PPC various (unofficial) Patches for Horizon (1.94)

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Ankhras85

Basically updates of (my) Horizon-Patches. 99,9% just made in xedit, so hopefully plain and simple. Since its a lot of patches, i am not able to fully test everything, but will try to resolve anything, that goes baaad. Thanks for pointing such things out. Cheers!

Almost any of my patches are non-replacers; means you gotta load the original Mod before Horizon and the patch in the Horizon-Patch-Section (Some need to be loaded after Horizons DEFUI). Replacer-Patches can be loaded in Horizon-Patch Section.
I tried to add appropriate Tags (sometimes also Components) to items, give NPCs perks from Horizon for balancing and adjusted hitpoints/stats. Armors and weapon should be patched for Horizon, so the needed Attachment points, mod associations and sometimes value adjustments should be added. If there is anything about weapons, some changes may only be available through the workbench (e.g. .32 ammo from point lookout, because scripts are above my ability to change or edit aaand also it feels to risky meddling around. it enough stuff without that)
In Rare cases i felt to add some minor stuff via Xedit, for example the explosive-crafting from wasteland imports.
ill sort and give better descriptions to the patches next days / weeks.

Bleachers 2 - The Fens Sheriffs Department:

Seperated Armors so each Armor is now "Standalone". Mixed and changed some mod-associations, blocked some paint jobs that were double
accessible. Tried to make each armor unique, so they have quite
different values and upgrades (no crazy things, only statwise).

I realized too late that the scavver legs are not existing, so i put up a
very crude replacement for them, but they are back on the LLists (they
have been taken off the LLists in the latest release of bleachers2,
so... i am sorry, you have to suffer the replacement atm. (If you dont
like that, just open the patch esp and delete all LL-entries in "Leveled
Item" with "Scavver" and it is gone)

DCGuards get the outfit from FSD mostly.

Power Armors are "generally" unplayable, but on 3 frames you should even be
able to find pieces unique to the sherifs department. In the ESP are
even playable versions and those Power Armor Frames could be unblocked,
but i just left it like this for compatibility. Those should be handled
with "care", maybe using MunkySpunks Primer and so on. Or just sell them
and use "normal" PAs.

"T-53": Adjusted most upgrades to CPAM, except a few, for whom i couldnt find something fitting.
Weapons have been adjusted and rebalanced.

Recipes: Most things cannot be crafted, but some things i just left, but added skill-requirements.
T-53 Power Armor Upgrades are left out, for they should simply not be for the player // you get the same things from CPAM.

NPC get perks from Horizon, but the armors have been so malicious to patch, that this probably needs further balancing.

"It just works!"

So there are a lot of patches for FSD - Bleachers 2, that i can just give a
recommendation for the load order; you should check for conflicts
probably.

Example Load Order:
DCGuard_Overhaul.esp
Architect.esm

REFramework.esm (optional)
The Fens Sheriff's Department - offensive 4th wall breaking comics.esp (optional)

"various patches for compatibility" e.g.:
4estGimp - FSD_Vault4.esp (optional)
4estGimp - FSD CandP.esp (optional)
DCGuard_overhaul-RandomEncounters.esp (optional)

z_horizon.esp
z_horizon_dlc_all.esp
z_horizon_CPAM.esp
--------------------------------- (Horizon patch section)
FSD_Bleacher2-Horizon19.esp (patch from here)

America Rising 2 - Legacy of the Enclave & Remnants of the Enclave

  • patches all gear from AR2 to Horizon
  • makes Enclave Remnants use Gear from AR2, further varied with Horizon and CPAM
  • patches most NPCs to be in line with Horizon (more or less; made Enclave a bit harder)
  • gives the Enclave from AR2 the X-02 and X-03 Power Armors and varies
    their weaponry a bit more; thanks to CPAM and the Replacer patches for
    those armors
  • only one Power Armor Frame can be acquired by the player, that is the one commissioned from the OIL-Rig
  • adds Horizon tags
  • Enclave Remnants are a split group of the Enclave; they dont share a faction and will stay hostile

You dont need my other patch to equip enclave remnants and should not use it: https://www.nexusmods.com/fallout4/mods/76975

As said, balancing and if it all completely works out, it is not tested.
Meaning, nothing related to Quests, Companions, Locations or such have
been touched or so. Or defiled... :P

America Rising 2 & Enclave Remnants Power Armors for Horizon - Load order: (Installation partially)

  1. AmericaRising2.esm

  2. EnclaveX02.esp (https://www.nexusmods.com/fallout4/mods/11017) (will be replaced by CPAM-patch move to 8. after patching)

  3. Hellfirenew.esp (https://www.nexusmods.com/fallout4/mods/26251) (will be replaced by CPAM-patch move to 10. after patching)

  4. EnclaveRemnants.esp

  5. Z_Horizon.esp

  6. Z_Horizon_CPAM.esp (https://www.nexusmods.com/fallout4/mods/31657) + Patches

(Horizon Patch Section)

  1. EnclaveX02.esp

  2. AmericaRising2-X02-Replacer.esp

  3. Hellfirenew.esp (https://www.nexusmods.com/fallout4/mods/31657 - the patch file)

  4. AmericaRising2-Hellfire-RTL-Replacer.esp (https://www.nexusmods.com/fallout4/mods/75795)

  5. AR2_Remnants_Horizon1.9_Gearpatch.esp

Radical COA Addons:

  • You dont get Power Armors
  • You can use and modify the Shard Launcher and the Spike Rifle, hopefully according to horizon values.
  • Usable gear can have the appropriate Horizon upgrades
  • added the Divided and Zealots to the Commonwealth Children of Atom
    LList (and added them the Commonwealth COA-Faction). (Optional; choose
    one File)
  • tasty Consumable and Hot Stuff
  • Horizon Tags
  • Contains LLs for the NPCs if you want to add them somewhere

Simple Load order, without anything of the optional stuff:

  1. Radical.esp
  2. Radical-eXo-Patch.esp
  3. Z_Horizon.esp
  4. Z_Horizon_DLC_All.esp
  5. RadicalEXO_Horizon 1.9-Patch.esp

Patch RGE & Altyns Assault Helmet:
Patches Altyns Assault Helmets and adds them to the Raider Gangs Extended Gear (optional: Metro Gas Mask too).
Altyns Helmets give additional +5 elecricity resistance, visor up = combat
helmet / visor down has eyewear support. They can be crafted in the
EquipmentLab.
These Raiders are harder than usual, just saying.
[#NOTE]: Not tested with any injection.

Load Order:

  1. Altyns Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/25967) Original Altyn's Helmet Mod
  2. Altyn Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/77554) 4estGimp's compacted version

  1. Gas Masks of the Wasteland.esp (From https://www.nexusmods.com/fallout4/mods/17491) (Optional)

  1. Raider Gang Extended NPC (Fixed & Cleaned).esp (From
    https://www.nexusmods.com/fallout4/mods/42414) Original Raider Gangs
    Extended Mod
  2. 4estGimp Edit - Raider Gangs Extended.esp (From https://www.nexusmods.com/fallout4/mods/57675?tab=files)

z_Horizon.esp
z_Horizon_DLC_all.esp (optional ?)

Horizon_GasMasks.esp (From
https://www.nexusmods.com/fallout4/mods/70035?tab=files)(optional) Patch
for GMotW2287 and Horizon 1.9

RGE_4estGIMPedit_Altyn_Horizon 1.9 Patch.esp OR RGE_4estGIMPedit_Altyn_Metro_Horizon 1.9 Patch.esp (Patch from here)

The Patch for "No Place is Safe" is either with or without GMotW, you dont need both.

Feral Nights by SKK-Patch:

This patch needs FGEP(DE) (without Feral nights patch), More
Feral Ghouls, the patch for both and Horizon by JBianculli or my patch
for both if using FGEP-DE. Load Feral nights, FGEP/FGEP-DE and MFGhouls
before Horizon, JBiancullis combined patch or my patch after Horizon.

Load Order:  FGEP-Definitive Edition
1. Feral Nights by SKK
2. More feral Ghouls
 3. FGEP-DE
 4. Horizon
 5. My combined patch (hey, lotta ghouls...)
 6. my (2.0 or 3.0) patch for feral nights

If using True Storms and Horizon, you probably use this patch:
https://www.nexusmods.com/fallout4/mods/69041 by Starguardace, then you
can use my Patch to add FGEP-DE and Ghoulblood NPCs to True Storms Ghoul
spawns. Load after Starguardaces Patch.

Private Contract Patch...:
(Check for conflicts, REF quests,...)

  1. Random Encounter Framework.esm
  2. Private Contract.esp
  3. GunnerHitSquad.esp (NOT the standalone version)
  4. TalonPA.esp
  5. PCTalonCompanyPA.esp
  6. CHS-PC_Patch.esp
  7. GHS-GunnerOutfit.esp (Optional?)
  8. REPatch_CommonwealthHitSquads.esp
  9. REPatch_PrivateContractTalonCompanyMercenaries.esp

z_Horizon.esp
Z_Horizon_DLC_all.esp (optional?)
z_Horizon_CPAM.esp

The Patch: PContract_TalonGunner_Horizon 1.9-patch.esp

Vault 83 - the Librarian: load order
the library.esp
the library - exopatch.esp
z_horizon.esp
theLibrary_Horizon 1.9-patch.esp

Perpetuals Dog Armor Patch is a ESP-Replacer (AWKCR removed). Load after
Horizon_DLC_all.esp. There seems to be some leftover in the original
file for the DLC-Robot materialswaps, i left it, but they can probably
just be deleted. Minor conflict because of that with AEWS (Horizon)
patch. nothing bad.

For the simple bounties patch you should also use this patch https://www.nexusmods.com/fallout4/mods/69337 for
classic ghoul redux & horizon, but you dont have too...

For Improved Hostile Factions Patch Load Order:
#Improved Enemy Factions:
ImprovedHostileFactions.esp
ImprovedHostileSuperMutants.esp
ImprovedHostileForged.esp
ImprovedHostileFactionsEncounters.esp
ImprovedHostileFactionsNPCTravelPatch.esp (optional)
ImprovedHostileEncounterFast.esp (optional)
z_Horizon.esp
z_Horizon_DLC_all.esp
ImprovedFactions_HZ1.9-Patch.esp

Gangs of Lexington (2.1.1) +Setdressing and Update+Raider Children Load Order (Game is running, not far tested yet):

GANGSOFLEXINGTON.esp
Setdressing_GangsOfLexington.esp
USAF_Olivia_GangsOfLexington.esp
USAF_Olivia_Setdressing_GangsOfLexington.esp (optional?)
RaiderChildren.esp
#Raider Children - Big Al and Serum Changes#! (if you use my Raider Children Patch)
Less Hostile Raider Children.esp (if you use my Raider Children Patch)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch.esp (optional?)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GoL_Setdressing_Horizon 1.9-Patch.esp

You dont need the Patch for Raider Children and Gangs of Lexington. Maybe
USAF_Olivia_Setdressing_GangsOfLexington is not needed (?). No World
Edits patched, just NPC, Clothes, Items (Tags). Should be ok, but not
tested yet.

If you do not use USAF_Gangs and USAF_Setdressing, but Raider Children, then just load
GANGSOFLEXINGTON.esp
RaiderChildren.esp (optional with BIG Al+ Less hostile Raider children)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch (optional)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GangsOfLexington_RaiderChildren_Patch.esp from witch

If only using GangsOfLexington 2.1.1 then just use this patch, not the other one for 2.0

  • i hope i got all raider children armors now, there was one missing/ 1
    double to scrap list. it ~150 armor pieces, which are name almost the
    same so sry :P (for maybe having to update if i missed one)

Project Valkyrie Horizon Patch:

  • Valkyrie Armor craftable in Equipment Lab after rescuing Valkyrie (In A Darkened Room)
  • Items, Weapon, Armor and NPCs patched
  • slight nerf to player-perk (health regen from valkyrie)
  • Reduced Valkyries Perks a bit
  • no world edits or such, because im too dumb

FusionCityRising Horizon Patch:
Patches Clothes, a bunch of NPC and edits the Companion-Perks

HotC Horizon Patch:
All "Easy" Clothes are bereft of attachments and i also just left the 1st
Person flags as is; since this is just no armor. Guild Guards wear
unplayable PA (you can get the paint job and maybe even (Raider) armor
pieces in the city. NPC are edited how i felt it makes sense

Outcasts and Remnants Horizon Patch:
Patches Armors, Weapons and NPC. But on the NPCs, as said, it felt a bit like
guesswork, so im gonna test it next days. Also edited Companions.

BEWARE, i think i made most or even all essential NPCs only protected. So that
there is only Raider PA / a paint job, i did not involve CPAM, but that
should not matter much. If you find errors, ill try to solve that; or i
messed something up / made it a bad way, feel free to tell.

Now, i can finally play :P

Load Order that is working for me with the Thuggy-Mods:

  1. AA FusioncityRising.esp
  2. AA FusionCityRising - HotC.esp
  3. OutcastsAndRemnants.esp
  4. ProjectValkyrie.esp

I also load Thuggysmurf_Optimization after those#


  1. Z_Horizon.esp
  2. Z_Horizon_DLC_all.esp (optional id think)
  3. Fusion_City_Horizon 1.9-Patch.esp
  4. OAR_Horizon1.9-Patch.esp
  5. Fusion_City_HotC_Horizon 1.9-Patch.esp
  6. Project_Valkyrie_Horizon1.9-Patch.esp

Small "advice" (you have to judge yourself, if good or bad): Beantown
Interiors, Stumbleuponinteriors, plenty of exploration, morexplore... i
load those mods and their patches after horizon_empire, because in my
game horizon_empire places some walls/panels on those doors. but find
out yourself, whats better on what loading place^^

Wasteland Imports:
(Install/Load Order) Currently testing...

Using Wasteland Imports Version 1.52 (https://www.nexusmods.com/fallout4/mods/3793)
Wasteland Imports Reloaded (https://www.nexusmods.com/fallout4/mods/75387)
(Maybe you want/should use the force-lock-disabler as well)--}
z_horizon.esp
z_Horizon_DEFUI.esp (if not using the DEFUI-Patch for wasteland imports, you should load the patch after DEFUI) }
Patch from here (Mojaveimports.esp)          }
(Maybe you want/should use the force-lock-disabler as well)---}
IF USING: Nuka-Project Horizon Patch (optional)

  • Makes Explosives from WI scrappable and craftable
  • hopefully edited components to be balanced
  • attempt to balance throwing weapons, made them craftable
  • kept most Robco-adds to any container/LL
  • added some items to a manager-quest (explosives and throwing weapons, glass bottle)
  • edits radscorpion stinger and bloatfly gland to contain poison
    Okay, this is meant to give them Muties their armor and Weapons from Super Mutant Redux (patched by WhiskyTwangoFawks).

Supermutant Redux-Patch, Point Lookout-Patch, LFAW-Patch and Unique Creatures-Patch:

 Super Mutant Redux: https://www.nexusmods.com/fallout4/mods/11853 without any patches from MadMax713

Super Mutant Redux AWKCR-free: https://www.nexusmods.com/fallout4/mods/61206 from WhiskyTwangoFawks
Obviously Horizon 1.9 from zawinul
THIS patch. (SMR Lite HZ-Patch.esp)
Started this anew;
I merged the leveled lists as good as i could, also of mutant hounds

  • All armors for supermutants have been vastly buffed as Super Mutant
    Redux supposed to do. Weapons have been adjusted and should be
    ok-balanced.
  • !!!Super Mutants will keep a "vanilla" head rear; until someone makes fitting material swaps for dark, pale and glowing
    mutants!!! (only annoying when they have different skins...)
  • Mutants should usually have the appropriate Horizon Perks and stats
  • Outfit is a mix-up; they will either wear SMR-Gear or HZ-Gear or a mix of that
  • SMR-Behemoths statwise range between the Behemoths of Horizon; there
    are more variants, but none will be better than the "Ancient Behemoth"

"It just works!"
It may no be perfect, but it is playable. If you want to have an easy
"cover" for all heads, change the "chance none" for the headgear in the
LLists.

  • if any other mod adds supermutants, it may be that they have missing head textures & would require a patch, becuse of SMR
    redux+

Mutant Bears you gotta find somewhere, Main Mod is not on nexus (yet?)

Mantises and Cazadores both add themselves as Workshop-Attacker, that conflict probably needs resolving
Unique Creatures and Monsters Load order:
Unique Creatures and Monsters
UNPCs - Awkcr-free
Sea Claws
Horizon
Unique Creatures no AWKCR HZ1.9 Patch.esp

Point Lookout / Mutant Menagerie - Life Finds A Way Load order:
1.  MutantMenagerie.esm
2.  CWPointLookoutFO4.esm (optional but recommended)
3.  MutantMenagerie_BackwaterBeasts.esm (optional)
4.  CWPointLookoutFO4Patch.esl (optional)
5.  (MM - scripts optional)

ClassicSniper Mod 1.5, but delete or not use the esp (optional)


  1.   z_Horizon.esp
  2.   z_horizon_DLC_all.esp ("optional" but recommended)
  3.   L-F-A-W-Horizon 1.9-Patch
    9.   Horizon_1.9_CWPointLookoutFO4_modified (optional)
  4. LFAW-MM_BWB-HZ1.9.esp (optional)

Point Lookout Patch should be done (it is basically an update of

https://www.nexusmods.com/fallout4/mods/60755 this,if anyone bothers, i
take it off ofc)

LFAW should be done, though there may be things "missing" or not working, but nothing game-breaking yet

Backwater Beasts shares some things with Point Lookout

  • No Harvesting yet
  • scaling may be improvable
  • LFAW-fishing maybe needs a bit more effort
    XXX I am using all, so not checked if you can use them patches alone, but it should work for each mod XXX
  • reduced the explosion of boombugs to 5 (small ones) and 10 (giant ones) (LFAW 3.1)
  • made armors and weapons scrappable
    2.7 & 3.4 forgot something on the marine armor and roughly checked with new lfaw-version
    5.4 CW-Patch: Added scrap Recipes for .32 and BB Ammo, also added .32 to
    the hunting rifle and revolver ammo-menu (only choosable on workbench
    atm)
    5.7 corrected the aim model(s) a bit
    3.8 adds some weapons to the commonwealth
    3.9 increased chance to loot from plants of mutant menagerie... was very small, sry
    4.0 Last Note and Dells Rifle
    4.1 there have been additions from lfaw to patch
    4.2 unique variants are now protected... cuz they be dead all time (?)
    2.8 just consistency for misc items to be alike those from mojave imports
    5.8 "consistency" for mojave-items
    4.4 LFAW - sorry, failed plant harvesting, fixed now.... update mid-game is no problem

You may want to check you leveled npcs//MM-LFAW scripts will partially be overwritten, i think better to let that happen :p
If you find crashes or left out content, tell me. Anyways - welcome to the
sandbox (MM got a big nerf with this, so it should not disturb the
Horizon economy, but provides an incredible amount of monster-variety - i
just love this mod (well, both)...

ChemRedux-Patch:
Load after z_Horizon_DEFUI

  • Chemicals will be displayed as in chemredux but with horizon values

Mutilated dead bodies patch:

  • Attempt to patch the eviscerator to Horizon
  • added balance perk to a few npc

GammaGunREDUX Patch:

  • Mod-Gammagun attachments changed stats to better fit Horizon
  • Damage is slightly reduced, maybe tweak to your liking

RaiderOverhaulForged Patch:

  • patches the Armors to have all the Horizon slots and offer no protection without upgrades. Armors spawning on NPCs should have upgrades to be of use and give them defense

Ransacked Relays and Shuddersome Subways:

  • Tags, some minor changes to item values and little adds to some NPC

Fishermans Gambit:

  • adds tags and patches the few items and weapon and NPC with horizon values/perks

Vault-Tec-Story:

  • Patches some Armor, Weapon, NPC to Horizon, adds tags and edits the Container_Loot_Mailbox to have a minor chance of containing a vault-tec application

Grieving Raider:

  • Changes some NPC Stats for Balance and adds tags

Wilderness-Patch:
Patches the few NPC, Armor, Weapon to Horizon and adds Tags

N.E.S.T.-Bunker-Patch:

  • Adds Tags and patches the few items. Custom 10mm goes R55, .44 goes Revolver
  • Recommend to use the esp from optimization patches collection

Inside Jobs-Patch:

  • Adds Tags and patches the few items

StumbleUponInteriors-Patch:

  • Adds Tags and patches a few items

P.O.E. 1.82:

  • Adds tags and patches a few items and moves the door of the ghoul-infested shop to the next building, to "solve" a conflict with beantown interiors project

MoreXplore-Patch:
-  Adds Tags and patches a few Items

Commonwealth and forgotten spaces 2.0:

  • Adds Tags, change some Recipes and NPC stats

TheZone-Patch:

  • Adds Tags, patches a few npc and armors, also patched weapon to just be "common" but kept the unique names on them

Raider Gangs Extended Patch:

  • this patch adds Tags, and edits NPCs for balancing. It only needs:
    RaiderGangsExtended(fixed&Cleaned).esp and 4estGimp Edit - Raider Gangs Extended.esp

#Note# Patches are simple and are generally just patching NPCs with Horizon perks, gear and weapons
according to Horizon 1.9 values and stats as good as possible, adding
tags to items and changing ingestibles/misc items to be more in line
with horizon. As good as i think at least.
AND --- if anyone feels like improving or reworking any of these patches, feel free to take it,
BUT please tell me when youre done where i can find the better patch :P!