Patch notes/Horizon/1.9.0-ALPHA

#1.9.0-ALPHA:1
Horizon v1.9 - Reclaiming the Commonwealth

#1.9.0-ALPHA:2
Main features:

* Site claiming system
* New UI elements (some require HUD Framework)
* A full overhaul of combat defense
* Extensive improvements for upgrading armor, weapons, and power armor
* Extensive balance and realism changes to NPCs and their armor
* Many workshop changes and additions
* Many, many, other changes and additions (have fun reading 3000+ lines of patch notes)

#1.9.0-ALPHA:3
Q: Why is v1.9 so extremely large for just a +0.1 upgrade compared to previous updates?

#1.9.0-ALPHA:4
A: Everything in v1.9 is basically an alpha/beta build for Horizon 2.0 (which you can imagine should be huge update!) Once v1.9.x is finalized, it will turn into Horizon 2.0.

#1.9.0-ALPHA:5
Q: What is the goal of Horizon's settlement progression and what does v1.9 change?

#1.9.0-ALPHA:6
A: Since Horizon was first created, my primary goal has always been to make settlements and settlement-related activities feel like they are a real part of the game, instead of just a dead-end
sandbox.

#1.9.0-ALPHA:7
Other objectives:

* Less lagged than vanilla FO4 or mods (both framerate and scripts)
* Easier to startup and manage
* Make settlements feel like an accomplishment

#1.9.0-ALPHA:8
Just because a town has a lot of people, doesn't mean you have to show all of them visually 24 hours a day. This kills performance and creates many new problems (especially with assignments.)
Horizon's "Tenant" system (and site claiming system) helps you add population (and buildings) to the Commonwealth without adding extra script lag, framerate lag, and assignment problems. Your real
settlers are the active "owners" and workers of the settlements you see, but may not be the only people who live in the area!

#1.9.0-ALPHA:9
Horizon v1.9 introduces a brand new system that lets you claim numerous sites around the map. These sites add benefits to settlements and add immersion to the environment. Version 1.9.0 will start
with around 11 sites or so, and many more sites will be added with future patches.

#1.9.0-ALPHA:10
Q: Help! I crashed!

#1.9.0-ALPHA:11
A: If the game crashes when you first HIT an npc, that might be because of a bugged mesh I missed. If this happens, I need to know the EXACT npc you were fighting (i.e. Raider Scavver, etc.) I had a
few bugged meshes awhile back and I \*think\* I got them all, but possibly not. If you have some other random crash outside of combat, it might be because of something else.

#1.9.0-ALPHA:12
If the game crashes in your pip-boy or workbench, please reload the save game and slowly mouse over each item you were looking at previously, until you find which item crashes. Some of these crashes
may be due to patches and other mods, and not Horizon.

#1.9.0-ALPHA:13
These problems can occassionally happen when a new mesh has a problem. If I can narrow down the possible culprits, I can fix them faster.

#1.9.0-ALPHA:14
Q: Why are you moving so much data from Horizon into Architect?

#1.9.0-ALPHA:15
A: Horizon's core functionality needs to be in an ESM master file. My only regret is not doing this in Horizon from the start, but back then I didn't expect Horizon to be this gigantic ongoing
project for this long.

#1.9.0-ALPHA:16
Architect's purpose is to be the real "framework" or "engine" here, and Horizon is simply a plugin for it. Aside from the development benefits, it also gives players the option to run Architect
without Horizon, if they wish to use a vanilla fo4 list of mods. It can also make patching easier for patch developers.

#1.9.0-ALPHA:17
IMPORTANT NOTES ABOUT WEAPON/ARMOR MODS AND MOD PATCHING:

#1.9.0-ALPHA:18
It is HIGHLY recommended that you try Horizon v1.9 BEFORE you add any mods that alter NPCs or give them extra weapons and armor! Horizon 1.9 makes SIGNIFICANT changes to Raiders, Gunners, BoS, Super
Mutants and many other NPCs.

#1.9.0-ALPHA:19
Many new armor/headgear items were added to improve NPC variety. Raiders now feel a lot more like the original concept art for FO4 (as opposed to the released version), but with much better
uniqueness depending on the types. Using mods that give raiders mod-added armor will probably ruin this new theme and balance.

#1.9.0-ALPHA:20
So, before you destroy the NPC LL's by trying to give them more armor variety, try 1.9 first. Constructive feedback is always welcome regarding things like this.

#1.9.0-ALPHA:21
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

#1.9.0-ALPHA:22
BETA WARNINGS - PLEASE HELP TEST HORIZON!

#1.9.0-ALPHA:23
It is highly recommended that when players are beta testing v1.9, that they add as few mods as possible! I really need to know what is actually broken in 1.9, and not a bunch of false reports from
mod conflicts. Thanks!

#1.9.0-ALPHA:24
As usual, make sure your INI files are setup properly for modding, and your load order is correct BEFORE playing!

#1.9.0-ALPHA:25
>> Things that you can help report to me:
>> (PLEASE MAKE SURE that you DON'T have any mod conflicts or outdated patches!)

* Possible crashes? (could be related to broken meshes from new items)
* Missing textures? (i.e. purple textures)
* Missing meshes? (i.e. invisible objects)
* Utilities not working at all? (Possibly missing script files?)
* Did shooting a specific enemy cause a crash? (an exact NPC name is needed!)
* Any weird debug messages popping up?
* Recipes that seem "wrong"? (i.e. way too cheap, or don't seem correct at all)
* Weapons that use the new receiver upgrades that seem incorrect compared to other weapons?
* Factory schematics that don't match their requirements or ingredients?
* Weapon/armor attachments/recipes that seem broken?
* Power armor attachments/recipes that seem incorrect or broken?
* Weapon sights that are aligned incorrectly when the scope zoom is set on different zoom levels?
* NPCs with helmets who have no damage/energy resistances (I need specific npc names and locations!)
* NPCs without helmets who have damage/energy resistances (I need specific npc names and locations!)
* NPCs with errored names or other obvious problems?
* Are feral ghouls not attacking often enough? (they should be slower, but not TOO slow)
* Report any workshop crafting recipes that use more than 5 ingredients
* Report any workshop recipes (settlement building) that use more than 8 ingredients
* Clean or Dirty items that don't match a specific environment? (I need specific locations!)

#1.9.0-ALPHA:26
>> Bug Reports on Human NPCs
>> Humanoid NPCs have undergone a major overhaul in regards to armor and defense.. if you notice any NPC that seems to have the wrong type of defenses for what their appearance is, I really need to
know all the details:

* 1> What is the exact full name of the NPC?
* 2> Where did you find the NPC?
* 3> What level are you?
* 4> Are you sure this is a standard FO4 enemy and not something a mod added?
* 5> Are you sure your load order is correct and another mod isn't changing NPCs?
* Any reports on NPCs are invaluable, and I really appreciate it. Please keep in mind, I'm not responsible for any NPC added/edited by other mods.

#1.9.0-ALPHA:27
>> Known issues for things that are NOT finished yet:

* Some NPCs may not be fully updated for the new armor balancing
* The new "armor shattering" system requires more testing
* The updated community system for settlement progression is still a work in progress
* The precombines for the Enhanced Settlements addon are not all implemented yet
* There is no precombines for Concord in the first version of the Site Claiming addon (this may cause lights to not appear properly, as well as reduced framerate in Concord)

#1.9.0-ALPHA:28
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

#1.9.0-ALPHA:29
UPGRADE NOTES FOR PREVIOUS SAVE GAMES:
>> WARNING: Using a save game that was made prior to v1.9 is completely UNSUPPORTED by me, use at your own risk!
>> It's VERY HIGHLY recommended to start a new game with v1.9
>> NOTE: Old save games WILL have MANY unintended results, however it should still be "playable" if you really don't want to restart

* Existing save games could potentially have problems with the power grid system in settlements
* BEFORE upgrading to 1.9, unequip ALL backpacks, clothing, and armor pieces that have carry weight mods
* BEFORE upgrading to 1.9, remove all buffs and debuffs from your character
* Your old save game will NOT be balanced as intended for the removal of the VANS system
* Some skills/perks that have changed, will NOT be refunded/compensated in your old save game
* Some items that were changed or removed, will NOT be refunded/compensated in your old save game
* Some weapons and armor have different icon tags now, old tag names will be visible\*
* Many NPCs (enemies, companions, settlers) may have broken stats, such as inaccurate amounts of DR and health
* (These can be updated by throwing the items on the ground and picking them up, or modding/renaming them in the workbench)

#1.9.0-ALPHA:30
NOTES FOR MOD PATCH AUTHORS:

* Armor/clothing mods can now use Architect's "Equipment Lab" for crafting armor/clothing
* Multiple menu keywords were added that can be used for the Equipment Lab's menus
* Some keywords and items were moved to Architect: Custom Paint Colors, Backpacks, Scarfs, Vaultsuits
* The keywords/recipes for hiding an armor's appearance are moved into Architect
* The Doctor Manager has been moved into Architect
* NOTE: Trying to inject random outfits to certain NPCs may ruin the armor balancing, or the intended appearances of specific types of NPCs. It's recommended that armor/clothing mods be aimed for

player usage.

#1.9.0-ALPHA:31
NOTES ON COMBAT:
>> Many humanoid NPCs have had a fairly major overhaul, which mixes up combat and tactics
>> You'll find that armored humans feel a lot more realistic in terms of how much damage they take based on their armor (and headshots)
>> The short answer is this: NPC defense now more closely matches their actual appearance, including headshots.

* Humanoids are now classified based on their armor types:
* 1> Unarmored + hat (which means standard clothing, and light headgear, and maybe some light armor pieces)
* Unarmored humanoids often have 0 defense (or very little defense) and may be slightly easier to kill now
* Low calibers will usually damage unarmored targets EQUALLY as well as high calibers (i.e. low calibers are fairly efficient)
* 2> Moderate armor + open helmet: (which means the helmet covers their head, but not fully enclosed)
* Moderate armored humanoids usually have moderate defenses and will be harder to kill now
* Moderate armor protects better against low calibers better, but may still be viable
* 3> Heavy armor + heavy helmet: (which means the helmet is usually closed or at least well covered)
* Heavy armored humanoids (with heavy helmets) will be much more difficult
* Heavy armor protects well against low calibers, so you're best using higher calibers or even API for armor penetration
* In many cases, armored humanoids also have worse accuracy, to account for their bulky armor
* Heavy armored enemies are usually more rare, so you won't come across them as often, but they WILL be a challenge when you do
* NOTE: In the first patch for 1.9.0, this will only effect Raiders and Super Mutants. As long as they appear to be working perfectly, then I'll do the other factions.
* (More details on this much further below)

#1.9.0-ALPHA:32
DEVELOPER NOTES: Keep in mind the difference between "bullet sponge" and "bloated gameplay." Certain tanky NPCs that are supposed to be bullet-sponges are OK, provided they have some logical reason
why they're spongey. Unlike vanilla FO4, each version of Horizon tries to improve on making enemies feel APPROPRIATE to both their defenses and appearances. So a guy with a heavy helmet and full body
armor SHOULD take multiple hits, and a guy with a cloth coat and a hat should die much easier. But that doesn't mean the guy in a hat is a pushover, he may have better accuracy or other tricks that
makes him a challenge.

#1.9.0-ALPHA:33
Horizon Difficulty options are now outlined more clearly in the installer:

* Combat Difficulty: Scout, Wanderer, Survivor, Veteran, Outcast
* Loot Difficulty: Scavenger Mode, Standard Mode, Desolation Mode
* Scavenger Mode now gives more ammo/loot/meds/meat/etc. (more details much further below)
* Scout Combat Difficulty no longer has any ammo changes

#1.9.0-ALPHA:34
Timescale

* The Timescale Addon is completely REMOVED! (Make sure you're NOT using the old ESP file with v1.9+)
* Horizon has a default of "Timescale 10" now, as Horizon has been balanced for 10 for awhile now
* Survival Mode will automatically make some adjustments based on the current timescale
* Architect will automatically set FO4's timescale based on the "Z\_Arc\_Config\_Timescale" global variable\*
* NOTE: While it's not recommended, if you wish to change the timescale to something different, you can manually patch "Z\_Arc\_Config\_Timescale" to something else (6-20 is the safest range for FO4)

#1.9.0-ALPHA:35
Cell Respawns
>> The Cell Respawn options have been changed

* Cell Respawn times can be adjusted in the Global Options menu under Environment Options
* Cell Respawn timer options are now: Default, 7 days, 21 days, 35 days, 70 days, 140 days
* Cell Respawn timer option for "Never" is removed (140 days is a long enough time period)
* The "Default" option means it goes back to whatever vanilla FO4 was set to
* "Cleared" and "Uncleared" cells both respawn at the same rate now (if you use non-default options)
* The cell respawn setting in Horizon now defaults to 35 days on a new game (not on existing saves)
* NOTE: Cell respawn options ONLY work in Survival Mode

#1.9.0-ALPHA:36
New Game Startup
>> Many of the Horizon startup items and features will now activate faster after you exit Vault 111:

* Inside Vault 111: The Pipboy Voice Assistant can now be looted in the security cage
* Inside Vault 111: The security cage is now closed and locked (although you can easily use a locksmith tool to open it)
* Inside Vault 111: A number of loot items have been added in Vault 111 (some are fairly hard to find!)
* Inside Vault 111: You'll receive a popup regarding the Revival Mode options right before exiting Vault 111
* On surfacing: You'll receive the Field Kit and Weapon Kit
* On surfacing: Revival Mode activates
* On surfacing: Dynamic Encounter Mode activates
* On surfacing: The custom Timescale activates
* Reaching level 2: Trade Cycle activates (if you have Workshop Trading rank 1+)
* Reaching level 2: Help popup explaining the bonus perk points
* Reaching level 3: Help popup explaining tips (you can turn help msgs off from here or the Field Kit options)
* When placing a Resource Station: A popup will explain that the Master Workbench is set
* When placing settlement resources: A popup will explain the Production system
* [Enhanced Settlements]: A destroyed Water Purification Unit is located at the Red Rocket Truck Stop, which has a tutorial message that lets you salvage it for parts
* [Enhanced Settlements]: When you examine the destroyed purifier, it automatically removes the raider/dog/blood at the sanctuary bridge

#1.9.0-ALPHA:37
UI - Font Changes and Additions

* WARNING: Horizon is no longer compatible with custom fonts (unless they are modified for Horizon)\*
* (NEW) Horizon now comes with a customized version of "fonts\_en.swf", which greatly expands the UI
* This file is REQUIRED for Horizon.. otherwise your menus will look like trash
* This custom font file uses the standard FO4 fonts, in additional to custom UI graphical icons
* This custom font file changes the perk recipe font (the ugly script one) to a standard font
* Many of the Horizon menus were updated to use icons where they normally weren't possible before
* Many item icons have been tweaked or added
* TIP: For the best UI experience, the Horizon UI is recommended to be used with either white or pale colors for your UI color (this is not required though)

#1.9.0-ALPHA:38

* DEVELOPER NOTE: You absolutely cannot use an unmodified custom font, as most of the Horizon menus and messages will look terrible. Horizon also relies on some of the standard font sizes to

appropriately fit inside custom menus. If you really know what you're doing, you can technically import Horizon's icon fonts into a custom font library using JPEXS, but this isn't recommended.

#1.9.0-ALPHA:39
UI - Message Boxes

* WARNING: Horizon is no longer compatible with custom MessageBoxMenu.swf mods (unless they are modified to support Horizon)\*
* (NEW) Horizon now comes with an expanded message box size, which greatly increases the width!
* This new size allows for much more info to be displayed at once
* (NEW) The number of buttons displayed automatically scales based on the body text!
* The number of buttons show at once scales from 3 to 12
* Buttons are slightly smaller, so they don't take up so much room
* The spacing between buttons is slightly smaller, so buttons don't feel so far apart
* The height that the message box expands to, is roughly the same as how it was

#1.9.0-ALPHA:40

* DEVELOPER NOTE: If you use mods that alter the UI, you need to make sure they don't overwrite Horizon's MessageBoxMenu.swf, unless they have specifically been updated to support Horizon v1.9.

#1.9.0-ALPHA:41
UI - Crafting Workbenches

* WARNING: Using Horizon's modified ExamineMenu.swf is now HIGHLY recommended
* (NEW) The workbench UI is heavily modified now!
* Perk requirements are redesigned to be MUCH easier to read
* Perk names now show the rank in the name itself
* Horizon's skills will ignore the rank display since they have a skill number instead
* The component list on the left side is now aligned and fits much more text
* The component list now displays crafting skill-up tooltips better
* All items that lack an icon tag will now automatically have a blank icon so the text is aligned the same
* Horizon's version of ExamineMenu.swf now properly uses DEFUI's compatibility for 4 perk requirements
* Fixed a few bugs with DEFUI's border alignment

#1.9.0-ALPHA:42
NOTE: Currently these SWF files are setup for 16:9 aspect ratio, other ratios will possibly be added in the future.

#1.9.0-ALPHA:43
UI - Main HUD
>> The hudmenu.swf has a few tweaks

* NOTE: Using Horizon's modified hudmenu.swf is now recommended
* Messages no longer have the bracket graphic
* Messages can be slightly longer now (more text characters)
* Messages are now prefixed by a default icon if there isn't one in the data already
* Special code was added to allow vanilla messages to be completely ignored (i.e. critical hit messages!)
* The hip-fire reticle bug should no longer be a problem\* (thanks to brumley53 on Nexus for figuring this out!)

#1.9.0-ALPHA:44

* This bug occurs when you have a weapon attachment or perk that improves hip-fire accuracy. What happens, is the graphical reticle seems to "bounce back" to a larger reticle which does not match the

actual shots in game. This tiny 1 variable tweak seems to work so far (may need more testing.)

#1.9.0-ALPHA:45
UI - Item Icons

* WARNING: Horizon is not (and never was) compatible with custom DEF\_UI icon libraries. You absolutely must use the one provided.
* Many icons have been dramatically changed in Horizon's DEF\_UI icon library
* New icons are added for workbench modifications
* New icons are added for things like lockboxes, Wilson, and other items
* Many weapons, armor, and other items use less icons now, so its much easier to find things (too many icons makes sorting worse!)
* All weapon icons are now simplified symbols based on their damage type and style\*
* The new weapon icons make it much easier to glance through your list of weapons and find specific weapons faster
* Weapons/Armor can also be tagged as favorites in your workbench (see more on this much further below)
* All usable devices are now blue, instead of purple (looks nicer now)
* (While I don't recommend it, if for some reason you absolutely must have the old weapon icons, you can edit the tags.xml and use some of the weapon icons that are still in the icon library. Do so

at your own risk.)

#1.9.0-ALPHA:46

* DEVELOPER NOTE: This was done because quite frankly those tiny pixelated weapons are just too small and hard to tell what they are when glancing at your inventory. They scale poorly, and half the

weapons look like the same tiny sticks, so you can't even tell if something is a shotgun or a rifle or what. It may take you a bit to get used to it, but after you've gotten used to it, you'll
understand why this new system is so much better now. The whole point of icons is to sort items and help you find items easier... the old tiny complex icons actually make it WORSE than if there was
no icons at all.

#1.9.0-ALPHA:47
(NEW) HUD Buff and Debuff Bars!
>> Special thanks to Isathar (the author of Ammo Tweaks) for providing the framework code to make this possible!

* Horizon now comes with it's own custom buff bar and debuff bar!
* As long as you have HUDframework installed, it will automatically detect it and load the HUD in game
* If you don't have HUDframework installed, it simply won't display, and will not effect your game
* The Debuff Bar is designed to be displayed above the health bar
* The Buff Bar is designed to be displayed below the health bar
* However, you can move both of these bars independently where you want to on the screen, using the options menu
* The default positions are set for 1920x1080 (using Horizon's default DEFUI HUD config)
* If you don't use 1920x1080, let me know what offsets you use, and i can code in more preset options
* Options for the HUD widgets can be found in your Field Kit -> Global Options -> HUD Options
* Debuffs accounted for: Poison, Bleeding, Burning, Healing, Limb recovery debuff, Revival debuff, "in combat" indicator
* Buffs accounted for: Armor buffs (from AID items), Rad-X, Dog/animal/robot companions, when VATS overdrive is ready
* The "In Combat" indicator icon can be very useful so you can see if you're in combat without having to sneak
* If you want only 1 of these bars, or neither, you can uninstall them in the options menu
* You can change buffs to light or dark theme (dark is default, since it seems less distracting when you glance at your health bar)
* You can hide the "In Combat" indicator icon
* NOTE: The icon status will update every 5 seconds, so be aware that some icons are NOT instantly updated (this may be tweaked in the future)
* NOTE: These HUD elements will require some testing, and will possibly have future improvements over time
* NOTE: Also note that my goal for these bars is to have only the critical buffs/debuffs for combat, and I don't want to crowd the bars with too many buffs/debuffs that really don't need to be seen

on the UI all the time

#1.9.0-ALPHA:48
(NEW) HUD Display for Ammo, Grenade, and Pet Stats!

* Shows an ammo and grenade widget so you can see the name of the currently equipped ammo type or grenade
* Shows a pet widget that allows you to track how many combat pets are up, and their resources used to call them (dog food, etc.)
* The pet widget shows separate icons for dogs, animals, and engineer devices
* The pet info only shows if you actually have the caller device in your inventory, otherwise they are hidden
* The ammo and grenade info is updated a second or 2 after you equip a new item (not instant)\*
* The pet info is updated every few seconds (not instant)\*
* This HUD widget can be configured separately from the other widgets
* The names for ammo and grenades only work for vanilla or Horizon ammo/explosives
* \*NOTE: The display updates are NOT instant, it may take a few seconds for the updates to display with the new ammo/grenade/pets

#1.9.0-ALPHA:49
(NEW) HUD Display for a Progress Bar!

* Certain actions can now show a progress bar!
* Actions can include: harvesting, salvaging, scrapping, applying first aid, etc.
* There are many options for this bar, accessed in Global Option->HUD Options
* You can move the bar where you want on the screen (the default position is for 1920x1080)
* Theres 4 styles of bars you can choose from
* Style 1: Shows a text of the action taking place, with a background
* Style 2: Shows a text of the action taking place, without a background
* Style 3: Shows no text, and the icon is moved to the side of the bar
* Style 4: No text, and no icon, just a simple bar
* Style 5: Hidden, shows no bar for standard actions (this option is highly recommended over disabling/uninstalling the widget)\*
* BUG: When changing the style, sometimes the first thing you harvest won't display accurately, but after that it's fine. I'll look into it later

#1.9.0-ALPHA:50

* DEVELOPER NOTES: Why use the hidden option instead of disabling the widget completely? Basically, this option hides the progress bar for standard stuff (harvesting, healing, etc.), but it allows

Horizon to still use the bar for "special occasions" that may really need a progress bar.

#1.9.0-ALPHA:51
Settlement Streamlining and Optimizations
>> One thing I've always tried to do is keep settlement activities as clean/fast as possible (fast scripts, minimal lag, etc.), and this update continues that trend even further..

* Many settlements in the Enhanced Settlements addon have been optimized for performance (in some cases quite a bit)
* Many settlements in the Enhanced Settlements addon have been tweaked to remove/minimize potential FO4 problems
* Many settlements in the Enhanced Settlements addon have been altered to allow for some excellent (and easy to use) upgrade options
* Settlement scrapping via the Cleanup Station is now more polished, allowing you to specifically target junk/debris more accurately
* Many settlement utilities have been streamlined to make object placement faster and easier for players
* Many powered devices (mainly for Architect/Horizon) are now self-powered, and do NOT require power cables or power generators anymore\*
* Many settlement utility menus have been polished to make data much easier to understand and read
* A few help popups have been created for settlement activities, so that new players can learn about common utilities faster
* (I did this because FO4's power grid system can be unstable depending on what the user does in their save file. It also just adds more overhead and more hassle when it comes to placing simple

devices. This is why Architect has always had it's own lighting. Keep in mind though, many vanilla devices remain unchanged and this mostly effects Horizon.)

#1.9.0-ALPHA:52
Settlement Progression - Settlement Rescaling
>> This update aims to make each working settler feel more important, which can also help improve performance and management

* Small settlements can now gain a benefit to STAYING small on purpose (see more further below)
* The recruitment of settlers is slower and more meaningful (see more further below)
* The default settler max in Horizon is now 15 + Charisma (per settlement)
* The "Workshop: Population" ranks are no longer required for anything, and may be replaced with something else in the future
* Construction Levels only require Construction Yard rating now (and not population)\*
* The small architect houses and warehouses no longer have a construction level requirement
* Most construction level requirements are reduced
* NOTE: When you place a Construction Yard object down, there's a delay you'll need to wait for the stats to update, before you will gain your construction perks

#1.9.0-ALPHA:53
DEVELOPER NOTE: If you want to max every settlement, nothing is stopping you from doing so with this patch.

#1.9.0-ALPHA:54
TIPS on making the most from your settlers

* When using settlers on crops, use 10-food crop rows, as they give more food/rating per settler used (see further below)
* Consider using automated crops, the new overhaul makes them much easier and more versatile now (see further below)
* Tenants can help make your settlements feel like larger towns, without adding physical NPCs (which add lag/problems in large numbers)
* Some leased buildings can even act as factories or production facilities, without requiring a settler
* Use turrets and automated defenses, to replace some of your guards
* Let your real settlers focus on the unique jobs, so they feel like a more important part of your settlements
* Don't overcrowd your settlements, to reduce lag/problems/etc. (15 settlers max is ideal for a Community)

#1.9.0-ALPHA:55
(NEW) Settlement Progression - Expedition Camps
>> Settlements that maintain a small size, can now be eligible as an "Expedition Camp" based on it's qualifications
>> An Expedition Camp acts like a hub for you and your settlers, and gains special benefits

* Expedition Camps are a great way to make settlements feel more involved even at low levels
* Expedition Camps are aimed at granting benefits for keeping some settlements small on purpose
* Expedition Camps are not mandatory, however they are ideal for optimal benefits and Horizon's settlement progression
* For each Expedition Camp you have, you gain +1 Expedition Bonus (more info on this further down)
* Anything over 15 Expedition Camps, will provide no additional Expedition Bonus (maximum of +15 bonus)
* Expedition Camps grants a +25% production bonus to Extractors and Oil Wells in that settlement\*
* Expedition Camps help unlock Militia, Technician, and Hunter job mission slots
* Expedition Camps bypass the Caravan Travel Hub restrictions, and allow you to travel from them even with 0 settlers
* Expedition Camps require all of the following:
* The settlement has 5 or LESS settlers (it can even be 0 settlers)
* The settlement has at least 1 Communications Rating (i.e. Rescue Station or Crow)
* The settlement has at least 10 Food, 10 Water, and 20 Defense (either settler or automated or depot stockpile)
* The settlement has at least 1 type of production capability (crops, extractor, oil well, job stations, etc.)
* Tenants will NOT move into Camps because Tenants require at least 6 settlers in a settlement to move in
* Because its 5 or less settlers, your Expedition Camps will always contribute at least 5+ surplus food/water towards Field Supply Production
* LORE NOTE: Camps basically act as a hub or "supply depot" for settler caravans, settlers on job missions, your allies, or even your own personal caravan travel (which is why they require 10 food,

even though its 5 or less settlers)

* LORE NOTE: \*Settlers/Tenants in regular settlements, do not like the extra dust and noise. Expedition Camps allow these machines to operate in overdrive mode and gain extra materials.
* TIP: The "Food and Water Depots" are excellent for places you want few (or no) settlers, since they no longer require an assigned settler
* TIP: Be careful where you send companions, because if they increase a camp's population to 6, it will no longer qualify as an Expedition Camp

#1.9.0-ALPHA:56
DEVELOPER NOTE: Just because Expedition Camps only allow up to 5 settlers, doesn't mean you can't build them up and make them interesting settlement hubs if you want. Camps can still be mid-sized
farms, or heavy mining operations, or small military camps, etc.

#1.9.0-ALPHA:57
Recommended Expedition Camps (0-5 settlers)

* NOTE: This is merely a suggested list. You can still make settlements whatever you want.
* Red Rocket
* Abernathy (or Sanctuary... don't make both communities)
* Hangman's Alley
* Boston Airport
* Bunker Hill
* Greentop Nursery
* Jamaica Plain
* Graygarden (probably?)
* Tenpines (maybe?)
* Finch Farm (maybe?)
* Taffington (maybe?)

#1.9.0-ALPHA:58
Recommended Communities (15+ settlers)

* NOTE: This is merely a suggested list. You can still make settlements whatever you want.
* Sanctuary
* Oberland\*
* Outpost Zimonja\*
* Croup Manor\* (Use the upgrade panel)
* County Crossing\*
* Covenant\*
* The Slog\*
* (When using the Enhanced Settlements Addon, some of these places are drastically upgraded!)

#1.9.0-ALPHA:59
(NEW) Settlement Progression - Recovery Bonuses
>> A new production category has been added, called "Recovery Bonuses"

* Most recovery bonuses are usually acquired from the new addon shown much further below called "Empire"
* These bonuses require no upkeep in materials, and run infinitely as long as you have the bonus active
* You can see your active bonuses in the Production Manager menu, and drill down into each bonus to see what they give
* Each standard production cycle will yield these rewards, and place them into your designated production container

#1.9.0-ALPHA:60
(NEW) Settlement Progression - Expedition Bonus

* Expedition Bonuses are a type of "Recovery Bonus", and located in the same menu
* Expedition Bonuses give a variety of random items (common and rare) per production cycle
* Common rolled items include scrap, junk items, and tools
* Rare rolled items include settler radios, certificates, contracts, and more
* For every bonus you have, you get 1 roll (so +15 can be a significant amount of rewards per production cycle)
* Expedition Bonuses that are granted from claimed sites (such as Concord), are always added even if you maxed your settlement camps at +15
* LORE: The idea of Expedition Bonuses, is it's related to your settlement's exploration/exposure to parts of the Commonwealth. Running into more traders, or settlers, or opportunities, allows you to

gain random unique rewards (usually based around settlement progression.)

#1.9.0-ALPHA:61
Settlement Communities

* "Successful Settlements" are now just known as "Communities"
* The specific types of Communities are considered "Specialized Communities"
* Having more than 10 Communities provides no extra bonuses (but you can choose to build more if you wish)
* (Having more than 15 Expedition camps provides no extra bonuses)
* The ideal 10 Communities are balanced around: 2 Farms, 2 Military Outposts, 2 Trading Markets, 2 Recreational Parks, 1 Research Outpost, 1 Industrial Park
* While you don't have to stick with that balance, the maximum job slots are based on those numbers (seen further below)

#1.9.0-ALPHA:62
Trailblazer
>> Trailblazer is rescaled and accounts for Expedition Camps now too

* Rank 1 - Requires: 1 Community / 2 Camps
* Rank 2 - Requires: 2 Communities / 4 Camps
* Rank 3 - Requires: 3 Communities / 6 Camps
* Rank 4 - Requires: 4 Communities / 8 Camps
* Rank 5 - Requires: 5 Communities / 10 Camps
* Rank 6 - Requires: 6 Communities / 12 Camps
* Rank 7 - Requires: 7 Communities / 13 Camps
* Rank 8 - Requires: 8 Communities / 14 Camps
* Rank 9 - Requires: 10 Communities / 15 Camps
* NOTE: Trailblazer benefits will probably be expanded more in the future

#1.9.0-ALPHA:63
Settler Jobs - Missions
>> The goal with missions is that each mission should feel valuable, instead of it just being a mass-production system

* Multi-person missions ALWAYS grant better rewards now (per person, per time) than multiple single-person missions
* Some mission rewards are rescaled based on all of the adjustments made
* Mission: Craftsman Weaponcrafting is converting into a generic smithing mission
* Mission: Craftsman Armorcrafting is converted into a 2-person project mission
* Mission: Engineer Research Project now requires 4 Engineers
* Mission: Technician Salvaging team now requires 4 Technicians
* Some job stations have their costs adjusted
* Mission slots now line up better with Communities and Expedition Camps (seen further below)

#1.9.0-ALPHA:64
(NEW) Settler Jobs - Passive Production Benefits

* Settlers assigned to job stations can now be used for basic settlement production when they aren't deployed!
* This allows extra assigned jobs (or undeployed jobs), to feel useful (and even wanted)
* Settlers who are deployed on missions are automatically subtracted from the total jobs available for passive production
* Every job can perform any of the shared "Worker Production" tasks (located in the Production Management)
* "Worker Production" replaces the following 4 resources: Steel Yards, Lumber Yards, Stone Yards, Junk Yards
* Steel Yards and Junk Yards, now act as Technician job stations (simply for cosmetic variety)
* Lumber Yards and Stone Yards now act as Craftsman job stations (simply for cosmetic variety)
* The production yields for these 4 resources is now cut to roughly 1/4th their original yields (compared to v1.8)
* Each settler assigned to a job station can potentially work all 4 tasks per cycle (evenly distributed)
* Work Orders are still maintained for these production resources exactly the same as before
* Each Work Order is for 1 settler on that particular resource, so 4 settlers is 4 work orders consumed per cycle on that resource
* You can then decide which resource you actually want, and only spend upkeep materials on those particular resources
* Each settler can essentially do 25% of each resource evenly split, and you cannot put 100% of their effort on 1 specific resource
* Even though you're limited per resource, you will most likely get a lot more settlers available than you did before.. so you can still put a lot of them on concrete if you want
* Liquid Fuel units are 4x smaller now, so even though you use 1 fuel for 25% of the resource's value, it evens out
* This new addition allows settler jobs to no longer feel wasted or spread too thin
* It also lets you expand your variety of stations, without being chained to 1 specific type for basic production
* Some claimed Operation Sites can also add to Worker Production totals (such as concrete from the quarry)
* NOTE: Existing "yard" stations in save games, will need to be stored and re-placed
* TIP: The Technician is ideally the cheapest (and most appropriate) one to use if you just want "extra" workers to harvest basic resources, but any job station works.

#1.9.0-ALPHA:65
Settler Jobs - Mission Slots
>> All available Mission Slots have been rebalanced:

#1.9.0-ALPHA:66

* Militia: 2 base (starting value)
* Militia: +1 per Expedition Camp (up to +5)
* Militia: +1 per Community (up to +5)
* Militia: +4 per Military Outpost (up to +8)
* Militia Total: 20

#1.9.0-ALPHA:67

* Technicians: 1 base (starting value)
* Technicians: +1 per Expedition Camp (up to +7)
* Technicians: +2 for an Industrial Park (up to +2)
* Technicians Total: 10

#1.9.0-ALPHA:68

* Craftsmen: 1 base (starting value)
* Craftsmen: +1 per Community (up to +5)
* Craftsmen: +2 per Trading Market (up to +4)
* Craftsmen Total: 10

#1.9.0-ALPHA:69

* Hunters: 1 base (starting value)
* Hunters: +1 for every 3 Expedition Camps (up to +4)
* Hunters: +1 for every 3 Communities (up to +3)
* Hunters: +1 per Farming Community (up to +2)
* Hunters Total: 10

#1.9.0-ALPHA:70

* Engineers: 1 base (starting value)
* Engineers: +1 per Community (up to +5)
* Engineers: +4 for a Science Outpost
* Engineers Total: 10

#1.9.0-ALPHA:71

* Entertainers: 1 base (starting value)
* Entertainers: +1 per Community (up to +5)
* Entertainers: +2 per Recreational Park (up to +4)
* Entertainers Total: 10

#1.9.0-ALPHA:72
Settler Job Stations - Tips!
>> These are not hard requirements, but just tips on what ideally works best:

* Military Outposts require 10 Militia assigned (regardless of mission slots), so ideally you would want 10-12 at each (x2)
* Ideally you want ALL of your Engineers at your Science Outpost (you only need 1 outpost)
* Hunters can go anywhere (small bonus to having 2 per Farming Community)
* Entertainers can go anywhere (small bonus to having a few in your Recreational Park)
* Technicians can go anywhere (small bonus to having 3 in your Industrial Park)
* Craftsman can go anywhere (small bonus to having 3 in your Industrial Park)
* REMINDER: It's ok to have extra job stations at other settlements, as they can still function as generic gatherers! So don't be afraid to place job stations anywhere you can at first, just to get

things going.

#1.9.0-ALPHA:73
(NEW) Settler Job Stations - Companion Assignments (BETA FEATURE - Needs testing)
>> Companions now work differently than settlers at most job stations

* Companions can no longer count as job slots for missions (something that I always planned on doing)
* Companions who are assigned will gain benefits per cycle:
* A small amount of companion experience\*
* A very small amount of affinity (max of 900 - which means you can't reach the perk with it)\*
* A random reward: 1 junk item or 6-12 pre-war money or 10-20 vendor credits\*
* A small chance to increase the appropriate Settler Skill based on the job station
* Each cycle takes 2 realtime hours (not game hours)\*
* Rewards go into the Mission Container
* Companion experience is not added until the next time you take the companion with you (there may be a delay)
* Works for the following job stations: Militia, Engineer, Technician, Entertainer, Hunter, Craftsman
* No special activation is required; once you assign them they will passively give benefits over time
* NOTE: Some companions sometimes don't interact with assigned settlement objects, but it should still function normally
* NOTE: Existing companions assigned to a job station before this patch will need to be reassigned
* (Some of these values may be tweaked in the future)

#1.9.0-ALPHA:74
DEVELOPER NOTE: This system will need some testing to make sure there aren't any negative side effects for companions who are assigned.

#1.9.0-ALPHA:75
Factories

* Each standard factory station has now grants +3 of it's rating (up from +1)
* (NEW) Large Refinery: Adds +6 Refinery Rating
* (NEW) Small Arc Furance: Adds +3 Arc Furance Rating
* The Small Refinery (the original one) now uses the proper mesh and gives +3 rating (up from +1)
* The original Arc Furnance now gives +6 rating (up from +2)
* Large Refineries and Arc Furnaces cost more, but only require 1 settler to man
* Leased factories are now +3 rating (up from +1)
* Leased refinery/furnaces are now +6 rating (up from +2)
* Refineries and Arc Furances now process ore/oil 4x more at a time (with 4x more materials as well)
* NOTE: Since a standard station now gives +3, you only need 3 of each station to reach +9 slots unlocked. You can however, continue to make more stations to increase the yield of each slot further.

#1.9.0-ALPHA:76
Factory Schematics

* (NEW) You can now visually see unavailable schematics while in the schematics selection UI (the barter interface)
* Schematics that you lack the requirements may either show their specific requirement, or just be labeled as "Undiscovered Schematic" if it's hidden
* (NEW) Tech Factory: Basic Circuitry - Requires Workshop Tech Level 8
* (NEW) Tech Factory: Advanced Circuitry - Requires Workshop Tech Level 13 (which is "Advanced Tech Level 3")
* (NEW) Textiles Factory: Packing Material (Foam Rubber) - Requires Workshop Tech Level 6
* (NEW) Textiles Factory: Cloth (From Cotton)
* (NEW) Chemical Factory: Oxygen/Hydrogen (no requirement - comes with the chemical factory by default)
* (NEW) Parts Factory: Ammo: .38
* (NEW) Parts Factory: Ammo: .45
* (NEW) Parts Factory: Ammo: 5.56mm
* (NEW) Parts Factory: Ammo: .308
* (NEW) Tech Factory: Ammo: Fusion Cells
* Ammo crafting in a factory is slightly more efficient with Smokeless powder, however you don't gain any skill or extra procs
* The factory salt schematic now gives the actual components, instead of a junk item, so you can individually see what they are ahead of time
* Many schematics had their requirements altered
* REMINDER: The factories are still a beta feature, and more schematics will be added over time so that they feel more useful at various levels
* TIP: Factories take time to process. Never sit around and wait for them. Instead, setup your work orders, and then go out exploring and play the game. When you come back later you'll have stuff

ready.

#1.9.0-ALPHA:77
Liquid Fuel
>> Liquid fuel is rescaled upwards in larger amounts, so that smaller portions can be used in recipes

* Most liquid fuel in junk items have been increased by (up to) 4x in scale
* Many recipes that require liquid fuel have been increased to require (up to) 4x
* Most settlement production only requires 1-2 liquid fuel now
* MOD PATCHING NOTES: In any patches you made that use Liquid Fuel, recipes need to now convert 1 fuel as 4 fuel

#1.9.0-ALPHA:78
Ballistic Fiber
>> Ballistic Fiber is rescaled upwards in larger amounts, so that smaller portions can be used in recipes

* Ballistic Fiber is now the same size that "Ballistic Fiber Scraps" were (1 vanilla unit = 50 now)
* 1 unit of fiber is seen as 1 strand; and 100 strands would give you enough for a patch of Ballistic Weave
* The old "Ballistic Fiber Scraps" now give 1 Ballistic Fiber, and the component is obsolete now
* Ballistic Fiber is now found in junk items instead of Ballistic Fiber Scraps
* NOTE: This means if a recipe required 2 fiber before, it now requires 100 fiber (which equals 100 of the old scraps)
* MOD PATCHING NOTES: In any patches you made that use Ballistic Fiber, recipes need to now convert 1 fiber as 50 fiber

#1.9.0-ALPHA:79
Smokeless Powder (and Explosive Material)
>> Smokeless Powder is rescaled upwards in larger amounts, so that smaller portions can be used in recipes/scrap

* 10 units of powder is now the same as 1 unit of powder was in v1.8
* 1 unit of powder isn't quite the same as 1 grain of powder in real life, but it's similar enough
* 1 unit of powder needed to be smaller than a grain, so that it can divide more evenly at low numbers
* This allows crafting and scrap recipes to be more precise per round
* This also allows any caliber (even the smallest), to actually be scrappable in single units (in the field kit)

#1.9.0-ALPHA:80
Field Supplies (AKA Supply Kits)
>> Supply Kits have undergone a major overhaul

* "Supply Kits" are now called "Field Supplies" (let me know if you see any references to "Supply Kits" in game)
* Field Supplies are now components, and the items themselves are categorized as "junk" items (just like tools)
* Military Kits are now obsolete, however the items themselves are now junk items which contain most materials back (including Field Supplies)
* Each "Field Supply" item is now roughly 20x smaller in regards to it's portion and "value" per unit
* You gain 1 Field Supply produced for each surplus of 1:1:1 ratio of food/water/power rating (instead of 20:20 food/water)
* (The food/water/power surplus ratios are displayed on the top of the main Production Menu)
* The "power" required emulates a need for charging batteries, power tools, etc. (fuel is instead used for manually crafted ones)
* Each "supply" item is ideally 1 small item for a settler (1 portion of food, 1 portion of water, 1 battery, 1 unit of fuel, etc.)
* The smaller sized units allow them to be used in smaller portions for recipes, missions, and production
* The starting settlement production max for Field Supplies is now 40 (per cycle)
* The absolute settlement production max for Field Supplies is now 400 (per cycle)
* Each Expedition Camp increases the production max by +10
* Each Community increases the production max by +20
* Each Farming Colony increases the production max by an additional +20 (+40 total since its also a community)
* There are now 8 new recipes to manually craft Field Supplies, located in the Cooking Station
* Manually crafting Field Supplies is intended as a way for you to "donate" your own personal resources towards settlement progress
* Manually crafting Field Supplies is only done in the Cooking Station now, and has it's own menu category
* Manually crafting Field Supplies no longer requires any perks, and doesn't use purified water
* Manually crafting Field Supplies now requires salt, cloth, fuel, and a variety of different choices for food
* Field Supplies are used in many areas of settlement progression now (including the new Site Claiming system)
* Caravan Hubs now require 10 Field Supplies per allocation
* Settler Job Missions require more Field Supplies now, and they are also based on the mission duration
* The preview model of the Field Supplies is now a smaller object to represent the smaller portion

#1.9.0-ALPHA:81
Food and Water Depots

* Depots no longer require a settler to be assigned to it
* (NEW) Depots now require an upkeep of Vendor Credits per cycle
* The materials to build depots is relatively cheaper now
* Depots can contribute to Field Supply production
* There are only 2 types of Depots now:
* 1> Food and Water Depot (Small): Gives 10 Food and 10 Water (Workshop Trading Level 2)
* 2> Food and Water Depot (Large): Gives 30 Food and 30 Water (Workshop Trading Level 4)
* The small depot costs 10 Vendor Credits per cycle to operate
* The large depot costs 30 Vendor Credits per cycle to operate
* (Still does not contribute to any crop production)
* (Can still contribute to the water required for Water Purification Units)

#1.9.0-ALPHA:82
(NEW) Power Depot
>> This allows you to gain Power rating from Workshop Trading, which can go along with a Food/Water Depot

* Grants +10 Power rating
* Depots can contribute to Field Supply production
* Requires Workshop Trading Level 2 to build
* Costs 5 Vendor Credits per cycle to operate
* Located under Architect->Farming->Supply Depots (along with the other depots)
* TIP: If you can afford spending credits, 1 small Food/Water Depot and 1 small Power Depot can potentially net you +10 Field Supplies production

#1.9.0-ALPHA:83
DEVELOPER NOTE: I'm sure people will ask me: "If you can add upkeeep costs, should regular power generators require an upkeep of fuel too?" I might do this in the future, but for the short term
nothing will be implemented yet.

#1.9.0-ALPHA:84
Recruitment Station

* (NEW) The Recruitment Station will now advance the quest "Taking Point" if you're on the step that requires building a beacon
* The quest "Taking Point" now asks you to build a Recruitment Station instead of a beacon
* The menu is overhauled
* The menu now defaults to "STOP AT 15" when you first place a station
* The station is now self-powered and no longer requires a power connection
* The material costs are slightly increased, and requires some power-based materials
* The Recruitment Station scrap kit is updated to match the new materials
* The recruitment cycle is now automatically based on timescale\*
* Recruitment can now only "bank" up to 3 settlers max per visit
* The happiness bonus chance is only applied if there is actually surplus food/water
* The maximum chance per day to recruit is now 80% (the low-level hidden bonuses can still reach 100% for your first 10 settlers globally)
* The screen on the station console isn't so bright anymore
* The vanilla radio beacon is no longer buildable, but can be scrapped for materials
* A 3rd style of Recruitment Station can be built that looks like a vanilla beacon (found at the end of the utility menu)
* (NOTE: You still get the hidden +25% bonus for the first recruited settler, and another +25% for your first 10 settlers globally)

#1.9.0-ALPHA:85

* Example: Timescale 10 takes 24 game hours, and the default (timescale 20) takes 48 game hours

#1.9.0-ALPHA:86
(NEW) World Settler Recruitment
>> Some NPCs can be recruited in the world after certain requirements are met

* You need to own at least 1 settlement to get the option to recruit\*
* The Scavenger at the Rotten Landfill can be recruited immediately after you defeat the molerats and talk to the scavenger
* Patrick at the Drumlin Diner can be recruited after you resolve the situation (as long as both Patrick and Trudy are alive)
* Patrick is not immediately recruitable and will send you a mail later on asking you to see him
* (More recruits will be added over future 1.9.x patches)

#1.9.0-ALPHA:87

* Use the refresh button in the command table menu if it shows 0 settlements owned

#1.9.0-ALPHA:88
Workshop Perks

* All workshop-related perks are now 9 ranks each to keep everything consistant and allow better scaling
* This includes construction levels, tech levels, trade levels, settler skills, etc.
* All workshop skills now go from 0.0 to 9.0, so that they match the perk ranks
* The requirements for many of these perks is adjusted and rescaled (most of this is explain below)
* Some perks had rank 10+ removed, and some have ranks added to reach 9
* Tech and Trading levels no longer start at level 1
* NOTE: Some of the newly added higher rank perks may not be used or rescaled yet

#1.9.0-ALPHA:89
Workshop Settler Skills and Jobs - Overhaul
>> Settler Skills and Upgrade Levels are now overhauled to make upgrading more flexible and make skill ranks easier to understand

* This system now includes Technology and Trading Levels
* The display values for settler skills are now normalized to equal each rank (ex: "1.00" is rank 1, "1.52" is roughly halfway to reaching rank 2)
* All settler skills are scaled up to 9 total ranks now
* The amount of skill you gain from missions is no longer random, so you always get the same base amount of skill
* The amount of skill you gain from missions is the same now whether it's a failure or success
* The amount of skill you gain is reduced the higher your ranks are, requiring more missions/upgrades to then reach further ranks
* The amount of skill you gain from all sources is reduced by -50% once you reach rank 1.0 (meaning 2x as many missions are needed to get to 2.0)
* The amount of skill you gain from all sources is reduced by -75% once you reach rank 4.0 (meaning 4x as many missions are needed to get to 5.0)
* The amount of skill you gain from all sources is reduced by -87% once you reach rank 7.0 (meaning 8x as many missions are needed to get to 8.0)
* The amount of skill you gain from all sources is reduced by -94% once you reach rank 8.0 (meaning 16x as many missions are needed to get to 9.0)
* Reaching rank 1 is much faster now
* Reaching rank 2, 3, and 4 are similar to how they were before
* Reaching rank 5 and above is much slower

#1.9.0-ALPHA:90
DEVELOPER NOTE: While the patch notes sound confusing for all these workshop rank changes, in the game itself everything will be much easier to learn and follow than the old system.

#1.9.0-ALPHA:91
Workshop Technology and Trading Levels
>> Technology and Trading Levels are a mixture of both skill and resources, in order to bolster your settlements

* Workshop Technology and Trading Levels now work the same way that settler skills do, in that they are treated like skills
* Workshop Technology and Trading Levels now have the opportunity to gain skill from other sources now
* Workshop Technology and Trading Levels are subject to the same reduction of skill gains once you reach rank 1.0 or higher
* You no longer start at Tech and Trading level 1 anymore.. you now start at 0 (no perks)
* Example: To get to rank 1, it requires +1 upgrade (+1.0 skill)
* Example: To get from rank 1-2, it requires +2 upgrades (+0.5 skill each) (3 total upgrades)
* Example: To get from rank 2-3, it requires +2 upgrades (+0.5 skill each) (5 total upgrades)
* Example: To get from rank 3-4, it requires +2 upgrades (+0.5 skill each) (7 total upgrades)
* Example: To get from rank 4-5, it requires +4 upgrades (+0.25 skill each) (11 total upgrades)
* Example: To get from rank 5-6, it requires +4 upgrades (+0.25 skill each) (15 total upgrades)
* Example: To get from rank 6-7, it requires +8 upgrades (+0.125 skill each) (23 total upgrades)
* Example: To get from rank 7-8, it requires +8 upgrades (+0.125 skill each) (31 total upgrades)
* Example: To get from rank 8-9, it requires +16 upgrades (+0.0625 skill each) (47 total upgrades)
* NOTE: The upgrade totals sound high, but realize that MOST recipes now require LOWER ranks, so the new rank 9 is VERY high in comparison
* You still upgrade ranks the same way in the Tech Lab, under "WORKSHOP: UPGRADES"
* Upon reaching Rank 3 (5 upgrades), you can begin to unlock additional upgrades using repeatable Training options (see further below)
* When you craft an upgrade, it is now automatically applied (you no longer have to use an AID item)
* All upgrades give the same base amount of skill, which is then scaled based on your current rank
* The order that each particular upgrade is applied doesn't matter, as they are all added together over time
* Manual upgrades in the Tech Lab are now split into 2 menus for Tech and Trading (so that you don't get mixed up as easily)
* NOTE: If you are upgrading from v1.8, all your old unlocks will be automatically added as new skill gains, however your total levels will not be the same in the new system

#1.9.0-ALPHA:92
DEVELOPER NOTE: Basically, you need to get the first 5 Tech Level upgrades yourself (to reach rank 3), after which you can get "help" from Research Points each cycle.

#1.9.0-ALPHA:93
Workshop Technology and Trading Requirements
>> Many recipes are scaled down to require lower Tech ranks, since they are each more difficult to reach

* The Parts Factory, Arc Furnace, Refinery, and Oil Well only require Tech rank 2 now
* The Chemical Factory and Textiles Factory only require Tech rank 3 now
* The Parts Factory only requires Tech rank 3 now
* The Tech Factory only requires Tech rank 4 now
* The Construction Yard only requires Tech rank 3 now
* Many more recipes are lowered in a similar fashion, so you get the idea

#1.9.0-ALPHA:94
(NEW) Workshop Level Training Sessions

* Each trading cycle that passes, you now have 1 "Workshop Training Session" to spend to help improve your Workshop Levels
* Located under "WORKSHOP: Training", you can choose to boost your Tech or Trading skill
* Only 1 training session can take place each Trading Cycle
* Training for Tech Levels requires Tech Level 3 minimum
* Training for Trading Levels requires Trading Level 3 minimum
* Training is subject to the SAME reduction of skill based on your current rank

#1.9.0-ALPHA:95
(NEW) Settler Job Training

* Each trading cycle that passes, you now have 1 "Settler Training Session" to spend to help train your settlers and raise Workshop Skills
* In order to train your settlers, it requires that you have 120+ skill in the appropriate categories..
* If you have 120+ Metalworking or Tailoring or Ballistics, you can increase skill to Workshop: Craftsmanship
* If you have 120+ Engineering or Chemistry or Science, you can increase skill to Workshop: Engineering
* If you have 120+ Salvaging or Exploration, you can increase skill to Workshop: Salvaging
* If you have 120+ Hunting or Survival, you can increase skill to Workshop: Survival
* If you have 120+ Stealth or Explosives or Medical, you can increase skill to Workshop: Military
* If you have 120+ Trading or Leadership, you can increase skill to Workshop: Entertainment
* Training also requires a small amount of appropriate materials based on your choosen skill
* Training recipes will NOT appear unless you have at least 1 settler assigned to that type of job
* Training is only available up to rank 8 of each workshop skill
* Like the Trading Limits, if you don't use your session for the cycle, it does NOT carry over to the next cycle

#1.9.0-ALPHA:96
Settler Offense
>> Settlers are now automatically improved based on workshop skills!

* All Settler Weapons have been increased in damage (Tier 1 and Tier 2 are now the same damage)
* All Settler Weapons are balanced to be better (for them) than manually giving them player weapons
* All generic settlers (and many unique ones), now scale their damage output based on "Workshop Craftsmanship" ranks
* All generic settlers (and many unique ones), now gain armor penetration based on "Workshop Military" ranks
* NOTE: Even though their weapon damage is higher, settlers start off with weaker damage now; high levels of workshop skill gives significant damage increases

#1.9.0-ALPHA:97
Settler Defense

* Settlers will no longer gain any defensive bonuses from the Local Leader perks
* Settlers will no longer start with any resistances for DR, ER, or FR
* Settlers still have immunity to radiation and poison (for obvious game-balancing reasons)

#1.9.0-ALPHA:98
(NEW) Settler/Companion Durability Defense System!
>> Settlers and Companions have the option to gain "Durability" if they keep their DR/ER below a certain threshold
>> This works similar to enemy Durability, except it scales based on progression instead of levels

* Settlers/Companions start with a base Durability of 15% damage reduction to all types of weapon damage
* Each rank of Workshop Craftsmanship grants +5% damage reduction (up to 60% total, including the base)
* This defensive bonus is a straight damage mitigation unlike damage resistance
* If a settler/companion goes over 50 DR or 50 ER, they completely lose ALL of their Durability benefits
* This means that it requires either outfitter gear, starting gear, or any low DR gear
* This threshold is done so that you can't stack high DR on top of Durability
* This system is designed to compliment the outfitter/starter gear, which reduces micromanagement for the player
* It also boosts the starting defense for companions/settlers, without messing with player-wearable gear
* All outfitter outfits give +50 DR, +50 ER, +10 FR, +10 CR
* All companion starting outfits give +50 DR, +50 ER, +10 FR, +10 CR
* Hats/helmets for settler/companion gear always gives 0 DR
* Dogmeat does not use the Durability system, as he has his own system already (Canine Handler, etc.)
* NOTE: Outfitter outfits and starting companion gear CANNOT be worn by the player
* TIP: If you want to give a working backpack to a companion, make sure it doesn't have the DR bonus attachment, or you'll lose the Durability benefit

#1.9.0-ALPHA:99
DEVELOPER NOTES: The goal of this auto-scaling defense system, is so that you feel comfortable equipping settlers with outfitter gear, and never need to worry about upgrading it, or manually
equipping settlers. This removes a great deal of micromanagement, and lets you focus on workshop progression instead. And since this gear is not wearable by the player, it won't effect the player's
game balance. I chose to put the DR on the starting gear and outfitter gear (instead of just giving it to the NPC's stats), because that still allows players who wish to equip companions/settlers
with regular gear, if they don't want to lose the Durability bonus.

#1.9.0-ALPHA:100
Q: Why not just add scaling DR to npcs instead of percent-based reduction?
A: It was done this way on purpose for multiple reasons, the biggest one is that there are severe limitations in this game engine with NPCs not properly accounting for multiple sources of dynamically
added DR, especially with equipment swaps. It works fine for generated enemies and players, but NOT friendly npcs that the player can manually toggle equipment, or receive ongoing upgrades from other
systems. You still have the option to use standard DR on settlers/companions if you wish, but you lose the benefits of Durability above 50 DR.

#1.9.0-ALPHA:101
Workshop Turrets

* (NEW) Workshop turrets now scale their damage and defense based on Workshop Engineering Skill
* The vanilla Missile Launcher Turret is finally balanced properly (smaller missiles with less damage and much lower ROF)
* MG Turret damage was tuned slightly

#1.9.0-ALPHA:102
Workshop Misc

* The recipe for the Architect Options is no longer shown if Horizon is installed (this object was primarily for non-Horizon Architect installs)

#1.9.0-ALPHA:103
Companion Leveling System and Stats
>> Many changes were made to the leveling bonuses to work around FO4 limitations with resistances

* DR is replaced by outgoing limb damage (10-50%)
* ER is replaced by limb damage reduction (5-25%)
* FR is replaced by explosion damage reduction (3-15%)
* CR is replaced by avoidance (2-10%) (chance to avoid an attack completely)
* Outgoing damage is now balanced better
* All companions no longer gain any DR/ER/FR with player levels or upgrades
* All companions (except Dogmeat) now gain Durability (same as settlers)
* All companions (except Dogmeat) now gain armor penetration based on "Workshop Military" ranks
* Companions do not gain damage from Workshop Craftsmanship like settlers, since they gain damage from leveling
* Dogmeat still uses his own system of upgrades based on Attack Dog and K-9 Training Manuals, and not Workshop upgrades
* Dogmeat now starts with 50 DR, 50 ER, 10 FR, 10 CR
* Dogmeat's "Leader of the Pack" bonus now grants Dogmeat bonus base damage for every active canine (up to 3)
* Dogmeat only gains Armor Penetration from K-9 manuals now (no bonus DR anymore)
* Dogmeat and his pals (any animal companion) now have improved stealth over other companions
* Animal Companions now also gain the Armor Penetration benefits of K-9 Training
* If you have the Inspirational II Perk, all combat pets now ignore the player's damage if hit
* TIP: Dogmeat can still optionally gain 75% Durability if you take "Specialization: Canine Handler"

#1.9.0-ALPHA:104
Settler Outfitter System

* Using the outfitter system will almost always be better than manually crafting normal armor for settlers (when using Durability)
* ALL body clothing outfits now come with either built-in armor pieces, or invisible armor slots
* You cannot manually equip armor pieces on top of outfitter outfits, as these outfits are now intended to be 1 single piece only
* Visually, armored or unarmored outfits all have the same defense values (its strictly a cosmetic choice)
* Each outfit gives a base value of +50 DR, +50 ER, +10 FR, +10 CR
* Hats and helmets are still separate items, and provide 0 DR so that they don't influence customized appearances
* Auto-outfits from jobs are included with these changes
* (NEW) Auto-Defense Outfit option: Raider
* (NEW) Auto-Defense Outfit option: Brotherhood
* (NEW) Auto-Defense Outfit option: Vault Security (generic style)
* The BOS outfit is updated to reflect the new BOS look in Horizon
* Settler combat armor sets can (if you desire) be taken from settlers and painted with custom colors/decals in the workbench
* All settler armor/clothing items now say "[Settler Only]" in the name
* The option to use the outfitter system DIRECTLY on companions is removed\*
* Companions can still wear outfitter gear if you choose to manually equip them with it\*
* As always, outfitter gear cannot be worn by the player
* REMINDER: The Auto-outfit for defense option is located in your Field Kit -> Global Options -> Outfitter Options

#1.9.0-ALPHA:105

* If you wish to use settler gear on companions, you can manually take them from settlers. This system is removed from companions on purpose because the script system has the potential to cause outfit

problems on companions. Manually equipping companions yourself is safer.

#1.9.0-ALPHA:106
DEVELOPER NOTES: The outfitter system is now the only source of defensive upgrades for settlers (other than manually equipping armor yourself, which would be inefficient now.) This is done so that
the player never feels obligated to manually put real upgraded armor pieces on settlers. Settler defensive upgrades are something that should be automatically handled by your progression in the
settlement system, so that you don't have to micromanage it.

#1.9.0-ALPHA:107
Settler and Companion Weapons
>> Settler and Companion weapons now use the same streamlined system

* All companion weapons are moved into Architect
* The old companion weapons will work temporarily in existing save games, but they WILL be deleted in future versions
* All settler weapons now give the NPC ammo upon equipping
* Companions can now use settler weapons, and vice versa
* Signature weapons are now obtained one time each through the mail system only
* Most signature weapon mails are sent when a companion reaches 50 affinity
* All weapons are prefixed as "[Settler Only]", but this of course includes companions (which are considered settlers too)

#1.9.0-ALPHA:108
Market Trading Terminal - Overhaul
>> The distinction between the "Bottle Caps economy" and the "Vendor Credit economy" is now more clear:
>> Most player resources require Bottle Caps
>> Most settlement resources require Vendor Credits

* (NEW) Commodity Trading (see below)
* (NEW) Trading Limits (see below)
* Many of the existing recipes have been changed to use the new system
* Many new recipes are added
* Trading Cycles now rotate every 3 real-time hours
* A message will appear when a new Trading Cycle has begun
* You can no longer convert Vendor Credit to Bottle Caps (and no, this will never change, as it ruins the economy balancing)
* NOTE TO PATCH CREATORS: If you have patches that use the Market Terminal, you'll need to change the Cycle globals to the new architect ones. The old cycles will still remain active for now, but

will eventually be removed.

#1.9.0-ALPHA:109
(NEW) Market Trading Terminal - Trading Limits

* Most trades in the Market now have a limitation of how much you can trade per cycle
* Each Trading Cycle your available "Trades" will reset
* You get more "Trades" per cycle based on your Trading Skill and your Workshop Trading Level
* Unused "Trades" do NOT carry over, as the point of the system is "how much can you do within that particular cycle"
* Once you use up your Trades, you can't get anymore until the next cycle
* Any skill/levels you gain during the cycle won't effect your Trades until the next cycle
* Each new cycle you may be granted some personal "Trading Skill" based on how many trades you made LAST cycle
* Limited Trades are intended to emulate one or more of the following:
* Vendor stocks
* Your ability to trade well (as well as your workshop's trading skill/efficiency)
* The time it would take to negotiate deals with various traders
* The ability for Cargo Bots and settlers to actually transport these goods
* Trades are grouped into categories: (rather than individual recipes or globally)
* Commodity Trades (Buy)
* Commodity Trades (Sell)
* Ammo Trades
* Common Trades
* Rare Trades
* Special Trades
* Black Market Trades
* Some market trading recipes will consume more Trades than others
* New trading recipes are added to the market
* REMINDER: Some trade recipes are not available every cycle!

#1.9.0-ALPHA:110
DEVELOPER NOTE: The Trading Market was never intended to have unlimited trading like standard crafting. Basically, it's just been existing in a beta-like state for a long time, and I really wanted to
get the system to the point where it was originally designed to be.

#1.9.0-ALPHA:111
(NEW) Market Trading Terminal - Commodities

* There are now 2 new menus specifically for commodities (wood, steel, concrete, etc.)
* Commodities are primarily focused on settlement resources and settlement building
* Most commodities are bought/sold with vendor credits
* Wood, Steel, and Concrete can buy/sell for different amounts randomly each Trading Cycle
* Wood, Steel, and Concrete have equal buy and sell values, which means you can actually make profit on them
* Other materials usually sell for much less than they can be bought for, and aren't always available to buy every cycle
* Commodity sell prices are roughly based around the concept of "would there realistically be a demand for this resource in the Commonwealth?"
* Commodity buy prices are based around game balancing, and how much these materials are worth to your settlements
* Selling Power Armor Frames are moved to the Commodities-sell menu
* Most of the old material trades are removed from the other menus
* NOTE: Many of these values will probably need to be tweaked over the next few patches

#1.9.0-ALPHA:112
Q: I managed to find some commodity that is easier to produce and make profits off of than others.
A: There's always going to be some "best" way to make money.. there's no avoiding that. However, if something seems too unbalanced, let me know and I'll take a look at it. I'm sure there will be some
prices that need nerfing or buffing.

#1.9.0-ALPHA:113
Trading Market Terminal

* The Energy Fusion Convertor is now located under Crazy Eddie, and consumes a unique trade
* Silent Jay now sells 3 types of pre-war candy
* The Institute now sells items on the market terminal to allies: laser/gauss weapons, synth blade, synth parts, water, food packet
* The Institute recipes require rare trades
* The Black Market now sells all pieces of X-01, and they will always be in functional repaired condition

#1.9.0-ALPHA:114
Vendor Credit - Income

* The income maximum per cycle is now increased by +200 per Workshop Trading Level
* The income maximum per cycle is now increased by +200 per Trading Market Community
* Successful settlements still give +100 per
* The maximum value can now reach up to 5000 total (up from 3500)

#1.9.0-ALPHA:115
Vendor Contracts

* (NEW) Doctor Contracts: Now required to build a doctor vendor stall\*
* Doctor Contracts can be obtained from specific doctors in: DC, Vault 81, Bunker Hill, and RR
* With high trading skill, you can obtain vendor and doctor contracts through the Trading Market Terminal
* Vendor Contracts are converted to Architect items
* If you already have existing Vendor Contracts, they can be converted in the Tech Lab under "ITEM CONVERSIONS"

#1.9.0-ALPHA:116

* DEVELOPER NOTE: It always seemed kind of silly that you could just assign any random settler to a doctor stall, with no training, and they're now a doctor. So the idea of doctor contracts is it

emulates either some type of medical training, or finding settlers with medical skills in the commonwealth.

#1.9.0-ALPHA:117
Vendors - Standard Trading and Item Prices
>> To continue the direction that 1.7 and 1.8 made with vendors, I'm further refining loot values and what vendors buy/sell..

* Many vendors have their inventories altered in regards to junk items
* Many junk items are now more accurately worth their total materials
* More junk items are now valued at 0, and cannot be bought or sold at vendors (they don't want garbage that anyone can find anywhere)
* (NEW) A few new junk items are specifically added to only vendors to sell different types of "Boxes" full of parts and things
* Some components have their caps value changed
* A few junk items were changed to quest items
* A few junk items were changed to sellable (collectable) items and are worth more caps now
* Mini-nukes and Missiles are now worth more caps

#1.9.0-ALPHA:118
DEVELOPER NOTE: These changes will make vendor trading feel more realistic and balanced at the same time. It also reduces the tedious feeling of selling so many crappy items for 1 cap each, and
increases the value on useful items.

#1.9.0-ALPHA:119
Vendors - Doctors and Meds

* Doctor prices have been lowered (for both standard and Desolation Mode), to account for caps balancing over the last few patches
* Non-Desolation mode Doctors now carry a lot more medical items to buy
* Some of the starting containers in the vault/shelter have additional meds for non-Desolation modes
* (NEW) The Drumlin Diner now has an improvised Auto-Doc!
* (NEW) DC now has a wheelchair in the doctor's office, which allows quick access to the doctor menu (like the other wheelchairs, this only works if the doctor is still alive)

#1.9.0-ALPHA:120
DEVELOPER NOTE: At this point, I consider default Horizon as the casual mode, so I don't want acquiring meds/healing to be quite as grueling. Desolation Mode will always be the addon you want to use
for hardcore survival mode.

#1.9.0-ALPHA:121
(NEW) Healing System: Health, Rads, Limbs, Addiction - Overview
>> Horizon's healing system has had some major overhauling this update!

* Better efficiency. Better accuracy. Better realism. Better scaling. Better usability. Better loot balance.
* This system covers: health, rads, and limb damage (no stimpaks)
* You no longer have to do math in your head to figure out which bandage/radaway to use and when
* You can re-apply more healing on top of existing healing (at any time now) without unfairly "stacking" the effects
* Easier crafting and inventory management
* Easier to understand how much is healed in total
* Self-healing and doctors use the same system now, and mix together much better
* Healing can now safely take place over longer periods of time (because its not a buff)
* The new healing application system prevents you from applying it inside furniture/vehicles (which caused problems)
* The new system prevents you from applying (and wasting) heals if you don't need any
* The new system can better scale the rate of healing based on your exact medical skill
* Limb healing items make more sense, and uses a proper amount of resources based on multiple limbs
* There are no longer multiple variants/strengths of meds, clogging up your inventory and making it more frustrating and confusing
* Active healing icons can be seen on the new HUD debuff bar
* Does not suffer from the "errors" that buff effects can sometimes have
* You should now be able to apply meds before using a bed and not have it wasted (i think? - may need testing)
* If your rad healing is slower than your health healing, it will NOT waste any healing applied (unlike vanilla-style healing)
* The smaller portions allow loot/vendors to now have more variance on the supplies that drop

#1.9.0-ALPHA:122
Healing System Details:
>> The short answer is you don't have to worry about most of these details when playing, but they're here for reference:

* Health, Rads, and Limbs are now healed by an item "supply", instead of different specific items at different strengths
* All bandage-type items are now reduced to 1 item called "First Aid Supplies"
* All limb-curing items are now reduced to 1 item called "Limb Trauma Supplies"
* All rad-type items are now reduced to 1 item called "RadAway (Units)"
* These items stack in higher quantities, but each item can cover a smaller and more precise portion
* The units for RadAway are designed to be 1 ounce per unit, so 1 full RadAway pouch would be 15 units
* You can now apply first aid healing in combat
* When you apply wound/radiation/limb treatment yourself, you can gain skill (up to 15.0 skill gain max)
* Skill gains scale based on the amount of treatment applied
* (You also gain skill by crafting some medical items too, which is listed on the tooltip when crafting it)
* Applying treatment (the progress bar time) is faster with more Medical Skill
* Healing takes less time with more Medical Skill
* Hunger/Thirst/Sleep can all [additively] increase the time it takes to heal
* With enough Hunger/Thirst/Sleep, healing can even be completely halted until you rest/eat/drink enough
* The total healing strength of all healing items are no longer effected by skills, buffs, or debuffs
* First Aid Supplies heal 10 HP per Supply
* RadAway (Units) heal 10 Rads per Unit (REMINDER: 1000 rads = 100% of the bar)
* Limb Trauma Supplies heal 20% of 1 limb per unit (20% applied would be spread out to all currently damaged limbs)
* Non-desolation mode will heal 2x faster; Novice difficulty will heal 3x faster
* If for some reason your rad healing is slower than your health healing, it won't overheal and won't waste healing
* When you apply first aid or radaway, it takes 5 seconds to start healing (and then heals every 10 seconds)
* When you apply limb trauma supplies, it takes 10 seconds to start healing (and then heals every 20 seconds)
* First Aid accounts for the empty health bar, and/or the total amount of radaway applied (even if it didn't heal yet)
* You don't have to wait to apply first aid after you apply radaway, you can apply it immediately after
* There's an option in the Survial Menu, which allows you to toggle the precise healing efficiency\*
* Addictions work differently, in that they require enough supplies to even work
* Basically, you need enough medicine to become "addiction free", otherwise it won't use any
* If you don't have enough Addiction medicine, you get the item back
* This allows you to less Addictol supplies to cure lower amounts of addiction without wasting it
* High levels of addiction have a maximum amount of supplies it uses, so that you can't fall too far in the hole
* All crafting recipes are rescaled to give multiple supplies (or units)
* Radscorpion food no longer cures addictions, but there is a new Radscorpion Tonic which adds to the Addictol supplies

#1.9.0-ALPHA:123

* Example: When you use a "First Aid" item, it automatically checks your wounds and subtracts the appropriate amount of items...
* Example: You have 10 health missing, you use the First Aid item, and it takes only the item you clicked on (which is 1)
* Example: You have 100 health missing, you use the First Aid item, and it takes 9 extra units (10 total) to apply 100 hp of healing
* Example: Your arm has 20% damage, and your leg has 40% damage, it uses 3 trauma supplies
* Example: You apply 200 rads worth of radaway, and then you apply first aid afterwards, the first aid will account for that 20% of missing health even if it didn't heal the rads yet
* Example: Low levels of addiction would be similar to using like 1/8th of an old Addictol item
* Example: Moderate levels of addiction would be similar to using like half of an old Addictol item
* Example: High levels of addiction would be similar to using like 1-2 old Addictol items

#1.9.0-ALPHA:124

* NOTE: What this option means is you can toggle it to not heal to 100%. Healing to 100% may slightly waste 1 of your supplies. I should note however, that the amount lost is usually so small (and

usually way less than the old healing system), that most players wouldn't care, which is why this option is at 100% by default. It's there for players who want 100% efficiency, and don't care about
being topping off to 100% health.

#1.9.0-ALPHA:125
Q: Why not just go even further and make the units smaller and more precise? (i.e. 1 health = 1 item?)
A: I thought about that, but then it starts to diminish the realism of what 1 "item" or "unit" might be. A single item might be 1 small bandage wrap, or 1 splint, or 1 dose of rubbing alcohol, etc.
If I increase the unit scaling, it would feel strange and unrealistic to use 27 items for 1 broken leg. I think the units are small enough, that a potential "waste" of materials lost is trivial.

#1.9.0-ALPHA:126
Q: All these notes make healing look too complex now.
A: Don't read them then, just play the game. The system is very simple and easier to understand in game when you use medical items now. I explain everything verbosely in the patch notes just so
players have a record of all the technical changes in every update.

#1.9.0-ALPHA:127
Healing Application:

* (NEW) Applying First Aid, RadAway, and Limb Trauma items now has an application time
* If your camera is in 3rd person mode, it will perform an animation
* You can visually see the application time if you have my new HUD progress bar enabled
* Application time usually ranges from anywhere between 2 to 8 seconds depending on the item/skill
* Application time becomes faster as your Medical Skill increases
* If you are hit in combat, the application is completely interrupted
* While you are applying medical treatment, you are locked in place and vulnerable
* Animations can be disabled in the options menu, but this does not change the application time nor being locked in place

#1.9.0-ALPHA:128
Doctor Healing Details:

* Doctors use the same healing system as when you manually apply treatment for health, rads, and limbs
* This means that you no longer get instantly healed, the doctor simply applies the treatment to you
* Your character's recovery rate is the same as self-healing
* If you have some self-healing on you when you go to the doctor, you'll only get charged for any "new" healing added
* Rad healing through a doctor also accounts for the health bar UNDER those rads (the price is included)
* If you have existing rad treatment on you already, the health under those rads is covered by standard wound healing
* (in other words, if you heal both, it will properly heal all the health under the rad bar)

#1.9.0-ALPHA:129
Doctor Menu System
>> The Doctor Menu has been overhauled

* The doctor manager system has been moved into Architect\*
* The old "supply" system is replaced with a new pricing system
* Doctor prices now change dynamically based various conditions:
* Doctor prices increase based on level
* Doctor prices increase based on how many times they were used per 7 game days (resets each week)
* Doctor prices are discounted based on your personal Trading Skill

#1.9.0-ALPHA:130

* This allows both Architect and mods/patches to access the doctor functionality easier; Patches that accessed the Doctor Manager will need to be updated

#1.9.0-ALPHA:131
Courier Service

* All unlocks were scaled down in Workshop Trading requirements based on the new system
* Taegan can now be accessed by either: Workshop Trading 2 + being a BOS member, OR.. Workshop Trading 5
* Tom can now be accessed by either: Workshop Trading 2 + unlocking RR weaves, OR.. Workshop Trading 5

#1.9.0-ALPHA:132
Research
>> Research equipment now REQUIRES that there are assigned Engineers working someplace in the SAME settlement

* Each piece of research equipment gives +1 Research Rating PER Engineer you have assigned in that settlement
* (Example: If you have 3 Engineers working, each piece of equipment will give +3 Research Rating)
* (NEW) Research Lab: A new piece of research equipment
* Qualifying for a Research Outposts should now be obtainable
* Engineer Job stations now require Workshop Tech Level 2 to build
* The research lab now has the proper textures on the bottles
* Some workshop upgrade recipes now require Research Material
* REMINDER: Job stations still count even if you don't have the missions slots available yet.

#1.9.0-ALPHA:133
Upgradeable Objects
>> This includes: Command Tower, Watchman's Tower, Command Table, and any future upgradeable objects

* When you place an upgradeable object, it will now immediately upgrade to the highest level you currently have unlocked
* If you don't have all the upgrade stages unlocked when first placed, it will re-check (once per visit) each time you visit a settlement
* NOTE: You may need to store/re-place any existing upgradeable objects from 1.8 save games

#1.9.0-ALPHA:134
Water Fountains and Sinks

* Drinking from public water sources gives more rads now\*
* Vault 88 buildable fountains and sinks are no longer drinkable (they still animate, but are mainly just decorations)
* You can still use the "fill bottle" option from these sinks
* NOTE: When you tap the key to drink, keep in mind that the "rads per sec" number you see on the UI does not reflect the TOTAL rads you got from the entire animation

#1.9.0-ALPHA:135
Settlement Resource Updates

* The Resource Manager and Command Table no longer have to update all the settlement info each time they open
* When you place a settlement object with a resource (job stations, etc.), it will update the global info roughly 10-20 secs after the resource was added
* NOTE: This makes using the menus faster, however, there's a slight chance the info didn't update yet when you go to use the menus, so be aware that it may take some time to see the new accurate

numbers on the menus

#1.9.0-ALPHA:136
Settlements

* (NEW) Auto-Doc Medical Station - Allows you to use medical services without a doctor
* (NEW) Auto-Doc Medical Chamber - Allows you to use medical services without a doctor
* (NEW) You can now access the Mission Container from the main menu of the Resource Station
* (NEW) Scrap Kit: Production Console
* The default settler max in Horizon is now "15 + Charisma"
* The command table should now show the correct number of owned/established settlements, average happiness, and research outposts
* The Small Power Generator scrap kit now costs and gives the proper amount of materials
* Recreational Community: Now properly requires 100 points
* Workshop weapon vendors now have reduced ammo and gunpowder, because of the bugginess of it's duplicated inventory (hopefully I can fix that eventually)
* Junk yards now require Liquid Fuel instead of Common Tools (I may change this again later, I mainly wanted to remove tools from these types of jobs)
* The Production Console mesh was given some detail
* "Settler Skill:" perks are renamed to "Workshop:"
* The "Recipe: Call Cargo Bot" perk is renamed to "Workshop: Resource Station"
* Building a Resource Station no longer requires/consumes a Cargo Bot, but instead uses raw ingredients
* Building a Resource Station requires either Workshop Tech Level 1, or if you have a Cargo Bot in your inventory\*
* The default Resource Station mesh now allows you to use the menu when mousing over the cargo bot on top
* The Trailblazer rank 2 rewards are fixed
* Many of the Workshop Trading level upgrades now require different materials
* The randomly invisible turrets on turret platforms should hopefully be fixed now
* Many dynamic Architect buildings, foundations, and objects will no longer be targettable in build mode
* Jun Long now starts with a settler weapon like other settlers (only in new games)

#1.9.0-ALPHA:137

* NOTE: Having a Cargo Bot only allows you to replicate it's design, it DOES NOT consume the Cargo Bot item in your inventory. Finding one basically allows you to bypass Tech Level 1 at low levels,

until you properly upgrade your Tech Level.

#1.9.0-ALPHA:138
Settlement Production

* ALL production is now 60 minutes (real-time) (down from 90 mins)
* Standard production is now 60 minutes (down from 90 mins)
* Refining production is now 60 minutes (up from 30 mins)
* Factory production is now 60 minutes (up from 5 mins)
* Some factory schematics are rescaled (keep in mind that most factories now give 3x the slots/yields for each station)
* (NEW) Tech and Chemical Factories now have double the yield if your "Workshop Engineering" is rank 6 or higher\*\*
* (NEW) Parts and Textiles Factories now have double the yield if your "Workshop Craftsmanship" is rank 6 or higher\*\*
* Purified Water production no longer requires any ingredient upkeep in default Horizon (not Desolation Mode)
* Purified Water production now automatically defaults to 999 Work Orders (you can manually change this yourself still in the manager)\*
* "Seawater" extraction production now automatically defaults to 20 Work Orders\*
* "Salt (From Seawater)" production now automatically defaults to 999 Work Orders\*
* "Process: Crude Oil" production now automatically defaults to 999 Work Orders\*
* (This is not automatic if you are using an existing save game.. you still need to add work orders, or reset it by reloading schematics in "Active Services")
	+ (Double the yield means that it can process twice as many work orders per cycle, so you can still control exactly how many total orders you want accurately)

#1.9.0-ALPHA:139
DEVELOPER NOTE: Why 20? Why 999? When you first place devices like this, you usually want it to actually do something immediately. These defaults are based on what I feel players would want, with
also considering resource costs. If you want to change the work orders to any other numbers, you can at any time in the Resource Station.

#1.9.0-ALPHA:140
Settlement Production Devices

* (NEW) Large Oil Rig: Adds +4 oil production rating; can ONLY be placed in seawater
* (NEW) Large Extractor: Adds +4 ore production rating
* (NEW) Large Purification Unit: Adds +2 purification rating (uses the old "larger" mesh)
* Large mining/oil devices require Construction Level 4 to build
* The standard purifier's mesh was changed to use the smaller purifier mesh
* The old compact purifier can no longer be built, but can be scrapped for the full material cost
* Purifiers in default Horizon are now cheaper to craft
* Purifier Modules in default Horizon are now cheaper to craft
* Building Purification Units requires more raw materials in Desolation Mode
* Building Purification Units no longer requires external power, and the material costs are increased to compensate

#1.9.0-ALPHA:141
Settlement Furniture/Decoration Objects

* (NEW) Crate Chairs: 2 styles of crates that act as chairs (a small metal handle lets you know what the front is)
* (NEW) Barrel Stool: a simple barrel that acts as a stool (a small metal handle lets you know what the front is)
* (NEW) Trash Can Stool
* (NEW) Tire Chair: 2 styles
* (NEW) Diner Booth (I had forgot to add a recipe for this awhile ago by mistake)
* (NEW) Plywood Table
* (NEW) Sink: A craftable dirty pre-war sink that has all the fixtures
* (NEW) Toilet: A craftable dirty pre-war toilet that is properly aligned
* (NEW) Toilet (Modern): A craftable dirty pre-war modern toilet
* (NEW) Bathtub: A craftable dirty pre-war bathtub that properly sits upright with all 4 legs intact
* (NEW) Towel Hook: A craftable towel hook (with a towel) that can be placed on walls
* (NEW) Utility Sink: A craftable utility sink
* (NEW) Robot Boxing Ring - gives +10 recreational rating
* The Tire Bed should now properly render all the parts
* The Kitchen Station now has an extra novelty toaster which can be used to perform a sound effect
* NOTE: A few of these objects were moved from the Home Plate mod into the base Architect

#1.9.0-ALPHA:142
Settlement Structural Pieces

* (NEW) Small Shed - A shed that is easy to place and has undamaged glass panels
* (NEW) Greenhouse Doors - placeable doors with undamaged glass panels
* (NEW) Wood Support Pole: A telephone-like pole used for support columns\*
* (NEW) Fort Walls (3 variants): External wooden walls that go deep into the ground so you can place them on hills too\*
* (NEW) Fort Walls (Corner - 90 degrees): A corner piece for fort walls
* (NEW) Fort Walls (Corner - 45 degrees): An angled piece so you can make walls go diagonal
* (NEW) Fort Walls (Short): A short fort wall piece

#1.9.0-ALPHA:143

* NOTE: These 2 objects graphically go deep into the ground, but do NOT have collision for the parts underneath the ground. This is done so your stuctures look nicer on steep hills, but are still

fairly easy to place.

#1.9.0-ALPHA:144
(NEW) Universal Crafting Station
>> This station is a combination of 12 different stations in one!

* This new station allows you to use a menu to bring up any item crafting station menu
* The main menu includes 6 stations: Tech Lab, Chemistry Station, Cooking Station, Weapons Lab, Equipment Lab, Trading Market Terminal
* The station also has access to: Mailbox, Skill Training, Command Table, Experimentation Lab, Weapons Workbench, Armor Workbench
* This station is MUCH cheaper than building stations individually, because many tools in the work area would be usable for many tasks
* This station is located under Architect->Utilities (not the vanilla crafting menu)
* Does not have any perk/skill requirements to build
* Like the standard Command Table, a friendly Messenger Crow will visit the station if you are at Workshop Trading 3 or higher
* You can now greet Messenger Crows
* This station uses a recolored high-res texture for the main workbench, so it looks consistant with all the detail objects
* The old Multi-stations are no longer craftable, but they will remain active in previous saves (they may become obsolete in future patches)
* The old Multi-stations can be scrapped for parts
* (There's enough materials in Vault 111 and Sanctuary to craft one station at level 1)
* NOTE: The 2 Weapon/Armor Workbenches may not be connected properly to your settlement resources in NON-settlement player homes.

#1.9.0-ALPHA:145
Crafting Workbenches

* (NEW) Equipment Lab (Compact): Contains clothing and armor recipes, and can be used by Horizon patches\*
* (NEW) Weapons Lab (Compact): A small version of the Weapons Lab
* NOTE: You don't need this bench if you use the Univeral Crafting Station

#1.9.0-ALPHA:146
Command Table

* (NEW) A new version of the Command Table is now available
* The old Command Table can still be built, but is located at the far end of the menu now
* The Command Table menu now allows you to access your Mailbox
* NOTE: Building a Command Table is no longer required if you use a Universal Crafting Station

#1.9.0-ALPHA:147
The following settlement devices no longer require power connections:
>> Most objects also require some extra materials to account for a self-contained power source

* Oil wells, Extractors, Refrigerators, Heaters
* Automated crops, Centralized Sewage Treatment, Research Computers
* Recruitment stations, some water pumps

#1.9.0-ALPHA:148
DEVELOPER NOTE: The goal here isn't to remove power from the game, the goal is to reduce the power grid requirements.. in order to reduce FO4 problems, as well as make building less tedious for many
objects.

#1.9.0-ALPHA:149
Crops

* (NEW) Automated Crops are now overhauled to new objects
* Automated Crops are now single objects, that are self-powered (the cost is built-in)
* Automated Crops can be snapped into most Architect planters, or placed directly on the dirt ground
* (NEW) Planter Table Crops: 1 of each crop type; can be placed on any surface
* Planter Table Crops give 2 Food and +4 Rating
* Planter Table Crops have 1 accessory object near the edge, so you can tell which side the settler will face the table
* Crop Patches are reduced to 2 Food and 4 Rating (down from 3 and 6)
* This means that 1 settler can work 3 Planter Tables or 3 Crop Patches
* Crop Rows now give 10 Food and +20 Rating (up from 6 and 12)
* Crop Rows only require 8 crops to plant (making them more efficient than other crop sizes)
* Crop Rows have a larger graphic now
* Crop Rows will no longer fit in small planters because of their size
* Large Planter snap points are readjusted so that it fits 2 Crop Rows
* Manually harvesting crops (whether its in a settlement or public places) now has a lower chance of giving a heathy crop
* Crop bundles (from farmers) now sell in bundles of 4, but most farmers usually sell at least 2 packs (8 total crops)
* You can buy crop bundles from the Trading Market for vendor credit, but the available selection per cycle is random

#1.9.0-ALPHA:150
DEVELOPER NOTES: You'll notice in some descriptions that crops say "Poor efficient cost." What this simply means is that it costs you more ingredients to plant them, then crop rows. Crop rows also
allow 1 settler to harvest more food rating per plant, then smaller crop plants. If you have plenty of crop ingredients and settlers to spare, then it might not matter for you.

#1.9.0-ALPHA:151
Settlement Scrap

* Scrapping certain types of plants/leaves/etc. in settlements will now give Compost
* Rocks and some debris now give Gravel
* Gravel can now optionally be converted into concrete in the Tech Lab (if you don't need gravel for anything)

#1.9.0-ALPHA:152
Ore/Oil Deposits

* NOTE: All deposits have been reset and will regenerate (for existing save games)
* The random "high yield" deposits are much higher now, and can even go ABOVE 1.0!
* Standard yield deposits remain similar to how they were in v1.8
* The maximum any yield can go is 1.95
* Settlements with seawater have a random minimum of 0.5 to 0.65 Oil Deposit (this is so that ocean locations can always produce at least something decent)

#1.9.0-ALPHA:153
Farming

* (NEW) Farming Workbench (Large) - gives +5 farming utility (this adds some variety, so you don't need to place so many duplicate small workbenches)
* The limit of large farming workbenches is 1 per settlement
* The limit of small farming workbenches is now 2 per settlement (you only need a total of 2 smalls and 1 large for 9 slots)
* Plant Nursery: Fertilizer production (from compost) is moved to the Plant Nursery tab, and now requires work orders to active it
* Plant Nursery: Each Farming Workbench rating now increases the potential production yield of EACH slot by +1 (which is how standard factories work)

#1.9.0-ALPHA:154
Wild Plant Gardens

* Building gardens now requires less seeds, as well as some other material cost changes
* Wild Plant production now gives 2-3 plants each cycle (per work order)
* Wild Plant production now requires 4 seeds each cycle (per work order)
* Wild Plant production now gives 2-4 seeds each cycle (per work order)

#1.9.0-ALPHA:155
Seawater Extractor

* The mesh has some additional detail on it now
* The smoke properly comes out the top now (requires you to either move the extractor slightly, or re-place it)
* Finch farm, Dalton Farm, and Longfellow's Cabin now counts as a seawater settlement (with the Enhanced addon)
* REMINDER: If you are using a save game from before Seawater Extractors existed, you'll need to remember to load those schematics in the "Active Services" production menu.

#1.9.0-ALPHA:156
(NEW) Chicken Coop

* Adds +1 Chicken Production and +6 Food
* Requires 6 "Live Chickens", Workshop Survival rank 1, and other materials to build
* Chicken coops produce Live Chickens through the Production System under "Activated Production"
* Each Chicken produced requires corn and razorgrain
* Chicken production maxes out at 20 per production cycle
* The actual chickens inside the coop do not move around or animate, and only players who own Far Harbor will see them
* Far Harbor's "Chicken Thigh" is no longer used in recipes (or dropped), but can be converted to "Chicken Meat" in a Cooking Station

#1.9.0-ALPHA:157
Live Chickens

* Live Chickens can be purchased on the Trading Market Terminal (under Buy Commodities, and uses a "Rare Trade")
* Live Chickens can be purchased from Far Harbor general vendors
* Live Chickens can be converted into Chicken Meat, which can be used or turned into Ground Meat
* Live Chickens can be sold on the Trading Market (under Sell Commodities)
* Live Chickens can be used to build Chicken Coops
* (In the future, I may add a way to capture chickens in the wild as well, but for now you'll need to buy them)

#1.9.0-ALPHA:158
Settlement Food Items

* Settlers should no longer consume player food (or crops) that is stored in workbenches even if you're using a mod that changes workshop scripts

#1.9.0-ALPHA:159
(NEW) Messenger Crow
>> A large bird cage containing a Messenger Crow

* Adds +1 Communication Rating and +5 Bonus Happiness
* Requires Animal Friend rank 1 and Workshop Trading Rank 2
* Using the cage will cause the player to greet the crow (if you have player voiced comments enabled in Horizon)

#1.9.0-ALPHA:160
(NEW) Rescue Station

* Adds +1 Communication Rating and +5 Bonus Happiness
* Requires Workshop Technology Rank 2
* Settlement-made Rescue Stations currently do not provide the same menu as ones at Claimed Sites do

#1.9.0-ALPHA:161
Milk Brahmin

* (NEW) Milk Brahmin (with no fenced pen): An alternate version with no pen
* The regular milk brahmin (with a pen) now shows the pen while you place it too
* Milk Brahmin (specifically) no longer have any horns
* All Brahmin have a new texture replacement now

#1.9.0-ALPHA:162
Tenants

* Tenants now require a minimum of 6 settlers in that settlement, before they will actually move in (up from 5)
* (NEW) Tenant Small Wooden Shack - Supports 1 Tenant\*
* (NEW) Tenant Medium Wooden Shack - Supports 2 Tenants\*
* (NEW) Tenant Small Metal Shack #1 - Supports 1 Tenant\*
* (NEW) Tenant Small Metal Shack #2 - Supports 1 Tenant\*
* (NEW) Tenant Medium Metal Shack - Supports 2 Tenants\*
* (NEW) Tenant Trailer - Supports 1 Tenant\*
* (NEW) Tenant Small Warehouse Shack - Supports 1 Tenant\*
* (NEW) Tenant Medium Warehouse Shack - Supports 2 Tenants\*
* Medium/large buildings now properly require Workshop Trading Level 4
* Medium/large buildings now require a higher Workshop Construction Level
* Leased factories now require the proper Workshop Tech Levels that normal factories have
* The large DC tenant building now has a proper power connector
* The collision layer that's added to buildings after they are placed, should no longer be highlighted when you try to move/select the base structure

#1.9.0-ALPHA:163

* DEVELOPER NOTE: I know that some people want more rustic shacks for tenants, so I'll be adding more of these in the future.

#1.9.0-ALPHA:164
Architect Lights

* (NEW) 8 new types of candles were added in their own category under Architect->Lights
* Some of the lights were tweaked to give better/smoother lighting
* Some of the hanging metal wall/ceiling lights now emit real spot lights
* Some of the hanging metal lights have better effects now

#1.9.0-ALPHA:165
Architect Random Trees

* There are now 4 random tree placers WITHOUT tree guards, and 4 with tree guards
* NOTE: The random tree placers without a guard can ONLY be visually seen when you highlight over them in build mode
* The collision should now be easier to target placed trees
* The random trees now properly use custom trees instead of vanilla objects
* The random trees that are placed will no longer block you from highlighting the placer
* (The old trees will not update until they are moved slightly or replaced)

#1.9.0-ALPHA:166
Field Salvaging

* When salvaging appliances/machinery, you will now receive a message saying how many parts were salvaged
* When salvaging appliances/machinery/vehicles, the message also shows how many tools you have left
* You can now see an activator option that tells you if you're not skilled enough to salvage something
* Currency items are now properly tagged so the auto-loot will grab them
* Grenades/mines should properly auto-loot if you have "Quality and Common Items" option set
* The corpse scrapping auto-outfit option should now properly toggle in the menu
* The corpse scrapping auto-outfit option is off by default now
* Corpse scrapping with the auto-outfit enabled, will now include gloves and a sack hood to workaround the problem of missing heads/hands
* Corpse scrapping is temporarily disabled for feral ghouls and super mutants
* The fix for the Silver Shroud quest should work now (may need testing)
* If you have Cannibal, you can now eat corpses but only while sneaking

#1.9.0-ALPHA:167
Wilson (Cargo Bot 1-X)

* Available Power is now displayed as a percentage
* Desolation Mode and the Strict Carryweight addon only give half the power increase when cells are added
* Wilson's basket now visually has a few generic objects in it

#1.9.0-ALPHA:168
Wilson - Area Scavenging system

* (NEW) A new mode (called "MANUAL KEY") is added, which adds an activator key to junk items
* The old mode (called "AUTOMATIC") still exists, and works mostly the same as it did before
* Using the manual key allows you to choose when you have Wilson loot the immediate area for junk
* This allows you to view the area, without items automatically (and randomly) disappearing
* The manual key is used by mousing over a junk item, and using the 2nd action key
* He will pick up all junk based on the filter option, within a moderate radius (8 meters)
* You can tell which items are effected by the filter based on if they have a 2nd option or not
* While Wilson is actively scavenging, all filtered items on the ground will be unusable
* The area scavenging filter config is now a separate button on Wilson's menu
* Filter options are: Low quality junk, common quality junk, or any quality junk (which includes tools now)
* Area scavenging should no longer auto-loot certain quest items (let me know if you find anymore of these)
* PATCH DEVS: Junk items now require a separate keyword to determine if/how they are auto-looted (generally speaking, you rarely should ever have to worry about even putting this in patches)

#1.9.0-ALPHA:169
Armor - Ballistic Weave

* (NEW) The ballistic weave slot is now separated into 3 upgrade slots
* Each slot can be upgraded individually as you progress, and allows you to better customize your weave slots as you level
* This new system allows you to not waste materials, since you can keep your previous upgrades, and then build on top of them
* Ballistic, Insulted, and Rad weaves are converted to the new system
* (NEW) Flex Weave: [Body Only] These weave upgrades (slot 1,2,3) greatly increase AP (instead of defense)
* (NEW) Tin Foil: [Head Only] Low level upgrade (slot 1) to increase a small amount of energy resistance
* (NEW) Heat Barrier: [Head Only] Low level upgrade (slot 2) to increase a small amount of fire resistance
* (NEW) Cryo Barrier: [Head Only] Mid level upgrade (slot 3) to increase a small amount of cryo resistance
* (More weave options may be added in the future)

#1.9.0-ALPHA:170
New Armor and Clothing
>> Horizon 1.9 adds a very large amount of new armor and clothing pieces aimed to expand NPC (and player) appearance
>> NOTE: There are too many pieces added to 1.9, in which more than half probably won't even be mentioned in the patch notes

* Many new helmets and masks
* Many new styles and variants of body clothing
* Many new backpack items and holstered weapons
* Many new accessory items
* Many new armor pieces and variants of armor pieces
* Many new pieces that can act as gas masks
* Some pieces are crafted, some are found on NPCs, and some are found on vendors
* New paint jobs

#1.9.0-ALPHA:171
Armor - Army Helmets

* (NEW) Army Helmet [Simple]: An army helmet without the wire and switches
* (NEW) Army Helmet [Rope]: A simple army helmet with an improvised rope
* (NEW) Army Helmet [Pack]: A simple army helmet with an improvised rope and a pack of cigarettes
* (NEW) Army Helmet color styles: Gray, Blue, Dark Green, Black, Sand (new textures for all)
* Colors can be changed at the armor workbench for any type of army helmet
* Different colored helmets drop depending on the NPC
* BOS soldiers can now sometimes have an army helmet which is gray or blue
* Gunners usually wear dark green, gray, or black helmets
* The old seperate "Dark" army helmet item no longer drops

#1.9.0-ALPHA:172
Armor - New Headgear

* (NEW) Metal Masks: 12+ styles of metal masks and face shields (primarily for npc appearance)
* (NEW) Leather Helmet: Some npcs can spawn with these; it can also be crafted
* (NEW) Leather Cap: Some npcs can spawn with these; it can also be crafted
* (NEW) Leather Hood: A leather helm that looks like the base helmet on the vanilla welding mask
* (NEW) Welding Mask: A custom helm that has a welding mask covering the face
* (NEW) Misc Helmets: 5 styles of crazy helmets made from common objects (found mostly on raiders)
* (NEW) Minuteman Militia hat: Black, Dark Brown
* Too many other helmets/masks to even mention
* New versions of bandanas
* The Hard Hat can now be swapped to different colors (which are also adjusted)
* The knit cap is no longer as shiny looking
* The knit cap colors are tweaked to look better
* The black hood now has a much better texture
* Metal helmets can spawn sometimes in different colors now (they had colors before, but it was rarely spawned with them)

#1.9.0-ALPHA:173
Armor - New Clothing/Armor Colors

* (NEW) Combat Armor now has a decal slot to paint the decal separate from the color
* (NEW) Combat Armor Decals: Minutemen, Institute, BOS, Railroad, Atom Cats, Gunners
* (NEW) Combat Armor Decals: Medic, Engineer, Biohazard, Lightning Bolt, (No Decal)
* (NEW) Combat Armor now has 20 basic paint styles using the palette system
* (NEW) Synth Armor and Synth Helmets can now also use the same 20 combat armor basic paint styles
* (NEW) Flannal Shirt color styles: Blue, Green, Gray, (Default is Brown)
* (NEW) Common Shirt color styles: Blue/Gray, Blue/Brown, Green/Brown, Gray
* (NEW) Wastelander Skirt color styles: Default, Gray, Gray w/ custom fitted armor
* (NEW) Pre-war Attire: A pre-war female dress with a dirty post-war texture (a trench coat is shown for males)
* (NEW) Pre-war Clothes: An alternate texture for the female dress (a different trench coat is shown for males)
* (NEW) Paster's Vestments color styles: Default, Plain, Dark
* (NEW) Sack Hoods styles: 5 new paint skins (Raiders can spawn with these)
* (NEW) Trench Coat (Valentine's coat): Dark Brown
* (NEW) Frock Coat (Hancock's coat): Beige, Dark Brown
* (NEW) Minuteman Officer Outfit: 1 new customized version of the general's outfit
* (NEW) Mobster outfit: 1 new custom version with fitted armor
* (NEW) T-Shirt/Jeans with Boots: T-Shirt with boots instead of sneakers; also fixes errors in the mesh
* (NEW) Surveyor Outfit (Basic): A surveyor outfit without some of the accessories
* (NEW) Operative Outfit: A version of Kellogg's outfit without the extra hardware
* Too many other body clothing items to even mention
* The pre-war clothing above can sometimes spawn on clothing vendors, and can also be crafted
* Most colors can be changed at the armor workbench
* Many of the old custom Horizon clothing textures are reworked so the coloring looks much better now
* The T-Shirt textures were remade to look better
* MacCready's outfit and hat are tweaked so they don't look as bright and saturated

#1.9.0-ALPHA:174
Armor - Vaultsuits

* (NEW) Vault Worksuit - A new hybrid body clothing piece that has work-pants/belt over a standard vaultsuit
* (NEW) New overhauled textures have been added for vaultsuits
* (NEW) The vaultsuit "trim" color can be painted separately from the body color now
* New base colors: Blue, Red, Green, Gray, Black
* New trim colors: Blue, Red, Green, Gray, Black, Orange, Gold, Silver, Classic Yellow, Default
* The "default" trim just shows whatever the main color has by default
* Most base colors have a worn and slightly dirty look (not too dirty, yet not too clean)
* Trim colors don't require dyes to change, since there's too many combinations

#1.9.0-ALPHA:175
Armor - Backpacks

* (NEW) Quiver: This takes up an "upper" backpack slot
* (NEW) Hunting Backpack: This takes up an "upper" and "lower" backpack slot
* (NEW) Fuel Tank: This takes up an "upper" backpack slot
* (NEW) Hazmat Gear or Hazmat Tank: This takes up an "upper" backpack slot
* (NEW) Tesla Generator: This takes up an "upper" backpack slot
* (NEW) Tool Belt: This takes up a "lower" backpack slot
* (NEW) Tool Pouches: This takes up a "lower" backpack slot
* (NEW) Leather Belt: This takes up a "lower" backpack slot
* (NEW) Leather Belt [Heavy]: This takes up a "lower" backpack slot
* (NEW) Combat Belt: This takes up a "lower" backpack slot
* (NEW) Sleeping Bag: This takes up a "lower" backpack slot
* (NEW) Backpack Utility Slot: An attachment slot for special bonuses (Upper pack items only)
* (NEW) Hunting Rifle: This takes up an "upper" backpack slot\*
* (NEW) Marksman Rifle: This takes up an "upper" backpack slot\*
* (NEW) Combat Shotgun: This takes up an "upper" backpack slot\*
* (NEW) Double-Barrel Shotgun: This takes up an "upper" backpack slot\*
* (NEW) Double-Barrel Shotgun [Left]: This takes up an "upper" backpack slot\* (designed to go with a shoulder bag)
* (NEW) Pipe Rifle: This takes up an "upper" backpack slot\*
* (NEW) Laser Rifle: This takes up an "upper" backpack slot\*
* (NEW) Katana: This takes up an "upper" backpack slot\*
* (NEW) Katana (left facing): This takes up an "lower" backpack slot\*
* (NEW) Sledge: This takes up an "upper" backpack slot\*
* (NEW) Baseball Bat: This takes up an "upper" backpack slot\*
* (NEW) Shovel: This takes up an "upper" backpack slot\*
* (NEW) Grognak's Axe: This takes up an "upper" backpack slot\*
* (NEW) Leather Right Leg with Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Left Leg with Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Pipe Revolver: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Deliverer: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with N99: This item is a "right leg" leather armor piece (not a back item)\*
* (NEW) Leather Leg Leg with Knife: This item is a "left leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Knife: This item is a "left leg" leather armor piece (not a back item)\*
* (NEW) Leather Right Leg with Hammer: This item is a "left leg" leather armor piece (not a back item)\*
* (many more types)
* Quivers give +5% Faster Reload Speed to all weapons
* Fuel Tanks give +5% damage for Flamethrower weapons
* Hazmat Tanks give +20 Rad Resists and allow you to breath underwater 5x longer
* Tesla Generators give +5% damage for energy weapons
* Generic upper backpack items give +2 cryo damage resistance
* All upper pack items have the option to switch their bonus to the generic bonus
* All upper pack items give the same carry weight as regular backpacks
* The Quiver has an appearance option to allow it to face left or right
* Some redundant "Double slot" backpacks are removed, since you can just hide the upper or lower visual in the workbench yourself
* Rank 4 backpack attachments now properly have their own loose mods

#1.9.0-ALPHA:176

* These items are for appearance only, the weapon cannot be used or salvaged. The back-slot items do, however, function as regular upgradeable backpacks, because I don't want you to have to decide on

appearance vs utility. I will add more backpack weapons over time, but realize that most weapons in the game actually look terrible on the back, which is why I'm focusing on specific ones that
actually LOOK cool (and look appropriate, and fairly low polygon counts.)

#1.9.0-ALPHA:177
Armor - Meshes

* The scarf now uses it's own separate mesh\*
* The upper and lower scribe backpacks now use their own separate meshes\*
* The shoulder bag (mail bag) now uses it's own separate mesh\*
* The default postman outfits no longer have a mail bag attached
* (These changes should slightly improve rendering performance, and help avoid any graphical glitches)

#1.9.0-ALPHA:178
Armor - Misc

* All body clothing and headgear now have 0 base DR and ER
* All hats and helmets can now have the same total DR based on the mod upgrade attachments
* Helmets now drop with a lining already built-in, so that they start with DR/ER/RR (unlike hats)
* All headgear lining mods are fairly cheap to craft, but have different stat weights for DR, ER, and RR
* Tier 1 Disposable Armor buffs are now easier to make
* Tier 2 Disposable Armor buff recipes were adjusted
* Scrapping Combat Armor now gives 2 ballistic fiber scraps now
* Armor piece mods that improved carry weight are reverted back to their vanilla values (i.e. strict carry weight)\*
* Crafted clothing items and backpacks are moved into the Equipment Lab (can be accessed from a Universal Crafting Station)
* Raider arms/legs/torso now have appearance options for the upgraded versions
* Some synth armor upgrades were renamed
* Some items were moved into Architect: Scarfs, Backpacks, Vaultsuit MK2, and Uniform
* Some keywords were moved into Architect: Custom paint colors, backpacks, scarfs, etc.
* The old items still exist if you already have them in a save game, and will use the converted mod upgrades
* NOTE: If you have any mod patches that use these keywords, they will need to be updated

#1.9.0-ALPHA:179

* I'm reverting these changes, because I don't want there to be a difference between the carry weight addon for armor mods. Horizon already offers plenty of other ways to increase your carry weight.

#1.9.0-ALPHA:180
Welding

* "Welding Supplies" is a new component which is required in certain recipes that require metalworking
* Welding Supplies consist of Liquid Fuel and Flux Core Welding Wire
* Welding Supplies can be crafted in the Tech Lab or Equipmment Lab (under Materials) with 20 Metalworking Skill
* Crafting Welding Supplies can give up to a small amount of Metalworking Skill
* Welding Supplies can sometimes be purchased from General or Armor vendors
* Welding Supplies are usually required for specific recipes that require detailed (or advanced) metalworking
* Welding Supplies are usually not used at all for simple settlement crafting (walls, floors, etc.)

#1.9.0-ALPHA:181
Alloys and Materials
>> Alloys have been streamlined, to better match Horizon's current crafting, which has expanded over the years

* Steel, Aluminum, and Titanium Alloys are all reduced to 3 ranks each (down from 9)
* The ranks are labeled as: [Low Grade], [Mid Grade], and [High Grade] (exactly like the crafted alloy platings have been)
* All existing junk items will contain rank 1, 2, or 3 of the appropriate alloy
* Prototype items give less alloys now, however because there's only 3 ranks you'll get each rank more consistently
* The ZX-1 Experimentation Lab will now only show the 3 ranks to choose when experimenting with a base alloy
* Alloy Plating recipes are reduced, since you only need 1 of each now
* Magnesium Alloy, Zirconium Alloy, and Chromium Alloy are removed, and replaced with standard magnesium, zirconium, and chromium
* Nickel-Iron Alloy is now known as Nickel-Cobalt Alloy (which fits better with it's uses)
* Mutated Toxins were reduced to 3 types (down from 5 types)
* (In total, there's only 3 rare alloys now: Tungsten-Carbide, Beryllium-Copper, and Nickel-Cobalt.. each considered very valuable.)

#1.9.0-ALPHA:182
Crafting

* Crafted components and many ingredients now have a gear icon instead of a tool icon
* The recipe to convert gears/springs/screws to mixed alloys is properly fixed
* Packing Material (Foam Rubber) was removed from manual crafting, and now requires a Textiles factory
* Baseball Grenades and Pipe Bombs are slightly easier to craft now
* Syringer ammo now requires Chemistry Skill
* The Cutting Fluid recipe is removed in Desolation Mode
* Blowtorches now only have a tool component and no longer contain oil (to avoid potential scrapping problems)
* The Master Auto-Hacker recipe in the Field Kit will now properly give you Auto-Hackers instead of Locksmith tools
* Restoring damaged weapons/armor is now slightly more expensive and requires higher skill (the idea is, restoring is a last resort if you can't find anything better after awhile, you shouldn't be

able to restore stuff at low levels)\*

* This change does NOT include power armor

#1.9.0-ALPHA:183
Medical Skill
>> Some medical items now give skill when crafted, and some give skill when used

* Crafting the following gives Medical Skill:
* Bandages, Trauma Kits, Blood Extraction Kits
* Crafting the following gives Chemistry Skill:
* Stimpaks, Radaway

#1.9.0-ALPHA:184
Experimentation Lab

* You can now craft the following the lab:
* Ripper, knuckles, lead pipe, clothing iron, spatula, frying pan, weighted coffee pot, hammer

#1.9.0-ALPHA:185
Interface Changes

* Skill perk requirements in crafting menus will now consistantly show the skill number below the text (as long as you use Horizon's fonts)
* You can now see a companions affinity in the companion skill menus (it will show up as 0% until you actually have the companion with you for a bit)

#1.9.0-ALPHA:186
Field Kit

* The Field Kit is moved into the Architect framework
* The old kit will be removed when you load a save, and you will obtain a new kit automatically
* The Field Kit menu has many adjustments
* (NEW) A global options menu now has many options menus in 1 single place
* Junk Scrapping no longer requires any skill to use the system
* The workshop "Shredder" is removed, since it's no longer necessary

#1.9.0-ALPHA:187
Field Kit - Field Scrapping

* Field Scrapping no longer requires any skill to use the system
* The Field Scrapping menu explains what it can scrap or process
* The Field Scrapping notification option button should now work
* Field Scrapping can now convert liquor to raw Alcohol (see below)
* Field Scrapping can now convert grenades/mines into 40mm ammo
* Field Scrapping can still convert most raw meat into Ground Meat

#1.9.0-ALPHA:188
(NEW) Alcohol and Liquor Distillation
>> Alcoholic beverages can now be distilled into raw Alcohol

* (NEW) Alcohol: A new crafting ingredient (a component, not an AID item), which is an equivalent of 90%+ Alcohol
* Some basic distillation recipes are in the Chemistry Station under "Distillation"
* You can also use the Field Kit's "Field Scrapping" utility to drag mass amounts of liquor in for distillation
* Field Kit distillation can only be used if you are somewhere near a chemistry station (roughly 20 feet or less)
* The Field Kit can also easily cover liquor that doesn't have a Chemistry Station recipe, or ones added by patched mods
* Distilling liquor does not require any skill
* Most hard liquor gives 6 Alcohol units
* Wine gives 2 Alcohol units
* Beer gives 1 Alcohol unit
* Gwinnett Beers can no longer be "converted" to standard beer, they can be distilled into raw alcohol instead
* Hard liquor can no longer be converted to antispetic, instead there is now 1 recipe that requires the "Alcohol" component
* Developers: Mod patches can easily add one of the "ObjectScrapAlcohol\_" keywords to their liquor items if they want them to be scrappable. Nothing else is required other than the 1 keyword.

#1.9.0-ALPHA:189
(NEW) Scanner (item version)
>> A new (optional) method of scanning targets is added, that works similar to the eyewear utility mod

* Can be crafted in the Tech Lab (requires the same skill/mats as the eyewear mod)
* Unlike the eyewear scanner, this one requires that you AREN'T currently aiming your weapon\*
* Like any AID item, you can bind this item to one of your favorite slots
* The old eyewear mod still exists exactly as it was before (you can choose either method)
* NOTE: There may be a noticeable 1-2 second delay after you press the button

#1.9.0-ALPHA:190

* This is a technical limitation, as the game doesn't let you press keybinds while aiming

#1.9.0-ALPHA:191
Fusion Cores

* Fusion Cores are now worth 0 caps to sell\*
* The BOS and Atomic Cats now sell fully charge cores (boxed), based on trading skill
* The "Energy Converter" is now easier to craft or buy at low levels (so you can now start converting cells earlier if you don't use PA)

#1.9.0-ALPHA:192

* DEVELOPER NOTE: The reason this is done, is because the caps value has no clue what the charges are. This leads to horrible micromanagement if you want to sell them, which is not fun, and doesn't

make any logical sense at all. It's better to just not have a value at all.. either use them in PA, or convert them to energy cells (which honestly are worth more than the caps anyway.)

#1.9.0-ALPHA:193
Field Scrapping and Harvesting
>> Major overhauling was done to salvaging, corpse scrapping, and harvesting

* (NEW) Harvesting - Creature/robot loot now requires you to use the corpse to harvest materials
* (NEW) Harvesting/Scrapping now has 3rd person animations
* (NEW) Salvaging machinery and vehicles in the field now has 3rd person animations
* (NEW) If you have my HUD progress bar enabled, a progress bar will show you the process taking place
* If you have my HUD progress bar enabled, the container's activate text is temporarily hidden to reduce screen clutter
* Harvested materials from animals/creatures are still based on your current Hunting Skill
* Harvested materials from robots/synths are still based on your current Salvaging Skill
* Most of the loot yields are roughly similar as before (exact changes are listed elsewhere)
* Glowing and diseased creatures have their own loot tables (more on this elsewhere in the patch notes)
* Harvesting animals/creatures allows you to now gain Hunting Skill!
* Harvesting robots/synths allows you to now gain Salvaging Skill!
* There's no minimum skill required to harvest\*
* Even with no skill, you will usually get some type of low quality materials
* Materials from legendary creatures are also obtained only after harvesting
* Most animal/creature corpses are usually empty by default (until you harvest)
* The harvesting process works as follows:
* Press a key on the corpse to begin harvesting
* 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
* (or..) You now have an option to auto-loot the entire container by pressing the button again
* (or..) (If the corpse is a synth) You instead now have an option to scrap equipment (and auto-loot at the same time)
* When harvesting legendary creatures/robots, harvesting takes additional time
* When you field scrap equipment on any corpse, the option now goes away once it's completed
* Field scrapping equipment now has an animation just like harvesting robots
* While field scrapping or harvesting, the inventory panel is now blocked from being used
* If your weapon is drawn, your character will sheathe it before begining the process (i.e. harvesting is faster if your weapon is already put away)
* NOTE: There are currently no 1st person or power armor animations (except the progress bar moving)

#1.9.0-ALPHA:194

* DEVELOPER NOTES: Unlike salvaging machinery, corpses will eventually despawn, so there's usually no reason to "wait" until your skill is higher to harvest. Harvest what you can, and accept the

results even if your skill is currently bad.

#1.9.0-ALPHA:195
Loot

* Many locked containers now give items more consistantly, instead of the RNG being too wild
* Some locked container loot was unintentionally setup wrong, and was using desolation mode's dynamic loot reduction
* Most locked containers should now give loot regardless of desolation mode
* Locked prewar containers/safes have a better chance to give augments and MREs
* Most of the low quality junk was removed from lockboxes
* Most of the large junk (toasters, etc.) was removed from lockboxes
* Lockboxes now always drop an item, plus a chance of caps too
* Tier 2, 3, and 4 Lockboxes now have chance to drop a 2nd item
* Elite legendary enemies (human/robot/synth/mutant only) have a higher chance to drop augments now
* Standard legendary enemies (human/robot/synth only) now have a small chance to drop low-tier augments
* Some bosses now have a small chance to drop low-tier augments
* Specific crafted items or openable boxes now always show the item(s) you got, even if your message settings are turned off
* Enemies will (on average) drop a larger amount of damaged rounds now
* Damaged Bolts now appropriately give 1 Carbon Fiber instead of smokeless powder
* The chem crates for the DC quest have their contents changed
* Wilson will no longer auto-fetch loot from you while you're junk scrapping
* Wilson will no longer auto-fetch loot from you after you've been inside of a settlement for a certain amount of time
* When you load your save game, Horizon will attempt to remove any leftover NPC-only grenades that might have been auto-looted to your inventory
* Caps from loot are now named as "Bottle Cap" for singles, and "Bottle Caps" for 2 or more
* Dog tags are now labeled as a currency
* Common Tools now weight 1.0 lbs each
* Kitchen Tools now have a tool icon
* Common, Kitchen, Simple, and Precision Tools are now tagged in the DEFUI addon esp
* Some doctors will sometimes sell oxygen tanks and flasks of alcohol now
* Some farm vendors have a chance to sell bags of Potassium Nitrate
* Dyes/Pigments are now included in the junk scrapping utility
* Duffle bags were fixed so they properly use a Horizon-based looting balance instead of vanilla loot
* Non-raider duffle bags should always have prewar loot now
* Master-locked pre-war toolboxes unintentionally had a raider loot list (expert and advanced were fine)
* Magnesium, Chromium, Nickel, and Zirconium can now be found in a number of junk items
* Cooking Oil gives aluminum now (to match the graphic)
* Most small junk items no longer give Steel or Wood (since these items would only give trivial amounts that would be less than 1 unit)
* Some junk items gives "Trash" in addition to their other useful materials (to emulate the generic excess waste that can be recycled)
* The DEF\_UI component tags for junk items are cleaned up, and in some cases simplified (i.e. doesn't always need to show packing material)

#1.9.0-ALPHA:196
Randomized World Loot
>> Many world items are now replaced with generic unlabeled objects with random contents

* These items work similar to how cigar boxes and gasoline canisters worked in v1.8
* Each generic object can contain random components from a specific pool of items:
* Antifreeze Bottle -> Generic red jug = antifreeze, gasoline, oil, paint, etc.
* Abraxo -> Generic box = abraxo, rat poison, fertilizer, screws, springs, etc.
* Wonderglue -> Small Bottle = glue, powder, paint, oil, explosive mats, etc.
* Turpentine -> Canister = turpentine, glue, paint, rat poison, etc.
* Buffout -> Generic pill bottle = aspirin, buffout, mentats, rad-x, etc.
* Mentats -> Generic pill box = aspirin, buffout, mentats, rad-x, etc.
* Jet -> Inhaler = Jet, Addictol, pharmaceutical junk items, etc.
* Med-X -> Injector = Med-X, Calmex, empty injector
* Psycho -> Injector = Psycho, Psycho Jet, Psychobuff, Overdrive, Fury, empty injector
* Many more types of containers
* Over 2000 world items are effected by this system
* This system was done this way, so that the shape/position of all items will remain uneffected in the world

#1.9.0-ALPHA:197
DEVELOPER NOTE: In case this seems confusing, what it means is that instead of an Abraxo box being found in the world, you see a generic unlabeled box that is the same size as Abraxo. You won't know
what the contents of the unlabeled box are until you loot it. So a generic abraxo box could have abraxo in it, or salt in it, or anything appropropiate to what could have been in a cardboard box that
size. This allows the world to not feel as dull and repetitive, as well as removing the meta-game feel when you know where all the "glue" is, etc.

#1.9.0-ALPHA:198
Simplified World Loot
>> The goal of these changes is to reduce the distraction of worthless interactable items every 5 feet in the game, while improving the value of other items

#1.9.0-ALPHA:199
Simplified World Loot - Trash Items

* A> Certain types of items can no longer be picked up, and are simply part of the environment as trash:
* Clipboards, folders, burnt books/magazines, common newspapers
* Rusted forks/spoons/knives, collanders, ashtrays, single cigarettes
* All types of vases, picture frames, wooden blocks, yard sticks, shopping baskets, pool racks
* Bowling pins, junky auto parts, chessboards, cutting boards, feather dusters
* umbrella stands, toothbrushes, hairbrushes, clothes hangers
* All of these items are considered as garbage, and give a new component called "Trash" (instead of glass/steel/ceramic/etc.)
* Trash can be "recycled" in large quantities by settler production for basic settlement materials: glass, ceramic, plastic, steel, wood
* The materials you get from recycling Trash is very small, so that it doesn't impact looting drastically
* Junk items are seen as giving such miniscual amounts of steel, wood, etc. that you would need a lot of them to even get something
* Wilson can still pick up these items if you want them (and to clear up the environment to improve performance)
* Even though some trash items can't be interacted with, any items lying around in settlements CAN still be scrapped/removed
* Some of these items may still appear in containers (and can be looted)

#1.9.0-ALPHA:200

* B> Certain types of items now have new trash variants:
* Cracked/broken bottles, Cracked drinking glasses
* Cracked coffee mugs, cracked plates, cracked bowls
* Rusted tin cans (not aluminum), broken light bulbs, grimy cafeteria trays
* These variants have a "trash" version, and a valuable "clean" version
* The trash versions of these items are garbage, and have very little value (other than recycling)
* The clean versions of these items are often valued as "Kitchen Tools" or other useful junk items
* Some of these trash variants can still be looted directly, and aren't blocked by the UI
* This is simply to give you a clear distinction between the 2 types (in case it's too dark to see the graphics well)
* Drinking beverages from glass bottles will still give you a "glass bottle" back, which is now a new component

#1.9.0-ALPHA:201
Simplified World Loot - Glass/Ceramic/Steel/Wood Changes
>> Glass, Ceramic, Steel, and Wood is mostly a settlement-only resource

* Most player-based crafting no longer requires raw glass or ceramic
* The loss of materials from junk items (glass, ceramic, etc.) is compensated through other sources
* Extra amounts of glass and ceramic can now be acquired from settlement production and scrap
* Tin is no longer used or required, and is removed from Horizon completely
* One unit of "glass" is seen as a large piece of usable glass
* Very small objects that contain glass (or steel, or wood, etc.) are considered as having an unusable amount of material
* Many glass/ceramic junk items are now labeled as "Chipped", "Cracked", "Grimy", or "Broken" and are considered "trash" items
* "Clean Coffee Cups" are now "Coffee Mugs" and are considered Kitchen Tools (and use a custom texture now)
* The same goes for Dinner Plates, Drinking Glasses, and Bowls
* Cups, plates, glasses, and bowls, are often found in the commonwealth as cracked junk, but some places now have clean versions (towns, etc.)
* Colanders are considered trash now instead of kitchen tools, as they look too grimy and rusted to use
* "Glass Pitchers" are now "Aluminum Pitchers" and give aluminum scrap (to properly match their appearance)
* Standard coffee pots are considered corroded scrappable junk now instead of kitchen tools, and give aluminum scrap
* Rare coffee pots are still considered usable kitchen tools, and may be found more often in the game

#1.9.0-ALPHA:202
DEVELOPER NOTES: By having the actual items give "trash" components (instead of glass, etc.), players won't feel like they're missing out on anything important by not being able to pick up these
broken/cracked/damaged trash items. However, you may still get these items from some containers, or from Wilson, or through other mods. This means I need to allow them to be processed into something,
so you can get rid of these items. Having settlers recycle the items is an immersive way to get rid of trash. The yield you get from recycling isn't worth worrying about, but you do get something
small. Generally speaking, its not worth worrying about looting these items, but you can.

#1.9.0-ALPHA:203
Beverage Container Items

* "Clean Bottles" are now "Aluminum Canisters", since purified water comes in metal cans, not glass bottles
* Purified Water and Sanitized Water requires Aluminum Canister (which matches the graphic)
* Soups now gives Aluminum Canister instead of glass bottles (since they required water in cans)
* Scrapping an Aluminum Canister in the Tech Lab now gives 1 Aluminum (instead of glass)
* Dirty Water comes in a paper carton, and requires no bottle to gather now (which matches the graphic)
* Drinking Dirty Water no longer gives a bottle back
* Sanitized Water and Juices now show a purified water container graphic with custom textures
* Carrying around lighter-weight aluminum containers makes more sense over heavy (and breakable) glass bottles
* Unbroken glass bottles now give a new "Glass Bottle" component
* This component covers all types of glass bottles, so that any recipe that requires a glass bottle specifically, can use any of these junk items
* "Glass Bottles" are usually required for crafting alcohol, or possibly other types of chemistry-related items
* "Aluminum Canisters" and "Glass Bottles" are considered unsterile by default, but instead the recipes that required a "Clean" container now have the cleansing ingredients included in there instead

#1.9.0-ALPHA:204
Quests

* "Getting a Clue": The bottle clue was changed to a unique quest item (please let me know if this step doesn't work)

#1.9.0-ALPHA:205
Merchants

* Many shipment costs were slightly tweaked
* Shipments of common materials now give more materials per shipment, since they are often used in large amounts

#1.9.0-ALPHA:206
Skill: Fitness
>> Fitness is now a fully implemented skill!

* You can now gain Fitness skill by doing certain activities (based on travel and combat)
* Fitness Skill is updated every 10 minutes, based on what you did during that time
* You can gain up to +100 max (this stacks on top of the skill gained from stats/perks)
* The absolute maximum skill you can get from activities + stats + perks = 220 skill
* Traveling around a lot will grant you a moderate gain to Fitness Skill
* Killing enemies will grant you a small gain to Fitness Skill
* Killing enemies with Melee will grant you a large gain to Fitness Skill
* Only doing the "minimum" effort will cause you to break even (no loss, no gain)
* Not doing enough activity will cause you to lose Fitness Skill over time (i.e. skill decay)
* The amount of skill you lose does NOT change the permanent skill you gained from stats or perks
* Below +25 Skill gain, your decay amount is very small
* At 25-50 Skill gain, your decay amount is moderate
* At 50-75 Skill gain, your decay amount is large
* At 75-100 Skill gain, your decay amount is very large
* What this means is: the more fit you are, the faster it will decay if you stop doing stuff
* NOTE: You should never worry too much about losing some skill here and there, because you can regain it back

#1.9.0-ALPHA:207
Q: "Shouldn't workshop building count as fitness?"
A: No. The point of Fitness is to reward active excercise from traveling, exploring, and combat.

#1.9.0-ALPHA:208
Skill: Stealth

* The effectiveness of sneaking has been reduced for all ranks
* At 50+ Stealth Skill, Power Armor no longer allows you to gain a bonus to sneaking at normal movement speed
* At 90+ Stealth Skill, Power Armor no longer gains increased movement speed while sneaking
* At 140+ Stealth Skill, Power Armor no longer gains the light detection bonus to sneaking

#1.9.0-ALPHA:209
DEVELOPER NOTES: Some of these changes may need testing. Honestly, I think PA should have even more nerfs to stealth.. but I'd like to test these first.

#1.9.0-ALPHA:210
Sneak Attack Damage
>> Ranged sneak attack damage has reduced (again), so that it does not exponentially gain too much power
>> Sneak attack damage is now more reliant on skills/upgrades, than free damage with no skill or investment

* Base ranged sneak attack damage is now 1.2x (down from 1.5x) to emulate having absolutely no special skill in aiming at vital areas
* Deadeye is reduced to 2 ranks, at +10% sneak damage per rank
* Assassination skill (new - seen below) adds up to +40% sneak damage at 200 skill

#1.9.0-ALPHA:211
DEVELOPER NOTES: Even though Horizon already nerfed ranged sneak attack damage, it was still just too strong. The reason being is that its a direct multiplier on top of all the other upgrades your
weapon has. Sneak attack damage should also be more about the "skill" of hitting a target's vital areas while they are standing still, as opposed to being in a defensive posture or moving around.

#1.9.0-ALPHA:212
Perks/Specs
>> Perks and Skills are better standardized, so that they fit into a certain category (more on this further down)

* (NEW) You now gain a recipe perk when you unlock the Railroad ballistic weave
* The ability to see resistance stats in VATS is now a baseline part of FO4, and does NOT require Awareness anymore
* The "Grenade Throwing Arc" (toggled in the Field Kit) no longer requires any perk now
* Awareness Rank 1 now gives the XP bonus, instead of rank 2
* Awareness Rank 2 now gives the -2m cooldown on VATS Overdrive, instead of rank 1
* Awareness should now properly grant the encounter warning notifications and no longer block the perception check
* Deadeye only has 2 ranks now, and only gives +10% sneak attack damage per rank
* Better Criticals only has 2 ranks now
* Critical Banker only has 2 ranks now
* Black Widow and Lady Killer only have 2 ranks now
* Mister Sandman only has 1 rank now (this perk will probably be revised in the future)
* Steady Aim only has 1 rank now (this perk will probably be revised in the future)
* Nuclear Physicist only has 2 ranks now, and rank 2 contains some of rank 3's benefits
* Hacker now properly says you need 60 skill for master terminals
* Hacker rank 4 and 5 now mention that portable lockboxes can sometimes require a skill of 80 to 180
* Ballistics skill is now called "Gunsmithing"
* The Master Commando spec now gives +5% damage to all attacks, instead of 10% to just automatics
* The Assassin spec is now called "Master Ninja"
* Vanguard only reduces your damage by -10% now (down from -15%)\*
* NOTE: It should be noted that -10% damage reduction is actually quite strong due to the resistance formula in FO4. This perk may also be tweaked in the future to provide additional benefits, or

changes.

#1.9.0-ALPHA:213
Salvaging

* (NEW) You can now turn off item highlighting in the Global Options menu in the Field Kit
* Technologist is now only 3 ranks, and Scrapper now has 3 ranks
* Technology Rank 1: +20 Salvaging and +5 Engineering.
* Technology Rank 2: +40 Salvaging and +10 Engineering. Items with favorited components are highlighted (+1 Highlight Range.)
* Technology Rank 3: +60 Salvaging and +15 Engineering. Items with favorited components are highlighted (+2 Highlight Range.)
* Scrapper Rank 1: +20 Salvaging and +5 Metalworking.
* Scrapper Rank 2: +40 Salvaging and +10 Metalworking. Items with favorited components are highlighted (+1 Highlight Range.)
* Scrapper Rank 3: +60 Salvaging and +15 Metalworking. Items with favorited components are highlighted (+2 Highlight Range.)
* All highlight ranges can stack; 2 stacks is slightly lower than the vanilla range, and 3-4 stacks is further range

#1.9.0-ALPHA:214
Skills - Core Skills
>> To promote the concept of being "skilled from pre-war knowledge", some perks/skills can be taken even earlier now
>> The following perks/skills are considered "Core Skills":

* Hacker, Locksmith, Hunter, Survivalist, Medic, Chemist, Marketeer can be taken at levels: 1, 2, 3, 10, 20
* Scrapper and Technologist ranks can now be taken at level 1,5,10 (but they can be doubled up together)
* Leadership (as usual) can be taken from multiple perk sources and stacked early on

#1.9.0-ALPHA:215
Skills - Advanced Skills
>> The following skills are considered "Advanced Skills", and are purposely gated by levels (as usual)

* Gunsmithing, Metalworking, Tailoring, Engineering, Explosives, and Science

#1.9.0-ALPHA:216
Skills - Weapons

* (NEW) Proficiency: Rifle Grip - A new skill that grants benefits based on rifle grips
* (NEW) Proficiency: Pistol Grip (includes Shotguns) - A new skill that grants benefits based on pistol or shotgun grips
* (NEW) Proficiency: Heavy Grip - A new skill that grants benefits based on heavy grips (flamer, minigun, etc.)
* Grip proficiencies are strictly based on the actual grip, and can be on ANY type of weapon (energy, ballistic, or incendiary)
* The regular Firearms, Energy Weapons, and Incendiary Weapons skills have different benefits now
* Weapon skills are now prefixed as "Proficiency" instead of "Skill"
* Sniper-class weapons now use their appropriate base weapon skill (firearms or energy proficiency)
* (NEW) Assassination Skill: Increases your sneak attack damage
* Assassination Skill directly replaces the old "Sniper" skill, but now covers ALL weapon types
* Assassination Skill only improves when you perform sneak attacks
* VICE Gauss weapons are now considered ballistic rifles (even tho it adds energy damage to the 2mm ballistic slug)
* Weapon perks on the chart are now more perfectly sync'd with their appropriate specs (see below)

#1.9.0-ALPHA:217
Notes on Weapon Specialization changes
>> Weapon Specializations are now more focused on very specific weapon requirements
>> Most weapon specs now require non-automatic firing modes, as well as being specifically scoped or unscoped
>> Automatic firing modes are no longer included, because they have their own advantages in terms of raw DPS
>> Non-automatic firing modes should feel more rewarding if your character is specialized in those weapons

#1.9.0-ALPHA:218
Perks - Combat

* Weapon perks are now balanced more equally against each other
* Most combat-based perks now only have 4 ranks at levels: 5, 10, 15, 40
* This includes Attack Dog, Robotics Expert, Animal Friend, and the following combat perks below..

#1.9.0-ALPHA:219
Perk: Gunslinger

* Rank 1: Ballistic Pistols and Shotguns cause +10% Limb Damage and +5% VATS Hit Chance. (Level 1)
* Rank 2: Ballistic Pistols and Shotguns now cause +20% Limb Damage and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Duelist Specialization. Ballistic Pistols and Shotguns now cause +30% Limb Damage. (Level 15)
* Rank 4: If you have the Duelist Specialization, non-automatic unscoped Ballistic Pistols and Shotguns now cause an extra +10% Damage. (Level 40)

#1.9.0-ALPHA:220
Spec: Duelist

* Non-automatic unscoped Ballistic Pistols and Shotguns deal +30% damage and have a +5% chance to stagger valid opponents.

#1.9.0-ALPHA:221
Perk: Rifleman
>> Trooper is now reverted back to the "Rifleman" name once again

* Rank 1: Ballistic Rifles gain +10% Range, and +5% VATS Hit Chance. (Level 1)
* Rank 2: Ballistic Rifles gain +20% Range, and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Ranger Specialization. Ballistic Rifles gain +30% Range. (Level 15)
* Rank 4: If you have the Ranger Specialization, non-automatic unscoped Ballistic Rifles now gain an extra +5% Critical Hit Chance. (Level 40)
* NOTE: The range and vats bonuses work on the Minigun and automatic weapons, however the Ranger spec does not.
* NOTE: All gauss weapons are considered ballistic weaponry because of the ballistic projectile.

#1.9.0-ALPHA:222
Spec: Ranger

* Non-automatic unscoped Ballistic Rifles gain +15% Critical Hit Chance. (Includes Gauss.) (Does NOT include Shotguns.)
* (Reflex sights are accepted)

#1.9.0-ALPHA:223
Perk: Future Soldier

* Rank 1: Energy Weapons cause +10% Limb Damage and +5% VATS Hit Chance. (Level 1)
* Rank 2: Energy Weapons now cause +20% Limb Damage and +10% VATS Hit Chance. (Level 5)
* Rank 3: Unlocks the Cyborg Specialization. Energy Weapons now cause +30% Limb Damage. (Level 15)
* Rank 4: If you have the Cyborg specialization, non-automatic unscoped Energy Weapons now gain an extra +5% Critical Hit Chance. (Level 40)
* NOTE: The limb and vats bonuses work on the Gatling Laser and automatic weapons, however the Cyborg spec does not.
* NOTE: All gauss weapons are considered ballistic weaponry, and are NOT classified as energy weapons.

#1.9.0-ALPHA:224
Spec: Cyborg

* Non-automatic unscoped Energy Weapons gain +15% Critical Hit Chance. (Does not include Gauss Weapons, which are considered Ballistic.)
* (Reflex sights are accepted)

#1.9.0-ALPHA:225
Big Leagues

* Rank 1: Swing for the fences! All Melee and Unarmed weapons now gain +3% Critical Hit Chance to all attacks. (Level 1)
* Rank 2: All Melee and Unarmed weapons now have +6% Critical Hit Chance to all attacks. You can now hit all targets in front of you with each swing from a Two-Handed Melee weapon. (Level 5)
* Rank 3: Unlocks the Marauder Specialization. All Melee and Unarmed weapons now have +9% Critical Hit Chance to all attacks. (Level 15)
* Rank 4: If you have the Marauder specialization, all melee attacks gain an additional +3% Critical Hit Chance and +10% Critical Hit Damage. (Level 40)

#1.9.0-ALPHA:226
Spec: Marauder

* The power attack bonuses now only occur 25% of the time

#1.9.0-ALPHA:227
Perk: Sniper

* Rank 1: Non-automatic scoped weapons have a 5% chance to stagger valid targets when hit, and also gain +5% accuracy to head shots in V.A.T.S. (Level 5)
* Rank 2: Non-automatic scoped weapons have a 10% chance to stagger valid targets when hit, and also gain +10% accuracy to head shots in V.A.T.S. (Level 10)
* Rank 3: Unlocks the Sharpshooter Specialization. Non-automatic scoped weapons have a 15% chance to stagger valid targets when hit. (Level 15)
* Rank 4: If you have the Sharpshooter specialization, you now gain an additional +10% damage to Sharpshooter's damage. (Level 40)

#1.9.0-ALPHA:228
Spec: Sharpshooter

* Non-automatic scoped weapons deal +15% damage. You gain +30 Assassination Skill. (Does not include Shotguns or Heavy Weapons)

#1.9.0-ALPHA:229
Commando
>> NOTE: Commando has some of it's ranks reduced, and may be overhauled again in the future

* Rank 1: A seasoned Commando can deal with any situation. You gain weapon proficiency skills at a 20% faster rate. (Level 1)
* Rank 2: Stick around. Unlocks Sticky Bombs. Throwing Knives now have a 35% chance to stagger opponents. (Level 5)
* Rank 3: You now gain weapon proficiency skills at a 40% faster rate. (Level 10)

#1.9.0-ALPHA:230
Spec: Master Commando

* This spec is temporarily disabled, and not available to select
* (A replacement will be added in a future updated)

#1.9.0-ALPHA:231
Demolition Expert
>> NOTE: This perk can now be obtained at levels: 1, 5, 10, 20, 30
>> This perk is considered a hybrid between an "Advanced Skill" and a combat skill

* Rank 1: You gain +20 Explosives Skill. You can now disarm Basic Mines.
* Rank 2: You now have +40 Explosives Skill.
* Rank 3: Unlocks the Demolitionist Specialization. You now have +60 Explosives Skill.
* Rank 4: You now have +80 Explosives Skill. Your explosives now deal +15% Limb Damage and effect a 15% larger radius.
* Rank 5: You now have +100 Explosives Skill. Your explosives now deal +30% Limb Damage and effect a 30% larger radius.

#1.9.0-ALPHA:232
Perk: Chemist

* A bug was fixed that allowed rank 5 to give too much of a duration buff
* Rank 1: You gain +20 Chemistry Skill perk rank. Any chems you take last 10% longer.
* Rank 2: You gain +40 Chemistry Skill perk rank. Any chems you take last 20% longer.
* Rank 3: You gain +60 Chemistry Skill perk rank. Any chems you take last 30% longer.
* Rank 4: You gain +80 Chemistry Skill perk rank. Any chems you take last 40% longer.
* Rank 5: You gain +100 Chemistry Skill perk rank. Any chems you take last 50% longer.

#1.9.0-ALPHA:233
Player Stats

* Your character now starts with 10 Damage, Energy, and Radiation Resist by default (in addition to the existing 10 Poison Resist)
* By starting with 10 resists, this allows low levels to be balanced better, since starting at 0 resists had too steep of a curve
* This is also done to compensate the proper balancing of all clothing/headgear, which now has 0 base resists without upgrades (which is also done on purpose to balance NPCs)

#1.9.0-ALPHA:234
Lock Breaching
>> The breaching system has been overhauled to provide better scaling and benefits
>> The goal of this system has always been to give an immersive way to BYPASS the mini-games completely

* Breaching locks can now be "free" if you have enough lockpicking or hacking skill
* The time it takes to breach locks and terminals is MUCH faster now (most only take 1 or 2 seconds)
* There's only 1 of each type of breaching tool now (instead of 2 ranks of each)
* You now receive XP based on the level of the lock (similar to playing the mini-game, but not exactly the same)
* Breaching locks and terminals now counts in your total tracked stats
* Breaching locks and terminals now increases your skill
* When the lock breaching scene finishes, the "Use" text will now properly refresh immediately
* Each text response for breaching actions are shorter now (usually 1 line)
* Crafting breaching tools (from a workbench) no longer requires any skills or perks
* Crafting breaching tools now gives x8 each craft
* Crafting breaching tools can randomly give +2 extra tools if you have high enough of the appropriate skill
* The materials required to craft tools are adjusted
* Breaching tools weigh less now
* Crafting Locksmith Tools and Explosive Charges from the Field Kit no longer requires any skill
* Crafting Auto-Hackers from the Field Kit still requires 20+ Science Skill
* Crafting Auto-Dialers from the Field Kit still requires 20+ Engineering Skill
* The outdated tier-2 master tools are no longer usable or craftable, however you can sell any remaining ones for caps

#1.9.0-ALPHA:235
Lock Breaching - Locks

* You can now breach Novice/Advanced door locks (without tools) if you have 8 Strength or higher
* Novice locks have a 25% chance to break a Locksmith Tool or Auto-Dialer
* Advanced locks have a 50% chance to break a Locksmith Tool or Auto-Dialer
* Expert locks have a 75% chance to break a Locksmith Tool or Auto-Dialer
* Master locks have a 100% chance to break a Locksmith Tool or Auto-Dialer
* If you have 40+ Lockpicking Skill, Novice Locks no longer require a tool\*
* If you have 80+ Lockpicking Skill, Advanced Locks no longer require a tool\*
* If you have 120+ Lockpicking Skill, Expert Locks no longer require a tool\*
* If you have 160+ Lockpicking Skill, Master Locks no longer require a tool\*
* NOTE: This does NOT work for explosives, which means explosives always require and consume 1 charge per use

#1.9.0-ALPHA:236
Lock Breaching - Hacking

* Novice terminals have a 25% chance to burn out an Auto-Hacker
* Advanced terminals have a 50% chance to burn out an Auto-Hacker
* Expert terminals have a 75% chance to burn out an Auto-Hacker
* Master terminals have a 100% chance to burn out an Auto-Hacker
* If you have 40+ Hacking Skill, Novice terminals will no longer require an Auto-Hacker
* If you have 80+ Hacking Skill, Advanced terminals will no longer require an Auto-Hacker
* If you have 120+ Hacking Skill, Expert terminals will no longer require an Auto-Hacker
* If you have 160+ Hacking Skill, Master terminals will no longer require an Auto-Hacker

#1.9.0-ALPHA:237
Companions

* Companions no longer have affinity changes due to your weapon/armor modding, entering power armor, or drinking alcohol
* Companions who don't like drugs, no longer care if you use drug items casually, however they may still dislike gaining addictions from drugs
* Companions will now only have a very small chance (5%) to make comments on certain activities: using workbench, modding, looting items\*
* Preston still doesn't like stealing, but not as harshly as before
* Preston hates eating corpses more than before
* Piper hates eating corpses more than before
* Codsworth no longer cares if you barter
* Strong no longer cares if you pick locks or barter
* X6 no longer cares if you barter
* DLC Companions include these changes also
* NOTE: This may need some testing. Let me know if you see otherwise (and on which companion), and make sure you don't have any companion mods conflicting with this.

#1.9.0-ALPHA:238
Traps

* Many simple traps now require "Basic Trap" disarming
* Includes: Grenade Bouquets, Can Traps, Gun Braces/Traps, and additional Tension Triggers

#1.9.0-ALPHA:239
Icon Sorting

* The pet caller devices will now sort right under Wilson's device in your inventory AID tab
* The Tech Lab was re-sorted to have material/workshop menus on the top, since those would be things that are most often repeatedly used
* "Models" in the Misc tab now properly sort inside of the Misc sub-folder

#1.9.0-ALPHA:240
Voiced Comments (if you have it enabled)

* (NEW) When you summon an attack dog or animal friend, the character will make a whistle call
* (NEW) The player will greet Wilson when he shows up (after he makes his beeping noises)
* (NEW) The player will make a comment when they put items into Wilson's container\*
* There's a cooldown so it doesn't comment immediately again if you re-open the container shortly after, and an option to turn it off

#1.9.0-ALPHA:241
Robco Voice Assistant

* If you have production alerts on, it will also tell you when new Trading Cycles have started
* If you unlock the VA while you're still level 1, an alternate intro is played to better match the mood of just exiting cryo (your character is not as cheery)
* New voice alerts are added for the "Empire" addon (seen further below)

#1.9.0-ALPHA:242
NPC Balancing - Helmets and Defense
>> Overall, many human enemies now feel more accurate in regards to their armor/helmets and the total defense

* Most enemies that wear helmets now usually wear some type of armor (overall has high defense across all body parts)
* Most enemies that don't wear helmets usually have little or no armor (overall has very low defense across all body parts)
* (NOTE: Helmets means actual real helmets that can protect the head well, and not hats)
* A few types of enemies with little/no defense, had their base resists removed or reduced so its more consistent
* Enemies with little/no defense often have higher accuracy (low defense, but more dangerous since they're unencumbered by armor)
* These changes effect: Raiders, Gunners, Minutemen
* For the most part, Raiders feel similar to how they were, except the few with armor also have helmets, so headshots feel more accurate now
* Gunner changes are much more drastic now (based on their ranks) in terms of armor, accuracy, and other combat AI tweaks
* Gunner snipers are very accurate, but defensive
* Gunners who are armored are less accurate, and more aggresive
* Gunners who are heavily armored are much less accurate, and much more aggresive
* Standard gunner types with no armor have decent accuracy, and are middle-ground on being offensive or defensive
* Some Gunner loot has been adjusted
* Many tweaks were made to BOS Soldiers
* BOS Soldiers that wear light armor/clothing no longer have extra DR/ER
* Super Mutants spawn as either armored with high defense, or no armor with low defense
* Many tweaks were made to Minutemen
* Minor tweaks were made to Children of Atom (vanilla)
* The fusion core damage on Sentry Bots has been drastically lowered to 3.0x damage (down from 7.0x)
* NOTE: Any npcs already spawned in your game will NOT have these adjustments
* WARNING: If you choose to use armor mods/patches that add new armor to NPCs, that's your own risk if the balance doesn't match my tweaks

#1.9.0-ALPHA:243
DEVELOPER NOTES: What does this mean? It means that NPCs without helmets are almost always easier to headshot than enemies without helmets now. The old vanilla RNG method wasn't, because it mixed
pieces and the DR from the body/limbs would give their heads DR too.

#1.9.0-ALPHA:244
Q: I want to patch armor mods to make them fit with Horizon, how should I go about it?
A: The short answer is, if the armor is supposed to be worn by NPCs, make sure heavy armor and helmets only go into lists with helmets and armor. Never put armor on npcs who wear hats, etc.
Otherwise, it's recommended to not put modded armor on NPCs at all, and just make it something the player can acquire/craft for personal use.

#1.9.0-ALPHA:245
Body Part Damage Multipliers

* Humans take 3.0x damage to the head (same as before)
* Humans take 2.0x damage to the torso (up from 1.0x)
* Humans take 1.0x damage to the limbs (same as before)
* Super Mutants take 3.0x damage to the head (down from 3.5x)
* Super Mutants take 2.0x damage to the torso (up from 1.0x)
* Super Mutants take 1.0x damage to the limbs (up from 0.75x)
* Super Mutant Behemoths take 3.0x damage to the head (up from 2.0x)
* Feral Ghouls take 2.0x damage to the head (down from 3.0x)

#1.9.0-ALPHA:246
DEVELOPER NOTE: Torso damage was increased so that it feels more lethal than limb damage. Example: An unarmored human might take 2 low caliber headshots, or 3 bodyshots, or 6 limb shots.

#1.9.0-ALPHA:247
(2 hits) 18x3 = 54/100 hp damage hits = 54x2 = 108 total damage (Head shot)
(3 hits) 18x2 = 36/100 hp damagehits = 36x3 = 108 total damage (Torso shot)
(6 hits) 18x1 = 18/100 hp damagehits = 18x6 = 108 total damage (Limb shot)

#1.9.0-ALPHA:248
(1 hit) 35x3 = 105/100 hp damagehits = 105x1 = 105 total damage (Head shot)
(2 hits) 35x2 = 70/100 hp damagehits = 70x2 = 140 total damage(Torso shot)
(3 hits) 35x1 = 35/100 hp damagehits = 35x3 = 105 total damage(Limb shot)

#1.9.0-ALPHA:249
NPC Faces

* (NEW) Some factions now have a larger variety of faces
* This currently effects: Settlers, Minutemen, and Scavengers
* NOTE: This face overhaul isn't done yet, more faces (and factions) will probably be added in future updates
* [Patch Authors]: Some faciton faces are now stored in Architect, under a leveled npc form for each faction
* [Patch Authors]: If you have a mod that adds more faces, you could probably just merge those faces into the Architect lists

#1.9.0-ALPHA:250
NPCs

* Most heavy armored or difficult npcs, are usually enough levels above your character that it shows a skull icon
* Most easier npcs shouldn't show a skull icon anymore
* Legendary enemies no longer display a message when they "mutate" (this message didn't make sense for certain types of npcs anyway)

#1.9.0-ALPHA:251
Raiders
>> Raider outfits have a much better (and consistent) variety now, based on the type of raider

* Most types of raiders now have customized outfits that are meaningful, instead of a random assortment of pieces
* This means there shouldn't be any unintentionally bad outfit combinations that don't feel like raiders
* Each type of raider is now categorized based on their level of armor
* Some raider types will always have heavy armor with an enclosed helmet, which also reduces the amount of all damage (including headshots)
* Many bugs were fixed, where certain placed raiders in the world weren't correctly using the weapons/armor for their type
* Overall, raiders in clothing may be slightly easier, and raiders in heavy armor are much tougher to kill
* Raider types that can spawn with sack hoods, now have multiple new paint styles of hoods
* Some types of raiders can now spawn with masks, including multiple new paint styles of masks
* Raider bosses are often tougher now, and wear heavy armor
* Chem Dealers have a chance to leave a poison trap that explodes after they die
* Pyro's fuel tank has a chance to explode after they die

#1.9.0-ALPHA:252
Brotherhood
>> Overall, the BOS now have a much better variety in their outfits, based on their rank

* Lower ranked soldiers often wear blue army fatigues and a variety of appropriate hats
* Officers now have different outfits than soldiers
* Snipers have different outfits than soliders
* Certain ranks of soldiers are now fully armored with a helmet and face mask
* Certain ranks of soliders are very lightly armored with a hat

#1.9.0-ALPHA:253
Super Mutants

* (NEW) Super Mutants now have over 25 new (and appropriate) hats and helmets
* (NEW) A new dark color theme was added for the cloth armor torso and legs
* (NEW) Skin Color: Pale Green - Used for specific types of mutants
* (NEW) Skin Color: Dark Green - Used for specific types of mutants
* (NEW) Skin Color: Very Dark - Used for Glowing mutants
* (NEW) Glowing Super Mutants: A few types of super mutants now have a custom glowing texture, including all "Primus" types
* (NEW) Glowing Mutant Hounds now actually have a custom glowing texture
* The Nightkin skin was tweaked to remove the small green pigments spots
* The templates were adjusted so that Nightkin should no longer sometimes spawn with standard green skin
* Super Mutants now have a large amount of overhauling regarding their outfits and defensive balance
* Super Mutants outfits now have a lot more cosmetic variety based on their type
* All super mutant hats now drop as lootable items to salvage or use on Strong
* All super mutant armor pieces (the items themselves) have 0 DR/ER, and the defense is based on the specific types of mutants\*
* Because Super Mutants use the "Durability" system, your average unarmored mutant no longer has any DR/ER by default\*
* Armored Super Mutants now have high DR/ER to account for their full body armor\*
* Misc adjustments were made to many super mutants (stats, defenses, etc.)
* The new "Log" weapon is added to the list of available melee weapons for super mutants
* NOTE: Please let me know if (and where) you see any super mutants behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:254

* DEVELOPER NOTES: What this means is, standard mutants are generally easier to kill now, and will take an equal ratio of damage from any caliber round. Fully armored mutants, however, are usually

much tougher now. Also keep in mind, Super Mutants still have health regen in Horizon.

#1.9.0-ALPHA:255
Synths

* All synth stats have been readjusted
* Most Institute synths and personel will now properly give institute credit for the Kill Tracker system
* Most Institute Gen3's should now properly have human-oriented stats, and not Gen1/Gen2 stats
* Most Institute Gen3's should now drop with a component, and without synth robotic scrap
* Institute personel have their stats and inventory adjusted

#1.9.0-ALPHA:256
DLC: Rust Devils

* A large amount of overhauling was done to setup Rust Devils better
* Rust Devils now have a number of different common types, such as Mechanics and Breakers
* Legendary Rust Devils now have a number of different types, such as Engineers and Juggernauts
* Breakers and Juggernauts have heavy armor with a helmet, and carry melee weapons
* Legendary rust devils can now drop either human-based or robot-based legendary prototypes
* Many rust devils can now carry certain types of energy weapons
* NOTE: Please let me know if (and where) you see any rust devils behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:257
DLC: Trappers

* A large amount of overhauling was done to setup Trappers better
* Woods and Coastal Trappers are better split up now, as well as melee and ranged types
* Trappers with heavy armor should always have a helmet
* Some trapper types only wear clothing
* More variety was added to trapper clothing and hats, appropriately based on their type
* Legendary ranged trappers can sometimes carry rare weapons, like lever-action rifles and harpoon guns
* Stats were tweaked on most types
* Coastal Trappers have a chance to have raw fish on them
* Woods Trappers have a chance to have raw meat on them
* NOTE: Please let me know if (and where) you see any trappers behaving strangely (like they aren't targettable, don't attack you, etc.)

#1.9.0-ALPHA:258
DLC: Nuka-World Raiders

* NOTE: Most Nuka-World raiders wear armor/helmets, so overall they are supposed to be harder to kill than commonwealth raiders
* Some overhauling was done to setup Nuka-World raiders better
* Operators now wear either metal or military-style helmets
* Pack raiders no longer wear non-helmet beanies or masks, however you can still find these hats in loot and vendors
* Disciples always wear a helmet now
* The types of armor that these raiders wear is no longer restricted by vanilla FO4 levels, so you'll see more variety now
* Some adjustments were made to various Nuka-World vendors
* Some pieces of heavy armor should no longer be gated at level 60

#1.9.0-ALPHA:259
Feral Ghouls

* (NEW) Roamers, Withered, and Rotting Feral Ghouls now move, charge, and attack 30% slower\*
* (NEW) Gangrenous Feral Ghouls now move, charge, and attack 15% slower\*
* (NEW) Charred Feral Ghouls now move and attack 40% slower, but do a lot more damage\*
* Stalkers and Reavers still move, charge, and attack at normal (fast) speeds
* Attacks will now swing less often (special attacks should less frequently spam multiple times in a row within 1 second)
* (NEW) Burning One: A new variant for Glowing Ones, which is fiery and burning
* Feral ghouls can now give Bone if your Hunting Skill is high enough
* Glowing Ones should no longer drop inappropriate standard feral ghoul loot
* Most types of feral ghouls no longer have any DR or ER at all
* Some types of feral ghouls now have less health and some have more health
* Most types of feral ghouls now have cold resistance, but take increased fire damage (varies based on type)
* Charred ghouls now have fire resistance (and are not vulnerable to fire damage)
* NOTE: Feral Ghoul mods are not compatible with Horizon without an extensive patch

#1.9.0-ALPHA:260

* DEVELOPER NOTES: Please let me know if there are any bugs with this, as this feature still needs more testing. Currently the only minor issue I see is that dog attack animations are slightly off,

but you don't really notice it that much.

#1.9.0-ALPHA:261
Dogs / Hounds / Molerats / Feral Ghouls / Insects / Yao Guai

* Most types (except albino and glowing) no longer have any DR or ER at all\*
* Health increased on some types
* Enemy guard dogs (not wild mongrels) have less rad resists now
* Most types of Yao Guai now deal more damage
* Other minor tweaks

#1.9.0-ALPHA:262

* DEVELOPER NOTE: It was always intended that most animals use the Durability system instead of DR, but it wasn't fully balanced in the past. What this means, is the caliber doesn't matter against

these types of NPCs. Damage is strictly based on how much damage it actually does (i.e. dealing 10 damage actually does 10 damage.)

#1.9.0-ALPHA:263
Albino and Glowing - Animals/Creatures

* REMINDER: Most glowing creatures have high ER/RR (and possible some FR)
* REMINDER: Most albino creatures have high DR/CR and are vulnerable to extra fire damage
* Minor tweaks were made to various creatures to keep these standards in line

#1.9.0-ALPHA:264
Misc NPCs

* Scavengers have a few more tweaks and fixes to their stats and templates
* The scavenger fighting the molerats at the garbage dump is now very resistant to damage vs other npcs
* Buddy has more health and resists now

#1.9.0-ALPHA:265
Poisons

* The Horizon option to remove the poison graphical effect is no longer available (or needed)
* Most poison effects that appears on the player (or other npcs) will now immediately fade off 1-3 seconds after being hit
* Even if the poison itself lasts longer, the FX will still fade quickly
* If you're using the new HUD option, when you get most types of poison on you, you'll see a debuff icon

#1.9.0-ALPHA:266
DEVELOPER NOTE: This should cover most poisons in the game, but if you happen to see your character (or any NPC) with lingering poison graphics on them for a long time, let me know the details
(possibly which enemy poisoned them, etc.)

#1.9.0-ALPHA:267
NPC Stealth Detection
>> Some enemies have been given higher perception now (and a few lower)
>> (Perception allows them to see through sneaking at further distances)

* Many types of humanoid snipers (or scouts, or similar types) now have much higher perception
* Certain types of animals now have higher perception
* Some boss-level enemies and a few legendary-tier enemies have higher perception now
* Glowing creatures often have lower perception now, because their senses are blinded

#1.9.0-ALPHA:268
(NEW) Armor Shattering
>> A new game mechanic has been added to combat, which allows the player to wear down enemy defenses

* (NOTE: This system does NOT work against the player, companions, settlers, or any NPC that is "essential")
* Each hit from valid weapons/ammo, will reduce the target's DR or ER by a specified amount
* The amount reduced is a FIXED value (not percentage), so enemies with high armor are more difficult to debuff
* Because each hit damages their defense, you will slowly gain damage per hit dealt
* Lower calibers will reduce DR by smaller amounts, and higher calibers reduce larger amounts
* Not all weapons and ammo can reduce armor, but most standard types do
* The amount of DR/ER that is reduced, will scale based on your level
* With enough hits, even low calibers can eventually chip away at armor (i.e. expose "holes" in the armor)
* Low calibers consist of: .30, .38, 9mm, 5mm, Electron Cells, and similar ammo at this damage range
* Mid calibers consist of: 10mm, .45, 5.56mm, Fusion Cells, and similar ammo at this damage range
* High calibers consist of: 7.62mm, .308, .50, Heavy Fusion Cells, and similar ammo at this damage range
* Melee weapons will only debuff armor based on the Enhancement slot upgrade
* Blunted melee weapons usually debuff armor better than slashing weapons
* This works on most enemy types, whether its a human in armor, or a robot, or a creature
* Targets that are "protected" or "essential" CANNOT be armor debuffed (i.e. settlers, companions, etc.)
* Only the player can debuff targets, even if an NPC uses the same ammo as the player does
* User-patched weapons that are incorrectly setup may not work until an ammo type is selected
* NOTE: You may notice you occasionally debuff their armor BELOW 0, however this does not increase your damage further
* WARNING: If you use an older save game, some weapons might not have armor shattering capabilities until you swap the ammo

#1.9.0-ALPHA:269
DEVELOPER NOTES: The short answer is that most enemies can eventually be worn down, even with low caliber ammo. Keep in mind, this won't do much of anything to enemies who already have little to no
armor. It's designed to allow you to eventually wear down enemies with high defenses (by essentially damaging their armor with many hits.) This is also a new way of dealing with DR, so it will
definitely need testing

#1.9.0-ALPHA:270
Q: Does this make API or high calibers less useful?
A: Not at all. The amount of hits required to reduce some targets to 0 DR could be a lot. You may not even get some targets anywhere near 0 DR by the time you'd kill it. The debuffs simply give a
realistic way to degrade the enemy's armor over time, especially for lower calibers.

#1.9.0-ALPHA:271
Weapon Receivers - Overhaul
>> Many weapons now have a new progression style of upgrading for receivers!

* (NEW) Slot: "Receiver Upgrade 1" - Increases base damage by 20%, Requires moderate skill
* (NEW) Slot: "Receiver Upgrade 2" - Increases base damage by 20%, Requires high skill
* (NEW) Slot: "Receiver Upgrade 3" - Increases base damage by 20%, Requires very high skill
* (NEW) Slot: "Receiver Upgrade 4" - Increases base damage by 20%, Requires master-level skill
* All 4 upgrade slots are additive, and stack damage
* These new upgrade slots give you a real progressive method to "layer" your upgrades as you level up
* Most importantly, this allows you to not waste materials on receiver upgrades that you [used to] out-level!
* This method also gives you more customized choices when upgrading your weapon
* This method also allows recipes to feel more unique and customized per upgrade, instead of everything just being a direct replacement
* The main receiver slot allows you to choose (and keep!) which style of receiver you want (ex: light, heavy, calibrated, hair-trigger, etc.)
* The main receiver slot can be changed at any time, and won't effect your other 4 upgrade slots
* Upgrade slots can be removed from a weapon, and re-used in a weapon with similar parts (pistol, rifle, shotgun, energy, etc.)

#1.9.0-ALPHA:272
DEVELOPER NOTES: For the most part, the total amount of damage is roughly equal to the old style of receivers, however you can potentially get an extra +10% with mastercrafted over the old method.
Also, external weapon patches don't necessarily have to use this system (if you dont want to), as long as they're balanced properly in total damage.

#1.9.0-ALPHA:273
Weapon and Ammo Tuning

* There is now a clear distinction between pistol and rifle rounds
* Pistol-Only rounds: .38, .45, .44, .357, 9mm, 10mm, 12.7mm
* Rifle-Only rounds: .30, 5.56, 7.62, .308, .50, .45-70
* Ammo sets are updated accordingly
* Sound rounds may have bonus or penalty to range
* Many SMG weapons use "pistol round" ammo sets (on purpose), even tho the weapons are considered rifles
* As a result SMGs often have weak weapon range compared to other rifles (which is also on purpose)
* Most weapons that use .45 rounds are rescaled in damage (The damage ranges are similar to how they were previously, but not exactly)
* (NEW) .22 LR is now converted into ".30 carbine rounds", and are intended as the low caliber for rifles
* (NEW) .45 API is now converted into ".45 White Phosphorus rounds (WP+)", which add fire damage\*\*
* (NEW) 5.56 API and 7.62 API is now converted into "Armor-Pulverizing rounds (APX)", which deal a high amount of armor shattering per hit\*\*
* (NEW) .45-70 is now converted into ".45-70 Electrically Charged Acid Rounds", which add piercing electric damage and armor shattering per hit\*\*
* Some weapons now use a lower caliber as their base ammo, so that their ammo swaps scale more like other weapons
* Certain ammo crafting recipes now have "novice" versions, which give less ammo per craft at lower skill levels
* Novice recipes so far: .45 and Heavy Fusion Cells\*
* The LMG can now use .30 carbine rounds, and can no longer use .50 rounds
* The Combat Rifle (and rifles using that ammo set) can now use .30 carbine rounds, but can no longer use .45 rounds
* The Revolver now deals higher base damage and +25% critical hit damage
* The Pipe Revolver now uses the same ammo set that the regular revolver uses
* The Combat Pistol is now very slightly faster
* The Junk Jet now does 6 damage in default mode, and 1 damage in Desolation Mode
* API and HE ammo should no longer have their projectiles overwritten by suppressors
* API and HE ammo are now considered loud, even if you have a suppressor on
* NPCs who use bolter weapons will now drop more bolts, regardless of desolation mode too
* Disassembling missiles and mini-nukes now gives the full materials (note that crafting them still gives no skill-ups because of this)

#1.9.0-ALPHA:274

* DEVELOPER NOTE: This is done because .45 and Heavy Fusion Cells are one of the few rounds that scale "too good" at low levels because of how receiver damage scaling and ammo swapping works in

Horizon. Higher skill will allow you to bypass the novice recipes to get more rounds per craft.

#1.9.0-ALPHA:275

* + DEVELOPER NOTE: I changed some of these rounds because I want more unique variety in ammo, based on each ammo set. Having too many standard rounds becomes way too repetitive for no good reason,

especially when some do nearly the same damage.

#1.9.0-ALPHA:276
Pistols (Ballistic)
>> Pistols are now balanced to be very good at close range combat, but less effective at long ranges

* Most pistols have significantly improved hip-fire accuracy (even without upgrades)
* Most pistols now have little to no accuracy penalty while moving or firing!
* Most pistols have significantly reduced range (which reduces damage at long range)
* Pistol/Shotgun skill further improves hip-fire accuracy, VATS chance, and limb damage
* (when using my new hudmenu.swf, the hip-fire reticle will also display more accurately now, which helps smooth out hip-fire gameplay)

#1.9.0-ALPHA:277
Shotguns (Ballistic)

* Most Shotguns now have little to no accuracy penalty while moving or firing
* Most Shotguns have significantly reduced range (which reduces damage at long range)
* Standard 12ga shotgun shells provide +20% increased limb damage
* 12ga APX, 12ga Cryo, and 12ga RAD shotgun shells provide +50% increased limb damage
* Double-slug shells provide improved range and increased stagger, but no bonus limb damage
* Pistol/Shotgun skill further improves hip-fire accuracy, VATS chance, and limb damage

#1.9.0-ALPHA:278
Rifle/MG (Ballistic)

* 7.62, .45-70, .308, and .50 caliber rounds now significantly reduce the accuracy of hip-firing
* Rifle skill further improves range, VATS chance, and bash damage

#1.9.0-ALPHA:279
Weapon Suppressors

* (NEW) The following weapons now have craftable "Crude" Suppressors (for lower levels)
* Pipe Gun, Pipe Bolt-Action, Custom SMG, Custom Sniper Rifle
* Crude suppressors only lower the "loudness" by -1, instead of -2
* Crude suppressors require 20 Stealth and 20 Gunsmithing Skill

#1.9.0-ALPHA:280
Plasma Rifles

* (NEW) Plasma weapons can now swap ammo
* (NEW) Heavy Plasma Cartridge: A new ammo cartridge that deals higher damage
* All Plasma Ammo now deals some amount of fire damage, in addition to physical/energy
* Standard Plasma ammo deals slightly less physical/energy damage
* Fiery Plasma ammo deals more fire damage, but less physical/energy than before
* The vanilla Plasma Gun now uses the same standardized plasma modding balance that the custom plasma weapons do

#1.9.0-ALPHA:281
(NEW) R60 Pistol
>> A new custom-made pistol with a sleek design

* Comes in 3 different variants:
* R60 Pistol: Uses the standard 10mm ammo set
* R60 Magnum Pistol: Uses the custom .357/.44/.45 ammo set
* R60 VICE Pistol: Uses the standard VICE ammo set
* All variants are semi-automatic only
* Uses the new upgradable receivers

#1.9.0-ALPHA:282
(NEW) Custom Sniper Rifle
>> A new scrappy custom bolt-action rifle with a sleek design

* Uses the standard 5.56/.308 ammo set
* Bolt-action firing
* Uses the new upgradable receivers and modular scope

#1.9.0-ALPHA:283
Weapons - Graphic Overhauls
>> The following weapons had significant changes to their meshes and textures:

* Custom Grenade Launcher: Uses high-res textures and new mesh parts
* Custom Plasma Rifle: Uses high-res textures and new mesh parts
* Custom Rifle: Uses high-res textures and new mesh parts
* Custom SMG: The back part was retextured
* Custom Bolt-Action: Some mesh/texture errors were fixed, and the grip was replaced with a better mesh
* The vanilla Submachine Gun and Combat Rifle will also use some of these high-res texture replacements
* The vanilla Submachine Gun is no longer as shiny

#1.9.0-ALPHA:284
Weapons - Pipe Weapons

* (NEW) Pipe Gun: Metal (Dark) - A new grayish metal paint color option
* (NEW) Pipe Gun: Metal (Light) - A new grayish metal paint color option
* (NEW) Pipe Gun: Improved Reflex Sight - A real reflex sight for the pipe gun
* (NEW) Pipe Gun: Screwdriver Bayonet
* Most enemies that wield pipe guns have a chance for it to be a random color

#1.9.0-ALPHA:285
Weapons - Pipe Weapon Progression
>> Some "low tech" weapons now offer significant benefits to crafting at low levels for LOW tier modifications only
>> This encourages you to use crudely made weapons at lower levels, if you wish to save on materials

* Many low-level Pipe weapon attachments now require little or no adhesive to craft
* Reflex sights on many weapons (not just pipe weapons) no longer require adhesive or silver
* NOTE: Most mid to high level attachments are unchanged, and still require adhesive

#1.9.0-ALPHA:286
Weapons - Pipe Gun

* The Pipe Gun is split into 2 separate weapons: Pipe Pistol and Pipe Rifle
* Pipe Rifles only have rifle stocks and certain barrel choices
* Pipe Pistols only have pistol grips and certain barrel choices
* Pipe Pistols cannot have a drum magazines, bayonets, muzzle breaks, or compensators

#1.9.0-ALPHA:287
Weapons - Pipe Revolver

* This weapon is now always categorized as a "Pistol"
* This weapon no longer has any rifle stocks available

#1.9.0-ALPHA:288
Weapons - Pipe Bolt-Action

* This weapon is now always categorized as a "Rifle"
* This weapon no longer has any pistol grips available

#1.9.0-ALPHA:289
Weapons - Laser Musket

* (NEW) Gray Metal Paint job
* (NEW) Metal Barrel
* (NEW) Metal Short Stock and Metal Full Stock
* (NEW) There's now a dot reflex sight for the Laser Musket
* Reflex sights now zoom in closer to the sight so it doesnt appear so far away
* The reflex sight is now gray, instead of the default laser gun green
* The musket in concord now comes with a reflex sight

#1.9.0-ALPHA:290
Weapons - Laser Guns

* (NEW) There's now a dot reflex sight for the vanilla Laser Gun
* (NEW) A cosmetic variant of the Prismatic and Photon barrels are available that have a spinning barrel graphic\*
* The reflex sight on the X-24 is now gray, instead of the default laser gun green
* (The barrel only actually spins with automatic firing mode on)

#1.9.0-ALPHA:291
Weapons - Institute Tactical Pistol

* The Institute Tactical is now reverted back to it's original pistol-only status
* The mesh was modified, so the size of the weapon is slightly smaller
* There are no longer any graphical changes to the barrels, but you can still upgrade them
* The pistol can no longer use scopes
* The pistol has a slightly higher base damage than the carbine or vanilla weapons
* Still has a Gamma Dish muzzle option

#1.9.0-ALPHA:292
(NEW) Weapons - Institute Tactical Carbine

* This is a brand new version of the Institute Tactical in rifle-form
* This weapon is very streamlined compared to the vanilla institute rifle (similar size to a ballistics rifle)
* Has most the standard laser upgrade options
* Does not have a Gamma Dish muzzle option
* There are no graphical changes to the barrels, but you can still upgrade them

#1.9.0-ALPHA:293
(NEW) Weapons - Blast Revolver

* A brand new energy revolver
* Can fire laser beams or energy blasts
* They can sometimes be found on institute coarsers
* You can receive one in the mail once Nick reaches 700 affinity
* This same mail also gives a signature weapon version as well

#1.9.0-ALPHA:294
(NEW) Weapons - X99 Laser Pistol

* A brand new energy pistol, based on the N99 model
* Can fire laser beams or energy blasts
* They can sometimes be found on institute coarsers, gunners, or BOS
* They can be purchased on the market terminal

#1.9.0-ALPHA:295
Weapons - Minigun

* (NEW) Equipping the Minigun applies a new bonus that allows hip-firing to scale with your strength\*
* At 6 strength the bonus starts at +10%, and scales up to 10 strength at +50%
* At 10 strength, Minigun accuracy is significantly better (i.e. power armor)
* Equipping the Minigun now only requires 5 strength
* The Steady Aim perk does not work with Miniguns anymore
* Some Minigun upgrades no longer effect hip-fire accuracy
* The standard iron sights is now a pin shaped sight
* An open circle sight was added
* You have the option to remove the iron sights completely

#1.9.0-ALPHA:296

* NOTE: The graphical reticle seems be buggy, and expands slightly larger than it starts out when you first equip it, but I believe the bonus accuracy of the rounds should still be fine.

#1.9.0-ALPHA:297
Weapons - Bolter Weapons

* The gravity drop on bolts was removed
* The Repeating Bolter can use the new pipe gun paint colors
* The Repeating Bolter can use the new pipe gun Improved Reflex Sight
* Crafting Carbon Fiber Sheets (to make Bolts) is now considered "Trading", instead of actually crafting it
* Carbon Fiber Sheets require 10 Trading Skill, and can be done from the Weapons Lab, Tech Lab, or Trading Market Terminal
* Carbon Fiber can be crafted in factories now, but requires a high amount of Workshop Craftsmanship

#1.9.0-ALPHA:298
Weapons - 40mm Launchers

* (NEW) 40mm Venom: A new grenade type that deals high poison damage
* Grenade launchers are now balanced solely for firing only missiles and grenades
* The following is removed from the 40mm system: Venom slugs, irradiated shotgun shells, flechette rounds
* Non-explosives were removed because they did not balance (or progress) well, due to the nature of these weapons
* Swapping to the RPG API will now properly show the ammo name in the text name of the weapon
* The Pipe Grenade Launcher can use the new pipe gun paint colors

#1.9.0-ALPHA:299
Weapons - Grenades

* (NEW) Chemical Pipe Bomb: A new type of grenade that deals moderate poison damage
* Micro-drones will now fly significantly faster now

#1.9.0-ALPHA:300
Weapons - Melee

* Many vanilla weapons now have an enhancement slot to significantly improve damage
* Many vanilla weapons have been altered so that the utility attachments add significantly less damage
* The base damage on some melee weapons were increased to compensate a loss of attachment damage (such as baseball bats)
* The base damage on a few melee weapons were decreased

#1.9.0-ALPHA:301
Weapons - Misc

* (NEW) All weapon mod slots now have icons when modding them in the workbench
* (NEW) Inanimate Carbon Rod: In rod we trust! (A simple melee weapon that can rarely be found)
* (NEW) Log: It's better than bad, it's good! (A simple melee weapon sometimes carried by Super Mutants)
* .38 RAD rounds now also deal +35% additional base damage, but cost slightly more materials and deal slightly less rad damage\*
* 5mm RAD rounds now also deal +30% additional base damage, but cost slightly more materials\*
* 5mm Cryo rounds no longer have a base damage penalty
* 12ga Irradiated Shotgun Shells now also deal +45% additional base damage, but cost more materials\*
* Crafting specialty shotgun shells now gives skill like other specialty rounds do
* The Custom SMG's scope uses a more appropriate style of scope that fits on top of the weapon better
* The Custom SMG's default barrel no longer has requirements and rare mats
* The stock upgrades for the Combat Rifle had the wrong requirements for Ballistics Skill
* The magazines on the Combat/Custom Plasma rifles no longer effect the reload speed
* The Rapid Eject magazines on the Combat/Custom Plasma rifles are no longer craftable (its changed to be 30-round in existing weapons)
* Degraded and Deteriorated weapon conditions are now -5% worse per tier (i.e. it starts at -10% now)
* Many heavy weapons now weigh more
* The Micro-Sledge now defaults to black or dark blue when it drops from loot
* You can no longer scrap the shishkebab
* The Ripper now a lower critical hit damage base (because it has such a high rate of fire)
* Ash pile generation is OFF by default now (you can turn it on in the options menu)
* Copper and lead pipes should now give the same scrap materials in both the workbench and field scrapping
* NOTE: The amount of powder required may be adjusted in future patches. The increase in base damage is designed to help make RAD rounds a little more useful overall (especially for shotguns) even

against rad resistant enemies.

#1.9.0-ALPHA:302
Unique/legendary Weapons

* The Shem Drowne sword now has an icon and (should?) always drop in good condition
* Unique weapons are supposed to be weak on purpose for balance purposes, so that they never overshadow a crafted legendary
* Some unique items are increased in caps value, so they can at least be seen as sellable trophies

#1.9.0-ALPHA:303
[Beta] Modular Scopes (Testing needed!)
>> I'm experimenting with adding a modular scope system that allows you to change scopes in your Weapon Kit

* NOTE: 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 vison or recon adapters does NOT change the graphic of the scope on the weapon (and never will, so don't ask!)\*
* NOTE: Please report any bugs with using the modular scope or any sights, thanks!

#1.9.0-ALPHA:304
[Beta] Modular Scopes - PATCHES (For patch developers)
>> NOTE: Weapons will NOT be effected by modular scopes unless you specifically want them to be, so they aren't required
>> To add a modular scope to a patched weapon:

* 1> Compare one of the horizon-modified modular scopes and copy the relevant data to the "Short Scope" or equivalant
* 2> Disable all the other scope recipes so that you can only craft the Modular scope (and any non-scope sights)
* 3> Compare and add the appropriate keywords/attachment slots on the weapon itself

#1.9.0-ALPHA:305
(NEW) Item Locking / Favorites
>> A new attachment slot is added to weapons and armor that allow you to "lock" and "favorite" them

* "Locking" an item prevents it from being salvaged in the weapons workbench
* WARNING: A locked item does NOT prevent the Field Scrapping system from salvaging these weapons
* Locked items can optionally be given a special favorites icon
* Favorite icons will always sort the items to the TOP of your pip-boy
* This allows you to easily keep track of your favorite weapons and armor, without renaming them\*
* If you choose a favorites icon for armor pieces, it will automatically add text based on the arm/leg slots (if you use the short name addon)
* NOTE: If you manually rename an item, it will probably not work with the favorites system. So if you wish to use this system, do NOT rename your items manually.

#1.9.0-ALPHA:306
(NEW) Illumination Flares

* A new grenade object that you can throw to drop an illumination flare on the ground
* Lights the area for 10 minutes, and then disappears
* Can be crafted in the Weapons Lab under grenades
* You can use the object while it's lit on the ground and disable it (which destroys it)

#1.9.0-ALPHA:307
Pip-Boy Lighting

* The default Pip-Boy light has a slightly larger radius, as well as tweaked lighting color
* The mining helmet light (and PA lamps) now have 2x the lighting range, as well as tweaked lighting color

#1.9.0-ALPHA:308
Augments
>> The Augment system has been redesigned..
>> Because of the way the new components work, you have more freedom to augment equipment with less randomness from loot

* (NEW) Augment Components: Ingredients used in different configurations to augment weapons and armor
* "Micro Devices" are tiny pre-war devices used as Augment Components (primarily for weapons)
* "Nano Materials" are ultra-thin pre-war materials used as Augment Components (primarily for armor)
* You CANNOT craft Augment Components, as this pre-war technology is too complex for most Commonwealth engineers
* Augment Components drop in places where the old augments used to (legendary enemies, safes, etc.)
* Augment Components drop more often than the old augments, but you need a few of them per recipe
* Augment Components can sometimes be found in certain Prototype junk items (as components)
* Weapon and Armor Augments in "loose mod" form no longer drop
* You can unattach Augments you craft and move them to another item (NOTE: I may possibly change this though)
* Higher ranks of augment recipes often require more Augment Components
* Augment recipes are now universal for all weapons types
* Recipes that require Augment Components often require them in different combinations together
* Example: To add burning damage to a weapon, it would require a Charger and a Regulator
* Example: To add cryo damage to a weapon, it would require a Chiller and a Regulator
* Chest augments often give 2x more protection than head augments, and 4x more than limb augments
* Armor augments are valued vs their costs, so a chest augment is equal to a limb augment in "protection per material cost"

#1.9.0-ALPHA:309
Augment Component Types:
>> Some types are used for weapons, some for armor (including power armor), and some for both

* Augment: Micro Regulator
* Augment: Micro Accelerator
* Augment: Micro Chiller
* Augment: Micro Charger
* Augment: Micro Amplifier
* Augment: Micro Modulator
* Augment: Nano-Weave (often helps with DR)
* Augment: Nano-Fiber (often helps with ER)
* Augment: Nano-Mesh (often helps with CR)
* Augment: Nano-Filament (often helps with FR)
* Augment: Nano-Shielding (often helps with RR)

#1.9.0-ALPHA:310
DEVELOPER NOTES: As you can see, there's far less augment loot you can get, which means far less RNG. They can be used in different combinations easier, to give you more chances of upgrading what you
want.. yet it still has some random feel to make looting and exploring interesting.

#1.9.0-ALPHA:311
Power Armor NOTES:
>> The goal for power armor balancing in Horizon is to separate upgrades and also have them feel more realistic:
>> Condition: This slot is removed
>> Armor Plating (Front): This is the main armor plating on the outside of each piece - high source of defense\*
>> Armor Plating (Support): This is the 2nd armor plating layer on each piece - high source of defense\*
>> Armor Plating (Core): This is the 3rd armor plating layer on each piece - high source of defense\*
>> Hazard Protection: This is the condition of the sealing - Helps to defend against poison and radiation getting in\*
>> Utility: This slot is for your standard utilities, which in Horizon are universal\*
>> Augmentation: (NEW) This slot is for special utilities\*
>> Paint: This slot should ONLY be cosmetic and NEVER add stats\*\*
>> It should also be noted that the different classes of Power Armor in Horizon have some differences, but nothing drastic. This is because most of your customization comes from universal mods that
can work on any class of power armor. Even raider power armor can be good if you put enough customized upgrades into it.. and that's how power armor should be.

#1.9.0-ALPHA:312

* NOTE: All of these slots are intended to be universal, which means you can transfer your mods to another appropriate piece
	+ (Which obviously requires patches for CC paints and external paint skins from mods.)

#1.9.0-ALPHA:313
Power Armor

* (NEW) Fully "Ruined" power armor pieces: These particular pieces are unrepairable and not upgradeable at all
* "Ruined" pieces can be used, however once they become damaged to 0 HP they are unusable forever
* "Ruined" pieces can be scrapped for materials through the Field Kit's Field Scrapping utility
* "Ruined" pieces can be found on many frames that should realistically have a full set, yet the pieces shouldn't be usable long-term (i.e. Concord)
* All power armor upgrades in the workbench now have icons
* The standard jogging speed drain on the power core is reduced slightly more (it was already much lower than vanilla, but I pushed it a little more)
* The action-point usage (like sprinting) and jumping is very slightly less drain now
* Raider power armor repairs now properly match the Metalworking Skill required
* The base caps value on all power armor pieces is now appropriate to the piece having no upgrades and in poor condition
* The "Reinforcement" utility upgrade was slightly reduced and no longer provides rad resistance
* (NEW) 4 new basic paint choices (palette colors) have been added to T45, T51, T60, X01
* Hot Rod Paint Jobs now unlock based on your "Recipe: Urban Artist" perk ranks, instead of invisibly from acquiring magazines
* Minuteman Paint job now unlocks with Recipe: Urban Artist (Rank 1)
* Power Armor paint no longer has loose mod attachments
* Some NPCs that wear power armor now drop mostly destroyed pieces and scraps

#1.9.0-ALPHA:314
Advanced Crafting Ingredients
>> New advanced crafting ingredients are added!

* (NEW) Electronic Servomotor
* (NEW) Fusion Power Regulator
* (NEW) Hydraulic Acuator
* (NEW) Hydraulic Fluid
* (NEW) Control Processor
* (NEW) Precision Lens
* These parts are considered to be valuable as fully intact items, instead of scrappable junk parts
* Many of these parts can be harvested by scrapping Power Armor frames or Intact Synth parts
* Precision Lenses can be found in appropriate junk loot (cameras, microscopes, etc.)
* Precision Lenses are required for certain recipes, such as weapon scopes
* Some of these parts are ingredients used in many power armor utility mod attachments
* Some parts can be traded on the black market for X-01 power armor pieces
* Most parts can be manufactured with factories (requires Workshop Engineering)
* Manufacturing these parts in a factory is considered "end-game", which means it requires very high levels of skill

#1.9.0-ALPHA:315
Standard Tech Ingredients
>> The following vanilla FO4 items are now considered as ingredients, instead of scrappable junk:

* High-Powered Magnet
* Biometric Scanner
* Sensor Module
* Military-Grade Circuit Board
* These items no longer give raw scrap components, and cannot be accidentally scrapped
* Most of these can be disassembled in the Tech Lab, however it's recommended to keep these parts for crafting recipes (including quest objectives)

#1.9.0-ALPHA:316
Power Armor - Salvaging and Recovery

* (NEW) The frame options menu now has a new option to allow you to salvage an intact frame yourself immediately
* Salvaging an intact frame requires 120 Salvaging Skill
* Salvaging a destroyed frame requires 80 Salvaging Skill
* Destroyed frames also have some basic loot on them, which does not require skill
* Using a voucher to salvage a fully intact frame requires Workshop Salvaging 5 or personal Salvaging 120
* Salvaging a fully intact frame (or voucher) gives a full set of unique parts
* Destroyed power armor frame scrap now has a chance to give 1 unique part

#1.9.0-ALPHA:317
(NEW) Power Armor - Hazard Protection (i.e. Sealing)
>> A new mod slot has been created specifically for the "sealing" of each power armor piece

* The sealing on power armor protects you from the elements: Radiation, Poison, Fire, and Cryo damage
* Most power armor pieces you find will either have degraded, deteriorated, or no sealing at all
* By default, all power armor helmets will NO LONGER provide extended waterbreathing time
* A fully sealed helmet will now provide extended waterbreathing time (NOTE: This is not infinite time.)
* A fully sealed piece will provide very good protection against poison
* A fully sealed piece will provide moderate protection against radiation
* A fully sealed piece will provide small protection against fire and cryo
* The sealing slot is universal, which means you can re-fit the mod into another (appropriate) piece
* The sealing slot can be set to "no sealing" to remove the fully sealed loose mod
* MOD: No Sealing - This piece has 0 bonuses
* MOD: Deteriorated Sealing - This piece has very little bonuses
* MOD: Degraded Sealing - This piece has some bonuses
* MOD: Fully Sealed - This piece has excellent bonuses
* Modding the piece to "Fully Sealed" requires a fair amount of skill and a lot of rare materials (but as mentioned, it can be moved to another piece later if you wish)

#1.9.0-ALPHA:318
DEVELOPER NOTES: Even pre-war, it's doubtful your standard soldier's PA had the same high-quality sealing that they used for specifically customized PA suits, which allowed people to go underwater
and even in space. The sealing is also expected to decay after 200 years. So expect little to no sealing on almost all PA post-war, until you fix it yourself! Also, it should be noted that most
"poison" damage in Fallout 4 is probably acid. I find it a bit odd when I hear people assuming their PA should "realistically" be 100% immune to poison/acid. The poison resist on a fully sealed piece
is still very high, but its not supposed to be immune.

#1.9.0-ALPHA:319
(NEW) Power Armor - Augmentation Slot
>> A new customization slot for Power Armor

* (NEW) Tesla Generator - A Torso Slot upgrade
* (NEW) Tesla Capacitors (Left Arm) - An arm upgrade
* (NEW) Tesla Capacitors (Left Arm) - An arm upgrade
* (More augments will be available in the future)
* NOTE: The Tesla upgrades only show an Automatron visual if you have the horizon DLC esps installed (which requires Automatron)

#1.9.0-ALPHA:320
Power Armor - Condition
>> The way that the "Condition" slot is balanced was reworked

* The condition slot was always intended as the condition of the "internal parts", but it's now written to show it better
* The condition slot helps to determine the health bonuses of the piece
* Essentially, pieces with lower condition of their internal working parts, will require repairs much more often
* The condition mods are what determines the differences between the types of Power Armor
* T-45 has a moderate balance of defense and health
* T-51 has slightly higher energy defense and health
* T-60 has a moderate balance of defense and health
* X-01 has slightly higher defenses and health
* Raider power armor has much lower health, as it's disadvantage is it needs to be repaired more frequently
* Skill required to upgrade varies: raider requires the lowest skill, X-01 requires the highest
* MOD: Poor Condition - Very low health, no added caps value or defense
* MOD: Deteriorated Condition - Low health, adds a tiny amount of defense, adds a small amount of caps value
* MOD: Degraded Condition - Moderate health, adds a tiny amount of defense, adds a small amount of caps value
* MOD: Functional Condition - Excellent health, adds a small amount of defense, adds a decent amount of caps value
* Conditions no longer reduce the weight of loose PA pieces
* There is now only 1 final upgrade for the condition (similar to how weapons always worked)
* The "rusted" look of the piece is now based on the Armor Plating mod, instead of the condition mod
* "Improved" or "Customized" upgrade options are removed\*
* (These were removed because they did not balance well with the goal of this system)

#1.9.0-ALPHA:321
Power Armor - Vendors

* Power Armor pieces sold on vendors are sometimes in "Functional Condition" and have "Full Sealing"
* Good condition Power Armor pieces sold on vendors usually come with Steel Alloy Plating (Rank 1)
* Power Armor pieces sold on vendors often have a higher caps value than normal (over stuff you craft or find)
* This means that Power Armor pieces with the above mods are often EXPENSIVE!
* Vendors can also sell low quality pieces, which are much cheaper
* Taegan/Atomic Cats are now setup to use Horizon's Trading Skill balance
* Taegan/Atomic Cats usually sells a few random deteriorated, degraded, and good condition pieces of T-45 (regardless of their rank)
* Taegan/Atomic Cats will be willing to sell T-51 and T-60 pieces (and other items) if you have higher Trading Skill
* Loose power armor mods are no longer sold at all
* Atomic Cats now sells 1 random piece of Atomic Cats T-60 in Good Condition (if you have high enough Trading Skill)
* Taegan will still only sell full suits of T-60 to higher ranking members

#1.9.0-ALPHA:322
Power Armor - DLC

* VIM Power Armor pieces are no longer dropped in the world, since they provide no purpose over regular T-51 (other than adding more crap to constantly update)
* VIM Power Armor pieces (pre-existing) are considered "Ruined" now, and are no longer repairable\*
* The power armor frame that contained VIM armor pieces are now empty frames
* Next to both VIM frames is a box on the ground which allows you to learn the VIM paint job schematic when you pick it up
* Nuka-World Paint Jobs now unlock based on your "Recipe: Urban Artist" perk ranks
* The Nuka-Cola, Quantum, and Sugar Bombs power armor pieces that you acquire are all now "Ruined" pieces\*
* Repairing Overboss pieces is now the same as standard raider pieces
* (If you are using Ruined PA pieces in your save game, remove all the mods and install them into other power armor pieces)

#1.9.0-ALPHA:323
Power Armor - NPCs

* Many enemies who use power armor will now have greatly increased resists.. be warned
* A bug was fixed which was preventing enemies in power armor from properly gaining resists

#1.9.0-ALPHA:324
Automatron DLC

* Some recipe changes were made to balance a few robot upgrades (thanks fff\_xcom)

#1.9.0-ALPHA:325
Traps

* You can no longer grab (or kick) Horizon's custom traps (this should eliminate accidentally grabbing it while you're trying to disable it)
* NOTE: If for some odd reason the trap actually spawns very close to you, it may not trigger or disable the grab functionality

#1.9.0-ALPHA:326
Animal and Creature Harvesting

* Default Horizon now gives a small bonus to harvesting "Raw Meat Scraps"\*
* Scavenger Mode now gives a larger bonus to harvesting "Raw Meat Scraps"\*
* Desolation Mode does not give any bonus to harvesting "Raw Meat Scraps"\* (same as before)
* (NEW) Glowing Organs, Glowing Glands, Glowing Tissue - New parts that can be harvested from glowing creatures
* Being able to harvest glowing parts from glowing creatures requires a Hunting Skill of 60+
* Glowing parts have rare materials such as nuclear material, phosphorus, and acid
* Animals that are Rabid or Glowing are considered biohazards, and no longer give any usable raw meat
* Raw meat you get from some "healthier" versions of animals is slightly more than previous
* Radstag Yieldings give half the meat that adult ones do
* With a Hunting Skill of 60+ you will always get some amount of Bone on most mammals and feral ghouls
* Legendary Deathclaws, Fogcrawlers, Radscorps, and Mirelurk Kings will now guarantee 1 Mutated Plating if you have a Hunting Skill of 60+
* The random chance to get extra meat and extra parts (gained from Hunting Skill) are each rolled separately now
* The chance to get mutated parts on standard animals/creatures (gained from high Hunting Skill) is very slightly increased

#1.9.0-ALPHA:327

* PATCH DEVELOPERS: For players who wish to custom their own ESP patch, you can change "Z\_Arc\_Config\_Horizon\_BonusRawMeatScrapsChanceNone" to whatever percentage you wish. In Desolation Mode it's 100

(chance none.)

#1.9.0-ALPHA:328
Drinks / Cures / Chems

* (NEW) Nuka-Tonic: Cures Overfatigue - requires Survival Skill to craft
* (NEW) Nuka-Stout: Cures Weakness - requires Survival Skill to craft
* (NEW) Nuka-Calm: Cures Insomnia - requires Survival Skill to craft
* All 3 new Nuka drinks can be found in the chem station and cooking station
* All 3 new Nuka drinks also have a "Contracted Work" recipe in the Cooking Station
* All 3 new Nuka drinks sort as a "Remedy" item (along with the other cure items), and not a standard beverage
* (NEW) Most beer can now quench some thirst, but they also give rads now (more than sanitized water)
* Beer and Nuka Cola only give the minimum amount of thirst (16), regardless what their caps value is
* As usual, beer is free from illness (like sanitized water)
* Some beers no longer give AP regen (this made no sense anyway.. if anything, alcohol should remove AP)
* Hard liquor does NOT quench thirst
* No consumables will give charisma buffs anymore (temporary charisma gains don't balance well)
* Addictive chems that also provide a cure now have a unique icon so you can immediately identify them
* Skeeto Tonic now Cures Poison, instead of parasites (Atomic Scotch already does parasites for Survival Skill)
* Skeeto Tonic now requires generic Exotic Ground Meat, instead of bloatfly/bloodbug meat specifically
* The survival version of Poison Antidote was removed
* You can find Atomic Scotch in the chem lab/remedies menu as well now
* The standard Herbal buffs now only require Sanitized Water, but give some rads when used
* Herbal Remedy now requires 1 of each of the standard herbals to craft, but lasts for 3 hours now (i.e. its more efficient to combine all 3 together)
* Advanced Cure-X requires less materials now
* Melon Juice is changed to slightly cure rads instead of prevent immunity
* The recipe for "Institute Bottled Water to Purified Water" will now only show if you have some on you
* Ultra Rad-Away now gives a base value of 450 rads restored
* Overdrive no longer gives critical hit chance, but instead +100 max AP and +1 AP regen for 10 minutes
* Psycho grants +15% Melee Damage and 15 Damage Resist for 5 minutes
* Psycho Jet grants Slow Time, +25% Melee Damage, +35 Damage Resist and +35 Max AP for 10 seconds
* Psychobuff grants +15% Melee Damage and +30 max AP for 8 minutes
* Psychotats grant +10% Melee Damage and +10 Energy Resist for 10 minutes, and Cures Parasites
* Jet Fuel grants +50 Max AP and +10 AP regen for 1 minute
* Rebound grants +20 Max AP and +1 AP regen for 5 minutes and Cures Overfatigue
* Grape Mentats grant +3 Intelligence and +3 Perception for 10 minutes (bartering removed because it was confusing and does not stack)
* Fury grants +30% Melee Damage and -5 Perception for 1 minute
* Fury properly gives melee damage bonus (vanilla bug), and also works with unarmed weapons now
* NOTE: All of the above chems that grant AP regen, now provide their regen regardless of fatigue level or AP usage

#1.9.0-ALPHA:329
DEVELOPER NOTE: I have more plans to change some of the chems in future updates.

#1.9.0-ALPHA:330
Food and Water
>> All food/water is overhauled to make food and hunger MUCH easier to understand and deal with

* Cooked Foods are now separated into only 2 categories: Basic Meals (No buffs), and Enhanced Meals (Buffs)
* Basic and Enhanced meals each have their own separate icon now
* All food/water values have been evened out in value, so food value in general is far less confusing and more consistent
* Most food names are prefixed based on it's size (caps value): "Small", "Large", "Colossal"
* Food prefixes allow you to quickly understand what the size of the meal is from the name of it
* Example: Most food values at either 20 (Small), or 40 (Large), or 60 (Large), or very high such as 120+ (Colossal)
* Many food recipes have been scaled downwards (less meat required, but equally worth less value)
* Most soups and stews only require Sanitized Water now, and are usually worth 20 value
* Most soups and stews that also hydrate, will also add 10 rads (based on Sanitized Water)
* Soups/stews now specify in the tooltip that they provide hydration
* Hearty Soup and Mystery Soup require Sanitized Water now
* Animal Stew and Arthropod Stew require only 1 Purified Water (and give less rads in Desolation Mode than other soups/stews)
* Animal Stew and Arthropod Stew give extra bonuses now, but require much higher Survival Skill to cook
* Cooked food that gives buffs almost always require more ingredients (and sometimes rare ingredients)
* Sanitized water values at 20 now
* Purified water (and similar types) value at 40 now
* When you use Dirty Water in Desolation Mode, you no longer ingest it, but instead just douse yourself (puts out fires)
* Dousing yourself with Dirty Water still gives you rads (i.e. like swimming)
* Sources of "Institute Bottled Water" are replaced with standard Purified Water to make it easier to deal with
* Workshop Rations now reduce 20 Hunger/Thirst points (which should line up perfectly with the new HC\_Manager changes)
* A few types of basic cooked meals no longer provide buffs and are now considered Basic Meals
* "Nuka-Cola (Purified)" should now properly hydrate for it's full value
* MREs are worth 20 hunger value now, and can sometimes be found more often in pre-war containers
* Purified water and soups no longer give damage and energy resists
* Purified water and soups now give +20 rad resists (up from +10)
* Crafting Dog Food requires half the Ground Meat
* Bubblegum and Gum Drops no longer reduce hunger
* The raw meat vendor in DC will have more raw meat in stock, and the randomness is much more consistent
* The raw meat vendor in DC no longer sells cooked meals
* The raw meat vendor in DC will now sell extra meat depending on your Trading Skill
* Desolation Mode now adds rads to all food (more on this further below..)
* (REMINDER: 96 food value = 1 full day's worth of hunger.. or more easily just remember roughly "100" per day)

#1.9.0-ALPHA:331
DEVELOPER NOTES: Essentially, food with 40 value is 1 full dinner-sized meal. So ideally you need to eat 2 big meals and 1 small meal per day (100 value total.) Eating 2 small meals (like 2 burgers)
that value at 20 would be like 1 full meal.

#1.9.0-ALPHA:332
Survival Mode
>> Survival Mode is now primarily balanced around the default Horizon timescale of 10 (..not 20 anymore)

* It is highly recommended to keep the new default of "Timescale 10", as anything below 6 is not considered to be safe in FO4
* If you change the timescale to a custom number, some survival factors will now scale automatically with it
* The first tier of hunger/thirst/sleep (i.e. the yellow icon) no longer has ANY debuffs at all, and acts as your "warning" stage
* The second tier (and above) still has the same harsh debuffs that it had before (orange and reds icons)
* The debuff perks for the first tier will still appear in your perk list, but only indicate which penalties will come soon if you continue not to eat/drink/sleep
* The Horizon bed saving option now works on matresses too
* You can now actually die in Desolation Mode when Starving or Severely Dehydrated
* If you have revival mode active, dying from starvation will actually kill you

#1.9.0-ALPHA:333
Survival Mode - Rebalancing
>> To avoid confusion and balancing problems, a few things were tweaked:

* Thirst levels (the debuffs) now activate at the same levels as hunger levels (i.e. the same caps values)
* The amount of hunger/thirst gained per hour is now exactly the same in different Timescales
* The amount of hunger/thirst gained while sleeping is reduced further in default time (Timescale of 20) to compensate
* Being in combat no longer effects hunger/thirst\*
* NOTE: As always, a Timescale of 10 (default in Horizon now) is HIGHLY recommended (it's on by default in the installer), as this is what Horizon is balanced for!

#1.9.0-ALPHA:334

* DEVELOPER NOTE: While it may have sounded good in theory, this vanilla survival mechanic just added more confusion and unrealistic balance problems. It actually feels more balanced and realistic if

the player averages the same hunger/thirst every day, instead of random days having way more hunger required.

#1.9.0-ALPHA:335
Survival Mode - New Debuff Scale
>> The times when the hunger/thirst debuffs appear are now rescaled:

* Hungry or Parched: 18 hours - 72 hunger points (yellow color - this debuff/icon is just a WARNING, and applies no negative impacts yet)
* Very Hungry or Thirsty: 24 hours - 96 hunger points (orange color - this is the first debuff with penalties)
* Famished or Mildly Dehydrated: 36 hours - 144 hunger points (orange color - harsh debuff)
* Ravenous or Dehydrated: 48 hours - 192 hunger points (red color - severe debuff)
* Starving or Severely Dehydrated: 72 hours - 288 hunger points (red color - fatal debuff)

#1.9.0-ALPHA:336
REMINDER: Just remember that roughly "100 points" is required per 24-hour day for both hunger and thirst. This number helps you gauge how much food/water you need, based on the caps value of each
food/water item.

#1.9.0-ALPHA:337
DEVELOPER NOTES: Horizon's hunger balance has always been decent, but some of the lingering vanilla survival mode mechanics were causing too many unrealistic balance problems still. These changes
should help players not have days where it seems they have to eat more food than what it should be (even without parasites.)

#1.9.0-ALPHA:338
(NEW) Survival Option: Automatic Eating/Drinking
>> The aspect of surviving and finding clean food/water is great, but having to babysit the pipboy isn't very immersive..
>> You now have the option to enable automatic eating and drinking from the Survival Options menu
>> The system tries to be intelligent about what it eats or drinks first, and when it repeats again

* Automatic Eating and Automatic Drinking can each be toggled individually
* Eating has 3 options: Off, Basic Meals Only, or Any Clean Meals
* Drinking has 4 options: Off, Any Clean Water, Purified Only, or Sanitized Only
* You can also choose to keep or disable the added immersion message for when it's about to eat/drink
* You can also choose to have the game attempt to Autosave a few seconds before it eats/drinks (just in case the vanilla aid-item crash happens)
* The Auto-eat system will activate every 10 minutes if your hunger is low
* If your hunger is high, it will eat again 2 minutes later instead
* If you're in combat (or in a dialog scene) it will not eat, but instead try again shortly after
* If you have parasites on you, you'll receive a message about it, and it will NOT auto-eat anything
* The system will only eat/drink if your hunger/thirst is 60 or above
* The auto-eat will attempt to eat Basic Soups first (if you are also thirsty)
* Otherwise, it will then attempt to eat standard Basic Meals next
* If you have the "Any Meal" option on, it will then attempt to eat other meals last\*
* Shortly after a meal has been eaten, if you have Auto-Drink enabled, it will then try to auto-drink afterwards
* If you have "Any Water" enabled, it will attempt to drink Purified Water first, then Sanitized next
* The Auto-Drink will not drink special purified drinks
* If both hunger/thirst is still high enough after eating (and you have soup), it will eat soup again 2 mins later (instead of water)
* As long as you have enough food on you, you should be able to stay below 72 hunger most of the time (which is the first debuff)
* When you load a save game up, it will reset the first auto-eat check to 2 minutes (after that, it goes back to the normal cycle)
* NOTE: It is highly recommend to use the "Basic Meals Only" option for auto-eating. Using "Any Meal" may trigger buff foods when you don't want them, or possibly not eat certain foods efficiently.

#1.9.0-ALPHA:339
(NEW) Survival Option: Irradiated Cooked Food

* Most cooked food now gives rads in Desolation Mode (with default settings)
* If you don't like this new change, it can be toggled off in the Survival Options Menu
* You can even turn it ON in non-desolation mode if you like
* Food that also hydrates often has the same rads equal to both food and water combined
* Foods not effected by rads: MREs, Perfectly Preserved foods, Workshop Rations\*
* NOTE: Desolation Mode is balanced around this option, so turning it off will unintendedly make the mode easier
* Workshop Rations ignore this feature, otherwise it would defeat the purpose of compensated rations based on time

#1.9.0-ALPHA:340
(NEW) [Casual Mode] Survival Option: Short Duration Diseases

* A new casual mode option to reduce the time that diseases last
* This allows casual players to play in Survival Mode for hunger/thirst, but without as much disease management required
* This option is located in the Survival Options Menu in your Field Kit
* Weakness - Lasts for 1 minute
* Infection - Lasts for 2 minutes
* Insomia - Lasts for 5 minutes
* Lethargy - Lasts for 5 minutes
* Parasites - Lasts for 5 minutes
* Overfatigue - Lasts for 5 minutes
* NOTE: Nothing is changed by default with diseases unless you toggle this option ON. If you have a disease on you before changing the option, it will NOT change it the new duration.
* NOTE: This is obviously NOT recommended for Desolation Mode players, as it makes survival much easier
* WARNING: Some testing may be required! Sometimes even when a debuff wears off you early, it seems to linger in the background for certain things

#1.9.0-ALPHA:341
Revival Mode - Overhaul
>> NOTE: Revival Mode has some code changes, which may need a little testing to ensure it's working perfectly in all situations

* (NEW) A voiced event occurs after your character gets knocked out and the screen goes black!
* The voiced event has random dialog, so it doesn't feel the same each time
* The voiced event can come from 3 different settler voices, and adds a nice immersive element to being revived
* Dogmeat can be heard in the voiced event if he's with you
* The camera will no longer change after you are revived (i.e. first person stays in first person when revived)
* Revival Mode should (probably?) work fine in Fallout 4 VR now (needs testing)
* Revival Mode now waits to activate until you exit Vault 111
* When you revive, you now retain existing broken limbs (except a minimum of 10% on legs so you can move)
* (NEW) The guarded front gates of Diamond City will now act as a safe revival location if you are close enough to it
* (NEW) The front area of Goodneighbor will now act as a safe revival location if you are close enough to it
* Vault 111 will now remain as a default spawn location if you are close enough to it (even after you own 1 settlement)\*
* When you are moved to a settlement, you should no longer hear the enemies re-engage in combat right before it starts loading
* NOTE: In the event that you are somehow hostile to DC or GH when you spawn in, if you die in the exact same spot you spawned in on, it will respawn you to another location. I will add a faction

check in the future if its really needed.

* This was done to prevent custom settlement mods immediately acting as spawn locations if they are owned by default

#1.9.0-ALPHA:342
(NEW) Revival Mode - Companion Revival!

* Companions can now revive you in the field based on certain conditions:
* 1> You must have a valid companion with you (Dogmeat doesn't count!)
* 2> You must have at least 1 "Revival Kit" in your inventory, per revival (more info below)
* 3> You can only be revived by a companion up to 2 times in 15 minutes
* If you fail to meet any of these conditions, you'll be revived normally by settlers and brought back to the nearest location
* NOTE: There are currently no configuration options for this system - I will add them in upcoming patches

#1.9.0-ALPHA:343
(NEW) Revival Kits

* As long as you have 1 or more of these in your inventory, a companion can revive you in the field
* Revival Kits can be manually used as "Minor" Combat Stimpaks if you choose
* Manually using Revival Kits will heal for half the value of "Standard" Combat Stimpaks
* Revival Kits share a cooldown with ALL stimpaks (if used manually)
* Crafted in the Chem station; only requires 20 Medical skill
* The material costs are easier than "Standard" Combat Stimpaks
* NOTE: The health you regain by being revived by a companion is much larger than if you use the kit yourself, however there is always a much greater danger in getting revived in a bad spot or

getting knocked out again

#1.9.0-ALPHA:344
DEVELOPER NOTES: There's always an inherit danger to being revived where you died. This could mean your revival kit(s) get wasted and you wind up being dragged to a settlement anyway. In the future,
I may add a prompt asking if you wish to be revived or not.. but right now I don't think it's necessary.

#1.9.0-ALPHA:345
Revival Mode - Difficulties

* (NEW) There's now 4 difficulty mode options for Revival Mode:
* Standard: Same as before (Default)
* Casual: No caps loss or Adrenaline Injector loss penalty
* Harsh: Double caps loss penalty
* Brutal: Triple caps loss penalty
* (NOTE: The penalties for Harsh/Brutal are mostly just temporary, as I plan to expand this system in more detail over future patches)

#1.9.0-ALPHA:346
(NEW) Companion Injuries

* When a companion gets knocked down, they now become permanently injured (until you heal them fully)
* During combat, the companion still stays knocked down until healed or combat ends (same as usual)
* After combat, the companion will get up (as usual) but will now sustain injuries
* While injured, the companion will limp around with both arms broken
* While injured, the companion also bleeds, which will occasionally knock them down again
* Companions can be either revived in combat, or healed outside of combat the same way
* Both ways require and consume 1 Adrenaline Injector
* Once you initiate a revive/heal, it will now block the activator button until it's done working
* The companion will now voice a dialog line after you revive/heal them
* While injured, the "Transfer" button (to open their inventory) is not available until you heal them
* If you prefer the old method of not having to heal companions, this system can be turned off in the Survival Options Menu
* There is also a 2nd difficulty setting called "Severe" but this doesn't do much yet, its mostly for future possibilities
* NOTE: This system may need some additional testing to see if rare situations cause any problems

#1.9.0-ALPHA:347
(NEW) Blood Extraction Kits
>> A new kit that allows you to extract your own blood into clean Blood Packs

* Has a 1-hour cooldown (realtime)
* Applies the Anemia debuff (5 minutes - 10% extra damage taken, and reduced AP regen)
* Crafted in the Healing tab in the Chem Station (requires 20 Medical Skill)
* You cannot extract blood if you have the following:
* Anemia
* Weakness
* Poison
* Infection
* You are under 100% health
* You are above 100 rads

#1.9.0-ALPHA:348
Dynamic Encounters
>> Some code changes were done to improve the dynamic spawns, and may require some testing
>> The encounter spawn positions should feel more like they are actually tracking your path

* Encounters should now be less likely to spawn in front of you
* Encounters should usually spawn in better places, and at a more consistent distance
* Encounters should usually no longer spawn in deep (swimmable) water
* NOTE: This needs more testing, please let me know how the spawns feel (provided you aren't using other spawn mods that will give conflicting reports.)

#1.9.0-ALPHA:349
Meshes/Textures

* Crows used in Architect are no longer all glossy and wet looking like vanilla ones
* The small sanctuary house mesh was replaced to fix some polygon fighting
* The texture mapping on colonial street lamp is fixed (Architect/Empire lamps only)
* The texture mapping on emergency lights are fixed (replaces the default FO4 mesh)
* The texture mapping on damaged bollards are fixed (replaces the default FO4 mesh)
* That yellow wrapper in debris should now be removed from all sources in the commonwealth, and not just settlement debris
* A new sealed cardboard box variant was added with an aged looking texture (used for many packaged Horizon items)
* The texture mapping on the crossbow bolts and 40mm ammo are much better now
* The Combat Pistol, Custom SMG, and VICE Rifle, has some improved texture tweaks

#1.9.0-ALPHA:350
Attack Dogs

* (NEW) The Horizon attack dog pets now have new textures which don't look as beat-up looking\*
* Rocky: Now has a new darker pale brown texture
* Bandit: Now has a cleaner black texture
* Tank: Now has a cleaner default texture
* NOTE: This may not take effect in previous save games

#1.9.0-ALPHA:351
Documentation Menu

* Skill descriptions should be properly updated now
* Misc tweaks

#1.9.0-ALPHA:352
Flares

* The flare box in The Castle now contains 3 flares and 3 artillery grenades, but no longer ever respawns items\*
* Artillery smoke grenades, mm flares, and vertibird flares, can now be purchased in the Trading Market terminal\*\*
* [Desolation Mode]: vertibird flares require rare trades, which means you can't buy as many per cycle
* [Desolation Mode]: vertibird flares are removed completely from the standard vendors, and can only be purchased on the terminal
* This means its now scrappable in the enhanced addon, since it serves no long-term purpose
	+ vertibird flares only show up in the market when the appropriate BOS (or RR) quests are completed to unlock flares

#1.9.0-ALPHA:353
Vault 81

* (NEW) Vault 81 residents use the new architect vaultsuit textures and outfits, as well as some accessories (belts, glasses, etc.)
* Horizon no longer breaks the precombine in Vault 81
* Workbenches are now moved to the Reactor area
* Small architect workbenches are now used instead of full-size benches
* Tech, weapons lab, weapons/armor workbench are located in the entryway of the Reactor room
* Chemistry, cooking, and trading market are located just inside the next room
* You can now sleep in the bed in the doctor's office

#1.9.0-ALPHA:354
Far Harbor / Nuka World / Automatron

* The outdated and "damaged" 7.62 and .45-70 ammo from the DLCs are no longer even visible to players (so you shouldn't even get them anymore by accident)
* The "Nukalurk Egg" now gives a Nukalurk Egg item which can be ground into exotic meat
* Automatron's game is tagged with a game icon now
* NOTE: As always, if you are using an external weapon that uses DLC ammo, it obviously needs a proper patch (that is, if it wasn't properly patched to begin with)

#1.9.0-ALPHA:355
Addon: Short Naming
>> This addon is expanded to shorten and remove even more unnecessary suffixes

* The new receiver upgrade system will show a series of + signs based on the level of ugprade
* Generic upgrades like bayonets, barrels, and other common mods simply display as "M" for modded
* Suppressors still show specific suffix so you can identify your suppressed weapons
* Scopes/sights show as a single letter inside parentheses
* NOTE: This addon is highly recommended for anyone who doesn't like super long weapon names

#1.9.0-ALPHA:356
Addon: Extras

* The pre-war prologue female outfit is changed to a better looking outfit
* Dogmeat's injury sounds are less dramatic

#1.9.0-ALPHA:357
Addon: Scavenger Mode

* The amount of ammo this mode gives is increased
* This mode now gives increased medical supplies from medkits
* Some of the junk lists that were edited by this mode weren't giving some of the new items such as salt

#1.9.0-ALPHA:358
Addon: World Manager (i.e. Loot Addon)
>> The old "Loot Respawn Addon" is now known as the "World Manager", and contains many additional changes

* Horizon REQUIRES this addon (this is not optional, and never will be, so don't ask)
* Architect does NOT require this addon, if you aren't using Horizon
* A large number of cell object changes that were in Horizon, are now moved into this addon instead
* This will allow you to load cell mods easier without conflicts, because you can load those mods AFTER the loot addon
* (NEW) There's an Auto-Doc made out of an old jukebox at the Drumlin Diner!
* All of the "Packaged Magazine" changes were moved over from Horizon
* All "Clean Ammo Boxes" were moved over from Horizon
* All "Combat Stimpak" replacements were moved over from Horizon
* The behemoth in Fort Strong is replaced with a vanilla-style one that should work better for the BOS quest
* Some added workbenches were moved over from Horizon
* Hardware Town no longer has a workbench, and no longer breaks the precombine
* Corvega (interior) no longer breaks the precombine (which wasn't intended before)
* A few specific placed weapons were replaced with a duffle bag that guarantees 1 random weapon
* A few first aid kits that are behind locked pre-war gates, should now have guaranteed pre-war medical supplies inside them
* A few garage containers behind locked pre-war areas were given guaranteed prewar loot
* Most of these prewar containers will no longer respawn items, and they always roll items regardless of desolation mode
* Fresh fruit was removed from a few pre-war environments (let me know if you know any specific places that still need this change)
* Many power generators that had malfunctioning fusion cores will now be rusted and no longer have lit buttons and a turbine spinning\*
* (Let me know if you see any unrusted power generators with malfunctioning fusion cores)

#1.9.0-ALPHA:359
DEVELOPER NOTE: It should be noted (again) that the loot addon is HIGHLY recommended with Horizon.. almost to the point where no one really should be skipping it in the installer, unless you have a
good reason. Not only does it fix the realism of placed loot, but it also fixes a lot of minor bugs with placed objects and adds in a lot of new things.

#1.9.0-ALPHA:360
Addon: World Manager - Power Armor
>> Many of these changes below are aimed at retaining a PA balance and keeping things realistic/immersive at the same time
>> Many of these new changes are also aimed at providing rewards for both PA players and non-PA players

* Power Armor frames are manually tuned better to realistically match the environments they're in
* Frames in locked caged areas that are outdoors, will have a full suit of PA, except most of the pieces will be "Ruined" and not repairable
* Many frames with "Ruined" pieces, have the possibility of 1 random standard piece that is repairable
* The Power Armor Frame in Mass Bay Medical is now accessible by players, but uses the new "Ruined" armor condition and a drained fusion core

#1.9.0-ALPHA:361
Addon: World Manager - Power Armor Frame Salvaging

* (NEW) Destroyed Power Armor Frame: These are unusable frames found around the Commonwealth
* Most of the outdoor frames that are out in the open (or in the water) are now converted to Destroyed Frames
* Destroyed frames can be looted for common loose items, such as tools or common parts
* Destroyed frames can be salvaged for raw materials if you have a Salvaging Skill of 80+
* A new mesh and texture is used to better visualize a destroyed frame
* Over 30+ destroyed frames have been added to the commonwealth, to give a more realistic feel of 200 years passing
* (More frames may be added over time)

#1.9.0-ALPHA:362
Addon: World Manager - Power Armor Sealed Containers

* (NEW) Sealed R&D Container: A pre-war container sealed from the elements to preserve the items inside
* Sealed Containers contain 1 random (good condition) piece of T-51, T-60, or X-01
* Sealed Containers also contain a few tools, a prototype item, and packing material
* The pieces inside Sealed Containers are usually not rusted condition
* Sealed Containers are usually locked
* Many Sealed Containers are scattered across the Commonwealth inside and outside (often in locked cages with PA frames)

#1.9.0-ALPHA:363
NOTE: Many of these Loot Addon changes will NOT take effect in a previous save game. They are designed for new games only.

#1.9.0-ALPHA:364
REMINDER: It is never recommended to use Horizon without the loot addon active. And as mentioned, you can load the loot addon VERY HIGH UP in your load order, to avoid most cell conflicts.

#1.9.0-ALPHA:365
Addon: Enhanced Home Plate

* (NEW) Home Plate now has new areas to discover!
* (NEW) You can now [optionally] receive the key to Home Plate for free by completing Diamond City quests!
* Quests required: Out in Left Field, Pool Cleaning, and Painting the Town
* After completing all 3 quests, you'll receive a mail in your mailbox
* The item you receive is a "diamond city care package", which must be used from your AID tab
* Upon using the package, it will give you the key and start the quest to unlock Home Plate
* The package also gives you a few other small reward items
* If you already own Home Plate, the package will give you your caps back that you paid for Home Plate, this way you never feel "robbed" if you want to purchase it earlier or didn't know about this

system

* The ambient lighting and fogginess is overhauled
* Most of the lights are changed to provide better lighting
* The visual effects of the lamps are updated
* The decoration button should once again work properly
* The big shelves are now single objects to scrap, instead of dozens of pieces
* The storage room was tweaked so that it looks more unique than the Vault-Tec HQ storage room (it's supposed to be a similar Vault-Tec building design, but exactly)

#1.9.0-ALPHA:366
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:367
(NEW) Addon: Architect Caravan Robots

* WARNING: This addon should be installed BEFORE starting a new game. The pathfinding of the robots might also be a little screwy, this may need fixing.
* This new addon replaces most Pack Brahmin with new Cargo Robots
* Most cargo robots are protectron-class robots based on the Drinking Buddy robot
* Unlike other protectrons, these robots are very quiet (I may tweak this in the future)
* Trashcan Carla has a unique robot
* NOTE: If you install this addon mid-playthrough, most of the existing pack brahmin walking around will be replaced by invisible robots. If you're fine with invisible robots instead of brahmin, it

shouldnt cause any problems. Newly created supply lines will properly display robots.

#1.9.0-ALPHA:368
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:369
(NEW) Addon: Architect Texture Pack (Separate Optional Download)

* NOTE: This addon is a WORK IN PROGRESS, and will be tweaked and developed in future updates
* Any vanilla-replaced textures that Horizon had in previous versions, are now moved into this separate addon pack
* This pack is designed to be optimal, and only replace specific textures, instead of all of them
* Many of the textures in this pack will reflect a much better faded/worn/rusted look to account for 200 years (without being overkill)
* Many textures used the high-res version from the Bethesda texture pack, as a basis for the new modified versions
* Many textures in the game had their bright colors (reds, greens, teal, etc.) toned down to look more aged
* Some textures are still standard resolution, ones that seem less important or aren't noticeable as high-res
* Some textures are greatly reworked, and some only have very minor tweaks
* Some textures have errors removed (like the RR bricks or catwalk stairs)
* Some textures have better normal map detailing (slight bumps, cracks, etc.)
* Some materials were tweaked to give certain textures better (more/less) reflectiveness or shininess
* Some meshes were tweaked to improve their quality (this only works for non-precombine meshes, like containers)
* This version includes:
* Many High-Tech buildings (the large bright colored ones) were completely reworked
* Many Sanctuary textures were adjusted
* Red Rocket's colors are now more faded, rusted, and worn
* Some of Red Rocket's textures were overhauled to look much less pixelated
* Some Diamond City textures were tweaked
* Some furniture (mostly large stuff), including the vending machines
* Most cars/trucks are much more rusted and faded now
* Many outdoor signs are aged properly, instead of being brightly colored and clean
* Some of the "Machine Kit" parts are reworked to have standardized color, instead of color palettes
* Some of The "Machine Kit" parts that still use the palettes are recolored to have better blended metallic tones
* Diner textures were updated to high-res, and have faded colors and some extra detailing
* Some painted wood textures were tweaked
* Raider armor and metal armor no longer have that horrible bright orange colored rust
* Cargo crates, some doors, and some greebs were tweaked
* The silver vault crate doesn't look as clean and perfect now
* Industrial catwalks now have better coloring and a seamless texture (i.e. fixes buggy looking stairs)
* Some industrial beams and metal objects were tweaked
* Many workstations tweaked
* Common office desks and filing cabinets are overhauled to look much better up close
* Telephones no longer look clean and new
* Clean Coffee Cups look less clean, and dirty Coffee Cups look dirtier
* A new version of the black suit was added, to replace the bugged vanilla version
* Some LOD textures (including the atlas)
* Other misc textures
* NOTE: While it's optional, my texture pack was made to go along with my new weather addon (seen below)

#1.9.0-ALPHA:370
DEVELOPER NOTE: The goal of this texture pack is to mainly get rid of the "big offenders", which are the stuff that just looked way out of place, very low res, or didn't look aged enough for 200
years. I also want things fixed specifically the way I want them, as I haven't seen any texture packs that fit exactly what I wanted. I will continue to add to this pack over time, but there's a
large number of vanilla textures I feel are "good enough" and don't need to be higher resolution or require much work.

#1.9.0-ALPHA:371
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:372
(NEW) Addon: Architect Weather (Separate Optional Download)

* NOTE: This addon is a WORK IN PROGRESS, and will be tweaked and developed in future updates
* This addon is most likely not compatible with other weather mods (unless you know what you're mixing in)
* My primary goal with this addon is to make weather more realistic and gritty (especially the "clear" weather)
* It's secondary goal is to "fix" the dated feel of FO4, by blending the environment smoother, so that most objects don't awkwardly stick out as much
* My new texture pack is HIGHLY recommended to go along with this addon, as they are intended to go together well (color balance, etc.)
* Most of my weathers move away from the "blue" tinting everywhere
* Some weathers are no longer as "blurry" looking, and have further viewable distance
* In it's current state, this addon mainly focuses on all 8 outdoor Commonwealth weathers (for now):
* Clear: Completely overhauled - now has a warmer sunlight tone (and darker night), with all customized lighting/fog/color levels
* Clearest: The same as clear weather (it may have slight differences as I tweak it)
* Overcast: This weather feels a lot more like a storm is actually brewing (also matches the time of day better)
* Rain: Different fog/lighting tweaks
* Foggy: Different fog/lighting tweaks, the fog isn't quite as close and it looks better at all times of day
* Misty: Different fog/lighting tweaks, has a similar feel to clear weather, except misty
* Misty Rain: Misty with light rain
* Rad Storm: Minor tweaks (for now) - less foggy, and the lightning shouldnt be quite as bright
* NOTES: Indoor and DLC-specific weather/lighting may be tweaked in future updates

#1.9.0-ALPHA:373

* DEVELOPER NOTES: Some people will love my weather mod, and some will not. It's optional, so it's your choice. Anytime I've seen screenshots of weather/texture mods, I never quite agreed with

everything they did, so I wanted to slowly build up my own take on weather/textures. I'm not 100% satisfied with all of my weather/texture changes yet, so it's a work-in-progress right now. Overall
tho, I like these changes better than vanilla weather, even in it's current state. I recommend that players try my weather/textures WITHOUT an ENB first, so you can determine if/what needs to be
tweaked to your personal tastes.

#1.9.0-ALPHA:374
TIPS ON VIDEO GAME BRIGHTNESS/COLOR:
>> Every player always seems to have different opinions on lighting and weather, and part of this could be due to the fact that not everyone has the same monitor and viewing setup.

* 1> Make sure your monitor is calibrated properly for brightness/gamma/color, or all your games will look wrong from the start.
* 2> Is there gamma or brightness settings in Windows that shouldn't be on in the first place?
* 3> Lights in your computer's room that glare onto the monitor will effect how you perceive darkness and color in games.
* 4> Are you using an ENB, and changing the colors and lighting to something that might not be accurate?
* 5> When switching to new weather/texture mods, did you try it first without an ENB so you can identify a baseline?

#1.9.0-ALPHA:375
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:376
(NEW) Addon: Empire
>> Phase 1
>> This new optional addon expands the new workshop upgrade system into the Commonwealth for non-settlement locations!
>> The goal of this system is to breath some life into the Commonwealth, and allow you to interact with areas you've explored and cleared

* This addon does not require the Enhanced Settlements addon, although that addon is highly recommended
* This addon is OPTIONAL. If you don't want to patch compatibility for other mods that edit these cells, don't use it.
* Your settlement resources and progress are what allows you to upgrade sites
* Each site grants bonuses based on what it does
* This is only "phase 1" for site claiming, there is more features that are currently being worked on, but won't be ready in v1.9
* This addon is something I have wanted (and talked about) since I first released Horizon 1.0. It's taken too many years to bring it to the surface, but better late than never!

#1.9.0-ALPHA:377
Q: How do I upgrade a claimable site?
A: It's easy, and all done in a menu system. Find and use the Operation panel at the site, then "Allocate" materials/requirements to each "Tier" to improve the level of the site. Each upgrade button
will say what tier it requires. Then "Activate" each upgrade that you have available, which will make the changes immediately activate in the environment. Generally speaking, you'd never want to
disable the upgrades, but the option is there in case you want to revert the site back to it's defaults.

#1.9.0-ALPHA:378
Q: Does this add a lot of potential lag like standard settlements do?
A: No. Most claimed sites should usually be very efficient, because they usually don't run any complex scripts. They add a few NPCs (with no workshop scripts), and a few decorations. Most sites do
NOT break the precombines, although a few need to.. and those few particular sites are small interior sites and won't have any impact on performance. Currently Concord disables the precombines, but
eventually I will regenerate Concord to improve performance.

#1.9.0-ALPHA:379
Q: Do sites upgrade slowly over time?
A: No, and that's why it's efficient. You manually upgrade each tier yourself at each site based on the requirements and resources you spend. As soon you activate an option, it's immediately applied.
Once it's done, there's no laggy scripts or anything (for most sites) that will run again unless you manually use something at the panel yourself. Sites that can have events do run scripts, but they
are very efficient.

#1.9.0-ALPHA:380
Q: Do I need settlers from settlements?
A: No. All tenants, workers, guards, and other npcs are recruited separately per claimed site upgrade. Very often upgrades will require a lot of Field Supplies and Common Tools to get them started.

#1.9.0-ALPHA:381
Q: Can I remove this addon mid-playthrough?
A: It's not recommended. Do so at your own risk. If you want things back to normal state, you'll need to dismiss ALL active upgrades from every operation panel before unloading the ESP. If you
haven't upgraded any sites, it's probably safe to uninstall it.

#1.9.0-ALPHA:382
Empire: Operations
>> Operations are the ability to claim sites around the map and use them for settlement resources, utilities, or progress

* Claimable operation sites vary in size, upgrade costs, and what they provide
* Operation sites have a usable toolboard object which will bring up the menu system
* Claiming most sites requires clearing enemies from the area and/or completing certain FO4 quests
* Most upgrades at sites provide bonuses to various resources (see more further below)
* To activate production in the area, you need to upgrade the site with materials and then activate it on the menu
* Allocating resources per "Tier" is a 1-time investment, and does not require any further upkeep costs
* Upgrading tiers is done through a factory-style recipe, which shows you all the material and perk requirements
* All materials are automatically taken from your master workbench and/or your character's inventory
* Once you allocate resources to upgrade the site's "Tier", they are permanent (no refunds!)
* When you activate a site, it will usually add settlers and/or robots/turrets, plus other decorations to the site
* Some sites also clean up garbage on the floors/streets or add new structural changes

#1.9.0-ALPHA:383
Empire: F.E.R.R.E.T.S and Settler Workers

* A few sites require "F.E.R.R.E.T.S", which are small worker robots
* FERRET: "Forward Enhanced Robotic Retrieval and Extracting Tool"
* FERRETS can be created in the Tech Lab, and require Tech Level 2 (similar to Cargo Bots)
* FERRETS are fairly cheap to make, but may require a number of them to work certain sites
* FERRETS can also be crafted remotely from your Field Kit, which will take materials from your settlement resources (same as Cargo Bots)
* Crafting FERRETS or Cargo Bots from your Field Kit requires that you own Wilson
* Settler Workers who work at sites, are newly recruited settlers who do not take away from your standard settler population
* Settler Workers cannot be moved to settlements or anything like that, they live and work at that site only
* NPCs that are added to sites are way more efficient than settlement settlers, because they have no scripts attached or assignments

#1.9.0-ALPHA:384
Empire: Resource Yields
>> There are 2 types of Resource Yields that Operations can give:

* 1> Production Bonuses: Some site bonuses add to your EXISTING settlement production
* 2> Recovery Bonuses: Some site bonuses are essentially "free" and don't require settlement production upkeep

#1.9.0-ALPHA:385
Empire: Resource Yields - Recovery Bonuses

* Recovery Bonuses are produced every standard production cycle and go to your standard designated production container
* Recovery Bonuses do not require any upkeep of materials per production cycle (i.e. they are "free")
* Recovery Bonus: "Junk Recovery" - Recovers random junk items
* Recovery Bonus: "Vault Recovery" - Recovers random vault-related items
* Recovery Bonus: "Parts Recovery" - Recovers random appliance/machine parts, with a small chance for a legendary part
* Recovery Bonus: "Educational Material Recovery" - Recovers Educational Material
* Recovery Bonus: "Chemical Products Recovery" - Recovers various Chemical products (chems, meds, materials, etc.)
* Recovery Bonus: "Nuclear Material Recovery" - Recovers Nuclear Material
* Recovery Bonus: "Business Income" - Various currencies and items gained from shops and businesses
* Recovery Bonus: "Expedition Bonus" - This is added directly to your Expedition Bonus (same as Expedition Camps provide)
* If you want to check your total bonuses, you can see them in the Production Management menu under "Recovery Bonuses (Passive)"

#1.9.0-ALPHA:386
Empire: Resource Yields - Production Bonuses

* Production Bonuses are added to your existing workshop ratings, and should be reflected in the Production Management
* Production Bonuses may require Work Orders and/or materials per cycle (if those ratings require it)
* Production Bonus: "Stone Yards" - Adds to your current settlement "Worker Stone Production" rating
* Production Bonus: "Steel Yards" - Adds to your current settlement "Worker Steel Production" rating
* Production Bonus: "Lumber Yards" - Adds to your current settlement "Worker Lumber Production" rating
* Production Bonus: "Factories" - Adds to your current settlement Factory rating (Parts, Chemical, etc.)
* Production Bonus: "Research" - Adds to your current settlement "Research" yield (does not require Engineers like standard Research)
* Production Bonus: "Ore Extraction" - Adds to your current settlement "Ore Extraction" production total yield (not rating)
* Tenants: Tenant bonuses are added the same way standard Tenants are added in settlements, except they don't require any local food/water/etc.
* Ore Extraction bonuses give the full deposit amount, so +0.5 adds a full 0.5 yield to ALL ore production
* Many settlement production ratings require management through the Production Manager in your Resource Station

#1.9.0-ALPHA:387
Empire: Operation Site - Thicket Excavations

* You can now claim this site for a bonus yield to Mining (all Ore types) and Concrete production
* This site can not be claimed until the water is drained
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 3 FERRETS and 1 Settler in the area
* Tier 1: Increases all Ore Mining by +0.5 and Stone Yards by +4
* Tier 3: Deploys 3 more FERRETS and 1 Turret in the area
* Tier 3: Increases all Ore Mining by another +0.5 and Stone Yards by +4
* Activing the site will add a claim flag plus other decorations
* Fixed a vanilla stuck spot where you can jump into the fence near the trailor and get stuck inside

#1.9.0-ALPHA:388
Empire: Operation Site - Big John's Salvage

* You can now claim this site for a bonus yield to Steel and Junk production
* This site can not be used until the nearby area is cleared of hostiles
* You must first upgrade the site using the menu
* Tier 1: Deploys 2 FERRETS and 1 Settler in the area
* Tier 1: Increases all Steel Yards by +4 and Junk Recovery by +1
* Tier 3: Deploys 2 more FERRETS and 1 Turret in the area
* Tier 3: Increases all Steel Yards by another +4 and Junk Recovery by +1
* Tier 5: Adds +1 Construction Yard
* The settler will salvage/search around the front area
* Activing the site will add a claim flag plus other decorations
* The bugged pipe in front of the building is fixed to have a cap on it

#1.9.0-ALPHA:389
Empire: Operation Site - Boston Library

* You can now claim this site for a bonus yield to Educational Material and Junk production
* The claim panel is located in the back administration room
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Increases Educational Recovery by +1
* Tier 3: Increases Junk Recovery by +1
* 2 settlers can be activated, which will roam around the room reading and searching
* One of the sleeping bags is moved so its not in the wall anymore
* Activing the site will add decorations (food, boxes, etc.)
* The bugged dead curator is given a proper outfit

#1.9.0-ALPHA:390
Empire: Operation Site - Weston Water Treatment

* You can now claim this site for a bonus yield to Purified Water production
* The claim panel is located in the last room after you clear everything (near the elevator)
* Activating Upgrade #1 (Tier 2): +1 Purified Water Rating
* Activating Upgrade #2 (Tier 4): +1 Purified Water Rating
* Each upgrade stage adds 1 settler to maintain the site
* Tier 1 requires: Workshop Tech Level 3
* Tier 2 requires: Basic circuitry, gears, and steel
* Tier 3 requires: Workshop Engineering Level 5
* Tier 4 requires: Basic circuitry, gears, and steel

#1.9.0-ALPHA:391
Empire: Operation Site - Corvega

* You can now claim this site for a bonus yield to Junk, Nuclear Material, and Parts salvaging
* The claim panel is located in the front foyer next to the exit door
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 2 Settlers in the area
* Tier 1: Increases Parts Recovery by +1 and Junk Recovery by +1
* Tier 2: Requires "Workshop Salvaging Rank 1" and allows you access to the Tier 3 upgrade
* Tier 3: Deploys 2 more Settlers in the area
* Tier 3: Increases Nuclear Recovery by +1 and Junk Recovery by +1
* The settlers will search/roam around the front area (they won't go too far into the building)

#1.9.0-ALPHA:392
Empire: Operation Site - Mass Fusion Containment Shed

* You can now claim this site for a bonus yield to Parts and Nuclear Material salvaging
* The claim panel is located in the front foyer
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 1 Settler (with a gas mask) in the area
* Tier 1: Increases Parts Recovery by +1
* Tier 2: Requires "Workshop Salvaging Rank 3" and allows you access to the Tier 3 upgrade
* Tier 3: Deploys 1 more Settler (with a gas mask) in the area
* Tier 3: Increases Nuclear Recovery by +1
* Upgrades require 1 Advanced Filter each, plus Common Tools
* The settlers will salvage/search around the front area (they won't go too far into the building)
* Activing the site will add decorations (food, boxes, a lantern, etc.)

#1.9.0-ALPHA:393
Empire: Operation Site - Vault-Tec Regional Headquarters

* You can now claim this site for a bonus yield to Vault Item recovery
* The claim panel is located in the storage basement room
* This site can not be used until the nearby area is cleared of hostiles
* Tier 1: Deploys 2 Settlers in the area
* Tier 1: Increases Vault Item Recovery by +1
* The settlers will salvage/search around the storage room
* 1 extra legendary feral ghoul has been added to the building
* The elevator door in the basement is fixed so there isn't any polygon flickering

#1.9.0-ALPHA:394
Empire: Operation Site - Mass Chemical

* You can now claim this site for a bonus yield to a Chemical Factory and Chemical Products
* The claim panel is located near the back door
* Tier 1: Deploys 2 Settlers in the area
* Tier 2: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Tier 4: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Tier 6: Increases Chemical Factories by +1, and +1 Chemical Products bonus
* Chemical Products can randomly yield all sorts of chemical-related components, with a rare chance of most chems
* When you activate Group 1, it will remove all super mutant garbage, corpses, blood, and the radiation hazard
* If you dismiss Group 1, it will put back all the default garbage
* The glitchy flickering windows/walls are fixed
* The backdoor area is properly fixed up now
* The fire barrels have a light source now

#1.9.0-ALPHA:395
Empire: Operation Site - Boxing Gym

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the door
* Tier 2: Deploys an announcer and a manager
* Tier 2: Deploys 2 Robots to fight each other!
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 5 patrons
* Tier 4: Increases Business Income by +1

#1.9.0-ALPHA:396
Empire: Operation Site - Beacon Hill Pub (AKA Cheers!)

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located near the office door
* Tier 2: Recruits 1 Settler to work the bar
* Tier 2: Adds 2 bar patrons
* Tier 2: Increases Business Income by +1
* Tier 4: Recruits 1 Settler to serve drinks
* Tier 4: Adds 2 bar patrons
* Tier 4: Increases Business Income by +1
* Fixed a number of misaligned walls and objects
* The jukebox is now facing the correct way
* All the vanilla candles/lanterns are now off or removed by default (which made no sense)
* Activating Tier 1 adds all the candles back and turns the lanterns on
* Activating Tier 1 removes the corpses and a lot of debris, and replaces the pool table with a decorated one

#1.9.0-ALPHA:397
Empire: Operation Site - Cambridge Diner

* You can now claim this site for a bonus yield to Business Income
* The claim panel is located behind the counter
* Tier 2: Deploys 1 Settler to work the counter
* Tier 2: Increases Business Income by +1
* Tier 2: Adds 1 patrons
* Tier 4: Increases Business Income by +1
* Tier 4: Adds 1 patrons
* Activating the site removes the corpses and some debris

#1.9.0-ALPHA:398
Empire: Operation Site - South Boston Factory

* You can now claim this site for a bonus yield to Parts Factories and Random Parts
* The claim panel is located near the door
* Tier 2: Deploys 1 Settler to work and 1 Settler guard
* Tier 2: Increases Parts Factories by +1, and Parts Recovery by +1
* Tier 4: Increases Parts Factories by +1, and Parts Recovery by +1
* Tier 6: Increases Parts Factories by +1, and Parts Recovery by +1
* Activing this site cleans up some of the foliage and hazards, and adds a few objects

#1.9.0-ALPHA:399
Empire: Operation Town - Concord!
>> Take. Back. Concord.

* You can now claim parts of Concord, area by area, and rebuild Concord into a livable town for citizens
* There are 5 claimable zones for Concord: NW, NE, SW, SE, Central
* The people who move into Concord are a mix of militia, workers, and tenants
* Tenants in Concord will add to your total settlement Tenant population
* NOTE: Concord DOES disable pre-combines for some cells. In the future I'll see about optimizing this, however, I get a solid 60 fps in that particular area, so I personally don't see that area as a

big concern yet.

#1.9.0-ALPHA:400
When you upgrade areas:

* It will remove a lot of debris and garbage
* It will add doors, windows, lamp posts with lighting, and other decorations
* Some of the larger holes in the streets get filled in with gravel
* A small scaffolding fence is placed around the civic access entrance
* In the 4 outer zones it will add guards, turrets, and random tenants
* In the 1 central zone it will add up to 3 different shopkeepers, random tenants, and other npcs
* The npcs added will wander around the immediate area and perform various animations

#1.9.0-ALPHA:401
Each Concord zone has different requirements per Tier:

#1.9.0-ALPHA:402

* Zone 1: Northwest (Closest to the Red Rocket)
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

#1.9.0-ALPHA:403

* Zone 2: Northeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Junk Recovery Bonus

#1.9.0-ALPHA:404

* Zone 3: Southwest
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +5 Research Bonus

#1.9.0-ALPHA:405

* Zone 4: Southeast
* Tier 2> Upgrade Available: +5 Tenants
* Tier 4> Upgrade Available: +5 Tenants
* Tier 6> Upgrade Available: +5 Tenants / +1 Parts Recovery Bonus

#1.9.0-ALPHA:406

* Zone 5: Central (The commercial district)
* Tier 2> Upgrade Available: +1 Business Income Bonus
* Tier 4> Upgrade Available: +1 Chemical Products Bonus
* Tier 6> Upgrade Available: +1 Business Income Bonus

Bonus: If all 5 zones have an active Tier-6 upgrade:

* > Upgrade Available: +5 Expedition Bonus

#1.9.0-ALPHA:407

* NOTE: If for some reason you decide to dismiss one of the active upgrades in one of the areas of Concord, realize that it will put back all the debris in range of the panel, even if it crosses into

the other zones

#1.9.0-ALPHA:408
Empire: Events
>> Specific sites can have random events that occur!

* The first site in this update that contains events is Concord (more sites will follow in the future)
* Events have a random chance of occuring every few real-time hours
* While an event is active, all bonuses from that site are disabled
* You must complete the event at that site in order to re-activate the bonuses
* There are currently a few event types:
* Event Type: Takeover - Humanoid enemies can capture and take your settlers hostage
* Event Type: Pillage - Humanoid enemies can capture, take your settlers hostage, and burn your site
* Event Type: Invasion - Animals and creatures can attack your site, and wound all settlers
* Event Type: Inferno - Buildings/machines at your site catch on fire, and your settlers are knocked out
* Events that have enemies require all the enemies to be eliminated first
* Events that have fires require you to equip a "Fire Fighter" weapon, and put out most of the fires (usually 80%)
* Events that have settlers knocked down or captured, require you to assist a certain amount of them (usually 50%)
* You cannot assist settlers until enemies and fires are dealt with
* Depending on the enemy type, traps might be placed around the site as well
* The types of traps differ based on the type of enemy (raiders = handmade traps, gunners = military traps, etc.)
* Some events may require that you disable most of the traps
* Upon completing all the objectives, you will be awarded XP
* Corpses from enemies will despawn when you walk/travel far enough away from the site
* The "Fire Fighter" can be equipped from a Rescue Station located at the site
* The "Fire Fighter" automatically equips when you receive it
* The "Fire Fighter" automatically is removed when the event ends
* If you travel to a site under siege, and then travel too far it will suspend the event
* NOTE: Because Concord is the first "beta test" site for events, it will likely occur more often than normal. Once multiple sites are capable of events, the randomization will probably be less

often.

#1.9.0-ALPHA:409
Beta Testing Notes on Empire:

* Let me know if you see any upgraded lights disappearing (this may be due to the precombines.. which will be addressed later)
* Let me know if any requirements/materials don't match for upgrades
* Let me know if any bonuses aren't working (PLEASE KEEP IN MIND: you must refresh your settlements stats, or wait until the next production cycle for them to show accurately)
* Would adding a fade-out (to black screen) and fade-in during site upgrades make it more "immersive", or would that just be an annoying delay?
* More sites will be added once all of these are tested well
* NOTE: Ingredients and requirements for Tier upgrades may be tweaked in future patches

#1.9.0-ALPHA:410
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:411
(NEW) Addon: Enhanced Settlements Optimized Locations
>> This brand new ESP addon loads after Enhanced Settlements and adds precombines back to specific settlements

* Currently this addon is ONLY functional for Hangman's Alley
* This addon should greatly increase the performance for the areas in and around Hangman's Alley
* NOTE: More settlements may be added in future patches

#1.9.0-ALPHA:412
Q: I found some graphical glitches.
A: If you do happen to find weird graphics problems, please take a screenshot, and let me know EXACTLY where you are standing when you see it bug out. Also, please make sure you aren't using any
other mods that could be editing this area, as they may not be compatible at all.

#1.9.0-ALPHA:413
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#1.9.0-ALPHA:414
Addon: Enhanced Settlements

#1.9.0-ALPHA:415
Enhanced Settlements Addon - Performance Improvements
>> The following settlements now have cached buildings to improve performance:

* Abernathy house
* Taffington house and dockhouse (with upgrade options at the panel)
* Egrets buildings
* Kingsport house
* The Slog building
* Somerville house
* The new Oberland facility (see more on this below)
* The new Zimonja military base (see more on this below)
* A side benefit of these cached buildings, is they also toggle much faster in the layer options
* (It also makes things easier going forward when dealing with what can be scrapped and what can't)

#1.9.0-ALPHA:416
Enhanced Settlements Addon - Border Changes
>> WARNING: Many settlements had their build area borders changed (in some cases, significantly)

* The build areas were changed in order to help reduce problems with settlements being too close to each other, as well as increased performance
* In many cases you will actually get better build space with these changes as well
* The following settlements have border changes:
* Abernathy, Sanctuary, Red Rocket, Covenant, Taffington Boathouse
* NOTE: You're at your OWN risk if you're using an old save game that has objects outside the building areas

#1.9.0-ALPHA:417
Enhanced Settlements Addon - Crops
>> Most vanilla crops in settlements have been replaced with a different type of object

* These new crops are fully scrappable, without the bugs that scrapping vanilla crops have
* Settlers can still harvest [most] crops by default, although these crops are intended to be scrapped
* A side effect is you can no longer manually harvest these crops (which is intended, because it makes little sense that you can harvest crops that settlers are already harvesting anyway)

#1.9.0-ALPHA:418
Enhanced Settlements Addon - Settlement Upgrades
>> The settlement upgrade system has been expanded to offer many options now!

* This new system uses a menu so you can select each option individually
* There are many new upgrade options for sanctuary now (seen below)
* In order to unlock certain upgrade options, you must allocate materials
* Allocated materials are grouped into multiple "Tiers", which each require additional materials
* Allocated materials are a 1-time process, and CANNOT be refunded ever
* As long as you have a Tier unlocked, you can toggle the options on or off as much as you wish
* NOTE: If you see any new objects (like sinks) in your existing save game, you can toggle those off at the bridge panel
* NOTE: Some furniture may not be in the correct default position if you are using an existing save game, but you can move or scrap those objects.
* TESTING: This system should be fairly dummy-proof in regards to pushing buttons on the panel, but some testing is needed still to make sure its working perfectly

#1.9.0-ALPHA:419
Q: What's a "legendary settlement"?
A: It's simply what I consider a settlement that was greatly overhauled by this addon. They usually will add large buildings and some minor content. There are 2 in this update.

#1.9.0-ALPHA:420
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Oberland Station
>> Backstory: The shoreline near Oberland Station was an unfinished pre-war facility that was created to assist the nearby drydock

* A note from the settlers who live here, is located on top of the workbench
* The waterfront area in Oberland Station is now completely reworked and contains a large pre-war facility!
* This allows the settlement to have many buildings and rooms that you can immediately use
* This only effects my expanded area, and does not effect the original vanilla buildable area
* The main facility has many large rooms inside of the structure itself that can be accessed from 3 different entrances
* The main facility is NOT removable or hiddable.. its a permanent structure
* The warehouse buildings (including all lights) and dock cranes on top of the facility can be hidden in the Cleanup Station
* All warehouse lights can be toggled on/off separately from a light switch inside of the large warehouse building (in the caged room)
* All basement lights can be toggled on/off separately from a light switch inside of the main building (near the front door)
* There should be no pathing issues for settlers, because these structures are part of the game itself and not temporary settlement objects
* New Architect-style lights are used, which adds better detail/glow to the lamps (which are more efficient on performance than the default methods)
* The new buildings are pre-cached and optimized for speed (they work similar to precombines)
* NOTE: If you choose to place architect buildings on top of the facility, their foundations may make the indoor area unusable (do so at your own risk)

#1.9.0-ALPHA:421
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Outpost Zimonja
>> Backstory: A pre-war military base, used to repair vertibirds. The settlers and raiders who have been fighting to live in the area have yet to actually clear out the dangers that are contained
inside of the main complex.

* A diary from the settlers who used to live here, is located on top of the workbench
* A medium sized military complex is now located in part of the extended border area
* The Bunker on top can be toggled off using the Cleanup Station (although keep in mind the settler pathing is meant to use the bunker)
* The interior of the main base has 3 large rooms
* The roof area is flat and gives a lot of usable room for anything
* The helipads and damaged vertibird on the roof can be scrapped
* The new buildings are pre-cached and optimized for speed (they work very similar to precombines)
* Objects inside the settlement should no longer flicker when viewing them from the areas west and north of the settlement
* NOTE: If you choose to place architect buildings on top of the facility, their foundations may make the indoor area unusable (do so at your own risk)

#1.9.0-ALPHA:422
Q: How come I can't remove the main buildings from legendary settlements? Is it at all possible to do?
A: The short answer is no, because the area is navmeshed so settlers can walk around properly. If you really really wanted the buildings gone, you could technically disable them in the console, but I
don't want this as a real feature because of how the pathing will be broken.

#1.9.0-ALPHA:423
Enhanced Settlements Addon - Legendary Settlements
>> (NEW) Legendary Settlement: Croup Manor

* (NEW) This settlement now has a settlement upgrade panel located on the stone wall in front of the house
* (NEW) Upgrade Panel Option: A massive dock can be added over the water (behind the house)
* (NEW) Upgrade Panel Option: The dock can also have a large amount of buildings added to it
* (NEW) Upgrade Panel Option: The dock can also have some lighting added to it
* (NEW) Upgrade Panel Option: The dock and buildings are fully navmeshed for settler pathing
* (NEW) Upgrade Panel Option: The house can now be upgraded to a repaired version
* (NEW) Upgrade Panel Option: Stairs can be added to the back of the house to access the roof
* (NEW) Upgrade Panel Option: Doors can be added to the house
* (NEW) Upgrade Panel Option: Beds can be added to the house

#1.9.0-ALPHA:424
Enhanced Settlements Addon - Sanctuary
>> Sanctuary is the first settlement to use a brand new upgrade panel which replaces the panels at the bridge

* WARNING: The borders were slightly adjusted to improve performance, although there is some extra buildable room in the southeast corner near the water now
* (NEW) Concrete Sanctuary Bridge: Replaces the wooden bridge with a more believable concrete bridge
* The concrete bridge is now the default, but if you want one of the wooden bridges back you can still use the panel
* The concrete bridge seamlessly fits right into the same space as the wooden bridge
* Option: Repaired Wooden Bridge: Adds some scrappy repairs to the wooden bridge so it can be fully walked over
* Option: New Wooden Bridge: Adds a completely intact rebuilt wooden bridge
* Option: Repair Roofs: repairs the house roofs (all of these options are similar as before)
* (NEW) Option: Repair Walls: Patches up walls in the houses, using custom sanctuary house panels\*
* (NEW) Option: Repair Doors: Adds external doors to houses, and internal sliding doors to bathrooms
* (NEW) Option: Rebuild 5 Destroyed Houses: Rebuilds the 5 smashed up houses into actual useable houses!
* (NEW) Option: Add beds: Adds 15 beds to Sanctuary houses (houses contain 1-3 perfectly placed beds)\*\*
* (NEW) Option: Remove Walls: Removes the patched walls
* (NEW) Option: Remove Doors: Removes the repaired doors
* (NEW) Option: Remove 5 Rebuilt Houses: Removes the rebuilt houses
* (NEW) Option: Remove Beds: Removes the 15 beds that were added
* (NEW) Option: Remove House Fixtures: Remove the unscrappable bathroom fixtures, etc.
* (NEW) Option: Reassemble House Fixtures: Option to add back the bathroom fixtures, etc.
* Option: Remove Roofs: restores the house roofs to the damaged ones
* Option: Remove Houses: Removes all the houses completely\*\*\*
* Option: Damage Bridge: Reverts to the original bridge
* Option: Reassemble Houses (with damaged roof): Reverts the houses back to the original form
* Fixed the nuka cherry bottle from being unaccessible unless you scrapped houses
* Some default furniture and objects were moved or hidden, so that the new bed option fits seamlessly into the default environment
* Moved some of the bushes from sticking into the houses
* 2 of the oil lamps that had no light sources, were properly changed to look like they are off now
* The repaired sanctuary bridge has some added detail to it, as well as a jagged piece of texture sticking up was hidden
* The sanctuary navmesh is modified to support the 5 new rebuilt houses
* Permanently removed a few chairs/stools
* Re-aligned the corner destroyed house, and created a properly aligned driveway (with some detail)

#1.9.0-ALPHA:425

* This feature also patches up some of the unsightly holes in some of the default houses, where you can see through walls you shouldn't be able to

#1.9.0-ALPHA:426

* + The player house and the one across from it are EXCLUDED, since most players like to use their the player house themselves, and the one across from it for crafting. Obviously, you can place your

own extra beds wherever you wish.

#1.9.0-ALPHA:427

* + - If you toggle off the houses, you need to also manually toggle off any other layers too (such as fixtures, repaired walls, etc.)

#1.9.0-ALPHA:428
DEVELOPER NOTE: I always liked the Sanctuary houses, but they were too annoying to deal with because of how spread out it was. So this new upgrade system allows you to setup settler houses completely
with no more micromanagement hassles. If you want the houses to have a nicer "lived in" feel, I recommend NOT scrapping a lot of the default furniture, because I moved a lot of the default objects to
work well along with the new beds/upgrades. So basically, your settlers can use existing furniture/decorations "as-is" and it will look perfectly appropriate to the environment.

#1.9.0-ALPHA:429
Enhanced Settlements Addon - Red Rocket

* The sidewalks can now be toggled off in "Layer 2"
* The doors and door button should no longer incorrectly be on the scrap lists (it will now only disappear if you hide the building layer in the station)
* The borders were slightly REDUCED to remove RR from being in too many cells just to have tiny bits of land
* The buildable area on the road was reduced, in order to improve cell performance
* The main border graphic was NOT changed, so the areas reduced won't be fully seen (however, there's a temporary border wall near the roadway so you can see the edge there)

#1.9.0-ALPHA:430
Enhanced Settlements Addon - Abernathy Farm

* WARNING: The settlement borders and build areas are greatly altered again!
* The borders were GREATLY REDUCED on the north side, and GREATLY EXTENDED south more..
* This was done to attempt to reduce some "triangle of death" problems, and to optimize cells better for performance
* (NEW) Abernathy now uses the new upgrade panel located in a new shed near the border
* (NEW) The main building is now cached as 1 object and can be toggled on/off from the upgrade panel
* (NEW) The house was modified and the side now has another door and some steps on the porch
* (NEW) An outhouse was created, which now contains the toilet and bathtub (toggles off with the house)
* (NEW) The hanging lamps now emit light again, and can be toggled on/off separately from the panel
* Most candles and lanterns are no longer shown as being lit since the light sources were gone
* The silos are recreated as new objects, and are now scrappable objects instead of individual pieces
* Some dirt and garbage was removed from inside the house (the Abernathys aren't animals!)
* Many of the default chairs were removed so its easier to find settlers
* The navmesh was updated to support the new structures
* Settlers should now be able to sandbox around the entire buildable area (may need testing)
* NOTE: The workbench is moved, but if you load into 1.9 in Abernathy, you'll need to travel away and back for it to properly move

#1.9.0-ALPHA:431
Enhanced Settlements Addon - Hangman's Alley

* (NEW) If you install the "Optimized Locations" addon, Hangman's Alley will now use precombines to improve performance in the area
* Some of the buildings were altered
* The buildable area near the front junk wall gate was expanded
* You can now scrap the gate, doors, hanging bodies, and truck near the front gate
* Some tweaks were made to the sandbox area, however I'm not sure if it will help with The Gallows or not

#1.9.0-ALPHA:432
Enhanced Settlements Addon - Covenant

* The border was greatly reduced on the EAST side, and greatly increased on the WEST side (the water)
* You can now hide the walls/gates/lights in "Layer 3" in the Cleanup Station
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do
* The dirt by the crops is now scrappable

#1.9.0-ALPHA:433
Enhanced Settlements Addon - The Slog

* Most structures in the area are now cached into large meshes (improves performance and can potentially add more options)
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do
* The invisible animation markers for settlers farming were removed

#1.9.0-ALPHA:434
Enhanced Settlements Addon - Graygarden

* The greenhouse is now cached into large meshes (improves performance and adds more options)
* (NEW) Graygarden now has an update panel near the edge of the border
* (NEW) The upgrade panel allows you to replace the broken glass in the greenhouse
* (NEW) The upgrade panel allows you to remove the pipes or the 4 center columns
* The buttons for the water sprinklers and animations were removed, but can be accessed in the upgrade panel menu
* When you turn the water off, it now also removes the puddles on the ground
* All old withered plants are replaced with scrappable crops that look like withered mutfruit trees
* The greenhouse floor was modified and cached

#1.9.0-ALPHA:435
Enhanced Settlements Addon - Somerville

* The house is now cached into large mesh (improves performance)
* The 2nd floor of the house is no longer destroyed
* A new shack staircase can be used to reach the 2nd floor (if you toggle off the house, the stairs are included)
* All crops were replaced with scrappable crops which shouldn't bug out like the vanilla crops do

#1.9.0-ALPHA:436
Enhanced Settlements Addon - The Castle

* The Castle now uses the new upgrade menu system
* (NEW) Upgrade Panel Option: Clean the decals off the floors
* The upgraded walls and gate are now fully navmeshed for settler pathing\*
* The front steps are now a permanent part of The Castle even without the upgrade (this helps the navmesh work better)
* The front steps are adjusted and detailed better
* Part of the upgraded wall was expanded to add more usable floor space
* A few extra details were added to the upgrade walls
* The button for the quest now uses a completely new object, so that nothing can scrap it

#1.9.0-ALPHA:437

* NOTE: The opening near the water may be a little screwy for the quest enemies, but it shouldn't break anything

#1.9.0-ALPHA:438
Enhanced Settlements Addon - Sunshine Tidings

* All buildings are now cached into large meshes (improves performance and can potentially add more options)
* Sunshine Tidings now uses the new upgrade menu system
* The upgrade panel is now on the outside of the shack
* Repairing the cabins now requires Tier 1
* (NEW) Add 12 Beds (requires Tier 2): Places beds automatically to the cabins in perfect spots
* Default beds are removed for various reasons, but you will get some extra packing material from the settlement scrap now
* Wild plants were moved outside of the borders, so that they can remain as part of the environment
* The silos were moved outside of the borders, so that they can remain as part of the environment but not get in your way for building
* Professor Goodfeels should no longer despawn and is flagged as essential now (may need testing)
* Professor Goodfeels can't be assigned and doesn't count as a settler, but should act as a guard
* Professor Goodfeels can be disabled or enabled at the upgrade panel
* NOTE: If you disable him, and then re-enable him, he'll still roam around but will be much more quiet

#1.9.0-ALPHA:439
Enhanced Settlements Addon - Jamaica Plain

* Jamaica Plain now uses the new upgrade menu system
* The upgrade panel is now on the outside of the workbench building
* (NEW) The church has a new upgrade option on the menu that lets you add a floor to the 2nd floor area
* The church roof repair now has a better looking roof upgrade
* The church repairs also have some better trim objects to hide seams
* The custom border graphics now cover the entire buildable border

#1.9.0-ALPHA:440
Enhanced Settlements Addon - Starlight Drive-in

* (NEW) You can now hide the projector building in "layer 2" of the Cleanup Station
* There is now pieces of sidewalk underneath the building so when the building is hidden there isn't a hole
* The projector machine is now 1 single object, which is toggled off with the building
* The cases of film in the building can be scrapped normally
* The projector screen building should now allow you to place objects in/on it
* The billboard is considered "layer 3" for toggling
* One of the lamp posts is inside the border now so you can scrap it

#1.9.0-ALPHA:441
Enhanced Settlements Addon - Egrets

* (NEW) The mesh for the main building was replaced with a modified version with a repaired 2nd story floor
* Hiding Layer 1 is now just the warehouse building
* Hiding Layer 2 is only the closed prefab buildings
* Hiding Layer 3 is only the main brick building

#1.9.0-ALPHA:442
Enhanced Settlements Addon - Misc

* Most settlements should now be immune to becoming "unowned" by low happiness (I did this because of random happiness bugs)
* Many wild plants were moved outside of the settlements borders, so that they remain as a permanent part of the environment
* Spectacle Island: The smashed house that was removed, is now hidden better, so that if you attempt to "restore layer" it won't make pieces of that house reappear
* County Crossing: Settlers should (hopefully) sandbox around the entire expanded area now

#1.9.0-ALPHA:443
NOTE: If you ever try to restore layers or objects in the Cleanup Station, and you see some weird "out of place" objects that reappear and can't be scrapped, please let me know where they are. Thanks

#1.9.0-ALPHA:444
Enhanced Settlements Addon - Scrap

* Many trash/junk items were sorted better (see more on this below)
* Many scrap items were moved around, and give slightly different scrap now
* Some objects (such as certain robot parts and electrical devices) will now give at least 1 basic circuitry

#1.9.0-ALPHA:445
Enhanced Settlements Addon - Clean-up Station

* (NEW) There are 3 new categories on the bottom to "Restore" some objects, such as trees, plants, furniture, etc.\*
* Restored objects will ONLY work if the Cleanup Station had removed them.. it does NOT restore stuff you scrapped yourself
* Many scrap items were changed to make categories much more consistent and give proper materials
* The menu is re-ordered so that popular options (like debris) are high on the list
* The "scrap all categories" is moved further down the list so its less likely something you would click by accident
* The "scrap all categories" is not recommended unless you're sure you want to actually remove everything\*\*
* Debris Category: Now contains paper on the ground, candles, and other trash debris
* Junk Category: No longer contains most intact furniture; usually contains garbage items you probably don't want
* (NEW) Furniture: Now contains most of the furniture type of objects that you might want to keep for decorations
* Leaves/Vines Category: Contains mostly leaves and vines, and no longer contains shrubs
* (NEW) Shrub Category: Contains all shrubs, bushes, hedges, etc.
* Many fixture/furniture type objects were moved from structural to furniture
* Wild plants will no longer be removed by the Cleanup Station, you have to choose to manually scrap them
* NOTE: Always save your game before using any option on the Cleanup station!
	+ NOTE: Scrapping all categories can sometimes make a settlement look TOO stale. Make sure thats what you want before you do so!

#1.9.0-ALPHA:446
Tips on setting up Sanctuary quickly:
>> To get a nice "repaired" Sanctuary that is ready for your settlers, all you have to do is the following:
1> Scrap the 4 large smashed houses for wood/steel/packing material (this should be enough material for the upgrades)
2> Use the upgrade panel at the bridge
3> Upgrade Sanctuary to Tier 3 (it uses the materials you collected)
4> Select "Repair roofs", then "Repair walls", and then "Repair doors"
5> Select "Add 15 beds to houses"
6> Done! Now your settlers have their own houses complete with bedrooms and bathrooms!
7> (Optional) Use the Clean-Up station to remove "debris/leaves/junk" (IMO keep the regular furniture though if you want your settlers to enjoy their nice furnished houses)

#1.9.0-ALPHA:447
Q: I want to keep an immersive look to my settlements so they aren't so stale, what categories are safe to use in the Cleanup Station?
A: For the most part, the "Debris", "Leaves", and "Junk" categories (theres a button for those 3 at once too) will get rid of most of the unwanted garbage. Shrubs and Trees are separate, so you can
keep those up for natural decorations. "Furniture" contains many additional objects that you may want to keep as decorations. It's probably best to just manually scrap those very few things you dont
want, and leave the rest for decorations.

#1.9.0-ALPHA:448

* ----------------------

#1.9.0-ALPHA:449
TIPS for Settlement Progression and Claimable Sites
1> Build a Resource Station, which automatically sets a Master Workbench (you can change this location)
2> Try to reach Workshop Technology 1 as fast as possible, and then rank 2 when you can
3> Build Wilson! (in the Tech Lab)
4> Setting up some kind of farm first (for surplus food/water) early on, will help build up Field Supplies
5> Starting to generate some income (Vendor Credits) early on, can also be helpful
6> You can sell surplus materials (wood, steel, etc.) on the Trading Market to earn Vendor Credit
7> You might be able to buy settlement materials you're short on through the Trading Market