Content as of version 1.6.2 ----Perks------ Adamantium: Skeleton no longer reduces limb damage by 100% (max 65%) Aquaboy/girl: Swim faster. Rad resistance instead of immunity. Flipped so unlimited breathing underwater is a 2nd rank. Big Leagues: Removed sweeping attack, Ranks unlock at higher levels. Blitz: No longer VATS teleport cheat. adds percent chance to avoid damage for melee builds Chemist: only unlocks recipes (all locked at start) more recipes available and all make batches of 5. Chem Resistant: now extends the effects of chems instead of reducing addiction chance. Commando: No longer buffs damage, just improves hip-fire and stagger, fewer ranks Demolition Expert: added 5th rank that reduces incoming explosive damage Rad Resistant: RP description, stronger effects, more ranks Gunslinger: Handles semi and auto fire pistols. Ranks unlock at higher levels Hacker: removed 4th rank and unlock hacking holotapes to each rank. Heavy Gunner: Ranks unlock at higher levels Iron Fist: Ranks unlock at higher levels Lead Belly: required to unlock cooking recipes. No longer completely removes radiation. Lockpick: Removed 4th rank. Made locks below master slightly harder. Ninja: Heavily nerfed sneak attack damage (max 3x instead of 10x). But base melee dmg almost doubled so... Party Boy/girl: no longer completely removes addiction chance. Rifleman: Handles semi and auto fire rifles. Ranks unlock at higher levels. Robot Expert: is now required to make any New robot parts at the robot workbench (you can still do the quest without the perk and use looted parts). Sneak: Removed 5th rank. Removed player immunity from mines/traps (companions still default immune). Sniper: non-Vats bonuses for all ranks Gunsmith: renamed "Engineering" and description changed to note it is needed for some settlement building Blacksmith: renamed "Weaponsmith" Armorer: renamed "Armorsmith" and descrption changed to not requirements for settlement crafting Life Giver: now offers increased healing from purified water instead of increasing max health Scrounger: now rewards more ammo, but much less frequently. More ammo types (including DLC 7.62 and 45-70). Fortune Finder: now rewards more caps but much less frequently. -----NPCs------ -Creatures only drop meat (no junk). -Legendary creatures don't drop legendary items (just humans, supermutants and synths). -NPCs drop fewer stimpaks and carry immersive items. -Non Automatron robots have a low chance of droping robot parts. -Raiders are tougher and have a broader selection of apparel. Less likely to have combat armor and broader weapon selection. -Gunners: Tweaked weapon pool. -Minutemen: Tweaked weapon pool. -Synths in the Brotherhood quest at Arcjet have fewer ranged weapons to try and limit ammo you collect. -Various tweaks to combat styles to hopefully achieve more variety in behavior. -minor companion tweaks (should be compatible with most companion overhaul mods). -NPCs will spawn with a greater variety of weapon attachments, but over a wider range of levels. -Radscorpions no longer tunnel. -NPC FOV changed from 190 to 160 ----Food, Drink & Chems---- Almost every consumable item has been edited. -Lots more food of varying quality. -Chems last longer by default. -Soda is an AP focused consumable. ----Crafting----- -All gun mods require at least gun nut 1 (except iron sights). This means that without gun nut (engineering) all you can do is swap sights on guns. -Bayonets require blacksmith. -Most melee weapon upgrades require blacksmith. -All armor mods require armorer (except materials). -Nuka World weapons and armor have stupid extra requirements removed from mods (like gunslinger from revolver) -molotov cocktail requires demolitions expert ----Melee Combat---- -Many creature, robot and unarmed attacks have been buffed. -All melee weapons have had base damage increased aproximately 80%. -Some mods were tweaked. -Some melee weapons were rebalanced against the rest of the melee weapons in game (DLC items in particular). ----Merchants---- -Vendor inventories will vary more, between each visit as well as compared to each other. -Vendors sell DLC Ammo (harpoons, 7.62, .45-70) -Costs of medical services raised considerably. -Cure addiction is now 250 caps. -Cure rads is 150, healing costs up to 100 caps. -Bartering changed so buying and selling prices will be much less to your advantage. -Ronnie Shaw sells flare gun. ----Armors---- Armors balanced. No Railroad lining on hats or underarmors. More outfits can use Railroad lining. Some outfits are pre armored appropriately, where it makes sense. ----Loot---- -Most containers in the game have new leveled lists. -Containers have more immersive loot, but fewer items you need (like stimpaks). -Ammo drops reduced considerably (especially high end ammo like .50 and 2mmEC). -further reduced chance to find bobby pins -Folder renamed paper (consider it writing paper, which has believable value in the world). -Desk Fan/Office Desk Fan values increased from 4 to 8. Restored Desk fan value increased to 15. -Hot Plate value increased from 7 to 10. -Kitchen Scale value increased from 6 to 12. -Military Ammo Bag value increased from 4 to 10. -Pencils can no longer be scrapped for lead and wood. Are you going to make a wall with pencils? -Pre War Money value reduced to 1. Yes, some quest rewards will now be "funny". -Typewriter value increased from 11 to 17. -All robot models you get in lunch boxes got their value cut from 100 to 25 (it's still a weightless, valuable item). -Biometric components removed so it is just a miscelaneous item (can't be scrapped). -Addictol returned to vanilla effects, but it's quite rare. -Mentats effects include an xp % increase effect. ----Automatron---- -Creating new robot parts requires Robotics Expert. -You can still build/upgrade robots with looted parts. ----Settlements---- -You will get a smaller percentage of food and water from settlements placed in the workbench (settlers are taking a fair share now). -Non-decorative, functional settlement pieces now require ranks in various perks to build. -The scavenging workstation now gives components instead of junk items for player convenience. -Much care was made so these changes do not lock out quests, but building settlements is now a proper part of the game. Building nice settlements will be hard. Example: you can't build turrets without Science, so you will need to designate settlers with guard posts if you lack that skill. -Turrets now require a biometric scanner to build, further slowing settlement growth. -Cars can be scrapped for more resources. -----Power Armor------ !!!!I have added perk requirements to gate repairing power armor pieces. however the game won't tell you what you need, so you will just have to remember (and I will keep it consistent and logical)!!!! -All Power Armor is more durable to compensate for the increased damage of weapons. -Raider Power Armor heavily nerfed. It's just scrap wrapped around a frame. Reduced resistances and durability quite a bit, but still better than regular armor. You now need armorer 1 to repair raider power armor. -T-45 requires Armorer 2 to repair. -T-51, T-60 and X-01 require Armorer 3 to repair. -Drastically increased the levels at which you will find higher quality power armor in the world (T-51 lvl 22, T-60 lvl 35, X-01 lvl 75) except special cases. This is jut the free suits scattered everywhere. -Power armor condition should degrade more slowly. ----Miscelaneous Changes---- -Some loading screen messages changed to reflect gameplay changes -Wasteland Survival mag #9 now only adds a 50% chance of extra meat. -Vertibirds are much more durable (weapons are unchanged) -Encounter Zones (about 10%, mostly early-mid game areas) tweaked for better level scaling and challenge. -HazmatSuitRadResistancePerk now reduces incomming rad damage by 50% instead of 98% (suit stats unchanged). -DLC04_PerkRaiderOperators increases sneak attack damage with silenced guns instead of a flat damage boost. -DLC04_PerkRaiderPack reduced damage resistance from 25% to 15%. -Disabled some workbenches in Sanctuary and nearby Red Rocket for early game balance. -Disabled half of the weapons, ammo and stimpaks you get in Vault 111. -chem addiction requires a doctor now (addictol only has a 20% chance to work and all other consumables no longer remove addiction). -Lead lined armor mods 3 times more effective. -Respawning sniper rifle at the Red Rocket in Cambridge is now just a leveled hunting rifle.