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  1. =WNC-GO Changelog=
  2.  
  3.  
  4. We are getting close to version 2.0 which will be basically the "long" stable, bug-free version with far less frequents updates and work being focused on compatibility patches.
  5.  
  6. Please drop by the nexus comment section if you would like to see something implemented.
  7. _______________________________________________
  8.  
  9. Version 1.16
  10.  
  11. [Bugfix] Fixed Far Harbour random crash issues
  12. [Bugfix] Craftable plasma grenade
  13. [Bugfix] Fixed an issue with sometime bugged insane damage raider pistol in the Raider Overhaul mod. (Sometime bayonet/silencer would spawn on a null barell)
  14. [Feature Removal] No more alternate spawn points for attack. They were interacting with static world space and messing with a lots of settlement mods you guys are using. If you want them anyway use a separate mod.
  15.  
  16.  
  17. _______________________________________________
  18.  
  19. Version 1.15
  20.  
  21. [Bugfix] Existing savegame should now correctly fast travel to Goodneighbor with the right perk
  22. [Tweak] Nuka nuke damage tweaked to match WNC values
  23. [Bugfix] correct a bug with lower-level automatic combat rifle chamber preventing the rifle from spawning correctly
  24. [Bugfix] Newly-dropped handmade gun should be able to be chambered correctly
  25.  
  26.  
  27. _______________________________________________
  28.  
  29. Version 1.14
  30.  
  31. [Tweak] Changed the screen effect blood splatter duration
  32. [Tweak] Added Goodneighbor to VANS rank2 fast-travelable locations
  33. [Tweak] Further intimidation ranks increase pacify chance
  34. [Tweak] Turrets Buff
  35. [Tweak] Behemoths should be less tanky (they take around 50% more damage than before)
  36. [Tweak] Slightly nerfed Armor Penetration effectiveness (From 60% to 40% armor reduction, damage on mechanical from 220% to 180%)
  37. [Tweak] Fixed Scrapbot HP progression curve
  38. [Tweak] Reduced ammo capacity when chambering weapons in 5.56mm, .308 or .50
  39. [Tweak] Added OMODS to some more vendors
  40. [Bugfix] Traps should now works properly
  41. [Bugfix] Removed some leftovers recipes for chambers
  42. [Bugfix] Chicken Noodle Soup is now correctly classified as a Soup
  43. [Bugfix] Fixed some uniques names
  44. [Bugfix] newly dropped Pipe Bolt-Action should now be able to be chambered correctly
  45. [Bugfix] Fixed the Far Harbor Bethesda's trapper armor mods wrongly assigned to Raider armor
  46.  
  47. _______________________________________________
  48.  
  49. Version 1.13
  50.  
  51. [Bugfix] Fixed bloodthirsty application conditions. No longer overriden by the bleedout effect.
  52.  
  53. _______________________________________________
  54.  
  55. Version 1.12
  56.  
  57. [Tweak] The bleedout effect was incorrectly applied. Should now proc only when specific limbs of the target are missing.
  58. _______________________________________________
  59.  
  60. Version 1.11
  61.  
  62. [Tweak] Smoothed Pickpocket perk progression
  63. [Bugfix] Dreadnaught should now proc correctly (Forgot to pack the script lol)
  64. [BugFix] Shem Drowne Sword naming
  65.  
  66. _______________________________________________
  67.  
  68. Version 1.10
  69.  
  70. [Feature] Strenght 10 Perk changed to Dreadnaught. In addition to the old Pain Train effects; When dealing a killing blow with a melee weapon, give the player a huge temporary damage and energy resistance boost. (+100/+200/+400 for 10s/20s/30s)
  71. [Feature] Put back the bleedout when the player is dismembering an enemy. No papyrus script used this time
  72. [Feature] Inserting a core in a power armor Frame make it yours
  73. [Tweak] Bloodthirsty now heals for 2 time your strenght (up from 1)
  74. [Tweak] Huge buff to molotov fire damage. Bring back that mmoprg raid feel
  75. [Tweak] Performance optimization on the Ninja script
  76.  
  77. _______________________________________________
  78.  
  79. Version 1.9
  80.  
  81. [bugfix] Vendors are now correctly selling the new chambers
  82. [bugfix] Newly spawned weapon should now correcly be able to be changed chamber
  83. [bugfix] Raider Overhaul patch should now not mess the perk tree anymore
  84. [bugfix] Removed some leftovers recipe for old chambers
  85.  
  86. _______________________________________________
  87.  
  88. Version 1.8
  89.  
  90. [Bugfix] Machine gun should not be named 'scoped' for no reason anymore
  91. [Bugfix] Added some forgotten keyword on the lever rifle that prevented it from being able to have it's chamber changed
  92.  
  93. _______________________________________________
  94.  
  95. Version 1.7
  96.  
  97. [Bugfix] Removed the bleedout effect. The check for dismembered limb is too heavy on papyrus.
  98. [Tweak] Tools price fixed
  99. [Tweak] Slightly increased .45 damage and ammo drop
  100. [Tweak] Increased 5.56 drop
  101. [Tweak] Increased spawned chamber calibers variety. You should be less ammo starved for higher calibers weapons,
  102. and have roughly the same/slightly less low level ammo. Weapons should be chambered like in vanilla around half the time.
  103. [Tweak] Removed damage penality on auto receivers for non-pipe weapons
  104. [Tweak] Receivers should change the damages of weapons more. Each weapon have it's strenght and weakness more clearly defined.
  105. [Features] Tweaked unique names. Polymer lab torso is always a X01 torso.
  106. [Features] A LOT of internal changes that will allows me to pump out compatibility patches much faster.
  107. All newly dropped weapons will have interchangeable chambers, all old weapon-specific chambers no longer craftable.
  108. [Tweak] Aligned damage of some of Uniques Uniques to the highest available mods for their slot.
  109. [Bugfix] Redone the Raider Overhaul Compatibility patch from scratch. You may lose some of the chambers on Crude Blowbacks already spawned. Sell them.
  110.  
  111. _______________________________________________
  112.  
  113. Version 1.6
  114.  
  115. [Feature] No more floating corn and razorgrain
  116. [Feature] When the player dismember an enemy, they will slowly bleedout to death
  117. [Bugfix] Fixed some of the western revolver and handmade rifle mod perks requirement
  118. [Bugfix] Dogmeat should be properly marked when injured
  119. [Bugfix] Companions should now properly benefit from "To Arms"
  120. [Bugfix] Each rank of strongback were stacking with themselves. Fixed.
  121.  
  122. _______________________________________________
  123.  
  124. Version 1.5
  125.  
  126. [Feature] Deathclaws attacks are now armor piercing
  127. [Feature] Added a craftable vault 81 cure once quest is completed. Does NOT work on children.
  128. [Feature] Bobby Pins break more easily, less bobby pins drops.
  129. [Feature] Weapon vendors now sell some basic weapons mods including tracer ammos, Bayonets, scopes, supressors...
  130. [Feature] Immersive Vendors Compatibility patch added
  131. [Feature] Inspirational Rank 3 now give a huge buff to companions HP.
  132. [Tweak] Metal armor legs name changed to Greave
  133. [Tweak] Aligned bar requirement to the other shops
  134. [Bugfix] Decontamination arch now use the propers perks
  135. [Bugfix] Moved ProjectileNode in Combatrifle.nif to avoid auto-hitting yourself while crouching with a combat rifle.
  136. [Bugfix] Bloodbugs should not be immortal zombies once dismembered anymore
  137.  
  138. _______________________________________________
  139.  
  140. Version 1.4
  141.  
  142. [Bugfix] Emergency bugfix of the combat rifle chamber attach slot of the mod col. Newly dropped Combat rifles should now correctly be moddable.
  143.  
  144. _______________________________________________
  145.  
  146. Version 1.3
  147.  
  148. [Tweak] Uniformized power drain and Power of the Atom values
  149. [TWeak] Effects changed for Rad Resistant, Pool's Open, Toughness, Rabbit's paw, Refractor, TGM
  150. [Tweak] Added a rank of Local Leader
  151. [Feature] Updated loading screen perks description
  152. [Bugfix] Fixed Ashmaker
  153. [Feature] Compatibility patch for Unique Uniques - Unique Weapons Redone by Trainwiz
  154.  
  155. _______________________________________________
  156.  
  157. Version 1.2
  158.  
  159. [Tweak] .45 Acp ammo now increase automatic fire rate by 15%
  160. [Tweak] .45 ACP changed from beam (hitscan) to missile (projectile)
  161. [Tweak] Increased all bullet speed due to popular demand
  162. [Tweak] The double barrel shotgun now fires 10 pellets instead of 8. Damage set to 75. Put more boom in your stick.
  163. [Tweak] When aimed, the double barrelled shotgun have a greatly reduced spread
  164. [Tweak] Increase of the double barrelled shotgun range, and dramatically increased out of range damages
  165. [Tweak] Adjusted some loot drop rate. A bit more randomness in the amount each "special" chest is giving. With scrounger, duffle bags sometime (rare) give an extra gun, including plasma gun even at low level !
  166. [Tweak] Changed value of the Endurance 10 health regen perk
  167. [Bugfix] Combat Rifle : Chambers spawned are now Combat Rifle chambers and not Hunting rifles anymore.
  168. [Bugfix] Some prewar chest were still giving pipe guns. Fixed.
  169. [Bugfix] Base weapons should NOT affect the ammo drop anymore. No more NPC with a .44 lever gun carrying 45-70 ammo.
  170. [Bugfix] Apocalypse Survivor should work now
  171.  
  172. _______________________________________________
  173.  
  174. Version 1.1
  175.  
  176. [Tweak] Combat shotgun have increased range and reduced spread. This leave the Double-Barrelled shotgun as the ultimate close range "boomstick" while the combat shotgun is now more viable in near middle range.
  177. [Bugfix] Timescale should correctly set to 6 when exiting the vault. For people already with a savegame, install a timescale mod, save the game, uninstall the timescale mod.
  178. [Bugfix] Bloodthirsty rank 1 should not receive rank 2 buffs anymore
  179. [Bugfix] Fixed power armor consumption
  180. [Bugfix] Fixed rad resistance rank 3-4-5
  181. [Stringfix] Typos in some OMOD fixed
  182.  
  183. _______________________________________________
  184.  
  185. Version 1.0
  186.  
  187. [Bugfix] Companion robots should not take fall damage anymore (including Ada)
  188. [Tweak] Added bonus str/end effects to bloodthirsty rank 2 and 3
  189. [Tweak] Changed the value of pre-war money back to 10
  190. [StringFix] Corrected typos. Kudos to Cannibot ( Nexus User )
  191. [StringFix] Corrected adrenaline description
  192. [Release] Released to Bethesda Mods PC : https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/3256609
  193. [Release] Released to Bethesda Mods Xbox1 : https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/3256780
  194.  
  195. _______________________________________________
  196.  
  197. Version Beta25
  198.  
  199. [Tweak] Changed some shops requirements
  200. [BugFix] Codsworth should not take falling damage anymore
  201. [Bugfix] Cleaning dirty records made by the CK in Far harbor and Nuka World
  202. [Feature] More face for settlers !!!
  203. [Feature] Feudal Society is back : Settlers are now divided in 3 class : Peasants/Guards/Nobles.
  204. Peasants are pretty much your default vanilla settlers, with less fancy clothes but more dlc stuff. Weapon wise they sometime carry a simple hunting rifle or double-shotgun and not just pipe guns.
  205. Guards wear armor and "war" weapon such as combat or laser rifles.
  206. Nobles wear fancy clothes and carry more civlized weapons, such as revolvers or laser pistols.
  207. This change is mostly cosmetic as it only affect the default carried gear.
  208. Peasant do good fluffy farmers, soldiers sentinels/provisioners and Nobles merchant. Default ratio is 2/1/1. Feel free to edit LCharWorkshopNPC (leveled NPC) to change this ratio.
  209.  
  210. _______________________________________________
  211.  
  212. Version Beta24
  213.  
  214. [Tweak] RAD-X moved from [Chems] to [Meds]. Only addiction causing items are [Chems].
  215. [Bugfix] Pipe-Bolt action : FINALLY fixed the chamber bug
  216. [Tweak] Changed yet again the tracer behaviour. No more explosions, slightly buffed burning damage to compensate, changed the visuals.
  217.  
  218.  
  219. _______________________________________________
  220.  
  221. Version Beta23
  222.  
  223. [Bugfix] Bolt-Actions pipe guns are now ammo-modable with a standard receiver
  224. [Bugfix] Submachine Guns should now spawn with a chamber
  225.  
  226.  
  227. _______________________________________________
  228.  
  229. Version Beta22
  230.  
  231. [Bugfix] You can now hire dogmeat AND a companion. I forgot to package the script in previous versions...
  232. [Bugfix] Bloodthirsty now works properly.
  233. [Bugfix] Future soldier ammo generation should only proc on laser weapons now
  234.  
  235. _______________________________________________
  236.  
  237. Version Beta21
  238.  
  239. [Feature] Doubled power range of pylons and conduit
  240. [Feature] Increased settlement light radius. Close range brigthness roughly the same.
  241. [Tweak] Reduced overall ammo drop.
  242. [Tweak] Reduced Meds and Chem drops
  243. [Tweak] Harder Lockpicking
  244. [Tweak] Harder Stealth
  245. [Tweak] Increased alcohol value
  246. [Tweak] Reduced radar range
  247. [Tweak] Fixed Pipe Revolver .308 damages
  248. [Tweak] Mines and Traps Avoidance moved to the very last rank of sneak
  249. [Tweak] Tracers ignite their target only 33% of the time. Burning damage tripled.
  250. [Tweak] World-Flames of tracer ammo duration divided by two.
  251.  
  252. _______________________________________________
  253.  
  254. Version Beta20
  255.  
  256. [Tweak] Big Leagues rank 1 multiply bat damage by 150% (down from 200%)
  257. [Feature] Added We Are The Minutemen Support
  258.  
  259. _______________________________________________
  260.  
  261. Version Beta19
  262.  
  263. [Tweak] Health formula further changed to 75 + 15xEnd
  264. [Tweak] Low level feral ghoul should die just a bit less easily. 2-3 bullets instead of 1-2.
  265. [Tweak] Fixed bloodthirsty description
  266.  
  267. _______________________________________________
  268.  
  269. Version Beta18
  270.  
  271. [Feature] To make high strength low agi build viable, Cannibalism have been renamed bloodthirsty, and the first rank also restore health equals to your strength X 3 on each melee hit
  272. [Feature] Big Leagues Rank 3 now allows you to reflect fire with any weapon. The Force is Unleashed.
  273. [Tweak] Removed Scrounger rank 4.
  274. [Tweak] Reduced the amount of fusion cell dropped (Due to future soldier being available)
  275. [Tweak] Player hp formula is now : 75 + 20xEND
  276. [Tweak] Difficulty multipliers tweaks : The player always do normal (X1) damage. The damages received by the player are now as follow
  277. VE : 0.6; E : 0.7; N : 0.8; H : 0.9; VH : 1.0; SV : 1.0
  278.  
  279. _______________________________________________
  280.  
  281. Version Beta17
  282.  
  283. [Feature] Vanilla robots can drop repair Kits too
  284. [Feature] Companions now need a perk (To Arms!, Charisma 6 rank 2 and 3) to not use ammo or have infinite power armor.
  285. [tweak] Removed Junk loot from animals
  286. [tweak] Mechanist robots drop more components
  287. [tweak] Nerfed Stimpack/Radaway/Med-X droprate
  288. [tweak] Unleveled power armor distribution. You are not punished for discovering frames early. X01 parts can spawn even at lvl 1, BUT they are much rarer than in the base game. Most of what you will find will be T45 and a bit of T51. T60 is rare, and X01 is exceptional. (X01 5%, T60 15%; T51 30%; T45 50%). This mean that if you had 20 frame in vanilla, you'll have 3-4 X01 pieces in WNC.
  289.  
  290. _______________________________________________
  291.  
  292. Version Beta16
  293.  
  294. [Feature] Lore-Friendly Survival Chems (http://www.nexusmods.com/fallout4/mods/15275/?) Support
  295. _______________________________________________
  296.  
  297. Version Beta15
  298.  
  299. [Feature] Super Mutant Redux (http://www.nexusmods.com/fallout4/mods/11853/?) Support
  300.  
  301. _______________________________________________
  302.  
  303. Version Beta14
  304.  
  305. [Feature] Raider overhaul (http://www.nexusmods.com/fallout4/mods/9103/?) Support
  306.  
  307. _______________________________________________
  308.  
  309. Version Beta13
  310.  
  311. [bugfix] Flamers flames on the ground should not ignite all ennemies in the area anymore
  312. [bugfix] Fixed future soldier perk display
  313. [tweak] slightly increased shishkebab damages. This weapon is iconic of fallout, and when you usually get it in FO4 you already have far better melee weapons.
  314.  
  315. _______________________________________________
  316.  
  317. Version Beta12
  318.  
  319. [bugfix] Adrenaline bonus damage is now Melee only
  320. [feature] VANS rank 2 allows fast travel to settlements in survival
  321. [feature] Dogmeat can now be recruited alongside a companion
  322. [feature] Redesigned Future soldier. Now 3 ranks, First one is a fun mechanic.
  323. [feature] Big Leagues : Rank 2 allow you to reflect back ennemy fire when blocking. You can swing back even missiles !
  324.  
  325. _______________________________________________
  326.  
  327. Version Beta11
  328.  
  329. [Feature] Dead bodies are now solids and collide with both each other and the player. Increased player "strenght" when moving around objects. All death anims changed to ragdoll to prevent clipping issues.
  330. [Feature] Changed the xp curve.(Vanilla = 200 +75 * lv, Wnc = 500 + 40*lvl). Earlier levels (2-10) are slower while end levels are much faster. A lvl 19 vanilla character will be 19 too in WNC. A 50 vanilla is 60 in WNC.
  331. [Feature] After epic story battles (Taking Independance, Ad Victoriam) or Long quest lines (Cabot House, Final detective case...), an additional perk point is granted.
  332. [misc] Added sources of the scripts in the archive. Feel free to mod !
  333. _______________________________________________
  334.  
  335. Version Beta10
  336.  
  337. [Feature] Most creature can now lose a limb and keep figting. Ghouls are even more prone to this behaviour.
  338. [Feature] Greatly Improved the settlement perks. Changed shops requirement, changed decontamination arch requirement.
  339. _______________________________________________
  340.  
  341. Version Beta9
  342.  
  343. [bugfix] Gun-Fu Rank 2 now properly reduce vat cost by 1/3 instead of multiplying it by 66.
  344.  
  345. _______________________________________________
  346.  
  347. Version Beta8
  348.  
  349. [Feature] Weapon naming finished. Other naming bugs corrected.
  350. [Bugfix] Corrected a ROF bug in spray and pray and a message window when using sneak attacks.
  351. [Feature] Power Armor overhaul. See main page for desc.
  352. [Tweak] Settlements and perks requirement tweaks : Local Leader Rk2 removed from most recipes but other perk req added
  353. [Feature] Companions immune to fall damage
  354.  
  355. _______________________________________________
  356.  
  357. Version Beta7b
  358.  
  359. [bugfix] Combart armor arms improvement can not be built on the torso anymore
  360. [bugfix] fixed 7.62mm prefix being applied to all non-ballistic guns
  361.  
  362. _______________________________________________
  363.  
  364. Version Beta7
  365.  
  366. [Feature] Outfit and armor overhaul. Better naming for sorting, most armors can be worn over most outfits. I've used the same equip-slots as in ArmorSmith Extended, so the visual results should be the same.
  367. [Feature] Ballistic weave can now be applied to ALL outfits covering the torso, but ONLY to them. *This is to avoid cloth bandanna/wig/hat/goggle/gloves stacking being far better than a single outfit made of heavy plates of reinforced leather and metal*
  368. [Tweak] Firearms are now better sorted. Next are melee weapons.
  369. [Tweak] Reaching max happiness should be less frustrating. A vanilla 95% hapinness will result in 100% hapiness with those tweaks.
  370. [BugFix] Nuka World Weapons and WNC ammo fix.
  371.  
  372. ______________________________________________
  373.  
  374. Version Beta6
  375.  
  376. [Feature] Contraptions Workshop modules can now produce DLC ammunition and weapons. Also added Railway Spikes and Cannonballs.
  377. [Bugfix] Changed the requirements of some impossible to craft items due to unreachable perks
  378. [Bugfix] Changed some perks description that were misleading
  379.  
  380. _______________________________________________
  381.  
  382. Version Beta5
  383.  
  384. [Tweaks] Changed some legendaries affix values : Buffed Nocturnal during the day, Bleeding dot last longer but do less per tick + some others
  385. [Content] Added more personalities in the specialist loot table, added more loot in some containers, removed caps from pre-war containers.
  386. [Feature] Scrapping/Junk/Misc Overhaul. Quest items weight less and are no longer scrappable. Items ordered by category.
  387. [Feature] DLC weapons and ammos available in all the commonwealth. Still can't craft them using Contraption though.
  388. [Bugfix] Many DLC integration bugfixs and Creature Health issues.
  389.  
  390. _______________________________________________
  391.  
  392. Version Beta4
  393.  
  394. [Feature]Aid section sorted by Tags
  395. [Feature][Bugfix]Some legendary gun affixes replaced by new one : they were either not compatible or too powerful.
  396. [Feature]Tracer visual effects changed
  397. [Bugfix] Bloatflies no longer drop caps
  398. [Bugfix] Fixed the automatic receivers of the Nuka World gun
  399.  
  400. _______________________________________________
  401.  
  402. Version Beta3
  403.  
  404. [Bugfix] Bugfixes for Hollow Point weapons and DLC creatures
  405. [Bugfix] Removed caps loot from wildlife
  406. [Feature]Added specialist loots on humans
  407.  
  408. _______________________________________________
  409.  
  410. Version Beta2
  411.  
  412. [Feature] Working Fomod Installer
  413. [Feature] Minor changes to the new loose mod caps values
  414.  
  415. _______________________________________________
  416.  
  417. Beta1
  418.  
  419. [Feature] Initial Upload
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