the AID tab are reworked...
* Cures, Chems, and Buffs: radaway, cures, chems, various buffs
* Food and Water: Clean water (on top), Clean food, crops, pre-war food
* Beverages: Colas, liquor, dirty water, misc beverages
* Ingredients: Raw meat, wild plants, rotten food, etc.
* Utilities: Perk Toggles, etc.
* By default, all toolkits and turrets/robots are kept in the main AID tab
* Some menu colors were tweaked
* NOTE: If you really want to move toolkits and such into "Utilities", it can be done so in the lyrConf.xml

#1.5.0:117
DEF\_UI MISC Tab Sorting (For the sub-menu config option)

* The sub-menus for the MISC tab are reworked...
* Mostly everything is sorted into sub-menus now, except currency

#1.5.0:118
Loading/Leveling

* Horizon's level-up healing removal is now activated starting from level 1
* The level-up healing will attempt to delay the healing adjustment until after VATS has ended
* The level-up healing system is cleaned up a bit (let me know if you notice any problems)
* The Horizon config holotape will now automatically be added (only once, if you want to throw it away, it shouldn't come back)

#1.5.0:119
Difficulty

* "Very Hard" by default in Horizon should now be 1.5x damage to the player
* Veteran and Outcast modes now give the proper damage multipliers in non-survival mode

#1.5.0:120
(NEW) Addon: Z\_Extras.esp
>> This is just a simple mod I use for sticking misc tweaks that I didn't want to include directly inside Horizon.. you can use it if you want

* Enables the console in survival mode
* Removes the cooldown on companions gaining affinity from stuff you do
* Changes the Holotape audio volume to use the "Voice" channel instead of "Sound Effects" (this helps a lot if you can't hear your holotapes and you like to keep your voice volume high)
* Contains a modified version of Home Plate: has a better floor, removes some of the support columns that are in your face, makes scrappable/nonscrappable pieces more polished (requires SE)

#1.5.0:121
Weapons Pack (requires using the ESP included with Horizon)

* DKS and Makeshift AMR has the proper 5.56mm default now to match the ammo swapping system
* Some weapons have recipes updated
* Misc tweaks

#1.5.0:122
Sim Settlements Patch

* The recipes for plots are updated
* Some tags added to items
* The Architect's T-Square is labeled as the "City Planner's T-Square" to avoid any confusion

#1.5.0:123
Homemaker Patch

* All vendors now match Horizon's normalized vendor system
* Misc recipe changes to use skills

#1.5.0:124
Patch Author Notes

* When using Skill perks for requirements, do NOT use the perks with a "DISPLAY" suffix
* Keep in mind that skills below 100 are usually (eventually) reachable without level-ups, and skill above 100 usually requires perks and other sources together
* An example of converting perks requirements: If something needs Gun Nut rank 1, requiring 30 ballistics skill usually works, Gun Nut rank 2 would be 60 skill. Most levelup perks give 25-30 skill, so you can base conversions on this. I also consider that you'll get a few magazines as you level, so 25+5 = rank 1, 50+10 = rank 2.

#1.5.0:125
Q: Can you also add Skills for stuff like Armorcrafting and Blacksmith?
A: I might. But there's already a lot going on in this patch with even just weapons, so we'll see how it goes and maybe I'll just converts all those over too in the future.

#1.5.0:126
Known bugs:

* (Rested) tag is incorrect (fixed in next patch)
* Farming Workbench doesn't work (fixed in next patch)

#1.5.0:127
WARNING: Many of your old Horizon patches (that aren't made by me) may be broken until they are updated. Please keep this in mind!