recursal/Fanatic-Fandom huggingface dataset:
Guide/Component Management

Last updated for version `1.8.0-BETA-7`

🌀 *The content below transcludes to Special:WhatLinksHere/Guide/Component Management.*

By highlighting components, junk items that contain them, are also highlighted in the world. Important components can be marked in the Pip-Boy by selecting **Component View** (Pip-boy > INV > Junk). If the Scrapper perk, rank 2 is unlocked, every junk item lying around in the world, is highlighted.

A Master Workbench, to manage items quickly, is always recommended. It allows to store items in a settlement of choice by transporting items of any workbench into one single workbench. This can be setup in the Resource Station anytime. In this regard, a Supply Line is almost essential, to keep performance high, Horizon uses its own supply line system called: Cargo Bot Supply Line. It is also advisable to change the default Cargo Destiation, from both, Wilson and the Production Storage to a master workbench (settlement) of choice in order to concentrate items even better.

Before each crafting and/or trading action it recommended to check "Component View". Horizon has added so many new items and components that some might not be tagged with the magnifying glass symbol 🔍 yet. That often reveals new junk items better kept for crafting, building or trading.

Proper inventory management makes trading, sorting and finding junk more effective. Junk can be sorted by valued (VAL) while trading or in any other inventory. Not all vendors in Horizon buy all junk items and some might even buy "no value" junk items, which obviously shouldn't be sold. When trading, Wilson's Auto-Transport option might be disabled before hand. Otherwise Wilson may transport items and thus an invetory category might be blank at some point.

The Field Kit allows for "Junk Scrapping", to reduce weight and decrease inventory bloat, thus less micro-management and better inventar overview will be the consequence.

Time can be saved by picking the entire inventory of a corpse, by pressing the "R" key twice, and inspecting loot whenever the player character is overloaded. High carrying capacity from strength, Personal Cargo Bot, various item mods and/or backpacks will greatly influence inventar management intervals in this regard. If Wilson's auto-transport option is not available, the Strong Back and/or Lone Wanderer perk may help.
Guide/Health Management

Last updated for version `1.8.0-BETA-7`

*Main article:* Health
🌀 *The content below transcludes to Special:WhatLinksHere/Guide/Health Management.*
Endurance (END) doesn't raise health while leveling anymore instead the player receive a fixed amount of 190 base HP + points in END and Perk ranks. +20 points per attribute point, i.e. 200 health with endurance 10 (10\*20=200). In addition, Life Giver (+30 per perk, +120 max) and Adamantium Skeleton (+10 per perk, +30 max) help too. Its possible to gain as much as 540 health points at maximum (190+200+120+30). High END is absolutely essential to ensure survival, especially in Difficulty Outcast.

The biggest contribution to **maintaining health**, is to make one unrecognizable to the AI and this is best done by investing all of the perk points in Stealth. Those who are not hit do not have to heal themselves. The biggest tip here is to save with the fight until you are absolutely able to defend yourself.

Some are good at FPS and some are not and have to rely more on VATS. In order to gain combat strength, it is advisable to avoid fighting for awhile and get XP through pure Exploration. Each location provides XP, Intelligence 10 and Awareness 2 offer even more XP as well as Well Rested buff and Piper's Perk.

Your Radiation bar has 1000 points, and every point into radiation decreases your overall health. Radiation is far more severe than in *Vanilla Fo4* so take care when going for a swim.

* With Survival 30 you can create Rad-Off (-100 rads) in the Chemistry Station.
* Take a couple Rad-Off before bed because they increase tiredness very fast to stay on top of small levels of radiation before they become a problem.
	+ Consume food and heal yourself from radiation after sleeping, to and make use of the well rested buff or,
	+ apply radiation treatment before going to sleep, to completely avoid the debuff granted by rad remedies.
* Seek for a Doctor (see below) to cure yourself from radiation.

Protect yourself against radiation by avoiding certain locations first! And later use item mods or specific items to drastically reduce radiation exposure. Good candidates for this are:

* Rad Filters
* Rad Defender System +300 Rad resist, but lower AP regen drastically
* keep a Hazmat Suit around
* upgrade your Power Armor
* make use of certain Perks ...

Deseases, Radiation exposure and health decrease all can lead to the need for a Doctor. The following options are available for this:

* You heal yourself, but this often times need a lot of Medical skill
* You seek for a doctor either
	+ in a settlement, using the Medical Service (quick link medical vendor stalls) and/or a Vendor Stall Doctor (Medical Center, Medical Station) which requires a Vendor Contract and a Settler
	+ in a location in which one is located (Diamond City, Covenant, traveling merchants, ...)
Mailbox

Last updated for version `1.8.0-BETA-7`

*Main article:* Architect

The Mailbox (mailing system) allows to exchange items. It can receive mail (Incoming Mail) from various sources based on: quest completions, companion affinity, perks, skills, etc. It can also send Gwinnett Beer, Nuka-Cola and Magazines/Guides when placed into the Outgoing Mail container, which will yield to Educational Material, Pre-War Money and/or Vendor Credits in the incoming mail container.

## Recipe

* Plastic 6
* Rubber 2
* Steel 10

## Mailbox Menu

The Mailbox menu can accessed by using the mailbox and will reveal;

Statistics

* new unread messages
* total mail received

Delivery Circle

* Next possibler delivery
* Mail is delivered every 12/24 hours
* Maximum new mails stored

### Incoming Mail

Up to 3 mails can be received at a time per mailbox cycle. Mails give specific items (f.ex. a Settler Recruitment Radio) for solving quests or exploration success. Attack Dog Certificates can be acquired, when spending perk points into Attack Dog. Mails can be received from various sources based on: quest completions, companion affinity, perks, skills, etc.

Unread messages do not deposit their items into the inventory until read. The content of wrapped packages open in the Mailbox Container, not in the player's inventory to see the items pop out more clearly.

### Outgoing Mail

Beer, Nuka-Cola, VIM and Magazines/Guides can be placed into the Outgoing Mail container. This is basically like writing down the info learned, and then selling the original magazine to a trader:

* Gwinnett Ale/Brew/Lager/Pale/Pils/Stout (+All "Ice Cold" variants).
* Standard, Cherry, Quantum (+All "Cold" variants) and all DLC variants.
* VIM

Each mail cycle will mail them out. One mail cycle is 36 hours long (108 minutes real-time).

## Mailbox Events

Mail events are sent based on unlocking certain perks, completing quests, or having affinity with companions. Most mail events will be undocumented, as they're supposed to be immersive content. The number of events right now is very small, but more events will be added over time.

Examples: Mama Murphy will send a mail with a clothing set after building her chair. A unique Synth Settler can be recruited once Settler Skill: Engineering 3 is reached.

### Reward: Enemy Kill Count

If allied with a certain Faction, killing a specific amount of Enemies will be rewarded.

### Reward: Settler Recruitment Radio

Any Quest below will unlock 1 Settler Recruitment Radio:

* Call to Arms
* When Freedom Calls
* Confidence Man
* Gun Run
* Here Kitty, Kitty
* Human Error
* Find the Treasures of Jamaica Plain
* Memory Interrupted
* Out of the Fire
* Public Knowledge
* Road to Freedom
* Taking Independence
* The First Step
* The Silver Shroud
* Troubled Waters

### Reward: Workshop Upgrades

*Main article:* Workshop Level

 Workshop Trading 2-10

### Reward: Water Purifier Module

*Main article:* Purifier Module

 Perk
 Settler Skill | Engineering 2

## See Also

* Architect
* Economy
* Market Trading Terminal
* Tenant
Guide/Power Generator

Last updated for version `1.8.0-BETA-7`

*Main article:* Architect

This guide shows the efficiency of power generators in terms of building costs.

## Common component sources

These components are rare components. Depending on the game progress, some can be found more or less frequently. In general, generators can be divided into the following categories based on their material composition:

 Oil | Appliance Salvaging, Vehicle Salvaging, Production (Refinery)

## Power per building cost table

Components not in the table (since these are common and can be neglected);

* Cloth
* Glass
* Leather
* Rubber
* Steel
* Wood

The table below gives an overview of building cost for 1, 50, 100 and 500 power per generator. While the first column behind a component equals 1 power, the 2nd 50, 3rd 100 and 4th 500 power cost.
Market Trading Terminal

*Main article:* Crafting

This station allow to trade items and currencies for an assortment of goods. The Market is a crafting station, but has a different feel with a unique style of random items. Each menu category is a unique trader or faction (5 standard traders, 4 factions, 1 black market). The market (for some vendors) changes every 48 hours, in which each category cycles to it's own random set of items. Almost all items require trading skill or marketeer perk. Marketeer rank 3 unlocks the Black Market. Some traders require vendor credits or pre-war money as currencies and different items in exchange for their goods. There is no limit to trading. Faction traders require the faction perk and are hidden until the player is introduced to them.

## Recipe

* Aluminum 2
* Copper 2
* Glass 2
* Steel 12
* Basic Circuitry 6
* Packing Material 20

## Traders

Available traders who can be reached via the trading terminal. Each trader's stock varies every 48 ingame hours, not all traders have all items available at all times!

## See Also

* Cargo Bots
* Economy
* Vendor
* Courier Trading Service
Fertilizer

*Main article:* Component
## Stats

* Weight: 0,1
* Value: 0
* Form ID:

## Compostable Food

🌀 *The content below is transcluded from Food#Compostable Food.*
Almost any food item can be placed in the Farming Workbench and will automatically be converted into compost after a production cycle of 90 minutes. Compost, in turn, is converted into **Fertilizer** (at a rate of 20:1) after a cycle that also lasts 90 minutes. Both, compost and fertilizer, cycle run simultaneously.

Compost is important for building garden planters which in turn allow for planting on any substrate. Fertilizer instead, is important for doubling the crop production but also for a number of crafting recipes not further listed here.

📝 **Note:** Compostable items not used in any other recipe: Cotton Candy Bites, Diseased Meat, Dandy Boy Apples, Fancy Lads Snack Cakes, Potato Crisps, Rotten Fruit, etc.

## Changelog

* Vanilla Brahmin fertilizer production is moved into the new production system, and no longer produces to each local workbench
Patch notes/Horizon/1.7.1

#1.7.1:1
Misc

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

#1.7.1:2
Personal Toolkit

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

#1.7.1:3
Home Plate Enhanced

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

#1.7.1:4
Homemaker Patch

* Fixed the recipes to use the new Architect components
Patch notes/Horizon/1.5.3

#1.5.3:1
Power Armor

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

#1.5.3:2
Companions

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

#1.5.3:3
Settlements

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

#1.5.3:4

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

#1.5.3:5
Loot

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

#1.5.3:6
Weapons

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

#1.5.3:7
UI

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

*Main article:* Loot
Harvesting is a mechanic that allows you to receive materials from non-human corpses depending on its type after waiting a bit. Press `Space` on a corpse to harvest. Most animal/creature corpses are usually empty by default (until you harvest). There's a short animation with sound effects for the duration of the harvest (2-4 seconds or so).

The materials you harvest are placed on the corpse. If you have auto-looting turned on, it will also loot the entire container. You also have an option to auto-loot the entire container by pressing the button again, or, if the target is synth, you instead have an option to scrap equipment (and auto-loot at the same time).

## Loot

* Harvested materials from animals/creatures are based on your current Hunting Skill
* Harvested materials from robots/synths are based on your current Salvaging Skill
* Glowing and diseased creatures have their own loot tables

## Skill

There's no minimum skill required to harvest. Even with no skill, you will usually get some type of low quality materials.

 Salvaging | robots/synths

## Legendary Creatures

Materials from legendary creatures are obtained only after harvesting. When harvesting legendary creatures/robots, harvesting takes additional time.
Patch notes/Horizon/1.0.5/raw

```
Command Table
- Fixed the broken menus from 1.0.4
- The menu system is now setup better to accommodate new future quests

Doctors
- Settlement doctors should no longer say you don't have enough caps (needs more testing)

Crafting / Settlements
- Scrapping Mini-Nukes in the Weapons Lab will now give you Nuclear Material
- Large Fuel Canister costs 5 steel
- Mailbox: Curie will now give the proper gift for the 2nd affinity mail

```
ACE Dota 2 League

## Teams

* Cupid's Hearts
* Team DK
* Invictus Gaming
* LGD Gaming.cn
* LGD Gaming.int
* Rattlesnake
* Rising Stars
* TongFu
* TongFu.WanZhou
* Vici Gaming

Note:  Team Adidas became  TongFu.WanZhou during the tournament.

## Prize Allocation

 A33rd |  Vici Gaming | 100,000 RMB(~$16,000 USD)

Note: All teams placing 4th to 10th received 20,000 RMB (~$3,250 USD) for participating.
Guide/Clean Installation

*Main article:* Guide/Installation

This page explains how to clean the Fallout 4 game folders.

## Uninstall Fallout 4

Navigate to..

1. `📁...\Steam\steamapps\common\` delete the Fallout 4 root folder
2. `📁...\Users\Username\Documents\My Games\` delete the Fallout 4 folder
3. `📁...\Local Disk (C:)\Users\Username\AppData\Local\` delete the Fallout4 folder
	* Alternative: Push `🪟` + `R` Key > type `appdata` > open `Local` > delete the Fallout4 folder
4. Open Steam > Library > right click Fallout 4 > click Manage > click Uninstall
5. Clean uninstallation done.

## Install Fallout 4

1. Open Steam > Library > right click Fallout 4 > click INSTALL
2. Once installed > Open Steam > click PLAY
	* agree to the Pop-ups (Fallout4Launcher.exe)
	* click EXIT
3. Clean installation done.

## See Also

* Guide/Installation
* Guide/INI Settings
* Guide/Launcher Options Menu
* Guide/Mod Manager
* Guide/Modding Horizon

## References

1. ↑ https://www.youtube.com/watch?v=zwTJ3jImCiQ
Patch notes/Horizon/1.8.0.BETA-4/raw

```
Equipment Scrapping on Corpses
- The auto-loot option will now include tools, grenades, mines, and stuff like bobby pins (if you have the option enabled)

Resource Station
- When you active the station menu, it will now block the station from being used again while the menu system is currently open

Tenants
- The textiles factory should now properly act as a textiles factory instead of chemical factory

Settlements
- The vanilla scavenging station can now be scrapped if you already had one in an old save game

Items
- The Bobbleheads should now properly give you +1 perk point instead of the old SPECIALs (a file was missing)
- The Blast Radius junk item now has the same components in the DEFUI tags addon
- Irradiated Thistle should now properly work when you try to harvest them

Field Kit
- The survival stats menu now shows your exact numerical XP and XP needed to next level

Sanctuary
- A random bug should be fixed, where it sometimes didn't render the default roofs and player house (I'm not even sure why it sometimes bugged out the way I had it before.. it doesn't really make sense, but this engine is strange, and I think the latest FO4 patches could have broke stuff.)

```
Patch notes/Horizon/1.5.2

#1.5.2:1
Doctors

* (NEW) The days left before the next supply is now displayed on the menu
* A bug was fixed where the supplies weren't added properly the first cycle in a new game
* You will automatically get your supply restocked if your game didn't already spawn it yet
* The penalty on supplies as you level up is less strict now (mainly for desolation mode)

#1.5.2:2
Command Table

* (NEW) You can now view your total settlement statistics for stuff like total water and total income

#1.5.2:3
Skills

* Scrounger will now properly give it's Salvaging Skill
* Fortune Finder will now properly give it's Trading Skill

#1.5.2:4
Misc

* Harvesting plants should now show what you're looting

#1.5.2:5
Installer

* The DLC Loot Respawn addon now specifies it requires certain DLCs
* The Weapon Pack replacement ESP can be selected in the options
Patch notes/Horizon/1.0.1

#1.0.1:1
Mini-Turrets and Guard Dogs

* Should now deploy with the proper factions, and no longer attack neutral/friendly NPCs

#1.0.1:2
Crafting

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

#1.0.1:3
Vendors

* Atomic Cats vendor now can sell fusing casings
Patch notes/Horizon/1.0.5

#1.0.5:1
Command Table

* Fixed the broken menus from 1.0.4
* The menu system is now setup better to accommodate new future quests

#1.0.5:2
Doctors

* Settlement doctors should no longer say you don't have enough caps (needs more testing)

#1.0.5:3
Crafting / Settlements

* Scrapping Mini-Nukes in the Weapons Lab will now give you Nuclear Material
* Large Fuel Canister costs 5 steel
* Mailbox: Curie will now give the proper gift for the 2nd affinity mail
Modular Scope

Modular Scope is an experiment with adding a modular scope system that allows you to change scopes in your Weapon Kit. This may not cover all vanilla/horizon weapons at first.

* Each weapon now has at least 1 "Modular Scope" you can craft, instead of 8 individual scopes
* Some weapons have a "variant" Modular Scope, which has a different graphic (they function identically though)
* There are 4 items you can craft in the Weapons Lab: 6x Lens, 10x Lens, Night Vision Adapter, and Recon Targeting Adapter
* These 4 items are universal for ALL valid weapons that can use modular scopes! (you only need to carry 1 of each part with you)
* Scope modes can be toggled in the weapons workbench under the "Scope Mode" slot located right below the scope attachment slot
* Scope modes can be toggled in the field via your Weapon Kit (the ammo swapper item)
* Recon targeting will actually work with both the modular scope AND other sights
* Recon targeting is only available for selection if you have a 6x or 10x lens item (even if you want to apply it to a reflex sight)
* Night vision only works on the modular scope, but it works with 4x, 6x, or 10x
* Example: If you want 10x night vision, you'll need both the 10x lens and the night vision adapter
* Attaching night vision or recon adapters does NOT change the graphic of the scope on the weapon (and never will, so don't ask!)
Guide/Mod Incompatibility

*Main article:* Guide/Modding Horizon

This article lists mods that are either/or;

* Redundant
* Partially incompatible
* Fully incompatible

## Scope

The list currently fully covers almost all 60 FO4 mod categories from nexusmods.com. ✔️ indicate a full mod check per nexusmod category, a ❌ indicate a pending mod check per nexusmod category. The number behind any category indicate the total amount of mods per nexusmod category (it might be higher already).

* ✔️Ammo 502
* ✔️Animation 243
* ✔️Armor 2244
* ✔️Audio - Misc 186
* ✔️Audio - Music 405
* ✔️Audio - SFX 998
* ✔️Audio - Voice 220
* ✔️Body, Face, and Hair 996
* ✔️Bug Fixes 596
* ✔️Buildings 117
* ❌Character Presets 1997
* ✔️Cheats and God items 633
* ✔️Clothing 2574
* ✔️Collectibles, Treasure Hunts, and Puzzles 117
* ✔️Companions 1135
* ✔️Crafting - Equipment 350
* ✔️Crafting - Home/Settlement 1278
* ✔️Crafting - Other 298
* ✔️Creatures 428
* ✔️ENB Presets 189
* ✔️Environment 310
* ✔️Factions 182
* ✔️Gameplay 2171
* ✔️Immersion 623
* ✔️Items (Food, Drinks, Chems, etc) 663
* ✔️Locations - New 281
* ✔️Locations - Vanilla 317
* ✔️Miscellaneous 647
* ✔️Modders Resources and Tutorials 704
* ✔️Models and Textures 2523
* ✔️New Lands 100
* ✔️NPC 715
* ✔️NPC - Vendors 87
* ✔️Overhauls 448
* ❌Patches 1532
* ✔️Performance 111
* ✔️Perks 387
* ✔️Pip-Boy 277
* ✔️Player Homes 522
* ✔️Player Settlement 1577
* ✔️Poses 30
* ✔️Power Armor 514
* ❌Quests and Adventures 497
* ✔️Radio 252
* ✔️ReShade Presets 100
* ❌Saved Games 1024
* ❌Sim Settlements 175
* ❌Sim Settlements 2 249
* ✔️Skills and Leveling 64
* ✔️Tattoos 48
* ❌Transfer Settlement Blueprints 1673
* ✔️User Interface 1018
* ✔️Utilities 363
* ✔️Vehicles 168
* ✔️Videos and Trailers 60
* ✔️Visuals and Graphics 455
* ✔️VR 143
* ❌Weapons 4268
* ✔️Weapons and Armour 182
* ✔️Weather and Lighting 112

## Repository

**The following list displays mods that are NOT compatible with Horizon.**

If you choose to install incompatible mods along with Horizon, you risk having serious problems with your Fallout 4 save games.

There are two cross-references in the table which will guide you to the respective article and explain the mechanics more in depth.

In order to help navigate the list its advisable to use `Ctrl` + `F` and type in the mod name your searching, it might be part of the list.

## See Also

* Guide/Modding Horizon
* Guide/Load Order
Patch notes/Horizon/1.8.0.BETA-5

#1.8.0.BETA-5:1
Scrapping

* Field scrapping vehicles and machines now says "-1 Common Tool" instead of tool kits

#1.8.0.BETA-5:2
Skills

* Advanced/Expert locks/terminals can now properly be unlocked at 20/40 skill
* Master locks/terminals are lowered from 80 to 60 skill
* Lockpick/Hacking skill perks no longer show the tier in the name itself

#1.8.0.BETA-5:3
Settlements

* The leased parts factory now has a proper power connector

#1.8.0.BETA-5:4
Enhanced Settlements

* The blue carpet floors and stairwells will now allow workshop objects to be placed on them

#1.8.0.BETA-5:5
DLCs

* A few recipes that used outdated components are fixed

#1.8.0.BETA-5:6
CC Shotgun

* Now properly uses the new shotgun parts
Guide/Patching

*Main article:* Horizon Wiki

## Introduction

Horizon changes vanilla FO4 extensively. Almost all mods besides Horizon need a Patch. A distinction is made between standalone and replacer patches. It is also important to ensure that a patch is in the correct position in the Load Order.

### Terminology

Game data files in Fallout 4 come in exactly 3 main file types:

* `.esm` | **E**lder **S**crolls **M**aster file – Primary database, containing the game files, which plugins may modify, a to, or reference. Sometimes modified to create plugins.
* `.esp` | **E**lder **S**crolls **P**lugin file – Similar to ESM files in structure but override default behaviors and data.
* `.esl` | **E**lder **S**crolls **L**ight Master file – Optimized version of an ESM file, introduced with the Fallout 4 patch 1.10 in August 2017.

##### ESL files

A game data file used in BETH games to store a (smaller) modified plugin which in turn alters the game, such as re-texturing an object, changing weapons or armor stats. ESL files are primarily utilized to distribute mod content via the Creation Club digital marketplace.

* Similar to .ESM Master files but store fewer records
* Can surpass the 255 slot plugin limit for games.
* Limited to 4096 records.
* Optimal for less complex mods.
* Mods that require more records should be distributed via ESM or ESP files.
* Can be opened via Creation Kit and xEdit.

#### Standalone vs Replacer Patch

* **Standalone patch** – Uses an additional plugin to bring Horizon changes to the modded content. A standalone patch needs to be loaded after Horizon while the original mod plugin needs to be loaded before Horizon.
* **Replacer patch** – Replaces the original mod plugin file. This removes the need for an additional plugin. A replacer patch needs to be loaded after Horizon

Load Order Examples
`Z_Horizon.esp`
`TemplateMod - Horizon Patch.esp` | `Z_Horizon.esp`

### Patch tools

Various utilities handy for creating patches and digging into raw game data.

## Comparison Chart

The following table gives an overview of the total number of record types (signatures) used by Fallout 4 vanilla and which of them are used and overwritten by Horizon and its plugins.

* ARCH Z\_Architect.esm
* HRZN Z\_Horizon.esp
* HZDM Z\_Horizon\_Desolation.esp
* HZEX Z\_Extras.esp
* HCAM Z\_CameraAddon.esp
* HZSN Z\_Optional\_ShortNaming.esp
* HSCW Z\_Horizon\_StrictCarryWeight.esp
* HZBR Z\_BlurRemoval.esp
* HZTP Z\_Architect\_TexturePack.esp
* HDEF Z\_Horizon\_DEFUI.esp
* HZSE Z\_Architect\_EnhancedSettlements.esp
* HZHP Z\_Architect\_HomePlate.esp

## See Also

* Guide/Load Order – How-to load mods with Horizon

## References

1. ↑ https://fileinfo.com/extension/esl
2. ↑ https://www.loverslab.com/topic/178272-questions-about-esl-esm-and-esp/
Patch notes/Horizon/1.7.4/raw

```
Settlements
- There was some debugging messages running in 1.7.3 by accident, which is now removed

Combat Pets
- The "no food" messages for animals and engineer devices were backwards and is fixed now

Cargo Bot 1-X
- (NEW) You can now toggle the notifications button 3 times: SHOW ALL, HIDE AUTO-FETCH, and HIDE ALL
- Showing all notifications will now show how many items the auto-fetch found, but only if it found something
- Hiding just the auto-fetch message will still show the messages when CB1X physically leaves
- The "not ready" message is reworded for summoning cargo bot 1-x
- The auto-fetch pulse is extended to 30 seconds (up from 20 seconds)
- The auto-fetch timer resets when you first load your save to 60 seconds, so it gives your game time to load up
- (Please note that the auto-fetch system is still a beta feature and a work in progress - you can disable it in the menu if it causes you any problems)

```
Perception

*Main articles:* Perk, SPECIAL

Pickpocketing in *Horizon* is changed so that it's actually useful yet not unrealistic/overpowered.

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

### Rifleman

 2
 3
 4

### Locksmith

 2
 3
 4
 5

### Demolition Expert

 2
 3
 4
 5

### Technologist

 5
 10

### Sniper

 2
 3
 4

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Awareness: Ambush warnings don't work.
* Locksmith: Typo, in-game description says Lockpicking 80. This Information is incorrect. It is 60.

## See Also

* Skill
* Perk
* SPECIAL
* Magazines
* Bobbleheads
* Specialization
Patch notes/Horizon/1.4.1

#1.4.1:1
Architect

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

#1.4.1:2
Fixes

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

#1.4.1:3

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

#1.4.1:4
Weapons

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

#1.4.1:5
Perks

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

#1.4.1:6
(NEW) Nuclear Fragments

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

#1.4.1:7
Scrap Everything

* Some large objects now give more scrap (ex: cabins give 280 wood)
* Both versions of the patch should have all the greygarden stuff sync'd up now
* Trees are sorted better, and generally give more wood
* Sanctuary houses give more scrap
* foundations give more concrete
Patch notes/Horizon/1.7.4

#1.7.4:1
Settlements

* There was some debugging messages running in 1.7.3 by accident, which is now removed

#1.7.4:2
Combat Pets

* The "no food" messages for animals and engineer devices were backwards and is fixed now

#1.7.4:3
Cargo Bot 1-X

* (NEW) You can now toggle the notifications button 3 times: SHOW ALL, HIDE AUTO-FETCH, and HIDE ALL
* Showing all notifications will now show how many items the auto-fetch found, but only if it found something
* Hiding just the auto-fetch message will still show the messages when CB1X physically leaves
* The "not ready" message is reworded for summoning cargo bot 1-x
* The auto-fetch pulse is extended to 30 seconds (up from 20 seconds)
* The auto-fetch timer resets when you first load your save to 60 seconds, so it gives your game time to load up
* (Please note that the auto-fetch system is still a beta feature and a work in progress - you can disable it in the menu if it causes you any problems)
Patch notes/Horizon/1.9.1-ALPHA

Fixes:

* Possible fix to the startup crashes (please provide more Buffout crash logs if you get it again, thanks!)
* Upgrade panels and Claimed sites should now work (needs testing)
* Concord invasion events are temporarily disabled, due to F4SE not working properly with the script
* Companion npcs should no longer take permanent injuries before they become a follower (needs testing)
* If you installed HUDframework after Horizon you can now force a reset by accessing the HUD options in your field kit (needs testing)
* Glass bottles disssemble correctly now
* Some empty junk items correctly match trash items
* Aluminum Canisters that are sold on vendors now cost caps
* Chicken Eggs are now sold in a package of 4 with a proper caps cost
* All crops in DC are now flagged as owned by DC
* DC residents should no longer wear the same outfit... however this might only be fixed in new games
* The suitcase in Sanctuary should only have 1 N99 now
* Weapon condition text on the item name should properly match the condition
* Custom SMG ammo mag text fixed
* Tato crop rows properly require 8 tatos
* Crop tables should now require the proper crops instead of just carrots
* Vaultsuits now work with the 111 decal
* Vaultsuit MK-2 now properly works with decals (and default loot templates)
* Robot Caravan: One of the dead brahmins is temporarily disabled until I can fix it better (it may still exist in your current save game tho)
Patch notes/Horizon/1.8.0.BETA-5/raw

```
Scrapping
- Field scrapping vehicles and machines now says "-1 Common Tool" instead of tool kits

Skills
- Advanced/Expert locks/terminals can now properly be unlocked at 20/40 skill
- Master locks/terminals are lowered from 80 to 60 skill
- Lockpick/Hacking skill perks no longer show the tier in the name itself

Settlements
- The leased parts factory now has a proper power connector

Enhanced Settlements
- The blue carpet floors and stairwells will now allow workshop objects to be placed on them

DLCs
- A few recipes that used outdated components are fixed

CC Shotgun
- Now properly uses the new shotgun parts

```
Patch notes/Horizon/1.7.2

#1.7.2:1
Equipment Scrapping

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

#1.7.2:2
Combat Pets: Attack Dogs

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

#1.7.2:3
Companions

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

#1.7.2:4
Enhanced Settlements addon

* Croup Manor should now properly have the new graphical workshop border
* The floating block in sanctuary is removed

#1.7.2:5
Architect

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

#1.7.2:6
DEF\_UI Config

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

#1.7.2:7
NPCs

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

#1.7.2:8
Misc

* The in-game version message should now say the current version
Patch notes/Horizon/1.5.1/raw

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

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

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

Weapon Pack
- The DKS is now classified as a Sniper weapon
- A few of the weapon attachment recipes now use skills

```
Patch notes/Horizon/1.7.6/raw

```
Master Workbench
- If you have a large amount of dirty water and settler rations, the sync will evenly distribute them to all settlements in the supply line

Misc
- The books and bandages on top of the mailbox, training desk, and chem stations should now have the proper textures
- The Vault 81 tool quest should now properly use Horizon's changes (a script file was missing)
- Some of the error messages for missing resources should show an ID number now
- The pipe turret pet was removed from the trading market (this device may return later on.. you probably can use the ones that you already have)
- Fixed a typo with one of the vanilla survival mode loading screen messages

Enhanced Settlements
- You can now scrap all the robot parts and the machine near the workshop

Desolation Mode
- Now has the proper fix for Berry Mentats

NPCs
- Super Mutant Behemoths no longer regen health (this may not work on already spawned ones)
- Super Mutant Behemoths will now take +300% damage from explosives (up from +200%)

```
Patch notes/Horizon/1.7.6

#1.7.6:1
Master Workbench

* If you have a large amount of dirty water and settler rations, the sync will evenly distribute them to all settlements in the supply line

#1.7.6:2
Misc

* The books and bandages on top of the mailbox, training desk, and chem stations should now have the proper textures
* The Vault 81 tool quest should now properly use Horizon's changes (a script file was missing)
* Some of the error messages for missing resources should show an ID number now
* The pipe turret pet was removed from the trading market (this device may return later on.. you probably can use the ones that you already have)
* Fixed a typo with one of the vanilla survival mode loading screen messages

#1.7.6:3
Enhanced Settlements

* You can now scrap all the robot parts and the machine near the workshop

#1.7.6:4
Desolation Mode

* Now has the proper fix for Berry Mentats

#1.7.6:5
NPCs

* Super Mutant Behemoths no longer regen health (this may not work on already spawned ones)
* Super Mutant Behemoths will now take +300% damage from explosives (up from +200%)
Patch notes/Horizon/1.0.2/raw

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

DEF_UI Tags
- [Settings] and [Config] icon is added to the DEF_UI tags config

Factories (DLC Workshop02)
- The "basic" factory is now re-enabled and updated
- The following items can be created:
1> Steel Ball (default)
2> Bowling Pin (default)
3> Teddy Bear (default)
4> Foam Rubber (10 packing material) - requires plastic, rubber, and dirty water
5> Large Gas Canister (20 fuel) - slightly more efficient than crafting it by hand in the lab
6> Kickball (default)
7> Turret Deployment Parts
8> Plastic Pumkin (default)
9> Fertilizer - requires rotten fruit, slightly more efficient than crafting it by hand in the lab
10> Fertilizer - requires rotten vegetables, slightly more efficient than crafting it by hand in the lab
11> New Toy Truck (default)
- I purposely chose workshop materials, since those are things that might be useful down the road to throw in the machine and have it stamp out a bunch.
(NOTE: some of these recipes may change again in the future)

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

Patches
- Raider Overhaul: Fixed the shishkebob tags

```
Patch notes/Horizon/1.4.7

#1.4.7:1
Architect Structures and Horizon Job Stations (and Water Purifiers)

* You can now place these objects near the borders of settlements

(it should even work fine with expanded settlement sizes, like my expanded Murkwater)

#1.4.7:2
Settler Outfitter

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

#1.4.7:3
Scrap Everything

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

#1.4.7:4
Fixes

* Double-Barrel long barrel requires gun nut rank 2 now
* Combat Rifle hardened receiver requires gun nut rank 2 now
Patch notes/Horizon/1.6.3/raw

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

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

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

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

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

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

Weapons
- Standard Laser weapons that use Heavy Cells can now work in automatic and shotgun mode properly
- The CC Handmade Shotgun now has a condition slot, and can drop damaged from raiders

```
Patch notes/Horizon/1.5.2/raw

```
Doctors
- (NEW) The days left before the next supply is now displayed on the menu
- A bug was fixed where the supplies weren't added properly the first cycle in a new game
- You will automatically get your supply restocked if your game didn't already spawn it yet
- The penalty on supplies as you level up is less strict now (mainly for desolation mode)

Command Table
- (NEW) You can now view your total settlement statistics for stuff like total water and total income

Skills
- Scrounger will now properly give it's Salvaging Skill
- Fortune Finder will now properly give it's Trading Skill

Misc
- Harvesting plants should now show what you're looting

Installer
- The DLC Loot Respawn addon now specifies it requires certain DLCs
- The Weapon Pack replacement ESP can be selected in the options

```
Patch notes/Horizon/1.6.2/raw

```
Dynamic Encounters
- The minimum level check for encounters should now actually work (I missed something in 1.6.1)

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

DEF_UI
- (NEW) A new option in the installer to install a Z_Horizon.ini file that will set your UI to use colors properly
- Pipboy_MapPage.swf and MainMenu.swf were incorrectly included, and removed from the installer now

Misc
- All the new firearms should properly give weapon parts when you scrap them now
- The version number should properly say 1.6.2 in game and the installer

```
Patch notes/Horizon/1.8.0.BETA-4

#1.8.0.BETA-4:1
Equipment Scrapping on Corpses

* The auto-loot option will now include tools, grenades, mines, and stuff like bobby pins (if you have the option enabled)

#1.8.0.BETA-4:2
Resource Station

* When you active the station menu, it will now block the station from being used again while the menu system is currently open

#1.8.0.BETA-4:3
Tenants

* The textiles factory should now properly act as a textiles factory instead of chemical factory

#1.8.0.BETA-4:4
Settlements

* The vanilla scavenging station can now be scrapped if you already had one in an old save game

#1.8.0.BETA-4:5
Items

* The Bobbleheads should now properly give you +1 perk point instead of the old SPECIALs (a file was missing)
* The Blast Radius junk item now has the same components in the DEFUI tags addon
* Irradiated Thistle should now properly work when you try to harvest them

#1.8.0.BETA-4:6
Field Kit

* The survival stats menu now shows your exact numerical XP and XP needed to next level

#1.8.0.BETA-4:7
Sanctuary

* A random bug should be fixed, where it sometimes didn't render the default roofs and player house (I'm not even sure why it sometimes bugged out the way I had it before.. it doesn't really make sense, but this engine is strange, and I think the latest FO4 patches could have broke stuff.)