Fallout 4 Horizon 1.6 Guide Books Pdf Windows 7

Transcription

Continue

Fallout 4 horizon 1.6 guide books pdf download windows 7- Rank 5: [REMOVED] Specialization: Sharpshooter - 25% damage to: Hunting Rifle, Combat Rifle, Pipe Rifles, Gauss Rifle, Railway Rifle Gunslinger - Rank 1: Channel the spirit of the Old West! Semi-automatic ballistic firearms have improved hip fire accuracy. - Turrets and the Giddyup Buttercup trophy can now be placed on top of flat furniture(tables, etc.)* - Bug Fix: The large power generator properly requires Science rank 1 again - [Vault 88] The amount of nuclear material you get from scrapping objects is reduced - [Vault 88] The amount of nuclear material required to create vault generators is reduced *For existing objects, you'll need to store it and place it again for it to work New Component: "Packing Material" (This new component fills a gap that was needed for many reasons) - This component category can consist of any kind of scrap used for paper products, stuffing, foam, etc. If I can add this, I will.) - Fuel can be stored up to a maximum amount: 10 base 5 for each completed settlement - Resources produced generallyhave a low re-sell value, and are intended to be directly used for crafting - Resources produced are stored directly in the "Scrap Storage System" container (not the workbench) - The Scrap Storage container can be accessed from this device - Requires 1 cargo bot to build (which is given free if you complete rank 1 of the main questline) - Resourceutilities will give a very small amount of happiness (this is mainly just to flag it as a workshop object) - A new custom model is created for this object NEW: Settlement quest line: "Engineering an Empire" - This quest line is somewhat of a tutorial for the Resource Management Table - It's main purpose is to guide you through constructing andmanaging utilities as they unlock - The first step rewards you a free "Carpenter Saw" so you can always build your first Lumber Yard - (more steps will come later.) NEW: Lumber Yard - Each Lumber Yard built (globally) will increase production of lumber - Each yard produces 75 wood per day (this value may change) - Requires Trailblazer Rank 1 Requires 1 settler assigned to each yard to function - Requires 1 Fuel per day to produce wood - Requires 1 cargo bot and a "Carpenter Saw" to build - A new custom model is created for this object NEW: Stone Yard - Each Stone Yard built (globally) will increase production of concrete - Each yard produces 25 concrete per day (this value may change)- Requires Trailblazer Rank 2 - Requires 1 settler assigned to each yard to function - Requires 1 Fuel per day to produce concrete - Requires 1 cargo bot to build - A new custom model is created for this object NEW: Small Oil Well - Each Oil Well built (globally) will increase production of oil - Each well produces 4 oil per day (this value may change) Requires Trailblazer Rank 3 - Requires a fair amount of power to function - Requires 1 cargo bot to build - A new custom model is created for this object NEW: Steel Yard - Coming soon. - Rank 2: All ballistic rifles ignore 10% of the target's armor. - Bourbon: No longer provides Endurance, and gives 1 extra stength - Vodka: No longer provides maxhealth - Bobrov's Best Moonshine: No longer provides max health - Addiction: Buffjet/Buffout/Bufftats/Psychobuff - No longer reduces endurance, but now reduces strength by 2 - Addiction: X-Cell - No longer reduces endurance - X-111 Compound: Now reduces the proper amount of rads - Med-x: 15 Damage Resist and 10 Poison Resist for 10minutes - Atomic Scotch: Gives 5 poison resist, 5 fire resist, and 5 cold resist - Jet Coffee: The description now specifies that it caffeinates AND cures lethargy - Yao Guai Roast: The tooltip properly says "10%" now - Roasted Mirelurk Filet: Increased value, increased recipe ingredients - Noodle Cup: Value increased, and quenches thirst - Crops:Rads increased for eating crops - The purified pre-war cooked meals now quench thirst since they use a water - Icons/Tagging: Some buffs and utility items have better icons and sorting now Survival - Infection: The damage tick is reduced in half when you're under level 5, and full value for level 5 - Hunger: no longer reduces Endurance - Hunger:charisma and luck is reduced more (hunger still also reduces healing received) - Overencumbered: no longer reduces Endurance, but reduces Agility by 5 now - The level-up healing removal has a few small bug fixes - The level-up healing removal should properly reset itself each level-up, in case it was bugged Poison Damage Overhaul There's 3 maintypes of poison: 1 Venom: radscorpions, stingwings, legendary poison attacks (moderate/large amount of damage over time) 2 Poisonous Infections: molerats, dogs, radstags, bloodbugs (low damage over time) 3 Acid damage: This is short duration damage that can be reduced by poison resist, but is often not blocked by "Poison Immunity" - Mostpoison damage lasts for a very long duration now, but does very small damage per second - Poison damage scales with NPC damage multipliers from difficulty modes (same as it was) - Low level venoms start out low, and become more dangerous with higher level enemies - Poison damage can be cured from "Poison Antidotes" (which are purchased,crafted, or found) - The new doctor overhaul supports curing poisons (seen below) - Small amounts of poison resist helps quite a bit. I'll do named and misc types after this is tested out more. Exceptional recoil control. This does everything by itself. I wouldn't even play this!) - (I'm trying to avoid "permanent" stat changes between difficulties, in caseyou want to switch later.) - Removed the adhesive nerf on larger adhesive junk (small duct tape and glue is unchanged) - Increased Military grade duct tape adhesive by 1 - Increased caps value of adhesive junk - Triggermen will now scale with your character level. - Insomnia: Calmex - Weakness: Buffout - Lethargy: Jet Coffee or Nuka Cola Quantum Parasites: Atomic Scotch or Psychotats Illnesses - Lethargy is increased back up to -35% AP drain (up from -10%; vanilla was -50%) - Some items now give a description that say they have a risk of illness (dirty water, glowing bloodpack) Global Weapon Changes PLEASE NOTE: Weapon damages will continue to be tweaked next patch. - Fullysupported DEF UI (DEF INV) config for Horizon included with install now - Modified a few sorting prefixes, so they are compatible with DEF UI - Added extra keywords for the DEF INV config, so players can use a few symbols in their renamed weapons/armor and they sort on top (details in description) - Pool balls shouldn't drop nearly as much now(instead of a chance to get EACH ball separately, there's now only 1 chance to get a random ball) - Fixed some loot lists that only had certain pool balls, they should now have a chance to be any random number - Aquaboy perk should now display the new changes (from last patch) in the description - Survivalist Rank 3 should no longer give immunityto rads from foods/water - Rad Scrubber no longer gives immunity to rads from foods/water (will be replaced later) - All "aid" and "misc" items are sorted using prefixes - All grenades/mines/traps are sorted - All weapons and armor now have better naming conventions based on the mods it has (NOTE: existing items and NPCs/vendors that are alreadyspawned, will NOT have the new names. - Rank 5: [REMOVED] Specialization: Cyborg - 25% damage to: Any energy weapon (does not include flamers or explosives) Heavy Gunner is now "Commando" - Rank 1: A seasoned Commando can deal with any situation. Mostly all the core things I wanted finished up for 1.0 are done now. The effectiverange of ballistic pistols and shotguns is increased to 40%. You can acquire fuel from items such as Gas Canisters and Mr Handy Fuel. (NEW) Explosive Charges: - Used to break the locks for any type of container, safe, or door - This option is accessed while sneaking - After the charge is set, a small explosion occurs after 5 seconds (doors have alarger explosion) - Explosive Charge works on for Novice/Advanced locks (requires Safecracker rank 1 to craft) - Explosive Charge II works on for Novice/Advanced/Expert/Master locks (requires Safecracker rank 4 to craft) - Explosives are not guaranteed to break safes, but do have 100% chance on doors and regular containers - Using explosives onsafes scale based on the lock difficulty and the grade of charge you're using - Ex: you have a 50% chance to crack an Advanced safe with a low grade charge (100% chance with high grade charge) - Ex: you have a 50% chance to crack an Master safe with a high grade charge (75% chance on an Expert safe) (NEW) Locksmith Tools: - A brute forcemethod of breaking out the lock from doors and normal containers - This option is accessed while standing - Locksmith tools have a 100% chance to work, but can't be used for safes - Takes 4 seconds to smash the lock (sparks and sound effects occur every second) - While smashing the lock, your character is unable to do anything else - LocksmithTools work on Novice/Advanced locks (requires Safecracker rank 1 to craft) - Locksmith Tools II work on Novice/Advanced/Expert/Master locks (requires Safecracker rank 3 to craft) (I may add character animations in the future) (NEW) Autodialers: - These devices are used to specifically break into safes by finding the combinations - This option isaccessed while standing - These devices have a 100% chance to work, but only work on safes - Every 4 seconds, it will figure out one of the combination numbers - Upon completing the last number, the device burns out - Autodialer MK I works on Novice/Advanced locks (requires Safecracker rank 2 to craft) - Autodialer MK II works onNovice/Advanced/Expert/Master locks (requires Safecracker rank 5 to craft) (NEW) Companion Signature Weapons (Legendary) These weapons can only be used by specific companions, since they're the only ones to regenerate each ammo type - Each companion regenerates a different amount of ammo per 4 hours of game time (Timescale addon 2 hours) - Each companion has a different maximum amount of ammo they can hold - Each companion weapon has a legendary property - Every weapon can be fully modded using crafted/purchased mods (the same mods as those same standard weapon types use) - The legendary properties do not display in the crafting window, but you can seethem in your inventory - Recipes will not appear in the Weapons Lab until the companion is recruitable - Recipes also require select ranks of the perk Recipe: Friend or Foe (Live and Love magazine perks) - (Don't install receivers that use a different ammo type, as the companions will not regen that new ammo type.) More companion weapons are nowadded to the Weapons Lab: - Justice (Nick Only): (.44 Revolver) 40% extra damage to Robots* - Victory (Danse Only): (Laser Rifle) 30% extra damage to Super Mutants - Freedom (Preston Only): (Laser Musket) 15% less damage while standing still - Veracity (Piper Only): (Deliverer) 30% extra damage to Humans - Mutiny (Hancock Only):(Submachine Gun) 20% chance to cripple the target's leg - Tenacity (MacCready Only): (Hunting Rifle) Chance to stagger on hit - Deception (Deacon Only): (Combat Rifle) Ignores 30% of the target's damage/energy resistance - Vengeance (Cait Only): (Double-Barreled Shotgun) Chance to stagger on hit *Unfortunately you'll need to craft Nick'sweapon again if you want the legendary property. Command Mailbox Events - Mail events are sent based on unlocking certain perks, completing quests, or having affinity with companions - Most mail events will be undocumented, as they're supposed to be immersive content that you discover - The number of events right now is very small, but moreevents will be added over time - A few basic events that are included with 1.0: - Level 1: Anonymous Sender Sends you something after completing the Concord quest - Level 2: Anonymous Sender Sends you 1 Ammo Guide, if you have Gun Nut trained - Level 2: Anonymous Sender Sends you a tracking note for finding the first 5 magazines, ifyou have Gun Nut trained - Level 2: Piper at 50 Affinity Sends you 1 K9 Dog Training Manual (requires that you recruited Dogmeat too) - Level 2: Codsworth at 50 Affinity Sends you 1 Hacking Guide - Level 3: Codsworth at 150 Affinity Sends you 1 Energy Ammo Guide, if you have Science trained - 2 additional issues of K9 Training can beacquired from companions based on different levels/perks (NEW) Crop Overhaul - The actual crop plants can now be harvested manually again - Harvesting crops has a chance to gain either: 1 crop, 1 rotten crop, or 1 dried up crop - Surplus food from crops now puts "Settler Rations" into the workbench, instead of crops - Settler Rations arespecifically intended for settlers and supply lines, and not the player - Settler Rations are worth 0 value and are not used for any recipes - Settler Rations can be eaten by the player for hunger if you wish, but gives rads equal to eating most crops - Dirty water bottles produced into the workbench are mainly intended for settlers and supply lines - Dirtywater will not produce as many bottles into the workbench - Homemaker Patch: Standard crop planters can now be harvested Perks - (NEW) Adrenaline now decays at 1 stack per 30 game minutes (15 mins for timescale mod) - (NEW) Survivalist now has a chance to harvest an extra item from wild plants (increased each rank) - Perk bonuses fromBobbleheads will now display in the perk list, so you can see what they are doing - Well Rested no longer says it gives Endurance - Aqua Boy/Girl: Rank 1 now adds 15% faster swimming - Wasteland Survival 7: Reduced to 15% swim speed - Astoundingly Awesome 5: Poison resist reduced to 2 (from 5) since poison is rescaled in Horizon - Strong'sperk now works with unarmed weapons - [DLC Nuka]: SCAV - Some damage numbers were reduced - [DLC Nuka]: SCAV Moneyless - Now gives Agility instead of endurance (NEW) Faction Perks and Perk Icons - Many perks now have icons to sort them better - All of the perks from the "perk tree" currently do not have icons (I need to figure out howto remove tags from the chart) - The main factions will now display a perk when you're allied or friendly with a particular faction - Faction perks are updated either: when you load your save game, or once every game hour or so - Perks sorted at the top are generally: temporary buffs (adrenaline, etc.) and your focused spec - Perks sorted at the bottomare generally: factions, recipes, magazine perks, misc (NEW) Perk Chart File Update - I have a custom edited LevelUpMenu.swf file included with Horizon now - This updates the perk chart so that Hunter and Future Soldier have appropriate looking graphics (NEW) Appliance Container Harvesting - Technologists can now harvest parts from certainappliance/machinery containers - Objects include: Refrigerators, Washers, Dryers, Milk Vending Machines, Ice Machines, News Stands, Cigarette Machines - Each type gives appropriate parts depending on the machine - Technologist gives 20% chance to salvage parts per rank (each part isn't guaranteed to drop though) - Depending on yourrandom chances (and rank), you can harvest a full assortment of parts on 1 machine - There are 10 different new junk parts total Horizon's Doctor Menu - Addictions are completely reworked, in order to fix problems and better scale it at the same time - Curing Addictions now have a cost based on the amount of total addiction you have, not how manydifferent addictions - Curing 1 really bad addiction can actually be more expensive than curing 3-4 mild addictions - Curing Addictions can be cheaper at a minimum, but can be more expensive for curing 1 really bad addiction - Curing Addictions still maxes at 400 caps - To cleanly prevent problems with curing "wounds only" when having rads, thatoption is now "Cure Wounds and Rads" - Having a poison on you should now allow the "Cure Wounds" dialog option to appear (even if it does no damage) - Far Harbor doctors should now use Horizon's doctor menu (this should work on all 3 of them) - The institute doctor is no longer free, and brings up the doctor menu now - When you cancel out ofthe doctor menu, it should no longer give you a message about not needing treatment - Selecting the dialog option to Cure Addiction, should no longer tell you that you don't have enough caps Vendors - Most weapons on vendors are now sold in packages (this prevents unwanted loose ammo) Quest Rewards - The caps rewarded from quests areincreased (NEW) Damaged Ammo - Weapons that drop as damaged, now also drop damaged ammunition - Damage weapons can still drop normal usable ammo too, but the chances are lower - Damaged ammo comes in different types: "Damaged Rounds", "Damaged Cells", "Damaged Shells" - Damaged ammo is junk items that can automatically bescrapped for ammo crafting components - One of the benefits to damaged ammo is you can use the scrap for anything Regular Ammo - NPCs who drop working weapons, now have a chance to drop more usable ammo Legendaries - Pickman's Blade no longer comes with the Stealth Blade mod - Brandis' Gun no longer comes with Sharpshooter's gripWeapons / Properties - The "Assault Rifle" is now called "Light Machine Gun" - Mutiny's legendary property is now: "20% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs) - Kneecapper is now "10% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legsregardless of where you hit) Crafting - Tier 2 lock breaching recipes won't show up until level 5 now - Explosive Charges I: Now can be crafted with either Recipe: Safecracker rank 1 -or- Demolitionist rank 1 - Explosive Charges II: Now can be crafted with either Recipe: Safecracker rank 4 -or- Demolitionist rank 3 - Locksmith Tools I: Now can becrafted with either Recipe: Safecracker rank 1 -or- Locksmith rank 1 - Locksmith Tools II: Now can be crafted with either Recipe: Safecracker rank 3 -or- Locksmith rank 3 - Autodialer I: Now can be crafted with either Recipe: Safecracker rank 2 -or- Technologist rank 2 - Autodialer II: Now can be crafted with either Recipe: Safecracker rank 5 -orTechnologist rank 4 - Memory Devices: Now can be crafted with either Recipe: Fact or Fiction rank 3 -or- Science rank 1 Alpha Wrist Device The requirements and design for the wrist device are altered to be specifically based around having a stealthed Cargo Bot per slot Changing all the faction/settler slots to be based on Cargo Bots makes itfeel a little more believable than the original way - Every transmitter module slot requires 1 Cargo Bot and 1 Stealth Boy, plus additional materials - Materials required have been simplified - Faction-based Cargo Bots, now only require that you're friendly with the faction, and doesn't require the companion's perk Weapon Mods - Many melee modrequirements are shifted around to match the new perk changes - Flamer: Damage mods now properly add damage to the Flamer - Flamer: Most upgraded mods now require Demolition Expert as a requirement Weapon Mods - Receivers - (NEW) Combat Rifle: 5.56 Rapid Auto Receiver: Replaces the old rapid receiver and uses 5.56 ammo - Mostreceivers now have a better progression (in terms of requirements) and purpose - All receivers on ranged weapons now require weapon parts to craft them - All Advanced receivers require rank 3 of their associated weapon perk - 10mm: Powerful Automatic: damage increased to be slightly under Powerful Semi-Auto - 10mm: 5mm Rapid Receiver: nowrequires Commando rank 2 Weapon Reload Speed Changes - Magazines Each magazine now offers a specific advantage, even if it's only a small difference - The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Gun, - Standard Magazines: Are now slower by default to try and replicate are morerealistic base speed - Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the fastest reload speed now - Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard - Drum Mags: Slightly slower than standard mags, but holds more ammo - Large Mags: Hold more ammo, but as no reloadspeed change - Quick Eject Large Mags: Slightly slower than rapid eject mags, but holds more ammo NPCs - The lowest level Bloatflies are easier to kill now, and do less damage - The lowest level Molerats are harder to kill, but they do less damage - Deathclaws can no longer be knocked down or disintegrated - Protectron limb damage is rebalanced Legendary Protectrons now give double xp, and have improved perception and damage NPC Weapons - Miniguns now drop bonus ammo for 5mm - Damaged missile launchers drop damage missiles - The damaged weapons NPCs can roll do slightly less damage than normal weapons (this gives some variety and shows that maybe their weapon wasalready in poor condition to begin with) - Gatling Lasers can drop as damaged and their scrap gives both heavy and laser parts - Gauss Rifles can drop as damaged and their scrap gives both heavy and rifle parts - Gauss Rifles can roll bonus ammo now - The Gamma Gun now has the proper critical damage ranged weapons usually have - SubmachineGuns have their own damaged weapon junk items - Most BOS NPCs can roll damaged weapons now - BUG FIX: Some NPCs were incorrectly rolling automatic weapons too often Survival / Misc - Ultra RadAway no longer causes immunity suppression, but requires extra materials to craft - The "Rested" buff should now properly disappear when you areTired, etc. - Molerat Disease: -3 Strength for 1 hour (instead of health) - Bloodbug Steak: 5 Poison Resist for 1 hour. - Rank 4: All ballistic rifles now ignore 20% of the target's armor. - Nuka DLC: All consumables had health restoration removed. - Radscorpion Steak: 15 Energy Resist and 5 Poison Resist for 1 hour. Also cures Parasites. (NEW)Auto-Hack Devices - Works just like other lock breaching devices, except on computer terminals - Comes in 2 Tiers: Tier 1 Novice/Advanced, Tier 2 All levels - Tier 1 Auto-Hackers require Hacker Rank 1 -or- Recipe: Hack Attack Rank 1 - Tier 2 Auto-Hackers require Hacker Rank 3 -or- Recipe: Hack Attack Rank 4 - When you use the option on aterminal, it will takes some time to hack in, displaying messages - Will not work on terminals that cannot be hacked and require a password (NEW) Command Mailbox The Command Mailbox is a mailbox that you can receive mail from various sources based on events or training - This settlement object can be constructed from "Resource/Misc"category - Interact with the Mailbox to open the menu - From the menu you can read your unread messages or open the mailbox inventory - Unread messages do not deposit their items into the inventory until you read them - When taking a wrapped package, the contents open into the mailbox, not your inventory (this is so you can see the items popout more clearly) - Mail is processed once every 12 hours - You can only have a maximum of 2 unread mails at one time (you'll need to read them before you can receive any new mails next cycle) - Stats are tracked on the menu, including the total amount of mail you've ever received - You can choose to use the mailbox as a storage container, but it'snot recommended as it makes it difficult to see your new items received - (If you want a shared storage container for settlements, use the "Shared Storage" or "Scrap Storage") - NOTE: Sometimes you have to click an item twice in the mailbox, but I'm not sure if that's fixable. existed. I'm not done with bartering yet. sorry! Medical Supplies - Medicaltreatments give a wider range of options now, while still requiring rare materials - Bandages are reduced to 72 healing (down from 96) - Bandage crafting requirements are reduced (technically you gain slightly more healing per material now) - New - Medicated Bandage: Heals for 140 health (Requires Medic rank 1) - First Aid Kits now require Medicrank 2 to craft (up from rank 1) - First Aid Kits apply their healing slightly faster now - First Aid Kits are lowered in materials, to better balance against lower grade healing - (Next patch I'm looking at possible tweaks to trauma kits and limb damage) NEW: Scrap Storage System [working title] (*Experimental - needs more testing*) [The concept ofthis system is to help settlement building, without drastically effecting personal gear weight limits] - Build storage units in your settlements which can hold junk, scrap, and some misc items - Weapons, armor, ammo, and consumables CANNOT be placed inside the storage (some types of clothes may sneak by the filter though) - Storage units can bebuilt at multiple settlements, and share the same inventory - Having the Robotics Expert perk will allow you to build storage units cheaper and with less resources - A consumable item can be used to call a Cargo Bot, which will directly open up the storage inventory - The consumable device is crafted in the Robotics Lab (1 is consumed on eachuseage) - The Cargo Bots used to craft the settlement storage units, are crafted in the Robotics Lab - Storage bots cannot be called in combat (work in progress - may or may not be working yet) - Note: Cargo Bots are not real robots that travel anywhere - everything is instantly transacted to avoid issues - Note: The storage inventory does not sharewith the workshop workbench - Note: There is not a "Deposit all junk" button, sorry! - BETA NOTE: The materials to build storage units is reasonably cheaper for now (once it's out of beta, the requirements will increase) - BETA NOTE: For testing purposes, don't put highly valuable items in it, until it's been tested more.) - Display Bug: When you putsomething in that gets rejected, it may not show up in the list until another item updates the list) - Future plans: Eventually I'd like to actually show a little Cargo Bot when you summon it - cosmetic purposes only, but would look cool. because of the way their health works) - The prices on unique weapons and armor is rebalanced (some are moreexpensive, some are less) - The personal weapons/ammo that vendor NPCs have should no longer appear in their stock (for most NPCs, not all) - Certain ammo types are unrealistic to be on most vendors: (you'll need to craft or loot them now) - Cryo Rounds, Cannonballs, Alien Blaster Rounds will no longer appear on vendors - Railway Spikes, GammaRounds, Flamer Fuel will only appear on appropriate vendors - Doctor vendors: No longer sell chems - General Stores: Has a chance to sell only basic low level ammo types - The Slog vendor: This vendor is now setup similar to the other 3 farm vendors that I overhauled before - [DLC] Because of the odd respawn times for DLC vendors, most DLCvendors have significantly less goods for sale - [DLC] Weapon vendors can sell DLC ammo packs, but only have a chance to spawn them - [DLC] Harpoons will only appear on some DLC vendors (this ammo type is expected to be crafted if you want to use it often) - [DLC] Some Commonwealth weapon vendors have a chance to sell DLC ammo abovelevel 8 Weapons Vendor Overhaul Diamond City - Sells a standard variety of ammo and ammo-based crafting mats - Sells a moderate variety of weapons and loose weapon mods Goodneighbor - Sells pre-war military themed weapons, explosives, and explosive crafting mats - Sells loose mods based around certain pre-war and heavy weapons Cricket - Sells "raider" style weapons/ammo/mods, and some melee weapons - Sells some weapon/explosive materials, and some chems Brotherhood - Sells energy weapons, energy ammo, and energy crafting materials - Sells 5mm ammo, missiles, and heavy weapons - Sells loose mods based on energy and heavy weapons - Sells FusingCasings, used to craft Fusion Cores - Sells some ballistic ammo - Sells 10-pack of Vertibird Signal Flares - Sells T60 Power Armor pieces (same as before) Railroad - Sells a select variety of weapons, ammo, and mods - Sells an Ammo Pack of Railway Spikes - Sells 10-pack of Standard Flares - Sells the usual other RR stuff Workshop WeaponVendors - Tier 1/2: sells basic ammo and weapons - Tier 3/4: sells additional ammo, weapons, crafting materials, and explosives Ammo/Weapon Loot - (NEW) NPCs/containers have a small chance to drop a extra ammo depending on the ammo type (gives more randomness for ammo drops) - The extra ammo chance varies based on the weapon (i.e. asubmachine gun might drop more .45 ammo than a combat rifle) - Ammo-based raw ingredients are usually more rare in containers/NPCs - Ammo ingredients from loot randomly spawns in 4 variations of containers: full, used, damaged, empty - Raiders and some post-war containers give the proper ammo types with Scrounger - Gun toolcases have abetter chance of having some ammo, and rare chance of having extra - Gun toolcases can contain small bottles of smokeless powder - When an enemy drops a damaged weapon, it now has a greater chance to be one of the 2 types that contain weapon parts - Most weapon types are now part of the damaged weapon system - More durable types ofweapons have a lower chance to drop damaged (i.e. double-barreled shotguns will break less than laser guns) (NEW) Ammo Crafting NOTE: Don't use any other ammo crafting mods anymore, as it will probably add confusion and balance problems. You now gain 10 Energy Resistance. I'll tune perks to increase companion damage, and add moresignature companion weapons.) (NEW) Signature Companion Weapon: Nick's .44 Revolver EXPERIMENTAL - This is a new concept I'm trying out, to give companions their own weapon upgrades that don't require micromanaging ammo - This weapon can only be fired by Nick, since he's the only one that can find the ammo for it - It can be craftedthrough the Robotics Lab under "EQUIPMENT" - It will eventually require the perk "Close to Metal", but for testing purposes it only req

Fallout 4 horizon 1.6 guide books pdf download windows 7 - Rank 5: [REMOVED] Specialization: Sharpshooter - 25% damage to: Hunting Rifle, Combat Rifle, Pipe Rifles, Gauss Rifle, Railway Rifle Gunslinger - Rank 1: Channel the spirit of the Old West! Semi-automatic ballistic firearms have improved hip fire accuracy.