Patch notes/Horizon/1.8.0.BETA-1/raw

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WARNING: This is a beta release. If you're expecting a fully tested and polished version of Horizon, either use v1.7.6 or wait a few weeks to see how the 1.8.x patches go.

Horizon/Architect v1.8 expands gameplay in multiple aspects of the game, including standard gameplay AND settlements. There are plenty of reasons to play v1.8 no matter how you enjoy Fallout.

Highlights:
- Equipment Scrapping: Scrap armor and weapons directly from corpses! (can optionally loot other items too)
- Field Salvaging: Depending on your skill, you can now salvage some vehicles and machines out in the field!
- Armor Materials Overhaul: Scrapping armor and clothing now gives rare materials that are also used for upgrades!
- Crafting Improvements: Crating ingredients for armor/PA can now help you skill up, as well as help deal with alloys easier!
- Tool Rebalancing: All tools are rebalanced into a new system that makes using tools much easier!
- Production Overhaul: The entire production system is overhauled, and brand new systems are added!
- Production Overhaul: This includes new UI interfaces, mining, factories, and an assortment of new optional components!
- Tenants and Leased Buildings: Add background depth to your settlements, without crowding it with extra NPC settlers!
- Casino Games: Slot Machines, Blackjack, Poker, and Robot Racing Tables to create your Vegas-style recreational community!
- AI Voice Assistant: A brand new optional system that allows your upgraded pip-boy to talk to you based on certain situations!
- Enhanced Settlements: Scrap Cleanup Station - A utility you can use to help scrap/manage your settlements easier!
- Enhanced Settlements: Hangman's Alley now has 2 usable buildings with lots of room!
- Enhanced Settlements: Sanctuary now has a new option at the bridge to allow you to repair the house roofs!
- And much more...

The settlement additions to Horizon 1.8 are basically laying the groundwork for what I want to continue with in future updates. Certain features (which are half done already), I had to sideline for now because it was too much work to jam into 1.8.

**** BETA WARNING ****

PLEASE NOTE: Horizon v1.8 is considered a BETA in every sense, due to many aspects not being fully completed or polished yet.

Things that may possibly need some tweaking:
- The amount of materials yielded from armor scrapping
- The amount of materials required for armor and PA upgrades
- The amount of alloy required to create Alloy Platings
- The amount of materials required to build Factory stations and Leased Structures
- The amount of materials required for factory recipes, and possibly the perk requirements
- The amount of resources gained from mining and drilling
- Recipes that might have been missed, and need 1.8 balancing
- Updates for all the settlement info everytime you use the Command Table or Resource Manager needs to be pre-calculated somehow

Things that aren't fully completed yet:
- Some settlement statistics may not be fully used yet (Wellness, Heating, etc.)
- Some of the new materials aren't used yet.. eventually most materials will have some use
- The Voice Assistant is still in it's early stages

Things that NEED TESTING!:
- Test all the "usual" utilites to help me make sure I packed all the correct files!
- Equipment scrapping on corpses and scrapping items from your Field Kit
- Placing, managing, and observing settlement utilities such as purifiers, jobs, factories, etc.
- Leased buildings and tenants
- The new Scrap Station in the Enhanced Settlements addon (test various settlements - especially DLCs since they are untested)
- Test the upgrade panels at settlements

Recommendations:
- It is recommended to start a new game, but not required. You can use a 1.7 save if you wish, but read the warnings below first!
- It is HIGHLY RECOMMENDED to assign a Master Workbench (linked to a supply line) for your settlements. This will speed up any production/crafting systems tremendously. If you choose to not use a Master Workbench, don't complain about the slow production menus!

<<<< PRE-1.8 UPGRADE WARNINGS >>>>
>> If you plan to use an existing save game, you should do the following BEFORE upgrading to v1.8:
1> Convert ALL of your "Nuclear Material" into "Nuclear Fragments" or you will lose materials (more info further down)
2> Unequip all Horizon backpacks (or patched backpacks).. or else your carry weight may get bugged
3> It's not recommended to have any food buffs (or similar buffs) on your character before upgrading
(If you really want to minimize all possible problems.. start a new game instead.)

<<<< POST-1.8 UPGRADE WARNINGS >>>>
>> If you plan to use an existing save game, you should do the following AFTER upgrading to v1.8:
1> You will need to store and re-place all of your job stations (including steel/wood/etc.), purification units, and construction yards

Q: Can I safely upgrade from v1.7?
A: Possibly, yes (as long as the save is from v1.6+).. but due to major structural changes, I make no guarantees that your save game will be balanced or even work properly. Afterall, 1.8 is a beta. Read the migration warnings listed above. Realize there WILL be some inconsistencies with your old save games.

Q: Is there any risks using this since its labeled as a beta?
A: As with most mods, Horizon is always a work in progress, especially v1.8.0. Horizon 1.8 itself is moreso a beta than previous updates, because of a major overhaul in both the production system and the new workshop data that Architect uses. So there could possibly be things that go wrong. The absolute worse-case scenario is the workshop data gets bugged and you'll need to restart a new game in a future update. Non-settlement gameplay however, should be less prone to any major problems.

Q: The new factory system looks way too involved and there's too many materials to deal with.
A: It's 100% optional, and you can play the entire game (and "standard" settlement building as usual) without it and without the expanded materials. If you don't want to deal with any of it.. simply don't! It's designed to be complex on purpose, for players who want this type of interactive end-game crafting system, and want to progress settlements to the next level. The same goes for the Tenant system.

Q: Do I really need stuff like sanitation and heating in every settlement?
A: No, they're not mandatory for standard settlement building, but they do have an impact on some of the advanced statistics such as Wellness, Stability, and Tenants. Some of these workshop statistics will have more meaning in future patches as I go.

Q: I started playing 1.8, and I can't find enough of [insert new material] for a common crafting recipe.
A: Some new ingredients, such as "Phosphorus", will need some fine-tuning as I proceed with future patches. Let me know specifics of what you think seems too difficult (or too easy) to obtain. Also realize that if you use a pre-1.8 save game, your current stock of materials might NOT be balanced properly (its at your own risk using pre-1.8 save.)

Full Patch Notes below...
Spoiler:  Show

DEVELOPER NOTES ON SETTLEMENT SIZE:

If you plan to make lots of settlements, my recommendation for the max settlers you should want in each settlement is 15-20 (maybe 25 max if your system can handle it.)

There's a few reasons for this..

1> In FO4 (even without Horizon or any mods), having more than 25 settlers in every settlement starts to cause extra lag and other workshop problems
2> Having 15 settlers is the current goal required to make a "Successful Settlement"
3> Settlements are roughly balanced around having 15 people available for workers, guards, jobs, etc.
4> Progression bonuses won't provide anything special above 15 settlers per settlement
5> You can now increase your global population (and utilities) by adding "Tenants", which don't add extra NPC lag

This doesn't mean you have to stop at 15, but just realize there's a point where lots of NPC's will start to wear on your performance.

[BETA] Architect Workshop Data Overhaul (PRIORITY TESTING NEEDED)
- NOTE: This system does NOT replace or modify the vanilla FO4 workshop data.. so it shouldn't directly mess with any standard workshop objects (such as water, food, etc.)
- In v1.7 I introduced an alpha version of new workshop data system (behind the scenes), which was actively used for only a few things. This system is expanded greatly in 1.8.
- This new data allows for a very large variety of different resources to be tracked per settlement and globally
- While you technically don't "see" this system directly in game, just be aware that it effects many of Architect's resources and utilities now
- These utilities consist of things like: Purification units, job stations, factories, fishing traps, tenants, heating, etc.
- To help test this system, simply place objects (listed above) and keep an eye on your settlement statistics and make sure the numbers seem like they line up properly

[BETA] Advanced Settlement Statistics
>> New settlement statistics have been added, which add more depth to settlement communities and progression
- Stability: How well the settlement is doing overall (see more on this below)
- Wellness: How healthy your settlers are on average (see more on this below)
- Sanitation: Is your settlement being cleaned up of unhealthy garbage
- Sewage Management: Does your settlement have a working sewage system
- Heating: Does your settlement have functioning heating or hot water (either count)
- Refrigeration: Does your settlement have any working refrigeration units
- BETA NOTE: This system is NOT complete yet. Some of these statistics aren't fully used yet, but are planned to be in upcoming patches.

[BETA] Settlement Wellness
- This new workshop statistic determines how healthy settlers are in each settlement
- Not having enough food, water, beds for settlers will decrease health conditions (per settler)
- Not having any doctors decreases Wellness by 30%
- Not having any Sewage decreases Wellness by 5%
- Not having any Sanitation decreases Wellness by 5%
- Not having any Purification Units decreases Wellness by 10%
- Settlements with any amount of Heating will gain a bonus of +5%*
- Settlements with any amount of Refrigeration will gain a bonus of +5%*
- Wellness stops dropping at 10% (which is really bad anyway)
- Wellness will be accounted for in other systems (possibly v1.9)
*These resources can potentially help offset the need for missing resources (ex: you can build heating and frigeration, and not need a purification unit)

[BETA] Settlement Stability
- This new workshop statistic determines how balanced each settlement is
- Not having enough food, water, beds for settlers will decrease it (per settler)
- Smaller settlements (under 15 settlers) can never fully reach 100% stability
- Happiness under 75% loses stability (even moreso under 65%, 55%, and 45%)
- Wellness under 75% loses stability (even moreso under 60%, 50%, and 40%)
- Stability stops dropping at 10% (which is really bad anyway)

(NEW) Architect Material Component Library
- Architect now has a full array of custom components, to allow addons/patches to easily make use of whichever components they want

New Components (Used for standard gameplay)
>> These few materials are actively incorporated in normal gameplay
- cotton, wax, graphite, phosphorus, salt, chlorine, tin
- nylon, mixed alloy scraps, pigments and dyes (more info on these much further below)
- These materials can be found in junk items or armor scrapping

New Components (Used mostly for the optional advanced crafting systems)
>> These materials are only used in the optional factory/mining system.. so don't freak out over how many there are!
- 9 different types of raw ores (seen further below)
- Refined coal, carbon, hydrogen, oxygen, nitrogen, sulfur
- Potassium nitrate, sodium, silicon, boron
- Calcium, uranium, tungsten, iron, magnetite powder
- Nickel, beryllium, platinum, titanium
- Chromium, magnesium, mercury, zirconium, zinc, cobalt
- Diamond, emerald, garnet, sapphire, ruby, topaz
- gravel, tobacco, centralite, nitric acid, talc, obsidian
- (A few of these materials may not be used yet, but they are available for future use or other mods that want to use architect as a framework)
- NOTE: Many of these components are considered part of the OPTIONAL end-game settlement/crafting system. You aren't being forced to manage most of these components in your regular gameplay at all.

Moved Components
>> The following components are moved from Horizon into the Architect framework:
- Smokeless powder, energy cells, explosive material, cryogenic fluid
- All alloys, all mutated parts, acids, and poisons
- All weapon parts, fusion casings
- All alloys (common and rare) are named with a prefix "Alloy:" so they are easier to spot and sort together
- Rare alloys are renamed so they aren't confused with the raw materials:
- Chromium Alloy is now called Cobalt-Chromium
- Nickel Alloy is now called Nickel-Iron
- Tungsten Alloy is now called Tungsten-Carbide
- Magnesium Alloy is now called Magnesium-Zinc
- Zirconium Alloy is now called Zirconium-Tin
- All of your existing scrap items in a previous save game are automatically converted to contain the new components
- Ground Meat is doubled in quantity (in both recipes and scrapping), so that 1 Meat Scrap now equals 1 Ground Meat
- PATCH DEVELOPERS: All patches that use Horizon components must be updated! (Sorry, I know this can be annoying, but it's worth it)

Removed Components
>> WARNING: In order to prevent losing material on an existing save game, convert all your "Nuclear Material" to "Nuclear Fragments" before upgrading
- Nuclear Fragments: Any junk items that had fragments are automatically converted into standard "Nuclear Material" (vanilla component)
- Each "Nuclear Material" is now worth 20x less per unit than previously.. which means that recipes that used to require 1 material now require 20
- All recipes that used Nuclear Fragments are converted to require Nuclear Material instead
- DEVELOPER NOTE: Basically, I reverted all the nuclear material back to vanilla form, and re-scaled its value throughout the entire game. So essentially, 1 standard nuclear material is now the same as 1 of the old nuclear fragments were.

(NEW) Pigments and Dyes (Component)
- This new 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 (in the Tech Lab under Materials)
- There are 2 additional recipes to use raw metals to create pigments (in the Tech Lab under 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)

(NEW) Salt and Chlorine (Components)
- Salt can now be found in Salt Shakers in varying amounts (including empty)
- Salt Shakers are added to many appropriate containers, npc loot, and vendors
- Salt Shakers can often be purchased from bartenders and food vendors
- Salt is used in a few recipes
- Chlorine and Sodium can be extracted from Salt in the Chemistry Station under Ingredients
- [Desolation Mode]: Chlorine is required to produce Purified Water Bottles from Purification Units in Desolation Mode

Purified Water Production
- In standard Horizon mode, the purified water production requires: ceramic, aluminum, copper, clean bottle
- In Desolation mode, the purified water production requires: ceramic, cork, chlorine, clean bottle
- All water bottles are produced through the new production menu system (see more info below)
- Purification Units work the same as before, each unit can allow 1 bottle of clean water produced for you each cycle
- Purification Units now only require 10 Water Rating per Unit (down from 20 rating)
- Purification Units now require it's water rating to be located in the same settlement now
- Purification Units can also improve a settlement's "Wellness" rating (see more info below)

(NEW) Production Overhaul
>> The entire production system in Architect has been completely reworked
- All the production code now runs through 1 system, to streamline everything and make the system much more expandable
- All ingredients for services/recipes are now taken directly from your designated workshop containers*
- This means there is no longer any need to manually add things such as maintenance kits and fuel
- All production is placed into your designated production destination (the default is the "Production Storage")
- Some services can be manually allocated to produce specific amounts of resources (see: Work Orders below)
- Services are split up into different categories, which have different options and sub-menus
- New categories of production are added to Architect, such as factories and mining
- All production times are now based on real-time (this bypasses any time-scale or time-passing problems)
- Standard production takes roughly 90 minutes (real-time)
- Factory production takes roughly 15 minutes (real-time)
- Refineries and Arc Furnaces take roughly 30 minutes (real-time)
- Crop, fertilizer, and plant domestication now run through the new system (making compost from garbage items still requires the existing system)
- All of these menus operate similar, so it will be very easy and familar to navigate any category once you learn it
- Third-party player-created addons for Architect will be able to add their own schematics and recipes to some categories (such as factories)
*It is HIGHLY RECOMMENDED to assign a Master Workbench, as that speeds up everything drastically

List of new tracked settlement resources:
>> Many new resources are now tracked per settlement!
- All existing job stations, including a Sheriff and Mayor
- Heating, Sewage Treatment, Sanitation, Refrigeration
- Fish, Wild plant nurseries (2 types), Brahmin Milk, Meat
- All factory types
- Mining and Oil extractors
- Tenants
- Other statistics coming in future patches
- (details on many of these topics are explained below)

Production: Default Production Changes
- Vanilla Brahmin fertilizer production is moved into the new production system, and no longer produces to each local workbench
- Vanilla scavenging stations are no longer buildable (You should use the new Architect junk yards instead)
- Existing placed scavenging stations will still function, but their junk output is reduced

Production: Work Orders
- "Work Orders" allow you specify ahead of time exactly how many units of something you want produced
- Example: You can now tell Lumber Yards to work 10 cycles and then stop completely (i.e. stop consuming fuel)
- The work orders will continue to run as long as the services are active and have the required ingredients
- Some production categories do NOT require Work Orders and run non-stop (such as "Passive Services")
- Work orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max)
- Depending on the category, you can add/remove work orders to each service individually, or all at once
- If you want something to keep running nonstop, just set it to 999
- When you swap Schematics, you'll need to set all your work orders again (in the future I'll see about getting around this)
- Work orders are only consumed when the item is actually produced (so if you fail to have the ingredients that particular cycle, it doesn't consume the work order, and tries again next cycle)

Production: Overflow
>> Some types of resources give their yield based in fractions of a unit.. so they may require more than 1 day to yield 1 unit
- Crops, Oil Drilling, and Ore Mining can all have partial yields
- Based on the settlement, Oil and Ore yields can range anywhere between 0.0 and 1.0
- The partial remaining yields will be rolled over to the next day
- Example: If you have a "1.5" carrot yield, you'll get 1 carrot per day, and +1 carrot every 2 days
- Yields that are VERY low could take days to produce 1 unit (i.e. having 0.12 oil rating in a particular settlement)
- If a yield requires an upkeep cost (for example: fuel), it will only take the cost when it actually produces at least 1 full unit

Production Category: Passive Services
>> This category consists of services that always run, without work orders
- These services simply rely on the objects working properly in your settlement
- Only some services in this category actually require materials (such as compost to fertilizer)
- Passive services include:
- Income, Supply Kits, Brahmin Milk, Fertilizer, Compost, Power Convertors, Oil Wells, Research
- Both generic brahmin and milk brahmin will produce compost
- Fertilizer is produced by processing compost

Production Category: Active Services
>> This category consists of services that you must active yourself with work orders
- Most services in this category require materials (such as fuel)
- Active Services require Work Orders to be set
- Active Services include:
- Lumber yards, stone yards, steel yards, junk yards, and water purification

Production Category: Crops (Passive)
- This category is passive, and simply shows you your current yield of standard crops
- This category does not deal with fertilization (see below)

Production Category: Crop Fertilization
- This category allows you to select which crops you want to add fertilizer to, to double your crop yield
- This can be changed at any time by selecting the recipes and assigning work orders
- You can individually assign the exact amount of work orders you want, per crop type

Production Category: Plant Domestication
- REQUIRED: "Settler Skill: Survival Rank 1" or "Survival Skill: 30"
- Manually select which crops you want converted to domestic crops
- You can view the recipes to see what ingredients are required (most require some bone and fertilizer)

**** Advanced Production ****
- PLEASE NOTE: Mining and Factories are considered an OPTIONAL advanced production system, and intended for higher levels
- If this system seems too complex or too tedious for you to deal with, don't use it then*
- Advanced production systems are designed to be more involved, and require harvesting and using many unique resources
- These systems are ideally intended for level 20+, since some of them require high Workshop Levels and/or skills
- Some Schematics will only unlock if you have specific perks (skills or Workshop Levels)
- Some Schematic unlocks require having ALL of the required perks, and some unlocks only require ANY of the valid required perks
- Requirements for schematic unlocks are unfortunately not visible in game, due to limitations, but they will be shown in the documentation menu or patch notes
- This means the schematics don't appear in the list until they are actually unlocked (similar to Turret Platforms)
- Many more factory schematics will be added soon (and more over time)
*(on that same note, if producing valuable stuff actually seems TOO easy, please let me know! I want this system to feel balanced and rewarding.)

(Advanced Production) Production Category: Mining
- This category lists all of the possible yields for your current mining extractors
- The ore yields are individually shown, but are considered 1 single service combined together
- Work orders can only be added to ALL at the same time, as each extractor automatically generates the yields
- Yields below 1.0 will carry over to the next production cycle
- Each individually produced yield requires 1 fuel (that means if you have 1.0 of every type of ore deposit, it would cost 9 fuel per cycle)

(NEW) Small Mining Extractor
- This device can be placed in settlements to extract ore
- Requires Workshop Tech Level 6

(Advanced Production) Production Category: Arc Furnace - Ore Processing
- This category allows you to process all raw ore into usable components
- Each type of ore can be processed to yield different materials
- Each type of ore has a different selection of random impurities that can yield rare materials
- 2 types of common materials are always guaranteed per ore processed
- 1 random type of rare material is given per ore processed
- Some types of rare materials appear less often than others
- Each ore type can be assigned it's own work orders, so you can specify exactly what you want processed
- All schematics in this category are locked and cannot be changed
- Each active Arc Furnace can smelt 1 of every type of ore, per cycle
- Each additional Arc Furnace can process +1 ore (of every type) per cycle

Mining: Common Ores
> [Ore Type: Always gives common materials (random rare materials per yield)]
- Anthracite: refined coal, carbon, (hydrogen, oxygen, nitrogen, sulfur)
- Basalt: gravel, sodium (potassium nitrate, titanium, aluminum, silicon)
- Limestone: gravel, calcium, (lead, calcium, silver, uranium, phosphorus)
- Granite: gravel, tin (lead, copper, aluminum, tungsten)
- Magnetite: iron, magnetite powder (zinc, lead, gold, graphite)

Mining: Rare Ores
- Chromite: iron, chromium (magnesium, asbestos, diamond, sapphire)
- Quartzite: iron, silicon (mercury, zirconium, emerald, garnet)
- Laterite: iron, nickel (aluminum, beryllium, platinum, ruby)
- Dolomite: magnesium, calcium (lead, zinc, copper/carbon, topaz)

(Advanced Production) Production Category: Arc Furnace - Services
- An additional menu is available for the Arc Furnance which allows you to craft other materials as well
- Schematic: Uranium to Nuclear - Converts raw uranium into usable nuclear material (requires Tech Level 7 or Nuclear Physicist 3)

(Advanced Production) Production Category: Refinery
- This category allows you to process all raw crude oil (and other recipes) into usable components
- You can select which schematics you want to use in this category
- Each type can be assigned it's own work orders, so you can specific what you want processed
- Each active Refinery can process 1 of every type of schematic selected, per cycle*
- Schematic: Process Crude Oil - Converts crude oil to fuel, oil, and random byproducts
- Schematic: Convert Nuclear to Crude Oil - Creates crude oil from nuclear material and other ingredients (Requires: Workshop Tech 6)

(Advanced Production) Production Category: Parts Factory
- Allows you to produce various parts and materials
- Schematic: Generic Parts - Gears, Springs, Screws (requires Workshop Tech Level 6)
- Schematic: Weapon Parts - Pistol, Pipe, Rifle, Heavy, Laser, Shotgun (requires high Workshop Tech Levels, and settler skills)
- Schematic: Widget - This simple object can be used to test the factory production (it uses cheap materials but is worthless)

(Advanced Production) Production Category: Chemical Factory
- Allows you to produce various chemicals and materials
- Schematic: Nitric Acid (used for various recipes)
- Schematic: Smokeless Powder - Requires: Workshop Tech Level 6 and Ballistics Skill 100
- Schematic: Explosive Material - Requires: Workshop Tech Level 6 and Explosive Skill 100
- Schematic: Pharmceuticals
- Schematic: Yeast
- Schematic: Alcohol (Vodka)
- Schematic: Alcohol (Rum)
- Schematic: Alcohol (Whiskey)
- Schematic: Alcohol (Beer)
- Schematic: Ballistic Fiber - Requires: Either Settler Skill: Craftsmanship 4, -or- Chemistry Skill 140
- Schematic: Bone to Calcium/Phosphorus - Requires either Settler Skill: Engineering 4, -or- Chemistry Skill 140

(Advanced Production) Production Category: Tech Factory
- Allows you to produce various devices and tech materials
- Schematic: Basic Circuitry
- Schematic: Energy Cells - Requires: Workshop Tech Level 6 and Science Skill 100

(Advanced Production) Production Category: Textiles Factory
- Allows you to produce various textiles and materials
- Schematic: Ballistic Fiber
- Schematic: Packing Material (x1) - Converts wood/plastic into packing material (this simple recipe can be used to test the factory)

(NEW) Tenants and Leased buildings!
>> This new system allows you to attract non-settler tenants and utilities to your settlements!
- The Leased Buildings system comes in 2 categories: Residential Tenants and Leased Factories
- All leased buildings are fully enclosed, which means the door is unusable and you cannot enter their buildings (stay out, land lord!)
- Leased buildings are an excellent way to upgrade your settlements into real towns without adding a lot of unwanted lag
- Most leased buildings are very efficient on frame rates, since they don't have interiors
- Most leased buildings require Workshop Construction Levels to build
- Most leased buildings require power
- Many leased buildings have snap points to allow them to chain together, to create city blocks
- Leased buildings come in all shapes and sizes, and are easy/fast to place
- In order to move/store these buildings, it requires you to highlight the "mailbox" area (the building itself is NOT targetable)
- This system allows you to easily place/move these buildings while seeing the entire building
- The power connectors on these buildings also have a targetable hot spot, so you can connect wires to it
- NOTE: This system is considered an optional advanced settlement system, and intended for higher levels

Leased Residences (Tenants):
- Tenants are non-settlers who can help generate income for your settlements by paying rent
- Tenants are NOT visible and do not walk around your settlements (which is the whole point of the system)
- Residential Tenants do NOT count towards the settlement being a "Successful" community
- Residences come in different sizes, including small townhouses and medium/large apartment buildings
- Medium/Large residences (like apartment buildings) come with a light attached
- Residences have a maximum amount of tenants allowed, but tenants will move in and out based on settlement conditions
- (i.e. just because you have 3 apartment buildings, doesn't mean they can will fill up)

Active Tenant Population:
>> Tenants won't move in unless certain conditions are met in the settlement
- The minimum requirement for any tenants to move in is: 5 settlers, 20 defense, 10 food, 10 water, 60% happiness
- There are 4 additional tiers that allow more tenants to move in (which scale based on food/water/happiness)
- Tier 1 requires: 5 Settlers, 20 Defense, 10 Food, 10 Water (+1 to 6 tenants)
- Tier 2 requires: 10 Settlers, 40 Defense, 20 Food, 20 Water, 1 Sewage (+1 to 8 tenants)
- Tier 3 requires: 10 Settlers, 60 Defense, 30 Food, 30 Water, 2 Sewage, 1 Heating (+1 to 12 tenants)
- Tier 4 requires: 15 Settlers, 100 Defense, 50 Food, 50 Water, 1 Doctors, 1 Purifier, 3 Sewage, 2 Heating (+1 to 16 tenants)
- Tier 5 requires: 15 Settlers, 140 Defense, 70 Food, 70 Water, 2 Doctors, 1 Purifier, 4 Sewage, 3 Heating, 1 Sanitation (+1 to 18 tenants)
- The amount of added tenants varies in each tier based on your happiness, wellness, communities, purifiers, and other aspects
- Having high happiness and/or high wellness will attract a few extra tenants
- Having some NON-tenant income (such as vendors or gambling) will attract a few extra tenants
- Having a doctor and/or purifier will attract a few extra tenants
- Being a recreational or trading community will attract a significant amount of extra tenants
- The current maximum potential of tenants per settlement is 60 total in a recreational or trading community
- The current maximum potential of tenants per settlement is 48 total in other communities
- Active tenants will automatically move in/out when conditions are either met or lost

(Developer notes on Tenants):
- The concept of this system is that both you and your resident settlers are the "owners" of the settlement, and you're looking to make some profit and grown your settlement into a larger town. This is done by building permanent structures to rent out to commonwealth denizens that can afford to pay rent without doing any settlement work (lazy rich people!)
- My goal with this system is 2 things in 1: Allow you to build larger (and more interesting) towns, and at the same time NOT add more settler lag and bloat. There's a certain point where too many settlers (or other NPCs) just starts to kill the FO4 workshop.
- We really don't NEED to see every commonwealth person visually all the time for them to have a real meaning in the world. This allows us a viable way to build up the commonwealth with larger towns, without killing the game and your saves.
- The Tenants system does provide benefits in 1.8, but in the future updates it will also be part of a bigger end-game goal for settlement building.

Leased Factories and Utilities (Production):
>> This system allows you to place self-contained factories if you wish to not use the settler-managed stations
- Leased factories will act as fully operational factories and/or utilities (the same as standard settler stations)
- They do not require a settler assigned, and do not use food or water
- Requires a significant amount of materials to build
- Requires power connected to them
- They usually do not generate income
- They do not increase the Tenant population (since they work for you, and are not paying rent)

Available Leased Buildings (Standard style):
- Parts Factory: +1 Parts Factory
- Chemical Factory: +1 Chemical Factory
- Tech Factory: +1 Tech Factory
- Textiles Factory: +1 Textiles Factory
- Refinery and Arc Furnace: +2 Arc Furnaces, +2 Refineries
- Power Facility: +4 Power Surplus Convertors, Power
- Water Facility: +4 Purification, Water
- Large Apartment Building: +16 Tenants
- Medium Apartment Building: +8 Tenants
- Medium Corner Apartment Building: +8 Tenants
- Large House: +8 Tenants
- Medium House: +4 Tenants
- 16 styles of Small Houses and Townhouses: +2 Tenants

Available Leased Buildings (Diamond City style):
- Chemical Factory: +1 Chemical Factory
- Refinery and Arc Furnace: +2 Arc Furnaces, +2 Refineries
- Apartment Building 1: +8 Tenants
- Apartment Building 1B: +8 Tenants (Same building but with an alternate platform foundation)
- Apartment Building 2: +8 Tenants
- Apartment Building 2B: +8 Tenants (Same building but with an alternate platform foundation)

DEVELOPER NOTE: More buildings of various types will be added over time

(NEW) Production Job: Junk Yard
- The junk yard works similar to the Lumber yards, in that it actively produces materials
- Produces the following per station per cycle: 25 packing material, 2 basic circuitry, 1 random junk item
- Each Junk Yard requires 1 Common Tool per cycle

Production Job: Lumber Yard
- Produces the following per station per cycle: 100 wood, 3 plastic, and 1 random scrap item
- The random scrap item can contain either wood/steel, or cork, or
- Each Yard requires 1 Liquid Fuel per cycle

Production Job: Steel Yard
- Produces the following per station per cycle: 50 steel, 1 aluminum, and 1 random scrap item
- The random scrap item can contain either wood/steel, or
- Each Yard requires 1 Liquid Fuel per cycle

Production Job: Stone Yard
- Produces the following per station per cycle: 25 concrete, 1 glass, and 1 random scrap item
- The random scrap item can contain either wood/steel, or cork, or
- Each Yard requires 1 Liquid Fuel per cycle

Farming Workbench
- (NEW) Each Farming Workbench now grants +2 Farming Utility, which counts towards unlocking slots for the Plant Nursery
- The plant nursery is now handled in the Production Manager system
- Converting compost to fertilizer per day is now handled in the Production Manager system
- NOTE: Making compost itself is still handled in the Farming Workbench, and works the same way
- A menu option to open the Production Manager is added to the menu

(NEW) Handmade Water Heater
- Provides +1 Heating rating
- Requires Workshop Tech Level 2

(NEW) Fireplace
- Provides +1 Heating rating
- Requires Workshop Tech Level 2

(NEW) Electric Water Heater
- Provides +1 Heating rating
- Requires Workshop Tech Level 4
- Requires Power

(NEW) Heating Unit
- Provides +1 Heating rating
- Requires Workshop Tech Level 5
- Requires Power

(NEW) Functional Refrigerator
- 3 styles of Refrigerators are available
- Provides +1 Refrigeration rating
- Requires Workshop Tech Level 4
- Requires Power
- Is currently not usable by the player

(NEW) Outhouse
- A large outhouse is now available
- Provides +1 Sewage Treatment
- In order to move this object, highlight the area near the life preserver
- After the outhouse is placed, it will automatically add the collision for it, steps in the front, and a door

(NEW) Casino Games
>> A variety of new tables that can expand your recreational community and turn it into your own New Vegas!
- NOTE: These games are not actually playable by you, they're work objects for settlers (maybe in the future I'll add some interactive games)

(NEW) Casino Game: Slot Machine
>> A handmade slot machine with a custom mesh
- Adds +5 Bonus Happiness and +1 Income Rating
- Comes in a few different styles

(NEW) Casino Game: Blackjack Table
>> A Blackjack Table with a custom mesh
- Adds +40 Bonus Happiness and +6 Income Rating
- Requires a settler to be assigned
- Limit: 2 per settlement

(NEW) Casino Game: Poker Table
>> A Poker Table with a custom mesh
- Adds +40 Bonus Happiness and +6 Income Rating
- Requires a settler to be assigned
- Limit: 2 per settlement

(NEW) Casino Game: Blackjack Table
>> A Robot Racing Table with a custom mesh
- Adds +40 Bonus Happiness and +6 Income Rating
- Requires a settler to be assigned
- Limit: 1 per settlement

Architect Structures
- (NEW) Boardwalk (Square) - a large flat square-shaped boardwalk with a building, detail, and debris layer
- (NEW) The 10-plot large boardwalk pier now has a layer for simple buildings and debris!
- (NEW) The defaults for Turret Platforms can be set to either "RANDOM" or "LAST SELECTION" via the Architect->Layers options menu
- (NEW) Airplane Housing - A new structure under "Basic Warehouses" that is a large airplane fuselage
- (NEW) Repaired Cabin - A new cabin mesh that repairs the smashed left deck (available in 3 colors)
- All cabins now use the proper concrete stairs for the foundation, instead of the incorrect wooden staircase
- The door added to all cabins is now properly aligned
- "Small Warehouse" is now called "Basic Warehouse", and uses a different controller object
- The 3 boardwalk structures are now ALSO in the Basic Warehouse category under buildings
- The following buildings were given better looking foundation textures:
- Red Rocket, Warehouse Garage, Parking Garage, Pizza Shop, Drumlin Diner, Large Brick Building, Cabin

(NEW) Random Trees (Experimental)
>> Allows you to place random trees without having to pick and choose each type
- There are 4 types: Small Tree, Large Tree, Small Healthy Tree, Large Healthy Tree
- Healthy Trees use pre-war textures with healthy leaves, and require fertilizer and tech level 4
- A random tree is selected each time you place OR move the object

(NEW) Barter/Inventory Activator Key
- Architect now has it's own version of quick trading, which is built specifically to interact with Architect's features
- Adds an activator choice to vendors for a "Barter" key
- Adds an activator choice to followers/settlers for a "Transfer" key
- An option to enable/disable each option separately is located in the Architect Options menu
- Trading is blocked when settlers are active in an event
- The "Transfer" button to settlers/companions will work at further distances than barter
- NOTE: This is NOT compatible with the "Quick Trade" mod

(NEW) Menu Button Modifications!
- A new version of "MessageBoxMenu.swf" (modified by Phlunder) is included with Horizon now
- This new modification changes the button highlights to be the full size of the button
- This allows the text to be properly left-aligned (doing so prior to this, made the highlight look bugged)
- Having buttons left-aligned allows the icons to match up and look much nicer (and easier to read, even without icons)
- This system makes the dialog boxes look much more consistent with the other Fallout UI elements in the game
- You may also find that quickly scrolling through large left-aligned menus is much less of a headache than the centered text popping all around!
- The highlight of the button more closely matches the hitbox of the button (i.e. where you can click)
- Some menus (but not all) in Horizon/Architect will now use left-aligned buttons where appropriate
- This file also allows item icon tags to be removed in the message text
- NOTE: This swf change should not break any existing center-aligned buttons (if it does, let me or Phlunder know)

Resource Station
- (NEW) The Courier
- The main menu will now show more info and uses the new style of formating
- The main menu and supply line menu will now show the name of the settlement this station is linked to
- The main menu will now show where your Master Workbench is set
- The main menu will now show where your Production Destination is set
- The main menu will now show where your Cargo Destination is set
- Uses the left-aligned text system now

(NEW) Essential Settlers
>> This new system adds an immersive way to make your settlers essential (not killable by even you)
- By having at least 1 doctor in the settlement, you can toggle the option (per settlement)
- This option can be found in the "Local Settlement Stats" menu, from the Command Table or Recruitment Station
- This option is OFF by default, even if you qualify for it, so you need to turn it on
- This option is not global, and only works PER settlement
- If a doctor is no longer available in a settlement, the option will eventually turn off at certain times
- (in the future I may allow a global option to automatically turn it on based on the doctors, but for now I'd like to keep the system like this first)

Settler Missions
- (NEW) A message will show when new missions are completed
- Messages can be disabled under the "Statistics and Options" menu in the Command Missions Menu
- Missions now use real-time instead of game time (just like the new production system)
- The time it takes to complete missions is based on what it would have been in game-time with 8 hours of sleep
- Most standard missions take 2 hours of real-time
- Larger missions take 4 hours of real-time
- Deploying missions should now be able to take required items from both you and your workshop
- Engineer missions can often yield Precision Tools in addition to its normal rewards
- Many mission rewards have had slight tweaks

(NEW) Settler Missions: Mission Repeating
>> You can now choose to set specific mission types to attempt to repeat after they are completed
- Repeated Deployment Settings is a new sub-menu in the Command Missions menu
- You can choose to toggle on/off the repeating option for each mission type individually (scouting, assault, etc.)
- There are 2 additional options that allow you to toggle all types on/off at the same time
- Repeatable missions will automatically deposit the items and no longer give any type of debriefing reports
- A deployed mission will stop repeating if it lacks the resources or settlers required
- When a mission fails to repeat, you will have to deploy it manually if you want it to run again

Settler Job Stations
>> Over time, I plan to keep adding more variety to job stations, to allow you to make your settlers feel more unique
- (NEW) Entertainer (Town Crier): An additional Entertainer job station for variety
- (NEW) Entertainer (Storyteller): An additional Entertainer job station for variety
- (NEW) Entertainer (Performer): An additional Entertainer job station for variety (this station uses separate male and female outfits)
- (NEW) Entertainer (Studio Technician): An additional Entertainer job station for variety
- (NEW) Engineer (Research): An additional Engineer job station for variety
- (NEW) Engineer (Chemical): An additional Engineer job station for variety
- (NEW) Engineer (Maintenance): An additional Engineer job station for variety
- (NEW) Hunter (Rifleman): An additional Hunter job station for variety
- (NEW) Hunter (Fisherman): An additional Hunter job station for variety
- (NEW) Technician (Disassembly): An additional Technician job station for variety
- (NEW) Technician (Scrounging): An additional Technician job station for variety
- (NEW) Technician (Salvaging): An additional Technician job station for variety
- (NEW) Militia (Locker): An additional Militia job station for variety
- (NEW) Militia (Strategy Table - Side): This station will only snap to 1 of 3 sides of the Militia Strategy table*
*This lets you have 4 militia gathered around one strategy table!

Settlements
- (NEW) Crate Bed - A covered bed with a pillow using crates as the frame
- (NEW) Cinder Block Bed - A covered bed with a pillow using cinder blocks as the frame
- (NEW) Tire Bed - A covered bed with a pillow using tires as the frame
- (NEW) Life Preserver Bed - A covered bed with a pillow, direct from Bikini Bottom!
- (NEW) Breakfast Station - Grants +10 happiness, requires Trailblazer rank 2, (limit 1 per settlement)
- The Centralized Sewage Treatment unit now gives +4 Sewage Treatment
- Companions are no longer used in the auto-assign system
- Pre-built workshops (i.e. Conqueror and Baron's job patch) should hopefully no longer show messages for job assignments at the start
- Salvaging jobs and Milk Brahmin can no longer be placed in indoor settlements
- Most lights now require basic circuitry instead of copper
- Power generators and water pumps have their materials scaled better based on the resource given
- Power generators are more expensive to build
- Larger power generators are usually slightly cheaper on materials per power supplied
- Standard Batteries and Electron Batteries now give 2 power
- Fission Batteries now give 4 power
- Large Fission Batteries now give 8 power
- The wall generator now gives 8 power
- The recipes to craft the DLC power generators are now in line with the other power generators
- Some scrap yields were tweaked
- Some bugs with a few scrap recipes were fixed
- The rewards for the Trailblazer mails have been altered
- The recruitment station's settler limit option is reworded (this limit does NOT change your maximum settlers, it just makes the station stop recruiting at the number specified)

Settlements - Communities
>> In many cases, Communities now require specific resources instead of just generic workshop ratings
- (NEW) Research Outpost: This community replaces the Water Treatment Plant community
- (NEW) Research Outpost: New objects can be placed to increase your "Research Rating" (seen below)
- (NEW) Research Outpost: Engineer job stations contribute +10 points each
- (NEW) Research Outpost: Increases the amount of mission slots available for Engineers by 1 per Outpost
- (NEW) Research Outpost: Requires 200 points total
- Industrial Park: Now requires Factories, Extractors, Power Converters, and/or Construction Yards (instead of generic power)
- Farming Community: Now requires actual crops that produce items (instead of just generic "food" rating)
- Farming Community: Crops give +1 point per crop rating
- Farming Community: Milk Brahmin now contribute +20 points each towards a Farming Community
- Farming Community: Fish Traps contribute +5 points towards a Farming Community
- Farming Community: Hunter jobs contribute +5 points towards a Farming Community
- Farming Community: Now requires 200 points total
- Military Outpost: Militia job stations now contribute +10 each points each towards a Military Outpost (they still do NOT increase defense rating though)
- Military Outpost: Defense contributes +1 point per defense rating, but only up to 100 points max (this means you require Militia jobs in a Military Outpost also)
- Military Outpost: Requires 200 points total (ideally you would aim for: 10 Militia and 100 defense)
- Recreational Community: Now requires specific objects such as Casino games, Pinball machines, etc. (instead of generic happiness)
- Recreational Community: Most decorations or other objects that give happiness no longer contribute points
- Trading Market: Now requires 1 Shipping Manager (the job station) and 5 actual settler Traders (not shipping containers, etc.)
- Trading Market: Requires 100 points total
- NOTE: I plan to replace the Water Purification community with something else in the future, but it will remain as-is for now

(NEW) Settlements - Research Rating
- NOTE: This category is NOT fully completed yet, and will be filled in more in a future patch
- Research Rating is a new settlement resource rating that will provide additional benefits
- Research Rating produces "Research Material" each production cycle, which can be used in some recipes
- Research Rating is a requirement for a Research Outpost
- Engineer Research missions will return with Research Material
- Research Library: A simple bookcase full of books that adds +10 Research Rating
- Research Computer: A computer mainframe that adds +20 Research Rating

Settlements - Standard Production
- The daily cap for income generation now starts at 400 vendor credit per cycle
- The daily cap for income generation is now increased by +100 per Successful Settlement (up from +50)
- The income/crops/water/supply kit production is no longer capped differently in Desolation Mode

Settlements - Defense
- All platform turrets now give 12 defense, since the unlocks are mainly related to their gameplay effectiveness*
- All turrets (and platforms) cost more materials
- Defense values of standard turrets have been tweaked (12 is usually the maximum now)

*DEVELOPER NOTE: I did this so you didn't feel pressured to keep changing turrets just to increase your total defense value. The whole point of the platforms is to let you change (at a later time when you have higher unlocks) the style of the turret easily without having to re-place turrets.

Settler Outfitter
- (NEW) Custom auto-outfits are now set for each individual station (useful for patches/addons that want custom outfits on their assignments)
- Many jobs now have a more specific customized outfit
- The auto-outfits from assignments should ignore companions now
- Some vendors now have different auto-outfits
- The tier-1 hunting rifle has a long barrel and full stock now
- The tier-2 hunting rifle has a marksman's stock now

Settlement Vendors
- (NEW) Medical Station: A smaller decorated Doctor vendor stall
- (NEW) Small Diner Counter: A very small empty diner counter that has a snap point for vendor mats
- The vendor mats no longer have any collision for the crate on the floor (so it doesn't get in the way for placement)
- The medic vendor mat has a IV stand instead of the crate (decorative - no collision)
- The weapon vendor mat has a metal container instead of the crate (decorative - no collision)
- The vendor mats are cleaned up to remove the remnants of the old modular system (this should let you place them closer without them oddly snapping all over the place)
- You can only place 1 of each vendor stall now (duplicates seem very cheesy and unnecessary for a settlement to have)*
*Technically speaking, you can still place 1 of each style of vendor, but the concept of spamming lots of the same vendor just to get happiness or income seems unrealistic. There's plenty of other ways now to add variety to your settlement for both income and happiness.

(NEW) Robco Pip-boy Voice Assistant
>> This new system adds an artificial intelligence voice system to your Pip-boy
- It is named "M.A.X.I.N.E." (aka Max) = Military AuXiliary Intelligence and Navigation Entity
- This voice system is used to warn you of ambushes and other events
- This system is temporarily unlocked from a consumable item crafted from the Tech Lab under Workshop Upgrades
- This system can be disabled at any time from your Field Kit
- The player character will respond to some of Max's dialog
- For some dialog, there's a different set of responses for when the player character is in combat
- The player character responses can be disabled separately if you wish
- Currently, the female character has a lot more random variation in dialog lines than the male (this will be filled out later)
- This system outputs dialog to the "voice" channel, so you need your voice volume setting loud enough to hear it
- More dialog and triggers will be added over time for this system
- Max won't start a dialog if you're inside of a dialog scene (note that it may continue talking if you start a scene after it begins)
- NOTE: This system is still in it's early stages, more will be added over time

(NEW) Player Character Voiced Comments
- In some situations, the player character can make comments out in the world (such as reviving in a settlement)
- This can be disabled in the "Pip-Boy Options" menu in the Field Kit
- NOTE: Disabling this option also disables ALL player voicing added by Architect, including comments in reply to Max*
*(This means if you disable the player voice separately, Max can still talk to you but the protagonist remains silent)

Plant Harvesting
- (NEW) Wild Seeds (Dry) - These seeds are used to create Wild Plant Gardens (Dry)
- (NEW) Wild Seeds (Humid) - These seeds are used to create Wild Plant Gardens (Humid)
- (NEW) Wild plants have a chance to give you a seed based on your Survival Skill
- Wild Seeds (Dry) - come from wild plants: hubflower, carrot, corn, gourd, melon, ashblossom, thistle, razorgrain
- Wild Seeds (Humid) - come from wild plants: bloodleaf, fungi, ferns, mutfruit, silt beans, tarberry
- The more rare types of plants have a higher chance to yield a seed
- Settler Hunter gathering missions have a chance to yield a random wild seed
- Settler Hunter gathering missions can now gather Thistle
- Thistle plants now use Horizon's harvesting system, where you can get extra plants with Survival Skill

(NEW) Wild Plant Gardens
>> Wild Plants are difficult to grow and require a variety of seeds to emulate a natural environment
- There are 2 types of gardens: Dry and Humid
- Require Settler Skill: Survival III to build them
- Does not require an assigned settler to maintain them
- Each type requires a number of appropriate seeds to kick-start the garden's production
- Each production cycle will yield a random plant based on the garden type
- Each garden you build adds +1 of that type to the production system
- Wild gardens obey the same maximum production limit that standard crops do, except they cannot be doubled with fertilizer

(NEW) Automated Planters and Crops
>> This new system allows you to use you to place crops that use power, instead of assigned settlers
- Each Planter requires an "Automated Crop" that can snap into the Automated Planter (these crops cannot be placed anywhere else)
- Available crops: Corn, Tato, Carrot, Mutfruit, Melon, Gourd, Razorgrain
- Each crop gives 6 food and 12 crop rating
- Requires 4 power each, but the power connector is only available when you place a crop in the planter
- Requires Workshop Technology Level 5
- Does NOT use an assigned settler
- There are 2 snap points on the sides of the planters so you can easily line a few up together

Field Kit (aka Personal Toolkit)
>> The Personal Toolkit is now called the "Field Kit"
- Most crafting in the Field Kit has new crafting menus using the new production system
- Items can be crafted in the amount you want: 1x, 5x, 10x, 50x
- The Science Tools are now called "Utility Tools"
- (NEW) Medical Crafting: You can now craft Trauma Kits
- (NEW) Medical Crafting: You can now craft Medicated Banadges if you have Medical Skill 20
- (NEW) Utility Crafting: You can now convert tools into Tool Kits (either 1 tool or all)
- (NEW) Utility Crafting: You can now convert Fusion Cells into 2mm VICE rounds
- (NEW) Utility Crafting: You can now convert Electron Cells into Fusion Cells
- (NEW) Utility Crafting: You can now craft all of the lockpicking and hacking tools (requires the appropriate skills for each)

Field Kit - Field Scrapping
>> Equipment Scrapping is now known as "Field Scrapping" and includes more types of items (other than just weapons/armor)
- The scrapping system has been updated, and is now MUCH faster and more efficient
- Melee weapons and DLC armor has been added to the Equipment Scrapping (see more on this below)
- All weapons/armor are updated to give the new materials
- (NEW) You can now convert Gwinnett beers into standard beers (which are used as ingredients in recipes)*
- (NEW) You can now convert Cherry and Cold Nuka-Colas into standard Nuka-Cola (which may be used as ingredients in recipes)*
- (NEW) You can now convert any DLC Nuka-Colas into standard Nuka-Cola*
- (NEW) You can now scrap most raw meat (including DLCs) into Ground Meat (the same as the standard Cooking recipes)*
*These types of items will only convert in your Toolkit scrapping, and NOT from corpse scrapping (so you don't have to worry)

Weapon Kit (aka Weapon Toolkit)
- The Weapon Toolkit is now called the "Weapon Kit"
- The Conversion Kit system has been streamlined, to make the system much easier to deal with, and less confusing!
- Most "lower-tier" ammo types will now automatically be swappable by the default Weapon Kit
- Most "higher-tier" ammo types will now require an "Advanced Conversion Kit", which covers ALL ballistic weapon types in 1 item
- Some ammo sets don't require the Advanced Kit at all
- The Advanced Conversion Kit requires 40 Ballistics Skill to craft
- The "Rank 4 Pipe Conversion Kit" is converted to the Advanced Conversion Kit (so if you already had it, you now have the new kit)
- The rest of old conversion kits are converted to junk items that give you some of the materials back
- 40mm ammo menu: This menu will now only show buttons for ammo that you actually have*
*NOTE: I will eventually do this for all ammo menus, but it is somewhat tedious, and I'd like to test it out on 40mm first. I need players to test it, and make sure there aren't any weird situations where the menu doesn't let you swap ammo that you should have.

Horizon Start-up Items
- The start-up items are changed, so that they will only appear after "time has started" (which is after you exit the vault)
- Upon this time, you will be given: Horizon Holotape, Field Kit, Weapon Kit
- Upon reaching level 2, it will still attempt to give you these items again, in case it failed for some reason earlier

Cargo Bot 1-X
- Cargo Bot 1-X's new name is now "Wilson"
- Cargo Bot 1-X's system was updated and reworked in some ways
- The caller device uses a new method of cooldown which starts at 12 minutes
- The cooldown is reduced by 1 minute for every Workshop Technology Level you have (up to level 10, at 4 mins)
- The cooldown will display in the menu now
- The cooldown now only starts after Wilson has actually left
- If no items were transferred, the cooldown is only 1 minute, since it doesn't have to actually return anywhere
- If you try to use the device when its on cooldown, it will tell you how many minutes are left before its ready
- Wilson stays active for 2 minutes before leaving (up from 1 minute)
- The menu system was updated to the new format
- The main menu now shows the name of the Cargo Destination settlement
- Wilson makes noises when summoned and dismissed
- The filter now has a 3rd option for "junk only" (no ingredients)
- You can now instruct Wilson to craft a "Scrap Kit: Resource Station" for you*
- (NEW) The area scavenging feature now has 2 additional options to cycle through, which expands the quality of junk it will auto-loot
- The area scavenging feature will now be blocked from working in certain locations (Diamond city and a few other locations)
*This recipe does not require a Cargo Bot, but instead the raw materials. It can also use materials from your workshop's resource container or master workshop.

(NEW) Lockboxes
- This lootable item (goes into your AID tab) consumes 1 Bobby Pin when you use it
- When you use the lockbox, it will give a random item (sometimes rare) or caps
- When you use the lockbox, it will give you a message saying how many bobby pins you now have left
- All lockboxes give a very small amount of Lockpicking Skill when opened
- There are 3 types of boxes: Basic, Standard, and Complex
- Basic Boxes don't require any skill, and give +5 xp
- Basic Boxes give mostly common junk/caps with a chance for a few types of rare loot
- Standard Boxes require 90 Lockpicking Skill, and give +15 xp
- Standard Boxes have a better selection (and chance) of rare loot
- Complex Boxes require 180 Lockpicking Skill, and give +30 xp
- Complex Boxes have a much better selection of rare loot, including: gunpowder, legendary parts, meds, chems, and more
- Lockboxes can drop from various containers and even some NPCs and settler missions
- Since these are looted items, they are easy to store away if you currently don't have the skill or pins yet
- If you never plan to open them, you can sell them for caps at most vendors

(NEW) Electronic Lockboxes
- This lootable item (goes into your AID tab)
- When you use the lockbox, it will give a random item (sometimes rare) or caps
- Electronic lockboxes have a higher chance to roll legendary materials than standard lockboxes*
- All electronic lockboxes give a very small amount of Hacking Skill when opened
- There are 3 types of boxes: Basic, Standard, and Complex
- Basic Boxes don't require any skill, and give +5 xp
- Basic Boxes give mostly common junk with a chance for a few types of rare loot (similar to lockboxes)
- Standard Boxes require 90 Hacking Skill, and give +15 xp
- Standard Boxes have a better selection of rare loot (similar to lockboxes)
- Complex Boxes require 180 Hacking Skill, and give +30 xp
- Complex Boxes have a much better selection of rare loot (similar to lockboxes)

*DEVELOPER NOTE: This is done since Hacking usually has less uses Lockpicking out in the world, so Hacking Skill now gains a new advantage.

Q: Why move the reward of high hacking/lockpicking skill to lockboxes instead of containers?
A: One thing I hated about FO4 by default, is when you don't have enough skill to open a safe in the field, you always say "I could come back to this later I guess", but let's be honest you never remember where that stuff was. Instead, I would rather allow you more options to build/buy locksmith tools to deal with that immediately, and put more pressure on the skill for opening "portable" boxes, that you can deal with later on. You can either store them, or vendor them if you dont plan to skill up. It also adds more use for hacking skill, since that felt too limited.

Perk: Locksmith
>> Locksmith is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it
- Rank 1 now gives 20 Lockpicking skill - available at level 1 (20 Lockpicking Skill allows you to pick Advanced locks.)
- Rank 2 now gives 40 Lockpicking skill - requires level 4 (40 Lockpicking Skill allows you to pick Expert locks.)
- Rank 3 now gives 60 Lockpicking skill - requires level 8
- Rank 4 now gives 80 Lockpicking skill - requires level 12 (80 Lockpicking Skill allows you to pick Master locks.)
- (NEW) Rank 5 gives 100 Lockpicking skill - requires level 24 (this rank is optional, and not required to reach 200 skill)

Perk: Hacker
>> Locksmith is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it
- Rank 1 now gives 20 Hacking skill - available at level 1
- Rank 2 now gives 40 Hacking skill - requires level 4
- Rank 3 now gives 60 Hacking skill - requires level 8
- Rank 4 now gives 80 Hacking skill - requires level 12
- (NEW) Rank 5 gives 100 Hacking skill - requires level 24 (this rank is optional, and not required to reach 200 skill)

Perk: Hunter
>> Hunter is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it
- Rank 1 now gives 20 Hunting skill - available at level 1
- Rank 2 now gives 40 Hunting skill - requires level 3
- Rank 3 now gives 60 Hunting skill - requires level 5
- Rank 4 now gives 80 Hunting skill and +5 Damage Resistance - requires level 10
- Rank 5 now gives 100 Hunting skill and +10 Damage Resistance - requires level 20
- (the damage bonuses vs creatures per rank remains unchanged)

Skill: Hunting
- You can no longer gain exotic creature meat (mirelurks, etc.) until you have a minimum of 40 skill
- You can no longer gain extra materials (bones, adhesive, legendary materials, etc.) until you have a minimum of 60 skill
- The chances for gaining legendary mutated parts from standard creatures is slightly higher (if you have the skill)
- Desolation mode no longer has nerfed values for Hunting, as the skill itself will now be balanced the same for all modes
- Some creatures no longer drop specific meat until you have the proper hunting skill (meat scraps can still drop for any skill level)
- NOTE: As usually, take note that 100% "Extra Parts", doesn't mean you're guaranteed parts. It just means that its guaranteed that the loot list will attempt to roll multiple parts. There's always a chance of bad luck not rolling for every valid part on the list.

Perk: Survivalist
>> Survivalist is rescaled, and now allows you to front-load the skill in earlier levels, if you wish to spend the perk points on it
- Rank 1 now gives 20 Survival skill - available at level 1
- Rank 2 now gives 40 Survival skill - requires level 3
- Rank 3 now gives 60 Survival skill - requires level 5
- (NEW) Rank 4 gives 80 Survival skill - requires level 7
- (NEW) Rank 5 gives 100 Survival skill - requires level 20 (this rank is optional, and not required to reach 200 skill)

Perk: Marketeer
- Rank 1 now gives +20 Trading Skill
- Rank 2 now gives +40 Trading Skill
- Rank 3 now gives +60 Trading Skill
- (NEW) Rank 4 gives +80 Trading Skill, and unlocks the Black Market
- (NEW) Rank 5 gives +100 Trading Skill
- Marketeer no longer says it requires 30 skill for the terminal, and the description now summerizes trading skill

Skill: Trading
- Trading Vendor Credit for caps now requires 40 Trading Skill (in Desolation Mode it's 200 skill)
- Unlocking Workshop Trading Levels is significantly cheaper now for recipes that require personal Trading Skill*
*(Having Trading Skill should be a benefit to more easily unlocking Workshop Trading Levels than the other skills)

Caravan Travel
- You can now spend 800 vendor credits to add +30 supplies (requires Workshop Trading Level 5)

Notes on Salvaging and Scrapping for 1.8
>> Many salvaging methods are reworked in this update, to remove the penalty of scrapping items/objects too early. Game mechanics like the old vanilla style of unlocking uncommon/rare materials via the Scrapper perk, made for a poor game mechanic that just penalized the player for not waiting before scrapping items. I'm also changing some of Horizon's salvaging system, so you aren't as penalized for not taking Salvaging Skill early.

Scrapping Materials
- (NEW) Uncommon and rare materials from Scrapper rank 1 and 2 are now a baseline mechanic in the game, and do not require the Scrapper perk anymore!
- DEVELOPER NOTE: This was done to remove the annoyance of feeling pressured to hoard items for scrapping until you can get the perks. And if you didn't know to do this ahead of time, you were penalized. It also made Scrapper feel way too mandatory.

(NEW) Vehicle Salvaging [BETA FEATURE]
- If you have enough skill, you can walk up to intact vehicles out in the world and salvage them for materials
- "Intact" means the vehicle actually has a full interior (seats, dash, etc.)
- Vehicles that appear stripped bare and rusted do not count
- This currently only works on cars and pickup trucks
- Each salvage requires and consumes 1 Tool
- When you salvage a vehicle, it will replace the current vehicle with a salvaged wreck
- While you're salvaging you cannot move for 2 seconds
- Salvaging is not allowed in combat
- A vehicle becomes unsalvageable once it catches fire or blows up
- When you try to salvage an object, if you currently don't have any Tools, it will attempt to automatically find a tool and convert it to 4 Tool Kit charges
- Once you salvage an object in the world, it should technically never be salvagable again (I'm not sure tho, this may need long-term testing)

(NEW) Appliance/Machinery Salvaging [BETA FEATURE]
>> The old style of salvaging parts from machines is replaced with a new method
- To salvage a machine, simply use the 3rd activator key option and the items will be automatically looted to your inventory
- There are 3 categories for different loot yields: Refrigeration, Appliance, and Simple Machines
- Simple Machines consist of cigarette machines and news stands (requires 40 Salvaging Skill)
- Refrigeration consists of refrigerators, ice machines, milk machines (requires 80 Salvaging Skill)
- Appliance consists of washers and dryers (requires 80 Salvaging Skill)
- Each machine can only be salvaged once
- Machines that are built inside of workshops cannot be salvaged*
*NOTE: Please let me know if you ever build a specific object and are able to salvage it

(NEW) Direct Equipment Scrapping
>> This option lets you automatically salvage armor, clothing, and weapons directly from the corpse!
- A 3rd activator key will allow you to scrap (destroy) all valid items on a corpse and give you the proper materials back
- Pressing the button can only scrap ALL valid items on the corpse, and not specific items (loot weapons/armor you want first!)
- Requires 20 Salvaging Skill to unlock this feature
- Weapons that are scrapped by this system are automatically tracked for the ZX1 Lab for reverse engineering!
- This option can be disabled in the Architect Options menu under "Salvaging Options"
- An option to change the loot filter can be toggled in the Architect Options menu under "Salvaging Options"
- Changing the loot filter allows you to automatically loot other items too when you push the salvage button
- NOTE: Ash Piles cannot be used with this system, but you can choose to disable ash piles via the holotape (see below)
- WARNING: Mod attachments on weapons and armor are NOT accounted for or removed!

TIPS ON CORPSE SCRAPPING:
1> Always check the inventory before you press the buttton! There is NO undo button!! Don't be in a rush to scrap every corpse just because there's an easy button now.
2> Check the value on weapons/armor first, items at 100% condition or that have mod attachments might be worth selling or using instead.
3> Weapons that you scrap on the corpse will be cached for the ZX1 Lab the next time you reverse engineer, so it's safe to scrap weapons you didn't unlock yet.
4> Items that are at -100% condition (with a trash can icon) can almost always be immediately scrapped

(NEW) Ash Pile Disabling Option
- Located in the Horizon holotape, you can now disable Ash Pile corpses from occuring from energy weapon kills
- This does not account for any corpses that are already in your game
- This does not include pre-placed ash piles in the world

ZX-1 Experimentation Lab
- (NEW) When you salvage a weapon (either from a corpse or your Field Kit), it will remember the weapon for the next time you go to reverse engineer at the Experimentation Lab!
- Reverse engineering external mod's weapons no longer grants skill or xp (this was unbalanced before)

Trap Disarming
>> Trap disarming has been streamlined to only come from specific sources now
- Basic Traps: Master Thief rank 1, or Hunter rank 2, or Engineering Skill of 20
- Basic Explosives: 20 Explosives Skill only
- Complex Explosives: 40 to 80 Explosives Skill only (this is primarily for the dynamic trap system)
- Class-1 Tech Traps/Mines: 20 Science Skill only
- Class-2 Tech Traps/Mines: 80 Science Skill only

Skill: Salvaging
- (NEW) If have 20 Salvaging Skill, you can now salvage weapons/armor directly from corpses
- (NEW) If have 40 Salvaging Skill, you can now salvage cigarette machines and news stands out in the world
- (NEW) If have 60 Salvaging Skill, you can now salvage large appliances (washers and dryers)
- (NEW) If have 80 Salvaging Skill, you can now salvage refrigeration machines (frigs, iceboxes, milk machines, etc.)
- (NEW) If have 120 Salvaging Skill, you can now salvage intact cars out in the world (see below)
- Desolation mode no longer has nerfed values for Salvaging, as the skill itself will now be balanced the same for all modes

Perk: Technologist
- Rank 1 now gives +20 Salvaging and +5 Engineering Skill - available at level 1
- Rank 2 now gives +40 Salvaging and +10 Engineering Skill - requires level 5
- Rank 3 now gives +60 Salvaging and +15 Engineering Skill - requires level 10
- Rank 4 now gives +80 Salvaging and +20 Engineering Skill - requires level 15
- Rank 5 is removed
- Technologist no longer grants trap disarming

Perk: Scrapper
- Rank 1 now gives 20 Salvaging Skill and 5 Metalworking Skill - available at level 1
- Rank 2 now gives 40 Salvaging Skill and 10 Metalworking Skill and items can be highlighted - requires level 9

Perk: Sniper
- Rank 1 now gives +20 Sniper Skill, +5% hit chance to head shots in VATS with scoped sniper weapons
- Rank 2 now gives +40 Sniper Skill, +10% hit chance to head shots in VATS with scoped sniper weapons
- Rank 3 now gives +60 Sniper Skill, the cooldown on the V.A.T.S. Overdrive Module is now reduced by 1 minute
- (NEW) Rank 4 now gives +100 Sniper Skill, +20% hit chance to head shots in VATS with scoped sniper weapons

(NEW) Spec: Sharpshooter
- A new version of the Sharpshooter spec which is focused directly on Sniper weaponry
- Sniper Weaponry deals +20% damage (does not include standard rifles)
- Requires Sniper rank 3
- (the bonuses on this spec may change in the future)

Perk: Deadeye
- Rank 1 now gives ranged firearms and energy weapons +20% Sneak Attack Damage, and +5% VATS hit chance
- Rank 2 now gives ranged firearms and energy weapons +40% Sneak Attack Damage, and +10% VATS hit chance
- (NEW) Rank 3 now gives ranged firearms and energy weapons +60% Sneak Attack Damage, and +15% VATS hit chance
- (NEW) Rank 4 now gives ranged firearms and energy weapons +80% Sneak Attack Damage, and +20% VATS hit chance

Perk: Ninja
- Rank 1 now gives melee weapons +25% Sneak Attack Damage
- Rank 2 now gives melee weapons +50% Sneak Attack Damage
- Rank 3 now gives melee weapons +75% Sneak Attack Damage
- (NEW) Rank 4 now gives melee weapons +100% Sneak Attack Damage

Perk: Rifleman/Marksman
- Formly known as "Marksman" and "Rifleman", this perk is now known as "Trooper"
- Rank 1 now gives +20 Firearms Skills and +10% Critical Hit Damage with standard ballistic weapons (not sniper weapons)*
- Rank 2 now gives +40 Firearms Skills and +20% Critical Hit Damage with standard ballistic weapons (not sniper weapons)*
- Rank 3 Unlocks the Ranger Specialization. The cooldown on the V.A.T.S. Overdrive Module is now reduced by 1 minute.
- Rank 4 is changed to: If you have the Ranger specialization, standard ballistic rifles gain +5% Critical Hit Chance.**
- (NEW) Rank 5: If you have the Ranger specialization, standard ballistic rifles now gain +10% Critical Hit Chance.**
* (Rank 1 and 2 does in fact work for Pistols and Shotguns)
** (Rank 4 and 5 does NOT include Shotguns, Pistols, or Sniper Weaponry)

Spec: Ranger
- Formly known as "Sharpshooter", this spec is renamed to "Ranger", and is focused on non-sniper ballistic rifles
- This spec includes: standard ballistic rifles, smgs, lmgs, and miniguns
- This spec does NOT include: shotguns, pistols, or Sniper Weaponry
- Standard Ballistic Rifles gain +10% Critical Hit Chance.
- Rank 4 and 5 of Trooper, essentially allow you to "upgrade" your spec at further levels

Spec: Duelist
- Non-automatic Ballistic Pistols and Shotguns deal +20% damage and have a chance to stagger opponents.
- Now includes all shotguns, as long as they are NOT in automatic mode
- No longer includes pistols when in automatic firing modes

Perk: Commando
>> Commando (and it's spec) is reworked to act as a universal weapons tree that can benefit being versatile in all weaponry
- Rank 1: A seasoned Commando can deal with any situation. You gain +10 to all Weapon Skills.
- Rank 2: Stick around. Combat Knives and Throwing Knives have a +10% Critical Hit Chance. Throwing Knives now stagger opponents.
- Rank 3: Unlocks the Master Commando Specialization. Ballistic firearms and Combat Knives now have a chance to stagger your opponent.
- Rank 4: You now have +20 to all Weapon Skills. Ballistic firearms and Combat Knives have an increased chance to stagger your opponent.

Spec: Master Commando
- Now adds +5% Critical Hit Chance to all weapons, +10% damage to all automatic weapons (only when in automatic firing mode)
- (the knife bonuses remain unchanged)

Spec: Marauder
- Now deals +15% Critical Hit Chance to melee weapons, instead of +20% damage

Perk: Sneak
- Rank 1 now gives +20 Stealth Skill - available at level 1
- Rank 2 now gives +40 Stealth Skill - requires level 5
- Rank 3 now gives +60 Stealth Skill - requires level 10
- (NEW) Rank 4 gives +80 Stealth Skill - requires level 20
- (NEW) Rank 5 gives +100 Stealth Skill - requires level 30
- Sneak no longer grants trap disarming

Perk: Master Thief
- Rank 1: Your quick hands and sticky fingers make picking pockets easier. You gain +5 Lockpicking Skill per rank, and can now disarm Basic Traps.
- Rank 2: You can now pickpocket heavier and more valuable items. You gain +10 Explosives Skill, and can also place a live grenade in a person's inventory.
- Rank 3: You can now pickpocket moderately heavy and valuable items. You now have +15 Lockpicking Skill.
- Rank 4: You can now pickpocket very heavy and valuable items. You now have +20 Lockpicking Skill.

Perk: Science
- Rank 1: You gain +20 Science Skill per rank. (20 Science Skill allows you to disarm Class-1 Tech Traps and Mines.)
- Rank 2: You now have +40 Science Skill.
- Rank 3: You now have +60 Science Skill.
- Rank 4: You now have +80 Science Skill. (80 Science Skill allows you to disarm Class-2 Tech Traps and Mines.)

Skill: Stealth
>> Stealth is rescaled, so that it isn't as annoying to sneak around at lower levels, but the sneak bonus is reduced
- The benefit of allowing you to sneak at full speed is reduced to 50 skill (down from 90)
- The sneak bonus from stealth skill is greatly reduced on every rank (220 skill is still a very high bonus, and only reachable with the Assassin spec)
- Base agility only gives +1 Stealth Skill per point now (down from 2)

DEVELOPER NOTE: Basically, 100 Stealth skill was what should have been the maximum sneak bonus, and 200 was just way too high. Having the Assassin spec will still give you a significant boost. This should make it so sneaking isn't too easy, yet melee spec can still get a decent bonus for getting up close.

Perk: Critical Banker
- Each rank now gives +10% Critical Hit Damage, instead of 3% Critical Hit Chance

Perk: Gun Nut
- Rank 1 now gives +20 Ballistics Skill - available at level 1
- Rank 2 now gives +40 Ballistics Skill - requires level 5
- Rank 3 now gives +60 Ballistics Skill - requires level 10
- Rank 4 now gives +80 Ballistics Skill - requires level 20
- (NEW) Rank 5 gives +100 Ballistics Skill - requires level 30

Perk: Armorer
- Rank 1 now gives +20 Tailoring Skill - available at level 1
- Rank 2 now gives +40 Tailoring Skill - requires level 5
- Rank 3 now gives +60 Tailoring Skill - requires level 10
- Rank 4 now gives +80 Tailoring Skill - requires level 20
- (NEW) Rank 5 gives +100 Tailoring Skill - requires level 30

Skill: Tailoring
- Now gives 1.0 skill per base strength AND/OR agility, but this bonus maxes at a total of 10.0

Perk: Blacksmith
- Rank 1 now gives +20 Metalworking Skill - available at level 1
- Rank 2 now gives +40 Metalworking Skill - requires level 5
- Rank 3 now gives +60 Metalworking Skill - requires level 10
- Rank 4 now gives +80 Metalworking Skill - requires level 20
- (NEW) Rank 5 gives +100 Metalworking Skill - requires level 30

Perk: Chemist
- Rank 1 now gives +20 Chemistry Skill - available at level 1
- Rank 2 now gives +40 Chemistry Skill - requires level 5
- Rank 3 now gives +60 Chemistry Skill - requires level 10
- Rank 4 now gives +80 Chemistry Skill - requires level 20
- (NEW) Rank 5 gives +100 Chemistry Skill - requires level 30

Perk: Medic
- Rank 1 now gives +20 Medical Skill - available at level 1
- Rank 2 now gives +40 Medical Skill - requires level 5
- Rank 3 now gives +60 Medical Skill - requires level 10
- Rank 4 now gives +80 Medical Skill - requires level 20
- (NEW) Rank 5 gives +100 Medical Skill - requires level 30
- Medic no longer gives any bonus to healing directly, all healing bonuses work through the skill now

Skill: Medical
- (NEW) A skill level of 40 to 180 now improves healing for Bandages, Stimpaks, and RadAway
- Starting at 40 skill, every 20 skill gains 10% healing (80% max)
- Bandages include Medicated Bandages and First Aid Kits too
- Rad-Off and Rad-Chew do NOT work for the bonus healing

Perk: Robotics Expert
- Rank 1 now gives +20 Engineering Skill - available at level 1
- Rank 2 now gives +40 Engineering Skill - requires level 5
- Rank 3 now gives +60 Engineering Skill - requires level 10
- Rank 4 now gives +80 Engineering Skill - requires level 15
- Robotics Expert no longer gives bonus damage to Synths/Robots (it already gives enough bonuses)

Perk: Rad Resistant
>> Rad Resistant is now known as "Hazmat Specialist"
- Rank 1 now gives +10 Radiation Resistance and +1 Fire/Cryo/Poison Resistance, and +10 Explosives Skill and +10 Chemistry Skill
- Rank 2 now gives +20 Radiation Resistance and +2 Fire/Cryo/Poison Resistance, and +20 Explosives Skill and +20 Chemistry Skill

Perk: Aquaboy/girl
- Rank 1: You take -50% radiation damage from swimming, and you swim +15% faster. You also gain +5 Fitness Skill.
- Rank 2: You become totally undetectable while submerged. You take -75% radiation damage from swimming. You now gain +10 Fitness Skill.
- Underwater breathing was removed from this perk (because it makes no sense)

(NEW) Small Diving Tank
- Consumable that allows you to breathe underwater for 15 mins
- Crafted in the Tech Lab, and required Aquaboy/girl rank 1

Perk: Basher
>> Basher is now know as "Revolutionary"
- Rank 1: The revolution is on! You lead by example, and aren't afraid to get up close in the heat of battle. You gain +10 Leadership Skill. Gun bashing does +25% damage.
- Rank 2: You now have +20 Leadership Skill. Gun bashing now does +50% damage and causes additional limb damage.
- (NOTE: This perk may be expanded more in the future)

Perk: Rooted
- Rank 1: The magnitude of incoming staggers is reduced. While standing still, you gain +10 Damage Resistance and your melee and unarmed attacks deal 10% more damage.

Perk: Idiot Savant
>> Idiot Savant is reduced to 2 ranks, and its xp bonus is rescaled to be smaller but more often
- Rank 1: You randomly receive +50% XP from any action. The lower your Intelligence, the greater the chance.
- Rank 2: You randomly receive +50% XP from any action, but the chance is now doubled.
- Rank 3 is removed
- The base chance to get a bonus is now doubled at rank 1, and quadroupled at rank 2
- The reduced chance to get bonus xp at higher intelligence isn't quite as harsh

Perk: Lone Wanderer
- This perk was changed to give DR/ER instead of percentage-based damage reduction

Perk: Awareness
- Rank 1: You can view a target's resistances in V.A.T.S, and the cooldown on the V.A.T.S. Overdrive Module is reduced by 2 minutes. You can now receive ambush warnings without requiring 8 Perception.
- (NEW) Rank 2: Learn from your enemy's mistakes. For every point of Perception, you gain +3% XP per kill in combat (up to +30% XP maximum.)
- Rank 2 requires level 15

Perk: Ghoulish
- Rank 1: You gain +5 Damage/Energy/Radiation Resistance for every 100 rads you have (up to +40 resists maximum.)
- (NEW) Rank 2: You now gain +10 Damage/Energy/Radiation Resistance for every 100 rads you have (up to +80 resists maximum.) (Level 15)
- (NEW) Rank 3: You can now quench your thirst when drinking Nuka Cola, however it makes you more hungry. In addition, Feral Ghouls will sometimes become friendly. (Level 30)
- NOTE: Currently only standard "Nuka Cola" works with this.. I may or may not expand it to other flavors

Perk Capstones
- All perks that require 10 of a SPECIAL attribute are now considered special "Capstone" perks
- Capstones are designed to feel unique and slightly more powerful than most standard perk ranks
- These perks require level 20 and ONLY have 1 rank now
- Many of these perks have been given new bonuses (see below)

Perk: Pain Train (10 Strength - Level 20)
- Pain Train is now known as "Unstoppable"
- When facing only 1 opponent, you gain +15% Critical Hit Chance with melee attacks. While wearing Power Armor, sprinting into standard enemies hurts and staggers them.

Perk: Concentrated Fire (10 Perception - Level 20)
- Concentracted Fire is now known as "Hitman"
- Ranged weapons deal +60% damage to targets under 30% health. In V.A.T.S. every attack on the same body part gains +5% accuracy.

Perk: Solar Powered (10 Endurance - Level 20)
- (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

Perk: Intimidation (10 Charisma - Level 20)
- Fear is a powerful tool. When facing only 1 opponent, they will deal 20% less damage to you. With your gun, aim at any human opponent below your level and gain a chance to pacify them.
- NOTE: Percentage-based damage reduction can actually be very powerful when combined with other resistances. In some cases, it may actually feel like it reduces a lot more than 20%.

Perk: Nerd Rage (10 Intelligence - Level 20)
- (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

Perk: Gun-Fu (10 Agility - Level 20)
- (NOTE: This perk is not complete yet - will be overhauled better in a future patch)

Perk: Ricochet (10 Luck - Level 20)
- Ricochet is redesigned and now called "Luck of the Devil"
- You gain a +5% chance of completely avoiding an incoming attack, and you also gain +5% Critical Hit Chance with all attacks.

Notes on 1.8's Perk Overhauling
- Please note that the perk overhaul isn't quite done yet in 1.8.0, and more will come in future patches!
- I want the Capstone perks to feel more powerful than 1 rank of standard perks, but not TOO powerful - any feedback you have is appreciated!
- A simple reminder: Cannibal and Bloody Mess are purely roleplaying perks - I have no plan to ever buff either of them.

(NEW) Intimidation Perk Disabling
- You can now disable all intimidation activator keys, in case you don't want them or the are conflicting with other keys
- This can be done in the Game Options menu in your Field Kit
- If you disable the option, all relevant perks are disabled: Intimidation, Wasteland Whisper, and Animal Friend

V.A.T.S. Overdrive System
>> The Overdrive system has been overhauled to be more stable, consistent, and informative
- This system is now available immediately, and no longer requires the Awareness perk
- When you active VATS, if the system is on cooldown it will display a message saying how much time is left
- The cooldown displayed is only updated each minute
- The system now tracks your cooldown separately from the perk itself
- The cooldown is activated to the maximum duration when you turn the system on
- There are now 5 perks that can reduce your cooldown (-6 minutes total), including Awareness rank 1
- The base cooldown is 15 minutes
- When you load a save game, it will "reboot" the perk (if enabled), to make sure its running properly (this doesnt reset the cooldown)
- If you're using an existing save in 1.8, you'll need to turn the system on again from your Field Kit

Companions
- Danse's Power Armor actually has good defense now (this was an oversight before)
- Danse's X-01 gives a significant amount of defense over his T60
- Dog body armor no longer gives any DR*
*DEVELOPER NOTE: I reverted this back to vanilla values, because I actually would prefer dog armor to be purely cosmetic. I know some players might like the idea of upgrading dogmeat's DR with armor, but you could easily argue he would lose the ability to dodge well in heavy armor, so you would gain no actual defense anyway.)

Combat Pets
- The micro-protectron pets no longer use the same body part reduction as stanard ones (this means they don't inherently take -90% damage on their body anymore)*
*DEVELOPER NOTE: These pets will no longer be overly tanky anymore, however I'd like to hear feedback on how fairly balanced you feel they are now

Companion Perk: MacCready
- Headshot accuracy in V.A.T.S. is increased by 5%, and your Sniper weaponry gains +15% damage against targets under 30% health.

Magazine Perks
- The "Unstoppable" perk is now called "Untouchable", and has a better description

Skill: Melee Weapons
- The limb damage per rank has been reduced

Skill: Heavy Weapons (Fire and Explosives)
- Heavy Weapons skill is now known as "Incendiary Weapons" (so that the vanilla term for "Heavy Weapons" isn't confusing)
- The descriptions clearly state this consists of "Fire and Explosive Weaponry"
- (NEW) When certain grenades or mines explode and hit an enemy, they will now grant Incendiary Weapon Skill*
- Unlike regular weapon skill gains, the explosives don't need to actually kill the enemy to grant this skill
- You only get credit for the explosion hitting any target, regardless of how many targets it is
- There's a small delay before the skill gains are actually applied, so that any type of multi-explosives won't trigger extra gains
- The following works with this: frag grenades/mines, baseball grenades, handmade mines, pipe bombs, plasma/pulse grenades/mines, nuka grenades/mines

*DEVELOPER NOTE: This new skill gain is somewhat experimental, and it only works on the explosives listed (or explosives that use the same explosion type.) It's coded so that only the player's explosives should give skill (and not NPCs), but this may need more testing in case there's weird situations that occur.

Skill System: Sources of Skill
>> The skill system has been tweaked so that most skills now follow the same basic formula, to reduce confusion..
- (this only applies to non-weapon skills)
- Up to 100 skill can be obtained from the perk chart (usually)*
- Up to 50 skill can be obtained from magazines
- Up to 50 skill can be obtained from activities/crafting
- Up to 5 skill can be obtained from a Bobblehead
- Up to 10 skill can be obtained from specials
- A few skills also still give some skill from misc sources like Settler Skills, but thats considered an extra bonus
- Weapon skills remain unchanged
- *(in some cases perks might only net +80 skill, if 20 can be obtained elsewhere, including another perk tree)

Skill System: Active Skill Gains
>> The "Skill Gain Pool" is the amount of skill you're allowed to gain by performing activities and crafting certain items
- (NEW) In the skills menu, there is now a 2nd column of numbers which tells you how much skill gains you have REMAINING in the Gain Pool
- As noted above, most skills will now allow up to +50 skill from activities and crafting (this should be a lot less confusing now)
- When you craft an item that gives skill, there's now a 5 second delay before it shows a message on your recent skill gains
- Crafting specific items now has it's own self-cap for how much skill they can give to your current Gain Pool..
- For example: Crafting cloth linings lets you skill up to 20 pts and then it stops giving skill, but ballistic weaves can go to max
- This cap is for the Gain Pool, so it doesn't matter what your total skill is at (from perks, magazines, etc.)
- Recipes that give skill will be suffixed in the item name as "[+Skill]"
- A suffix such as "[+Skill/10]" means this recipe stops giving skill at 10 points in the Gain Pool
- Generally speaking, if you see no skill gain messages after you craft something, it probably means that item no longer gives skill

Skill System: Weapons
- (NEW) Weapon skill gain messages will now show, but only when you've passed intervals of 10 points of skill
- Weapon skill totals will now update shortly after you gain skill from kills

Bobbleheads
>> Bobbleheads are overhauled, to balance them better and help remove some of the pressure of building characters around them
- The 7 SPECIAL Bobbleheads no longer give SPECIALS, but instead give +1 Perk Point each
- The 7 SPECIAL Bobbleheads are renamed so they don't have a misleading name (the perks are updated as well)
- The skill-based bobbleheads are rebalanced:
- Bobblehead: Tracker - You gain +5 Hunting Skill and +5 Exploration Skill.
- Bobblehead: Trespasser - You gain +5 Lockpicking Skill and +5 Explosives Skill.
- Bobblehead: Physician - You gain +5 Medical Skill and +5 Chemistry Skill.
- Bobblehead: Mechanic - You gain +5 Engineering Skill and +5 Salvaging Skill.
- Bobblehead: Scientist - You gain +5 Hacking Skill and +5 Science Skill.
- Bobblehead: Infiltrator - You gain +5 Stealth Skill and +5 Ballistics Skill.
- Bobblehead: Negotiator - You gain +5 Trading Skill, and +5 Leadership Skill.
- Bobblehead: Craftsman - You gain +5 Tailoring Skill and +5 Metalworking Skill.
- Bobblehead: Soldier - You gain +10 Firearms Skill.
- Bobblehead: Marksman - You gain +10 Sniper Weapons Skill.
- Bobblehead: Cyborg - You gain +10 Energy Weapons Skill.
- Bobblehead: Warrior - You gain +10 Melee Weapons Skill.
- Bobblehead: Arsonist - You gain +10 Incendiary Weapons Skill.

DEVELOPER NOTES: I changed the SPECIAL-based bobbleheads, because feeling forced to go to a specific location to get a specific stat, seemed like a poor game mechanic. Instead, you have more freedom in obtaining bobbleheads in any order. The skill-based ones I don't feel are as forced for your build.

(NEW) Crafted Armor Parts
>> Tailoring and Metalworking now has new universal components that are used in some recipes
- (NEW) Crafted Cloth Lining - Used in various clothing and armor upgrades (skill gains stop at 20.0 points)
- (NEW) Crafted Leather Patch - Used in various clothing and armor upgrades (skill gains stop at 20.0 points)
- (NEW) Crafted Ballistic Weave - Used as the base ingredient for ballistic weaves
- (NEW) Crafted Polymer Plating - Used in various clothing and armor upgrades
- (NEW) Crafted Cleansing Unit - Used in a gas mask upgrade
- Crafted parts are (usually) only accessible through the crafting system, and must be made by the player
- You can craft these parts in the Tech Lab under "Materials"
- Crafting these parts also gives you appropriate skill gains (if you are not capped on skill gains)
- These parts are a 1-way process, and CANNOT be scrapped for raw materials (for balance purposes)
- These parts can either be used in crafting recipes, or sold for caps (if you want to just skill up and ditch extras)
- Crafted Cleansing Units can either be crafted, or purchased on the Trading Market if you're in the BOS (it has a very expensive cost)

(NEW) Crafted Armor Parts: Alloy Plating
- (NEW) Alloy Plating: Steel (3 Grades: Low, Mid, High)
- (NEW) Alloy Plating: Aluminum (3 Grades: Low, Mid, High)
- (NEW) Alloy Plating: Titanium (3 Grades: Low, Mid, High)
- You can craft these parts in the Tech Lab under "Materials (Alloy Plating)"
- Alloy Platings are commonly used in both Power Armor and standard armor upgrades
- Alloy Platings give you a much more flexible way to make use of various grades of alloys*
- Low Grade Alloy Platings can be made with either Grade-1, 2 or 3 of an appropriate Alloy
- Mid Grade Alloy Platings can be made with either Grade-4, 5 or 6 of an appropriate Alloy
- High Grade Alloy Platings can be made with either Grade-7, 8 or 9 of an appropriate Alloy
- Each grade in each tier gives more platings (ex: Grade-2 gives 2 Low Grade plates, Grade-3 gives 3 Low grade plates)
- Crafting these parts allows you an opportunity to raise your Metalworking Skill
- The higher the grade you craft with, the higher the skill gain is (from grade 1 to 9)
- Crafting low grade plating caps at 10 skill gained
- Crafting medium and high grade platings can be skilled up until the maximum allowed gain
- These parts are occasionally used in other non-armor recipes too
*This new system allows you to choose which grades you want to use in each tier. So if you happen to have a lot more Grade-7, than 8 and 9.. its no problem because anything in that teir can be used for high grade plating. This also allows you to save which grades you want for weapon crafting, and then you can choose to "use up" the non-desirable grades on armor and other crafting.

Ballistic Weaves
>> Weaves are reworked to make the upgrade process more flexible
- "Crafted Ballistic Weaves" can be crafted via 4 different methods now (any):
- 1> Unlocking the recipe the standard way via the RR, which allows you to craft it with raw materials
- 2> Converting an existing Mk1 loose mod item into 1 Crafted Ballistic Weave
- 3> Obtaining rank 8 of "Recipe: Ballistic Weaponry" (which is from collecting magazines and guides)
- 4> Obtaining "Settler Skill: Craftmanship (Rank 2)" (50+ skill), which is having your settlers help you craft it
- Crafting the weave items requires ballistic fiber and other materials

Armor/Clothing Crafting
- (NEW) Eyewear Vision Mod: Corpse Targeting HUD (Tactical) - Low level corpse highlighting mod
- (NEW) Eyewear Auxiliary Slot: A new mod slot that is separate from the "Vision" slot
- Many clothing/armor upgrades are altered, to require nylon (along with other changes)
- Nylon is primarily only found by scrapping leather armor and some types of clothing
- Armor/clothing upgrades are balanced
- Upgrading sizes now requires less tailoring skill
- The "Utility" slot for armor pieces is now shared by all armor types*
- Most armor upgrades in the armor workbench now have an icon
- Some upgrades use more appropriate materials that actually fit their name
- Many of the simpler armor upgrade recipes require less adhesive
- Most armor upgrades require different rare materials based on the mod (nylon, carbon fiber, alloy, etc.)
- Metal Armor's "Shadowed" mods now give better protection (equal in total value to leather's shadowed mod)
- The "cushioned" clothing mod should no longer conflict with the "raider strengthened limb" mod
- The invisible helmet now has an augment slot
- A few hats that were missing an augment slot now have one
- Raider armor properly has the FO4 paint slot (even though it might not be used)
- The pip-boy now has an icon when viewed in the armor workbench, and is sorted all the way to the bottom (so its out of the way)
- Glasses/sunglasses no longer provide perception (you'll need to mod the utility slot if you want perception on them)
- The "Branded Attire" CC T-Shirts (via the patch) won't appear on NPCs nearly as often as they used to

*NOTES FOR PATCH DEVELOPERS:
- All armor piece "Utility Slot" upgrades use the "ma_armor_Universal_Lining" keywords now, instead of specific armor types
- Armor piece utility mods use the "Metal Armor" data (although you should not modify these)
- All power armor "Utility Slot" upgrades use the "ma_PA_Universal_Misc" keywords, instead of specific PA classes
- Power Armor utility mods use the "T-45" data (although you should not modify these)
- Simply reference how the vanilla armor was modified, so you can add the appropriate keywords to the appropriate pieces
- After you add the universal keywords, you'll then need to disable any recipes (for the patched item) that allow the player to craft utility mods for those specific armors
- This was done so that utility mods all come from 1 single source (which is balanced for Horizon), and there's no need for me (or patch makers) to edit 300 different areas when I make 1 change to a utility mod. It also allows players to transport utility upgrades from 1 piece of armor to another, if they want to change their armor.

(NEW) Target Scanner
- A new eyewear attachment that allows you to scan targets at range to receive information on them
- This mod is crafted in the Auxiliary eyewear slot (i.e. glasses, etc.)
- When you aim at targets (sights or scope), an activator will be available that you use to show an information popup
- The info available is: health, durability %, resistances, vulnerabilities
- NOTE: This activator key will NOT work at the same time as the Intimidation perk commands (which can be toggled off now in the options menu)

Armor Scrapping
- (NEW) Nylon - This new material is used for many clothing/armor upgrades
- (NEW) Mixed Alloy Scraps - This new material can be converted to alloys or used to repair PA
- (NEW) Ballistic Fiber Scraps - This new material can be converted to Ballistic Fiber
- (NEW) Leather Armor and some Clothing now also gives Nylon Threads when scrapped
- (NEW) Combat Armor now also gives Ballistic Fiber Scraps when scrapped
- (NEW) Metal and Raider Armor now also gives Alloy Scraps when scrapped
- (NEW) Synth Armor now also gives Carbon Fiber when scrapped
- (NEW) Various PA pieces can give Alloy Scraps when scrapped (in the Field Kit)
- (NEW) 50 Ballistic Fiber Scraps, 20 Nylon, and 5 Carbon Fiber can be crafted into 1 Ballistic Fiber*
- (NEW) 100 Mixed Alloy Scraps can be crafted into 2 Steel alloy, 2 Aluminum alloy, and 1 Titanium alloy (all Grade-1)*
- (NEW) Cotton can be converted to packing material (no requirement) or cloth (tailoring skill 20)*
- 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
- Carbon Fiber is scaled up in quantity, so that loot gives double the amount and crafting requires double the amount
- Various glasses give carbon fiber
- Broken armor and PA junk items can give some of these materials
- The Field Kit's scrapping system is updated to support these changes**
- All DLCs are updated to use these new changes
- All DLC armor/clothing should now work in the toolkit scrapping
- The "Branded Attire" CC T-Shirts (via the patch) are now scrappable as well
*(All of these recipes are located in the MATERIALS menu in the Tech Lab)
**(REMINDER: As always, mod attachments inside of armor/weapons do NOT give you extra scrap in the Field Kit scrapping system)

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.

Weapon Scrapping
- Most ranged weapons now give 3 parts per weapon, instead of a scaled value based on skill
- Many melee weapons now give better materials, such as alloy scraps
- Some complex mechanical melee weapons now scrap as heavy weapons
- Melee weapons can now be scrapped in the personal toolkit!
- (REMINDER: As always, please keep in mind that mod attachments inside of weapons do NOT give you extra scrap in the toolkit)

Weapon Value and Quality
>> Overall, weapons are currently too good quality (or worth too much) in a world that has such a low population and so many weapons, and this needs better balancing..
- Degraded (-5%) is now worth -50% caps value (down from -10% value)
- Degraded (-10%) is now worth -75% caps value (down from -20% value)
- Deteriorated and Ruined weapons are worth 0 caps value
- You can still repair weapons to "Good Condition" to sell for full caps value, but obviously it costs you materials
- Deteriorated and Ruined weapons will drop way more often now (which is how it used to be before I had those ammo issues awhile back)
- NOTE: Certain enemy types (like gunners) will still have a better chance to have better condition weapons

Weapon Mod Values
- Most vanilla/horizon weapon mods are now set to increase their values equally to the loose mod's value*
- This means that extracting a mod to sell it separately shouldnt yield any extra caps over just selling the weapon with mods in it
- Values for specific mod types are usually the same across most weapons (ex: all long scopes are the same value, all heavy receivers are the same value, etc.)
- Not everything is fully completed yet, and armor isn't done yet
- Any patched weapons are entirely up to the patch author to set this (it can be a somewhat tedious process)
*Example: A heavy receiver is worth 25 caps value, and when its in the weapon, the weapon itself now increases by +25 exactly

Weapons
- Most sniper weapons have their range increased by various means, to ensure their dominance as long-range weaponry
- Mastercrafted upgrades for Sniper weaponry now require the Sniper perk instead of Rifleman or Future Soldier
- Bolter weapons now increase their range with each receiver upgrade
- Bolt-action rifle long barrels now have increased ranged
- The 9mm bleed damage now takes damage resistance into account
- The bleed damage from ranged weapons made in the ZX-1 Lab now take damage resistance into account (melee weapons are unchanged)
- The Custom Hunting Rifle now properly requires skill for crafting the upgraded firing bolts
- The R5A Machine Pistol is now called the "R5A SMG" and is now considered an SMG, and not a pistol
- Gamma Gun: no longer staggers
- Laser Gun: the ultraviolet barrel should no longer mess with the zoom properties for the reflex sight
- Micro-Sledge: The base damage is lowered (it wasn't supposed to have better physical AND energy damage than a wakizaski)
- Converting Fusion Cells to Heavy Fusion Cells no longer requires copper
- The Railway Rifle only requires 4 strength now
- The Reba rifle has the proper tag now (only if it didn't already spawn in your save game)
- A few loose weapon mods had their values adjusted
- Settler Laser Muskets: should no longer spawn a heavy fusion cell
- The Dorotoxin requirement for melee poisoning was moved from poison II to poison III
- The damage from the lingering fires that flamer weapons leave on the ground/walls has been significantly reduced so that it doesn't effect how the weapon is balanced
- The minigun tri-barrel now only reduces ROF by -15% (instead of 35%)
- .22 LR RAD ammo does more rad damage now, gives more rounds per gunpowder, and gives more rounds when purchased in an ammo pack
- .38 RAD rounds no longer have a penalty to physical damage
- Pipe syringer mods now have properly updated descriptions
- Some melee weapon mods are now properly updated to use metalworking skill instead of perks

Gauss Weapons
- (NEW) Customization Slot - A new slot that allows custom modifications (Horizon's Gauss weapons only, not the vanilla Gauss Rifle)
- (NEW) Recoil Compensation - Reduces recoil (Customization Slot)
- (NEW) Faster Charging - Increases ROF, reduces reload speed, reduces vats cost (Customization Slot)
- (NEW) Sound Suppression - Reduces sound levels (Customization Slot)
- All types of gauss rifles now increase their range with each receiver upgrade

Armor - Value and Quality
- (NEW) Armor Condition: Much like weapons, armor can now have 4 levels of "Degraded" and "Deteriorated".. and can be also be "Ruined"
- Degraded (-10%) reduces base Energy and Rad Resists by -10%, and is worth -50% caps value
- Degraded (-20%) reduces base Energy and Rad Resists by -20%, and is worth -75% caps value
- Deteriorated (-30%) reduces base Energy and Rad Resists by -30%, and is worth 0 caps value
- Deteriorated (-40%) reduces base Energy and Rad Resists by -40%, and is worth 0 caps value
- Ruined (-100%) armor is worth 0 caps value
- Ruined armor cannot be equipped by the player (it still has resists, so that NPCs gain some benefit before its considered ruined)
- Armor conditions are displayed in the item's name the same way that weapon condition works
- Armor conditions in the name are shortened if you use the optional short names addon (same as weapons)
- Medium and Heavy mods on armor pieces add a much smaller amount of value to the item
- Some Medium and Heavy mods on armor pieces are reduced slightly in weight
- The caps value on commonly found clothing has been reduced (rarer clothes are still worth decent caps)
- Vendors should usually sell good condition armor pieces, but occasionally you may find a damaged piece
- (Yes, you can buy clothing and scrap it for nylon, etc.. this is an viable strategy if you want to spend caps)
- DEVELOPER NOTE: Unfortunately I can't find a clean way to reduce physical DR on armor mods, so for now this will work fine. The important part is to degrade the armor (in some way) and devalue the caps value of it.

Power Armor
- (NEW) Reinforcement - A new utility mod which allows you to sacrifice utility for extra defense
- The Lead Plating upgrade in the Utility slot now also adds a small amount of DR/ER
- Most of the PA's DR/ER defense now comes from the Armor Plating (alloy) slot*
- The Condition slot no longer gives any DR or ER, but still gives health and some other defensive benefits (rad resists, etc.)*
- The Condition slot varies slightly between the different types of PA
- The Condition slot is fairly cheap now to upgrade (in relation to other upgrade slots), but still requires skill
- Condition upgrades now only require 5 (or less) ingredients so you don't have the annoying scrollbar
- Raider power armor Legs/Arms can now properly use Alloy Plating upgrades (oops, it must have been bugged this entire time)
- Many utility recipes now require skill instead of perks, as well as a few tweaks to material costs
- All PA repairs now use "Mixed Alloy Scraps" instead of specific grades of alloys (this goes really well with salvaging PA and metal armor)
- Limb/Helm repairs are reduced in cost, so they actually match the ratio of defense they give in relation to the torso
- Limb repairs no longer require adhesive, but all repairs require Oil now
- Power Armor requires slightly lower Metalworking now to repair, and in equal amounts to the Science skill it requires
- You'll notice all PA alloy plating upgrades require at least 1 low-grade plating, which is to emulate the "front plating" which gets repairs the most (from alloy scraps)

*DEVELOPER NOTE: This was done to make power armor upgrades less confusing by having your main source of DR/ER come from 1 single source (and it also makes a lot more sense.) The armor plating slot should really be WHERE most of the armor comes from. The condition slot is purely the "guts" underneath, which increase other properties, as well as providing some insulation (for rad/fire/poison/cryo resists.) While the differences between the classes of PA are not very drastic, there are some.. but most of your PA stats come from your own custom upgrades. Pre-war PA that is rusted and worn down, will never be like it was out of the factory.

Crafting
- Specialty ballistic ammo is now separated into it's own menu
- Harpoons, Spikes, and Bowling balls are now grouped with Bolts in the category "AMMO (PROJECTILES)"
- All EC ammo is now grouped together in "AMMO (ENERGY)"
- Crafting many types of specialty ammo now gives skill
- Crafting API rounds require phosphorus instead of oil now
- Crafting standard Missiles requires phosphorus
- Crafting Energy Cells from Power Units by hand is removed (it now requires factories)
- The preview models for grenades/mines in the Weapons Lab is sized better
- You can no longer craft specific hammers, screwdrivers, wrenches, and saws
- Scalpels, scissors, and generic common tools now require Mixed Alloy Scraps
- The recipes (like companion weapons) require cigarette packs instead of cartons (same goes for cigar box to cigars)
- The Field Kit now says heavy fusion cells instead of overcharged fusion cells
- The ZX-1 Lab now says kits are crafted in the proper place
- Jet costs slightly more materials now to craft
- You can now disassemble a Cargo Bot item in the Tech Lab under "DISASSEMBLY"
- Crafting and Building no longer gives tiny bits of xp*

*DEVELOPER NOTE: Honestly, there is no good way to properly balance it, so getting XP for building simple objects with common materials made no sense at all. XP should really be gained from exploring, fighting, questing, and special tasks. If you really want it back that badly, just make your own FO4edit patch to reverse the change.

Backpacks
- WARNING: Unequip all Horizon backpacks (or patched backpacks) before upgrading to v1.8 from an existing save game.. or your carry weight may be bugged.
- (NEW) Camping Backpack (Double-Slot) - A new backpack, using the backpack mesh from the Traveling Leath Coat
- The carry weight upgrades are rescaled into 4 upgrades now (instead of 3)
- Upgrade 1 = +20 carry weight (+10 in strict mode), requires no skill (default)
- Upgrade 2 = +40 carry weight (+15 in strict mode), requires 20 Tailoring
- Upgrade 3 = +60 carry weight (+20 in strict mode), requires 50 Tailoring
- Upgrade 4 = +80 carry weight (+25 in strict mode), requires 90 Tailoring
- Standard bags only require 10 Tailoring to craft now (60 for clean bags still)

Vaultsuit MK II
>> Horizon's custom Vaultsuit has a few changes:
- (NEW) There are now 4 new colors that have a worn/dirty look that isn't shiny and clean as the other colors
- The colors are: dark blue, crimson, black, and dark green
- All npcs in Vault 81 will now use these 4 colors (which makes them look more appropriate), instead of the previous clean colors they had
- All existing clean colors still exist, although some are now moved to new color mods
- Some of the default color mods may have changed, but you can change back to your clean color via the workbench if you wish
- The dirty dark blue color is the standard default color now

Items
- (NEW) Ballistic Vest Scraps (junk item found in some rare loot lists that contains ballistic fiber scraps)
- (NEW) Candles - junk item that gives Wax; can drop in various contains and on some npcs
- (NEW) Teddy Bear (Army) - junk item that gives ballistic fiber scraps
- (NEW) Teddy Bear (Cowboy) - junk item that gives nylon
- (NEW) Teddy Bear (Gladiator) - junk item that gives alloy scraps
- (NEW) Teddy Bear (Sunglasses) - junk item that gives carbon fiber
- (NEW) Appliance Hose - Junk item added to the appliance scrapping system
- Scrapping Fishing Rods in the Tech Lab also give Nylon now
- The loot addon replaces many placed teddy bears in the world with these new bears
- Most junk items that gave Grade-1 alloys before, now instead give "Mixed Alloy Scraps"
- Many junks items had their names tweaked to sort nicer
- Oven Mitts can contain small amounts of ballistic fiber scraps
- Shipments of Ballistic Fiber (25) no longer spawn on vendors, but are replaced by a shipment of (5) which spawns more often
- Augments now have no weight, so you don't feel compelled to put them in the workbench (in which you risk the vanilla FO4 X+ bug as with any loose mod attachment)
- Locked toolboxes now have their own loot table based on toolboxes, including 1 extra guarateed tool
- Some locked containers now have at least 1 extra junk item (even if its low quality)
- Tin Cans give 1 steel and 1 tin now
- "Can" gives 1 steel now and is called "Steel Can"
- Aluminum Cans only give 1 aluminum now
- Pencils contain graphite instead of lead
- Rat Poison contains phosphorus instead of asbestos
- Prototype Missiles give phosphorus
- Scrapping standard Missiles gives phosphorus (in addition to it's other materials)
- Comfy Pillows and Cotton Yarn now contain cotton
- Some junks had its component counts slightly altered
- Radstag Roast now gives a DR buff instead of carry weight
- A few food buffs have been slightly adjusted

Nuka-Cola
- (NEW) Nuka-Cola (Purified) - Contains no rads and quenches the full thirst of it's caps value
- Nuka-Cola (Purified) can be crafted through the new Chemical Factory system, and requires 2 standard Nuka-Colas + other ingredients
- All types of Nuka-Cola (except Quantum), can be "scrapped" into standard Nuka-Cola in the Field Kit*
- Fixed a bug with bethesda's hc_manager code that was causing Nuka-Colas to reduce more thirst than it was supposed to
- Ice Cola Nuka-Colas are now renamed so the "(Ice Cold)" is the suffix
- REMINDER: Nuka-Colas are supposed to reduce a small amount of thirst, increase your hunger slightly, and give you rads
*This allows you to use any flavored colas (including the DLC ones) in certain recipes

Vendors / Loot
- Vendors will usually no longer sell single bobby pins, but instead sometimes sell a pack of 5 pins
- GN/BOS vendors should now properly sell 5.56mm and a few other ammo packs again
- The Atomic cats paint is only 300 caps now (down from 4000, which was a bloated vanilla value)
- Atomic cats only sells 1 piece of their T-60 armor at a time, and they're all deteriorted now instead of rusted
- Assault rifles roll as automatic more often
- When weapons roll automatic or legendary, they will sometimes have extra ammo
- When disarmed, some dynamic-spawned mines can now give scrap such as explosive material or energy cells

Basic Circuitry / Copper
>> Basic Circuitry is rescaled, and on average is doubled in counts (for most recipes and some junk)
- Basic Circuitry now replaces copper for many basic settlement object recipes*
- The formula for Power generation devices is usually "1 basic circuitry per power they provide"
- The formula for Water pumps is usually "1 basic circuitry per power they require"
- Lights usually require 1 Basic Circuitry each, but no longer require copper
- Your current supply of basic circuitry is rescaled up as well (since junk items are updated)
- Junk item lamps and light bulbs now give Basic Circuitry instead of copper
- The copper yields found in some junk items is reduced
- Basic Circuitry can be generated by Junk Yards
*This includes commonly used objects such as power generators, lights, and certain other objects. Copper is still used for mainly objects that benefit the player or are considered advanced progression.

Tools (Ingredients)
>> Tools are an immersive part of Horizon's looting and crafting system, and have been expanded to be easier to work with and have become a more interesting part of the environment

(NEW) Common Tools
>> Instead of having to convert tools into "Tool Kits", each tool is now a junk item that counts as 1 generic tool
- "Tool Kits" are now called "Common Tools" (which act as a crafting component)
- Items such as hammers, screwdrivers, etc. each count as 1 Common Tool now
- When you use a recipe that requires Common Tools, it will automatically scrap any valid tools (just like standard junk items)
- Common Tools replace specific saws and other tools in recipes, such as when building steel yards
- A few junk items were converted to common tools: tongs, blowtorches, institute spanners
- (NEW) Hand Torch - A small handheld blowtorch
- You can craft Common Tools with a high amount of Salvaging and Metalworking skill*
- Recipes to convert tools are removed
- The following WEAPONS will scrap into Common Tools: Pipe Wrenches, Tire Irons, Micro-Sledges, Sledgehammers, Ball-Peen Hammers
- DLC tools are converted to use the new system

(NEW) Precision Tools
>> Instead of requiring specific tools for medical services and upgrades, it now uses a generic component
- "Precision Tool" is a new component that can be found in some junk items
- The following tools count as Precision Tools: Scalpels, Scalpels (Surgical), Scissors, Scissors (Surgical), Bonesaws, Bone Cutters
- The tools above are converted into junk items which contain the new component
- Every valid tool counts as 1 Precision Tool
- Recipes now that required specific medical tools now require Precision Tools instead
- A few junk items were converted to Precision Tools: bone cutters, institute injectors, tri tools, tweezers, and cauterizers
- You can craft Precision Tools with a high amount of Engineering and Metalworking skill*

(NEW) Kitchen Tools
>> Various cookware junk items are now classified as "Kitchen Tools"
- Items include: sauce pans, cooking pots, coffee pots, tea kettles, spatulas, etc.
- Most of these items used to give complete trash (like 1 steel), so they now at least serve some type of useful purpose (even if its minor)
- This category consists of cookware that would ideally be "usable and durable" pre-war items, so they serve a good use in this environment
- Some recipes require Kitchen Tools now (such as food vendors)
- Kitchen Tools can also be "dumped" in the Trading Market, by trading them to a trader for useful resources
- Generally speaking, these items aren't difficult to acquire, but they add some immersive flavor to loot and trading
- The following WEAPONS will scrap into Kitchen Tools: Spatulas, Frying Pans, Weighted Coffee Pots, Rolling Pins
- You can craft Kitchen Tools with a high amount of Metalworking skill*
- NOTE: Since coffee pots were a source asbestos, other junk with asbestos has been INCREASED to give more asbestos now
- (Items such as glassware and dishware are unchanged, and will remain as items which give glass and ceramic.. which already serves its purpose)

(NEW) Simple Tools
>> Simple janitorial/household type tools are now classified as "Simple Tools"
- Items include: shovels, hoes, mops, brooms, paint brushes, plungers
- Most of these items used to give complete trash (like 1 steel or wood), so they now at least serve some type of useful purpose (even if its minor)
- A few recipes require Simple Tools now
- Simple Tools can also be "dumped" in the Trading Market, by trading them to a trader for useful resources
- You can craft Simple Tools with a moderate amount of Survival skill*
- The following WEAPONS will scrap into Simple Tools: Shovels, Hoes, Brooms, Plungers, Mops

*NOTE: Crafting these tools from raw materials is considered an end-game thing, in case your exploring/loot starts to slow down at high levels.

(NEW) Educational Material
- Many books (the ones you sell for caps) now provide an "Educational Material" component
- Educational Material is used in certain recipes and settlement crafting
- Different books provide different amounts of Educational Material (ex: a math book gives more than a literature book)
- These books can still be sold for caps, if you don't care about using them in crafting/settlement recipes
- Each point of Educational Material is worth 10 caps value (whether its in the books, or the scrapped Educational Material)
- When you put magazines/guides into the outgoing Mailbox (for pre-war money), you now also get 1 Educational Material each*
- Some items that grant XP upon consumption, will also give you Educational Material when you consume them
- BOS Technical Documents can be converted into Educational Material in the Tech Lab under Materials
- Scavenger job missions can yield a random book each mission (it can be a ruined book or a useful book)
- Many books now have new graphical models
- 7 new types of books are available from loot (ex: different types of math, history, and science books)
*This is basically like writing down the info you learned, and then selling the original magazine to a trader

Lock Breaching
- All lock breaching tools have been renamed, so they are easier to read and understand what they work on
- Lock breaching tools that can open up novice/advanced locks are suffixed as [Advanced]
- Lock breaching tools that can open up novice/advanced/expert/master locks are suffixed as [Master]
- Crafting locksmith tools no longer gives any skill gains
- Crafting auto-hackers now gains Science skill
- Explosive Charges requires less explosive material and it requires 1 basic circuitry instead of advanced circuitry
- Locksmith Tools require graphite instead of a Common Tool
- Some minor tweaks to the other recipes
- Requirements to craft breaching devices is changed, so that the skill required is more based on the non-lockpicking skills
- Tier 1 of the tools, requires no lockpicking skill now (this lets you actually use T1 tools at lower levels)
- Tier 2 of the tools, still requires some lockpicking skill
- All types of Tier 1 tools can sometimes be found in some loot

Grenade Throwing Arc
- If you have the Greande Arc enabled, it should no longer appear for throwing knives and micro-drones
- If you wish to add this feature to external weapon mods (or your own tweaks), just add the keyword "WeaponTypeDisableArc" to any grenade item (never add it to a regular weapon, unless you want it to purposely block ALL grenade arcs for some reason)

Desolation Mode vs Default Horizon
>> Due to confusion that many casual players have, I'm revising how default Horizon is scaled vs Desolation Mode
- Vendors: Most ammo packs, gunpowder, and energy cells are now cheaper in non-Desolation mode
- Doctors: Costs for curing is 50% less in non-Desolation mode

DEVELOPER NOTE: If you find these changes make the game too easy, you might want to consider using Desolation Mode, as the point of that addon is to make resources/caps/ammo worth something. Desolation Mode was always intended as the "old school" Horizon survival balance, and that's what it's there for. You can also make your own custom patch for Desolation Mode (in fo4edit its pretty easy) if you want to tweak some of the Desolation values to your own liking. That's why I made many of the global variables in there.

NPC AI Behavior
- NPCs will no longer eject from Power Armor just because the core is shot out
- Many ranged humanoid enemies can no longer unrealistically dodge projectiles (such as crossbow bolts or missiles)
- Some melee enemies had their dodge slightly reduced (but not removed)
- More types of synths can now dodge projectiles (instead of just a few specific types)
- Molerats and radscorpions should burrow less frequently
- Most deathclaws (the types who can't grab you) have reduced dodge now
- Mythic deathclaws (who CAN grab you) have no dodge now, but deal increased damage

NPCs
- (NEW) Minuteman Gunslinger - One of the minutemen types that was unused is now a pistol user with its own random outfit
- NPCs in Power Armor should now have better balanced defense (in most cases, they will be much tougher now!)
- NPCs in Power Armor will now drop random "Power Armor Frame Scrap" junk items, which acts as salvage from the destroyed frame
- Raider's chatter frequency has been increased from 15/30 to 60/120 seconds (let me know if these tweaks even seem to work properly)
- Super Mutant minigunners now use their own custom combat style, instead of using the same default one all of them use in vanilla
- Super Mutant minigunners now have much lower accuracy
- Super Mutant rifle users now have slightly lower accuracy
- Some ranged Super Mutant Butchers should now properly use standard rifles instead of sniper rifles (Enforcers are the snipers)
- When legendary humans drop legendary parts, they now have a small chance to drop robot/synth-specific parts
- Phyllis Daily's hair is changed to a gray color
- Deezer is now considered neutral and not associated with Covenant's faction
- Honest Dan now has lower resists, but instead takes reduced damage from other NPCs
- The lowest type of Stingwings and Bloatflies, are now labeled as "Hatchlings" and are weaker
- Hatchlings appear less frequently than the 2nd type of each insect

Dynamic Traps
- (NEW) You can now disable/enable dynamic traps separately from the dynamic encounters system
- (NEW) Each time you disarm a trap stage, the countdown beeping will reset and become slower each stage*
- (NEW) Each disarming stage requires skill now (which increases each stage)
- (NEW) If you have player comments turned ON, when you successfully disarm the trap the character will make a random comment
- If the countdown gets low in any particular stage, the character makes a random "close call" comment instead of the standard one
- If you do not have the proper skill, the character will make a random comment about not being able to do it
- Disarming stage 1 usually requires Explosives Skill (20)
- Disarming stage 2 usually requires Explosives Skill (40)
- Disarming stage 3 usually requires Explosives Skill (60) (NOTE: not all traps have a 3rd stage)
- The activator button text will change to show if your attempt at disarming failed due to lack of skill
- A notification message will also display explaining your lack of skill, and how much you have vs what is required
- Disarming each stage has a small activation delay now, so you can't spam through it
- NOTE: The code for the dynamic traps was altered to support these new features, so it will need some testing (please report any bugs!)

*DEVELOPER NOTE: This now makes the disarming MUCH smoother, and less confusing and frantic. So basically if you can successfully disarm a stage, you'll get more time now to disarm further stages (or more time to run away if you can't disarm further stages!)

Dynamic Encounters
- Encounters will spawn slightly closer now
- The perception required for warnings is now 8 (up from 7)
- If you have MAX enabled, it will warn you of incoming enemies

Alternate Revival System
- (NEW) If you have the Pip-Boy options enabled for Player Voicing, the character will randomly make a comment when reviving
- (NEW) Certain locations (faction hq's, and a few other areas) will instead kill you and require you to reload a save game
- (More locations will be added as needed, please let me know if you run into any quests/areas that should probably just kill you instead of reviving)

Healing
- Combat Stimpaks and Ultra Combat Stimpaks give the appropriate threat gains in desolation mode now
- Bandages and Medicated Bandages no longer heal very small amounts of leg wounds (it was somewhat buggy)
- RadAway Chew is now known as "Rad-Chew"
- (Note that first aid kits still heal some wounds, and adrenaline injectors heal a very small amount of leg wounds)

(NEW) Sleeping and Healing Warning/Blocker
>> A new feature allows messages to be shown over beds when you're healing, in order to prevent you from wasting bandages by accident
- There are 3 options for this system located in the Horizon holotape
- 1> Show Waring (default) - This adds a warning on the 2nd activator button
- 2> Block Sleep - This disallows you from even using the sleep button until you no longer have a heal on you
- 3> Disabled - this removes any button changes
- REMINDER NOTE: It's currently not possible to sleep without wasting your current heal buff. This is a limitation of the game itself and how buffs works.

(NEW) Save Options at Beds
>> A new feature that goes along with the warning system, and adds an option at beds to save your game without sleeping
- There are multiple options in the Horizon holotape for this
- 1> Stagger 1 permanent save every 5 autosaves
- 2> Stagger 1 permanent save every 15 autosaves
- 3> Stagger 1 permanent save every 30 autosaves
- 4> Always do a permanent save
- 5> Disabled (removes the 2nd menu option at beds)
- Saving at beds requires that you are NOT in combat
- When you have an active healing buff on you, the button will show "Save Game" plus the warning after it
- There's a 30 second cooldown on saving, mainly so you don't accidentally save again

Loot Respawn Addon
- All Malfunctioning Fusion Cores have been reverted back (again) to junk items instead of the damaged ammo
- The old ammo cores can be exchanged in the "ITEM CONVERSION" menu in the Tech Lab
- Malfunctioning Fusion Cores now come in various forms, with different amounts of materials in them
- Most Malfunctionig Fusion Cores now give various amounts of Energy Cells
- Some Malfunctioning Fusion Cores now give a Fusion Casing
- NOTE: Yes, the fusion generators aren't supposed to "turn off" when you extract the cores. Both the core and the generator are malfunctioning.

Enhanced Home Plate Addon
- (NEW) There is now a panel by the Diamond City gate exterior, that lets you travel directly into Home Plate (as well as an exit back out)
- Many of the crates/shelves in the middle area of the first basement room have been permanently removed
- The fog is reduced, so that it looks more natural at close range

Enhanced Settlements Addon
>> The ultimate goal of this addon, is to make every standard FO4 settlement feel fully polished, and give you options to remove buildings OR use them (without fear of accidentally scraping walls)
>> This includes changes like fixing up buildings that feel like they are just too smashed up to use, but at the same time still keep them beat-up enough that they properly fit into the environment
>> Many new changes below have been done to this addon to help reach this goal:

(NEW) Enhanced Settlements: Scrap Cleanup Station
>> This new buildable station allows you to access a menu to help cleanup/manage scrap in settlements!
- Hide/Show Workbench: This option allows you to hide or show any workbench in any settlements*
- Remove Corpses: This option will remove NPC corpses only if they are actually dead (unlike manual scrapping)
- WARNING: Any items left on the corpses will be deleted, so loot them first!
- Hide Prefab Houses: Allows you to scrap buildings that are normally blocked from manual scrapping*
- Hide Prefab Houses: There are no scrap materials given/required for hiding/showing prefabs
- Hide Prefab Houses: Allows you to toggle 3 different layers, depending on the settlement's specific options
- Hide Prefab Houses includes many buildings in various settlements (more info further below)
- Restore Prefab Houses: This allows you to undo removing these particular buildings
- Scrap All Categories: This will scrap everything in every category below
- Scrap Shrubs, Plants, Vines, and Leaves
- Scrap Trees and Small Rocks
- Scrap Debris
- Scrap Candles, Decorations, and Signs
- Scrap Furniture/Junk Objects
- Scrap Structural Pieces
- Remove All Invisible Markers and Effects
- Objects that are purposely NOT scrapped: Containers, Activators, Prefab Buildings (usually), objects that give complex scrap outputs
- The cleanup process has a limited range, so in really large settlements you may need to move the garbage can to another area to scrap more objects
- This is not supposed to be as thorough as "scrapall" works. Not all objects in settlements will be removed (on purpose)
- Not all scrap yields are exactly the same as manually scrapping, but its close enough that it won't matter
- Obviously in some cases some objects leftover will be floating in the air, and its up to you to deal with that
- NOTE: Some corpses may not auto-scrap due to quest triggers (I'm looking to fix this - until its 100%, I'll still allow manual corpse scrapping for now)
- NOTE: If you already scrapped prefabs in a previous save game, you can't use the "restore" feature for buildings

*These features replace some of the "access panels" located in some settlements, while expanding these features even further

(NEW) Enhanced Settlements: Settlement Buildings Toggle System
>> Many settlements now have non-scrappable structures which can be hidden/shown via the Cleanup Station
- By having non-scrappable buildings, this allows you to no longer worry about accidentally scrapping pieces of buildings you want to keep
- If you don't want these structures, simply use the station and hide them
- Hidden structures can be restored at any time, provided you didn't permanently scrap them prior to v1.8
- This system works similar to the bridge panel in sanctuary, except it can work at any settlement using the Cleanup Station
- Valid settlements have anywhere from 1 to 3 layers which can be hidden/shown, which gives you multiple options
- Hiding/restoring buildings does not give or require any materials
- Some settlements take longer to process when hiding or showing buildings
- Some settlements were given extra scrap to make up for the loss of material from scrapping buildings (i.e. Sanctuary debris gives more now)
- NOTE: You may see the LOD meshes for buildings/trees/etc pop in for a few seconds while the system is removing/restoring buildings, but its only temporary and will disappear in a few seconds

>> The following settlements now use the Cleanup Station to hide/restore the prefab houses and buildings:
- Sanctuary: All houses and their fixtures (note: this can also be done at the bridge panel too)
- Starlight: The projector screen (and its staircase)
- Red Rocket: The RR building (and its doors/switch)
- Abernathy: The electrical tower
- Covenant: All houses
- Egrets: Middle buildings and warehouse building
- Sunshine: Warehouse buildings (layer 1), Cabins (layer 2), Signs (layer 3)
- Taffington: Main house (layer 1), Warehouse boathouse (layer 2), slanted roof -> flat roof (layer 3)
- Spectacle Island: Warehouse building
- Jamaica Plains: Some of the residental houses

Enhanced Settlements: Settlement Upgrades
>> The upgrade panels in certain settlements have received some improvements
- Some upgrade panels can now be used more than once to upgrade through different upgrade options
- Settlement upgrades no longer require materials*
- Some buildings can be hidden by the panels OR the Cleanup station

*DEVELOPER NOTE: This was removed because of a few technical problems. Generally speaking, the materials required aren't anything special anyway, so it didn't add much to the gameplay. You still have to own the settlement before being allowed to use the panels.

Enhanced Settlements: Sanctuary
- (NEW) The access panel at the bridge now allows you to upgrade the roofs on houses!
- (NEW) The access panel can be used 3 times: 1> Repair roofs, 2> Remove Houses, 3> Assemble Houses (default)
- The repaired roofs have solid surface like the pre-war houses, except they match the post-war textures
- If you want to remove the houses completely, you can now do so in the Scrap Cleanup Station (Main Layer)
- NOTE: If you scrap the houses in the tool while they have the repaired roofs, you'll need to "unrepair" them at the panel first

Enhanced Settlements: Sunshine Tidings
- (NEW) You can now choose to repair all the cabins from an upgrade panel by the workbench!
- All repaired cabins are replaced with a better fixed up mesh that doesn't have a smashed left side deck
- You can also use the panel again to revert back to the default cabins if you wish
- If you want to remove the warehouse buildings, you can now do so in the Scrap Cleanup Station (Main Layer)
- If you want to remove the default cabins, you can now do so in the Scrap Cleanup Station (2nd Layer)
- If you want to remove the signs separately, you can now do so in the Scrap Cleanup Station (3rd Layer)

Enhanced Settlements: Taffington Boathouse
- (NEW) There is now a restored roof on top of the house
- If you want to remove the main house, you can now do so in the Scrap Cleanup Station (Main Layer)
- If you want to remove the warehouse boathouse, you can now do so in the Scrap Cleanup Station (2nd Layer)
- If you want to remove the slanted roof (making the roof flat instead), you can now do so in the Scrap Cleanup Station (3rd Layer)

(NEW) Enhanced Settlements: Hangman's Alley
>> The central and corner buildings in Hangman's Alley now has full interiors!
- The central building contains 4 floors total, so there's plenty of room inside
- The corner building (which is completely redesigned) contains 3 floors total
- It has full navmeshing for settlers to path inside (it should be nearly perfect, but let me know if there's any weird spots)
- It comes decorated with some debris and junk inside that you can scrap normally
- There's a light switch near the front door of the central building, which allows you to turn off the lobby lights
- The corner building is abandoned and has no lights and only a small amount of debris
- NOTES: Currently, I'm not adding interiors to other buildings, as many of the buildings are on the edge of areas I would like to avoid as buildable areas. I do have plans to possibly allow those buildings to be used for Tenants though!

Enhanced Settlements: Changes/Additions
>> WARNING: Before updating to v1.8, read the notes below on settlements that have slightly REDUCED buildable areas***
- Shrubs, leaves, and vines no longer give any scrap (theres too much of it to balance properly)
- The amount of wood that many types of trees give is reduced (mainly because you can scrap so many trees now)
- Candles give wax
- Wild plants (that weren't in vanilla scrap recipes) will now give their appropriate item when scrapped
- Oberland: Now has a new custom border graphic
- Oberland: The buildable area to the north and south are slightly REDUCED to fit inside the cells better***
- Oberland: The buildable area to the east and west are expanded further
- Oberland: Many of the large rocks are now scrappable
- Oberland: Some of the patches of dirt are fixed so they aren't sticking up
- Oberland: There should no longer be any "dead zones"
- Oberland: The building can be toggled separately in the new Cleanup Station
- Sanctuary: Now has an expanded buildable area with custom border graphics (extends the east and west areas)
- Sanctuary: The borders were chosen so that they fit inside of certain cells, to minimize precombine breaks (i.e. better performance)
- Sanctuary: Some of the tree mounds are now scrappable
- Sanctuary: A vanilla dead zone near the south side was fixed
- Sanctuary: The houses can be toggled separately in the new Cleanup Station (includes doors/fixtures too)
- Sanctuary: Some foundations can be left intact in the new Cleanup Station by using the "Secondary" prefab scrap options instead
- Abernathy: Now has an expanded buildable area with custom border graphics
- Abernathy: The invisible collision ramps are removed
- Abernathy: The large electrical tower can be toggled separately in the new Cleanup Station
- Abernathy: Most wild plants were moved outside of the build area
- Abernathy: Some of the default cells that weren't properly setup for Abernathy, are now working properly
- Covenant: Now has an expanded buildable area with custom border graphics (extends the east and west areas)
- Covenant: The borders were chosen so that they fit inside of certrain cells, to minimize precombine breaks (i.e. better performance)
- Covenant: The brahmin trough and fire are unscrappable, so the roaming merchants can still interact with the area
- Covenant: The light beams from one of the construction lights is disabled
- Covenant: The houses can be toggled off separately in the new Cleanup Station (includes the doors too)
- Taffington: The house itself is now reserved from scrapping and fixed up!
- Taffington: The house can be toggled off separately in the new Cleanup Station
- Taffington: The roof can be toggled off separately in the new Cleanup Station (using the 2nd layer) if you want a flat roof instead
- Taffington: The warehouse-style boathouse is now reserved, so it can/will be scrapped normally
- Country Crossing: Now has a new custom border graphic
- Country Crossing: There should no longer be any "dead zones" for location flags
- Country Crossing: You can now scrap some of the large rocks there
- Outpost Zimonja: Now has an expanded buildable with custom border graphics
- Outpost Zimonja: Some of the rocks are now scrappable
- Outpost Zimonja: The pond is fixed so theres no jagged edges of water
- Outpost Zimonja: Wild Tarberries are no longer scrappable so they will permanently stay in the pond**
- Outpost Zimonja: The other wild plants were moved outside of the settlement, so they still exist
- Outpost Zimonja: The lights and orange mist above the workbench is removed
- Egrets: The buildable area is expanded
- Egrets: Cleaned up a few misc things, including the hanging power lines, rust stains, and oil pools
- Coastal Cottage: The buildable area is greatly expanded (the default was so terrible)
- Coastal Cottage: Fixed a few cracks in the ground
- Warwick: The buildable area is expanded out into the water
- Warwick: The navmeshes are fixed to work with the existing changes to the platforms
- Somerville: The buildable area is greatly expanded (includes some of the water area too!)
- Somerville: The buildable area on the east side is reduced so it fits inside of the cells better***
- Somerville: The rare encounter is moved southeast so it isn't inside of the settlement
- Finch Farm: The buildable area is expanded (with actual access to the beach and water)
- Finch Farm: The lamps and candles are now off
- Finch Farm: The main part of the highway remains intact, but you can manually scrap the collapsed pieces
- Finch Farm: If you want to remove the main highway, you can scrap it through the Cleanup tool
- The Slog: Now has a new custom border graphic
- The Slog: The buildable area is REDUCED to fit inside of the cells better***
- The Slog: The counters in the diner are no longer scrappable (only if you didnt already scrap them)
- The Slog: The outside diner counters on one side has the bigger counters like the other side (so it fits the vendor mats better)
- The Slog: The shutters in the diner are raised up
- Graygarden: The vanilla buildable area was slightly REDUCED to fit inside of the cells better***
- Graygarden: The tree cluster and car are now scrappable
- Boston Airport: Now has a new custom border graphic
- Boston Airport: You can now scrap the large rubble
- Boston Airport: One of the missing jersey barricades is now scrappable
- Murkwater: All of the extended buildable areas should have properly flagged locations now
- Starlight: The hanging telephone wires on the east side are removed
- Starlight: The entrance should now be properly flagged as a Starlight location (and not a dead zone)
- Starlight: Some of the diner shutters are raised up so the counters are usable for vendors
- Starlight: The projector screen can be toggled separately in the new Cleanup Station
- Sunshine: The buildings can be toggled separately using multiple layers in the new Cleanup Station
- Sunshine: The signs on the central building are now unscrappable, but can be toggled off
- Sunshine: The invisible collision around the silo areas is now removed
- Sunshine: One of the broken doors was replaced with a real door
- Sunshine: The roofs on the warehouses no longer have large holes
- Sunshine: One of the fallen trees was moved so it doesn't stick into the cabin
- Sunshine: One of the cells is properly flagged as a Sunshine Tidings zone
- Jamaica Plains: The main building now has a 2nd story, since the house connected is now in the toggle system
- Jamaica Plains: The house near the church is fixed up a bit, so it feels more usable by default
- Greentop: The house uses the new repaired roof by default, and the house is now part of the toggle system
- TODO: I still want to polish up the border graphics, some are temporary or hastily placed just so you have a visual for now

** DEVELOPER NOTE: I did this because wild tarberries seems semi-rare, so this lets you keep some in your settlement, as a special landmark bonus for owning that settlement

*** DEVELOPER NOTE: You'll notice that I reduced a few borders slightly, and this was done for performance reasons and cleaner location areas. While its unlikely, you could have objects stuck outside of the border after upgrading, but be aware of this ahead of time.

Enhanced Settlements - DLC
- Added plants and a few misc items to the scrap lists for Far Harbor
- Longfellow's Cabin: Should be clear of unscrappable debris
- Dalton Farm: Should be clear of unscrappable debris
- Echo Lake: The main building is completely fixed up, so it feels a lot more usable (better floors and some walls)
- Echo Lake: The floors, stairs and other building parts are no longer scrappable so the building isn't all screwed up
- Echo Lake: Should be clear of unscrappable debris

Misc
- A new texture was added for certain books objects so they can have a post-war worn look (i.e. the training desk and writer desk)
- A new texture was added for certain towels so they can have a post-war worn look
- The mesh for the trash debris with the yellow holotape looking trash was modified to hide the yellow piece
- The documentation menu button should properly work in the help pop-ups

(Modder Setting) Custom Threat Multiplier
- (NOTE: This is for players who want to manually make their own ESP override patch)
- The global variable "PlayerThreatLevelMultiplier" is created to allow you to tweak how much threat you get (for stuff like dynamic encounters)
- The allowed range for this is 0.25 to 5.0 (default is 1.0)
- This can allow players to make the dynamic encounters harder if you choose to not use the alternate revival system
- It's not recommended to change this value unless you absolutely know what you're doing!
- (As usual, if you want to change the defaults, make your own ESP with the override, never edit Horizon directly)

Vault 88
- You can now move/scrap/store/craft the default Vault 88 Radio Beacon (this needs testing!)
- Uranium rocks actually scrap into Uranium (and other materials) instead of nuclear material
- You can no longer place solar panels and windmills in vault 88
- You can no longer place medium and large architect buildings inside vault 88

Far Harbor
- One of the far harbor weapons wasn't flagged correctly to drop as loot

(NEW) Balance Patch: Horse Power Armor (CC)
- Balances the Horse PA so that it matches Horizon's values

Weapon Pack Addon
- The varmint rifle and a few others should now drop again from NPCs
- The varmint rifle receivers now have the proper display order and requirements in the workbench
- The riot shotgun now uses the same ammo swap menu system as the combat shotgun
- Some of the mod values were adjusted to match the new balancing

Homemaker Patch
- Some recipes had their advanced circuitry converted to basic circuitry
- Vendors and power generators are no longer buildable, since Architect has similar utility features and updating these is unnecesary work

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