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=WNC-GO Changelog=
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Sorry for the 1 year delay. Was really busy creating a startup and finally raising fund for it. Yay.
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Version 1.29
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[Bugfix] Names of CC weapons is now correctly bracketed
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[Bugfix] Super mutant redux armor naming should be less repetitive
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[Bugfix] Cleaned the installer that installed different versions of the patches. You should receive a warning about missing esps. Ignore it.
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Version 1.28
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[Bugfix] Fixed a bad record : The mod can now load in the creation kit and the game no longer randomly crash in the main menu.
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[Bugfix] Nora companion is no longer preventing strong from having infinite ammo trough the To Arms perk
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Version 1.27
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[Feature] Added compatibility patches for Loving Cait
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[Feature] Added compatibility patch for Nora Companion
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Version 1.26
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[Feature] Added compatibility patches for AWKCR
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[Feature] Added compatibility patch for the new Super Mutant Redux Overhaul
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[Bugfix] Fixed some naming issues
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Version 1.25
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[Feature] Added compatibility patches for some Paid Mod content
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[Feature] Added compatibility patch for the new We Are The Minutemen version.
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Version 1.24
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[Bugfix] Fixed the handmade revolver damage issue
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[Tweaks] Fixed suitcases always having the same boring content
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[Tweaks] Added flare pistol to some merchants
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Version 1.23
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[Bugfix] Fixed bug with DEF_INV and drinking water from inventory
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[Feature] Added compatibility patch for UNIQUE NPCs https://www.nexusmods.com/fallout4/mods/21248
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[Feature] Added 2 small compatibility patches for reskins of Piper and Curie
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Version 1.22
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[Bugfix] Fixed some missing menu icons when using DEF_INV
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[Tweaks] Adjusted the positions and scalings of some elements in the HUD
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Version 1.21
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[Bugfix]  Corrected the naming of Vault Suits
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[Feature] Added a Def_Hud Preset in the FOMOD installer
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Version 1.20
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/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\
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 Updating to this version may require a new game. Nothing game breaking, but if you don't, stuff will have weird names and Def_INV wont work propery if installed. 
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/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\/!\
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[Feature] : DEF UI & DEF_INV !!!  Added lyrConf, DEF_INV_TABS, DEF_INV_TAGS xmls. WNC should now be fully compatible with the DEF_UI interface. 
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[Feature] Added Chem Redux Compatibility patch
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[Tweaks] Complete Rework of the naming system to make it Def UI compatible. 
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[Balance] Slightly buffed Ripper Damage[Balance] Soda now quenche thirst in Survival. They were underpowered. Moreover a soda is no more diuretic than your pee, and drinking your pee can help you survive when about to die of thirst.
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[Balance] Changed the timescale from 6 to 10 (2 time slower than vanilla)
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[Balance] Weight of many junk item lowered to match components more closely
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[Bugfix]  Changed the load order of the esm masters to follow the default install load order.
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[Bugfix]  Corrected the occupation of the underarmor slots by the outfits and converted a few forgotten Nuka World outfits to the WNC standard.
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Version 1.19
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Changes made in the blind (Im back at my home for a night between two flights) so please excuse any mistake, I had no time to do extensive testing. I'll monitor the reports though.
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Thx for all the people giving feedback in the comments and on nexus. All of these bugfixes are due to your reports :
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[Bugfix] Inspirational should now work as described.
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[Bugfix] Crude Blowback sound should now works correctly.
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[Bugfix] To arms! should now work properly for all companions. If its not the case please try removing and giving you back the perks using the console. (perks ids are basher01,  basher02, basher03)
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[Bugfix] Runner Rank 4 now should correctly remove Over-encumbered damage in survival
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[Bugfix] Hopefully fixed the issue with melee attacking mutant and raiders. please provide me information about their carried weapons and ammo if this happen again.
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[Balance] Pushed .44 ammo damage from 40 to 44
104
[Balance] Sniper rank 2 & 3 mechanics changed. Instead of adding a flat +x% chance to hit the head in vats, it multiply your chance to hit. Rank 3 should transform a 33% and above chance to hit in a 100% hit.
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[Balance] Lowered VANS Rank 2 lvl requirement from 36 to 20. Goal is to speed up the grind for those used to survival already.
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Version 1.18
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[Bugfix] Fixed a CTD when entering workshop menu if you had raider overhaul installed.
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Version 1.17
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[Bugfix] Only the rank 5 of sneaky should prevent you from triggering mines.
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Version 1.16
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[Bugfix] Fixed Far Harbour random crash issues
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[Bugfix] Craftable plasma grenade
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[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)
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[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.
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Version 1.15
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[Bugfix] Existing savegame should now correctly fast travel to Goodneighbor with the right perk
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[Tweak] Nuka nuke damage tweaked to match WNC values
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[Bugfix] correct a bug with lower-level automatic combat rifle chamber preventing the rifle from spawning correctly
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[Bugfix] Newly-dropped handmade gun should be able to be chambered correctly
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Version 1.14
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[Tweak] Changed the screen effect blood splatter duration
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[Tweak] Added Goodneighbor to VANS rank2 fast-travelable locations
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[Tweak] Further intimidation ranks increase pacify chance
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[Tweak] Turrets Buff
150
[Tweak] Behemoths should be less tanky (they take around 50% more damage than before)
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[Tweak] Slightly nerfed Armor Penetration effectiveness (From 60% to 40% armor reduction, damage on mechanical from 220% to 180%)
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[Tweak] Fixed Scrapbot HP progression curve
153
[Tweak] Reduced ammo capacity when chambering weapons in 5.56mm, .308 or .50
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[Tweak] Added OMODS to some more vendors
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[Bugfix] Traps should now works properly
156
[Bugfix] Removed some leftovers recipes for chambers
157
[Bugfix] Chicken Noodle Soup is now correctly classified as a Soup
158
[Bugfix] Fixed some uniques names
159
[Bugfix] newly dropped Pipe Bolt-Action should now be able to be chambered correctly
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[Bugfix] Fixed the Far Harbor Bethesda's trapper armor mods wrongly assigned to Raider armor
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Version 1.13
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[Bugfix] Fixed bloodthirsty application conditions. No longer overriden by the bleedout effect.
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Version 1.12
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[Tweak] The bleedout effect was incorrectly applied. Should now proc only when specific limbs of the target are missing.
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Version 1.11
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[Tweak] Smoothed Pickpocket perk progression
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[Bugfix] Dreadnaught should now proc correctly (Forgot to pack the script lol)
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[BugFix] Shem Drowne Sword naming
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Version 1.10
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[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)
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[Feature] Put back the bleedout when the player is dismembering an enemy. No papyrus script used this time
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[Feature] Inserting a core in a power armor Frame make it yours
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[Tweak] Bloodthirsty now heals for 2 time your strenght (up from 1)
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[Tweak] Huge buff to molotov fire damage. Bring back that mmoprg raid feel
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[Tweak] Performance optimization on the Ninja script
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Version 1.9
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[bugfix] Vendors are now correctly selling the new chambers 
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[bugfix] Newly spawned weapon should now correcly be able to be changed chamber
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[bugfix] Raider Overhaul patch should now not mess the perk tree anymore
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[bugfix] Removed some leftovers recipe for old chambers
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Version 1.8
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[Bugfix] Machine gun should not be named 'scoped' for no reason anymore
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[Bugfix] Added some forgotten keyword on the lever rifle that prevented it from being able to have it's chamber changed
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Version 1.7
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[Bugfix] Removed the bleedout effect. The check for dismembered limb is too heavy on papyrus.
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[Tweak] Tools price fixed
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[Tweak] Slightly increased .45 damage and ammo drop
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[Tweak] Increased 5.56 drop
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[Tweak] Increased spawned chamber calibers variety. You should be less ammo starved for higher calibers weapons, 
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and have roughly the same/slightly less low level ammo. Weapons should be chambered like in vanilla around half the time.
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[Tweak] Removed damage penality on auto receivers for non-pipe weapons
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[Tweak] Receivers should change the damages of weapons more. Each weapon have it's strenght and weakness more clearly defined.
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[Features] Tweaked unique names. Polymer lab torso is always a X01 torso.
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[Features] A LOT of internal changes that will allows me to pump out compatibility patches much faster.
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All newly dropped weapons will have interchangeable chambers, all old weapon-specific chambers no longer craftable.
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[Tweak] Aligned damage of some of Uniques Uniques to the highest available mods for their slot.
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[Bugfix] Redone the Raider Overhaul Compatibility patch from scratch. You may lose some of the chambers on Crude Blowbacks already spawned. Sell them.
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Version 1.6
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[Feature] No more floating corn and razorgrain
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[Feature] When the player dismember an enemy, they will slowly bleedout to death
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[Bugfix] Fixed some of the western revolver and handmade rifle mod perks requirement
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[Bugfix] Dogmeat should be properly marked when injured
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[Bugfix] Companions should now properly benefit from "To Arms"
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[Bugfix] Each rank of strongback were stacking with themselves. Fixed.
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Version 1.5
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[Feature] Deathclaws attacks are now armor piercing
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[Feature] Added a craftable vault 81 cure once quest is completed. Does NOT work on children.
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[Feature] Bobby Pins break more easily, less bobby pins drops.
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[Feature] Weapon vendors now sell some basic weapons mods including tracer ammos, Bayonets, scopes, supressors...
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[Feature] Immersive Vendors Compatibility patch added
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[Feature] Inspirational Rank 3 now give a huge buff to companions HP.
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[Tweak] Metal armor legs name changed to Greave
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[Tweak] Aligned bar requirement to the other shops
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[Bugfix] Decontamination arch now use the propers perks
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[Bugfix] Moved ProjectileNode in Combatrifle.nif to avoid auto-hitting yourself while crouching with a combat rifle.
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[Bugfix] Bloodbugs should not be immortal zombies once dismembered anymore
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Version 1.4
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[Bugfix] Emergency bugfix of the combat rifle chamber attach slot of the mod col. Newly dropped Combat rifles should now correctly be moddable.
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Version 1.3
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[Tweak] Uniformized power drain and Power of the Atom values
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[TWeak] Effects changed for Rad Resistant, Pool's Open, Toughness, Rabbit's paw, Refractor, TGM
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[Tweak] Added a rank of Local Leader
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[Feature] Updated loading screen perks description
267
[Bugfix] Fixed Ashmaker
268
[Feature] Compatibility patch for Unique Uniques - Unique Weapons Redone by Trainwiz 
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Version 1.2
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[Tweak] .45 Acp ammo now increase automatic fire rate by 15%
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[Tweak] .45 ACP changed from beam (hitscan) to missile (projectile)
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[Tweak] Increased all bullet speed due to popular demand
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[Tweak] The double barrel shotgun now fires 10 pellets instead of 8. Damage set to 75. Put more boom in your stick. 
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[Tweak] When aimed, the double barrelled shotgun have a greatly reduced spread
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[Tweak] Increase of the double barrelled shotgun range, and dramatically increased out of range damages
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[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 !
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[Tweak] Changed value of the Endurance 10 health regen perk
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[Bugfix] Combat Rifle : Chambers spawned are now Combat Rifle chambers and not Hunting rifles anymore.
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[Bugfix] Some prewar chest were still giving pipe guns. Fixed.
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[Bugfix] Base weapons should NOT affect the ammo drop anymore. No more NPC with a .44 lever gun carrying 45-70 ammo.
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[Bugfix] Apocalypse Survivor should work now
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Version 1.1
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[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.
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[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.
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[Bugfix] Bloodthirsty rank 1 should not receive rank 2 buffs anymore
294
[Bugfix] Fixed power armor consumption
295
[Bugfix] Fixed rad resistance rank 3-4-5
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[Stringfix] Typos in some OMOD fixed
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Version 1.0
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[Bugfix] Companion robots should not take fall damage anymore (including Ada)
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[Tweak] Added bonus str/end effects to bloodthirsty rank 2 and 3
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[Tweak] Changed the value of pre-war money back to 10
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[StringFix] Corrected typos. Kudos to Cannibot ( Nexus User )
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[StringFix] Corrected adrenaline description
307
[Release] Released to Bethesda Mods PC : https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/3256609
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[Release] Released to Bethesda Mods Xbox1 : https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/3256780
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Version Beta25
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[Tweak] Changed some shops requirements
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[BugFix] Codsworth should not take falling damage anymore
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[Bugfix] Cleaning dirty records made by the CK in Far harbor and Nuka World
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[Feature] More face for settlers !!!
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[Feature] Feudal Society is back : Settlers are now divided in 3 class : Peasants/Guards/Nobles.
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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.
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Guards wear armor and "war" weapon such as combat or laser rifles.
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Nobles wear fancy clothes and carry more civlized weapons, such as revolvers or laser pistols.
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This change is mostly cosmetic as it only affect the default carried gear.  
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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.
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Version Beta24
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[Tweak] RAD-X moved from [Chems] to [Meds]. Only addiction causing items are [Chems].
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[Bugfix] Pipe-Bolt action : FINALLY fixed the chamber bug
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[Tweak] Changed yet again the tracer behaviour. No more explosions, slightly buffed burning damage to compensate, changed the visuals.
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Version Beta23
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[Bugfix] Bolt-Actions pipe guns are now ammo-modable with a standard receiver
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[Bugfix] Submachine Guns should now spawn with a chamber
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Version Beta22
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[Bugfix] You can now hire dogmeat AND a companion. I forgot to package the script in previous versions...
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[Bugfix] Bloodthirsty now works properly.
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[Bugfix] Future soldier ammo generation should only proc on laser weapons now
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Version Beta21
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[Feature] Doubled power range of pylons and conduit
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[Feature] Increased settlement light radius. Close range brigthness roughly the same.
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[Tweak] Reduced overall ammo drop. 
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[Tweak] Reduced Meds and Chem drops
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[Tweak] Harder Lockpicking
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[Tweak] Harder Stealth 
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[Tweak] Increased alcohol value
361
[Tweak] Reduced radar range
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[Tweak] Fixed Pipe Revolver .308 damages
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[Tweak] Mines and Traps Avoidance moved to the very last rank of sneak
364
[Tweak] Tracers ignite their target only 33% of the time. Burning damage tripled.
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[Tweak] World-Flames of tracer ammo duration divided by two.
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Version Beta20
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[Tweak] Big Leagues rank 1 multiply bat damage by 150% (down from 200%)
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[Feature] Added We Are The Minutemen Support
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Version Beta19
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[Tweak] Health formula further changed to 75 + 15xEnd
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[Tweak] Low level feral ghoul should die just a bit less easily. 2-3 bullets instead of 1-2.
380
[Tweak] Fixed bloodthirsty description
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Version Beta18
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[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
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[Feature] Big Leagues Rank 3 now allows you to reflect fire with any weapon. The Force is Unleashed.
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[Tweak] Removed Scrounger rank 4.
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[Tweak] Reduced the amount of fusion cell dropped (Due to future soldier being available)
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[Tweak] Player hp formula is now : 75 + 20xEND 
391
[Tweak] Difficulty multipliers tweaks : The player always do normal (X1) damage. The damages received by the player are now as follow 
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		VE : 0.6;  E : 0.7; N : 0.8; H : 0.9; VH : 1.0; SV : 1.0
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Version Beta17
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[Feature] Vanilla robots can drop repair Kits too
399
[Feature] Companions now need a perk (To Arms!, Charisma 6 rank 2 and 3) to not use ammo or have infinite power armor.
400
[tweak] Removed Junk loot from animals
401
[tweak] Mechanist robots drop more components
402
[tweak] Nerfed Stimpack/Radaway/Med-X droprate
403
[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.
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Version Beta16
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[Feature] Lore-Friendly Survival Chems (http://www.nexusmods.com/fallout4/mods/15275/?) Support
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Version Beta15
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[Feature] Super Mutant Redux (http://www.nexusmods.com/fallout4/mods/11853/?) Support
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Version Beta14
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[Feature] Raider overhaul (http://www.nexusmods.com/fallout4/mods/9103/?) Support
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Version Beta13
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[bugfix] Flamers flames on the ground should not ignite all ennemies in the area anymore
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[bugfix] Fixed future soldier perk display
428
[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.
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Version Beta12
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[bugfix] Adrenaline bonus damage is now Melee only
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[feature] VANS rank 2 allows fast travel to settlements in survival
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[feature] Dogmeat can now be recruited alongside a companion
437
[feature] Redesigned Future soldier. Now 3 ranks, First one is a fun mechanic.
438
[feature] Big Leagues : Rank 2 allow you to reflect back ennemy fire when blocking. You can swing back even missiles !
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Version Beta11
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[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.
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[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.
446
[Feature] After epic story battles (Taking Independance, Ad Victoriam) or Long quest lines (Cabot House, Final detective case...), an additional perk point is granted.
447
[misc] Added sources of the scripts in the archive. Feel free to mod !
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Version Beta10
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[Feature] Most creature can now lose a limb and keep figting. Ghouls are even more prone to this behaviour.
453
[Feature] Greatly Improved the settlement perks. Changed shops requirement, changed decontamination arch requirement.
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Version Beta9
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[bugfix] Gun-Fu Rank 2 now properly reduce vat cost by 1/3 instead of multiplying it by 66.
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Version Beta8
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[Feature] Weapon naming finished. Other naming bugs corrected.
465
[Bugfix] Corrected a ROF bug in spray and pray and a message window when using sneak attacks.
466
[Feature] Power Armor overhaul. See main page for desc.
467
[Tweak] Settlements and perks requirement tweaks : Local Leader Rk2 removed from most recipes but other perk req added
468
[Feature] Companions immune to fall damage
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Version Beta7b
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[bugfix] Combart armor arms improvement can not be built on the torso anymore
475
[bugfix] fixed 7.62mm prefix being applied to all non-ballistic guns
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Version Beta7
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[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.
482
[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*
483
[Tweak] Firearms are now better sorted. Next are melee weapons.
484
[Tweak] Reaching max happiness should be less frustrating. A vanilla 95% hapinness will result in 100% hapiness with those tweaks.
485
[BugFix] Nuka World Weapons and WNC ammo fix.
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Version Beta6
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[Feature] Contraptions Workshop modules can now produce DLC ammunition and weapons. Also added Railway Spikes and Cannonballs.
492
[Bugfix] Changed the requirements of some impossible to craft items due to unreachable perks
493
[Bugfix] Changed some perks description that were misleading
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Version Beta5
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[Tweaks] Changed some legendaries affix values : Buffed Nocturnal during the day, Bleeding dot last longer but do less per tick + some others
500
[Content] Added more personalities in the specialist loot table, added more loot in some containers, removed caps from pre-war containers.
501
[Feature] Scrapping/Junk/Misc Overhaul. Quest items weight less and are no longer scrappable. Items ordered by category.
502
[Feature] DLC weapons and ammos available in all the commonwealth. Still can't craft them using Contraption though.
503
[Bugfix] Many DLC integration bugfixs and Creature Health issues.
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Version Beta4
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509
[Feature]Aid section sorted by Tags
510
[Feature][Bugfix]Some legendary gun affixes replaced by new one : they were either not compatible or too powerful.
511
[Feature]Tracer visual effects changed
512
[Bugfix] Bloatflies no longer drop caps
513
[Bugfix] Fixed the automatic receivers of the Nuka World gun
514
515
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Version Beta3
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[Bugfix] Bugfixes for Hollow Point weapons and DLC creatures
520
[Bugfix] Removed caps loot from wildlife
521
[Feature]Added specialist loots on humans
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Version Beta2
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[Feature] Working Fomod Installer
528
[Feature] Minor changes to the new loose mod caps values
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Beta1
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[Feature] Initial Upload