JSawyer Utlimate Edition: Additional Changelog by PushTheWinButton (https://forums.nexusmods.com/index.php?/user/13822205-pushthewinbutton/) This readme lists the differences between JSawyer Ultimate Edition and the original JSawyer mod. Please refer to the original mod's changelog for a list of all the changes it makes - they won't be listed here and still stand unless otherwise stated: (http://fallout.gamepedia.com/JSawyer). Changes carried forward from YUP or UP+ are also not mentioned here. Wherever possible (and beneficial), changes are implemented by scripts for better compatability. This includes a large number of changes which were made by record edits in the original mod. Text in brackets, [], explains reasoning behind a change, if I thought it was necassary to do so. ____________________________________________________________________________________________________ AID * Replaced STR reductions on food replaced with "Raw" scripted effect, which adds the same effect. Added some visual effects too. [This is a workaround for a vanilla oversight, which means that negative effects also increase in magnitude with Survival skill. The effect is not applied if the player has the Lead Belly perk, as in the original mod.] * Replaced END reductions on food replaced with "Stale" scripted effect [Same reasoning as above.] * Replaced PER reductions on Healing Powder and Stimpak, Homemade with "Herbal Sickness" scripted effect [Same reasoning as above, except Medicine skill this time.] * Replaced AGL reduction on Healing Poultice with "Dizziness" scripted effect. [Same reasoning as above.] * Re-worked the "Stimpak Sickness" effect implementation method and decreased duration to from 120s to 30s. [This makes the effect no longer display in addition to "Super Stimpak Debuff" under active effects, and the duration on the Super Stimpak item implied the duration was originally intended to be only 30s.] * Adjusted the healing of expired and homemade stimpaks so that they increase in magnitude with the Fast Metabolism perk, not duration, as is the case with all other stimpaks. * Added recipes for cooking all raw meats into steaks. * Added Armor Repair Kits, which repair all equipped apparel and can be crafted at a workbench. Requirements: 50 Repair skill, 2 Scrap Metal, 1 Leather Belt, 1 Hammer, 1 Wonderglue, 1 Duct Tape. * Added weight to all weightless aid items (increased most chem and skill magazine weight to 0.2). * Added Ice Cold Sunset Sarsaparilla, which has increased HP restoration of +1(15)s. Ice Cold Nuka Cola and Sunset Sarsaparilla can now be obtained by using the vending machine upgrade for the Lucky 38 Presidential Suite. * Antivenom: increased weight from 0 to 0.5. * Auto-Inject Super Stimpak: increased weight from 0.2 to 0.25. * Auto-Inject Super Stimpak: increased weight from 0.2 to 0.5. * Bitter Drink: increased weight from 0 to 0.5. * Black Blood Sausage: decreased HP restoration from +4(20)s to +2(20)s. [To reflect the original mod's similar change to Blood Sausage.] * Black Coffee: increased weight from 0.02 to 1. * Gecko Steak: decreased HP restoration from +2(15)s to +2(10)s; decreased FOD restoration from -75 to -35. [It had the best restoration of all steaks, is the easiest to craft, AND meat is the most common.] * Ghost Sight: increased weight from 0 to 0.5. * Grilled Mantis: decreased weight from 1 to 0.4. * Gum Drops: decreased weight from 0.25 to 0.1. * Ice Cold Nuka-Cola: marked as food item; decreased HP restoration from +4(20)s to +1(15)s. * Irr. Banana Yucca Fruit: decreased weight from 1 to 0.5. * Irr. Barrel Cactus: decreased weight from 1 to 0.2. * Irr. Sunset Sarsaparilla: marked as food item; health restoration decreased from 2(25)s to 1(10s); replaced +5 H2O with -25 H2O. [To match the original changes to Sunset Sarsparilla; this item was missed.] * Nuka-Cola Quantum: marked as food item. * Nuka-Cola Quartz: decreased HP restoration from +3(20)s to +1(20)s. * Nuka-Cola Victory: decreased HP restoration from +3(20)s to +1(20)s. * Nuka-Cola: marked as food item; decreased HP restoration from +1(13)s to +1(10)s; increased H20 restoration from -10 to -25. [To match other soda items.] * Rum & Nuka: marked as food item. [To match all other alcohol items.] * Rushing Water: changed HP restoration from +2(5)s to +1(10)s. [To match changes made to other water items made by the original mod.] * Sierra Madre Martini: increased weight from 0 to 1. * Snakebite Tourniquet: increased weight from 0 to 0.5. * Sunset Sarsaparilla: marked as a food item; decreased HP restoration from +1(12)s to +1(10)s. * Thick Red Paste: decreased HP restoration from +4(30)s to +2(30)s. [Same reasoning as Black Blood Sausage.] * Thin Red Paste: decreased HP restoration from +2(30)s to +1(30)s. [Same reasoning as Black Blood Sausage.] APPAREL * Apparel items from other mods will be automatically adjusted to not be out-of-place next to Sawyer's stat changes. DR is added to all items which don't have it and weight of overly-heavy items is decreased. * Adjusted the stats of a range of apparel items, which weren't touched by the original mod, so that armor stats are consistent across the board. Changes include balancing health, value, weight, and DT to weight ratios. * Added a small amount of DR to all light armor. * Updated the apparel help message to describe both DT and DR. * Added armor effects to a range of armor and clothing. [So that they are no longer out-of-place considering the effects the original mod added to raider and mercenary armor. It's also cool to choose an outfit that compliments your characters skills, and not just look at armor rating.] * Replaced AGL reductions on apparel with Sneak reductions. [The original mod did this for a few of items so I'm just finishing what it started.] * Restored the cut Scorched Sierra Power Helmet. [Now you can have the complete set!] PERKS * Burden to Bear: decreased carry weight bonus from +50 to +25. [To match Strong Back; the original mod missed this perk entirely.] * Cowboy: updated loading screen text to reflect changes to perk effects. * Demolition Expert: updated loading screen text to reflect changes to perk effects. * Elijah's Ramblings: corrected perk text. * Implant GRX: increased number of uses per rank from 2/3 to 3/5. [The change made by the original mod made the perk almost useless - the second rank even more so.] * Lead Belly: changed the perk text so it doesn't mention "ST loss" (at least get it right...); updated loading screen text to reflect changes to perk effects. * Meltdown: updated loading screen text to reflect changes to perk effects. * Never Axed for This: fixed the intended second rank of the perk; added reward messages and XP to match all vanilla challenges; added several missing axe-type weapons to the list of affected weapons. * Nuka Cola Chemist: added recipe for Nuka-Cola Quantum; changed recipes to have unique components rather than just 3 Nuka-Colas. * Plasma Spaz: improved message text to be a bit less derp; updated loading screen text to reflect changes to perk effects. * Power Armor Training: changed carry weight bonus from +(1/2 power armor weight) to +15 - this now effects all power armor, from all mods; updated message to reflect changes to perk effects. * Slayer: fixed perk requirements. * Strong Back: updated loading screen text to reflect changes to perk effects. WEAPONS * Added Whet Stones to repair lists for bladed weapons. * Swapped the explosion radii and effect magnitude of Fire Bombs and Incendiary Grenades. [So that the latter is more powerful, as would be expected.] * .45 Auto Submachinegun: decreased weight to from 11 to 6. * Big Boomer: decreased ammo use per shot from 2 to 1. * Boxing Gloves: removed NPC-only damage bonus; increased damage from 1 to 11. * Boxing Tape: removed NPC-only damage bonus; increased damage from 4 to 9. * Cattle Prod: removed NPC-only damage bonus; increased damage from 5 to 25. * Golden Gloves: removed NPC-only damage bonus; increased damage from 2 to 17. * Mantis Gaunlet: created a workbench recipe, unlocked by finding a note placed somewhere in the Mojave Wasteland. * Sawed-Off Shotgun: decreased ammo use per shot from 2 to 1. * Silenced .22 Submachinegun: decreased weight to from 8 to 6. * Varmint Rifle: changed ammo type from 5.56mm to .22LR as was originally intended. Various instances of 5.56mm rounds have been replaced with .22LR rounds to reflect this. MISC ITEMS * Butter Knife: decreased weight from 1 to 0.1. * Centaur Blood: increased weight from 0 to 1. * Cherry Bomb: increased weight from 0 to 0.1. * Danielle's Book: added item icon. * Empty Syringe: increased weight from 0 to 0.1. * Factory Employee ID: added item icon. * Fork: decreased weight from 1 to 0.1. * Forceps: decreased weight from 1 to 0.1. * Jar of Cloud Residue: added pickup and drop sounds. * Mantis Foreleg: increased weight from 0 to 0.5. * Pre-War Money: increased weight from 0 to 0.1. * Scalpel: decreased weight from 1 to 0.1. * Scissors: decreased weight from 1 to 0.1. * Spoon: decreased weight from 1 to 0.1. * Spork: decreased weight from 1 to 0.1. * Tweezers: decreased weight from 1 to 0.1. GAMEPLAY * Fixed a bug which affected the original mod, where the new items added to merchants would become unobtainable. * Added an option to implement Sawyer's intended health formula, which didn't actually work in the original mod. * Stimpaks found in the world can be randomly replaced with expired variants. * Fixed DLC experience rewards and rounded all reward values to the nearest 25 to give nicer figures. * Added a system to allow stimpak variants to be used in the in the status screen of the pipboy and in the companion wheel. Using a stimpak in either of these places will consume your weakest stimpak first. Help messages were also updated to reflect this. * Updated tutorial script and help messages to reflect the original mod's changes to hardcore need stages. * Updated tutorial script and help messages to reflect the original mod's changes to radiation stages. * Updated the chemistry sets in Old World Blues so they match the vanilla mod's changes to Doc Mitchell's chemistry set. * Updated the weight limit in the first quest of Honest Hearts to reflect changes to carry weight. * fActionPointsRestoreRate: decreased from 0.06 to 0.03, halving action point regeneration rate. * fAgilityReloadModifier: decreased from 0.1 to 0.05, reducing the effect that agility has on reload speed. [So that perks like Quick Draw and Rapid Reload are more worthwhile.] * fLockpickBonusHealth: decreased from 0.001 to 0.0005, halving the bonus 'health' Lockpicking skill grants to Bobby Pins. * fPickBreakSecs: decreased from 1 to 0.5, halving the initial 'health' of Bobby Pins and making lockpicking harder. * iCombatDismemberPartChance: decreased from 50 to 25, making dismemberment more uncommon and so preserving the 'shock' factor. * iHackingRetryMilliseconds: decreased from 10,000 to 2,000, reducing the time before hacking attempts from 10s to 2s. * iMessIntactLimbDismemberChance: increased from 15 to 50 to increase the chance that dismembered limbs remain intact. This adds a bit more variety compared to vanilla where dismemberment is almost always a comically implausible limb explosion. * iXPDeathRewardHealthThreshold: increased from 40 to 60, so that 60% of damage to an actor must be delivered by the player in order for experience to be awarded for the kill. * [The following changes affect how the game decides how much XP to award for a kill. Tiers were adjusted to better reflect the level distribution of actors in Fallout: New Vegas and it's DLCs. These settings were unchanged from vanilla Fallout 3, where the level cap was originally 20. The vanilla level cap in Fallout: New Vegas was 30, which was increased to 50 by the DLCs, and then decreased again to 35 by the JSawyer mod. This is why a very large number of enemies reward the max +50 XP in vanilla.] * iXPLevelKillCreatureAverage: increased from 6 to 12. * iXPLevelKillCreatureEasy: increased from 3 to 6. * iXPLevelKillCreatureHard: increased from 9 to 19. * iXPLevelKillCreatureVeryEasy: unchanged - kept at 1. * iXPLevelKillCreatureVeryHard: increased from 12 to 30. * iXPLevelKillNPCAverage: increased from 7 to 15. * iXPLevelKillNPCEasy: increased from 1 to 9. * iXPLevelKillNPCHard: increased from 10 to 25. * iXPLevelKillNPCVeryEasy: increased from 0 to 4. * iXPLevelKillNPCVeryHard: increased from 13 to 30. RECIPES * Added Ultrajet recipe, unlocked by finding a note owned by a shady Mojave individual... * Added recipe for crafting Homebrewed Nuka-Cola with an Empty Nuka-Cola Bottle. * Added recipes for crafting Bitter Drink with any empty bottle. * Added recipes for crafting Cactus Water with any empty bottle. * Added breakdown recipes for Armor and Weapon Repair Kits. * Added Bent Tin Can to Tin Can conversion recipes for the campfire and reloading bench. * Added "thaw" recipes to the campfire for converting Ice-Cold Nuka-Cola and Sunset Sarsaparilla to their usual versions. * Changed Sierra Madre Martini recipe to require an Empty Whiskey Bottle, and not consume the Tin Can. * Decreased Flamer Fuel requirement for Fire Bomb from 175 to 20. * Swapped about the Survival requirements for Brahmin, Coyote, and Dog Steaks to reflect the potency of the items: Brahmin Steak 35 to 50, Coyote Steak 50 to 40, Dog Steak 40 to 35. * Increased cloning requirements from 1 to 2 Salient Green, and condensed recipes to a single list entry when the player has no Salient Green. [Prevents stimpak mass production; saves on screen space.] * Fixed .45 Auto Round (Junk) recipe so that it now uses Tin Cans rather than Bent Tin Cans. CREATURES * Set the respawn flag for Ravens. [Hmmm... unless it was intentional that Ravens were nevermore...] NPCS * Restored caravan for Klamath Bob, Melissa Lewis, and Poindexter. * Restored cut rematch dialogue for all available NPCs. * Restored a cut Crimson Caravan Trader, and made it so they can barter with the player. * Restored the cut Wasteland Adventurer, who can be found near Goodsprings Source and will trade with the player. * Changed the caravan limit for merchant NPCs from 5 games total to 3 games every 3 days. * Bright Followers now use the same weapon leveled lists as their dead counterparts, so they will no longer all have Laser Pistols. * Corrected karma for well over 1000 NPCs, following the original mod's precedent. [Karma was massively screwed up in vanilla - killing most innocents would result in no karma loss whatsoever.] * Removed food and drinks from one or two powder gangers that were missed by the original mod. LOOT * Added 25mm APW to Boomer explosive weapon list. * Added Silenced .22LR Pistol to town weapon lists. * Added 5.56mm Pistol to mercenary and prospector leveled lists. * Added Pulse and Plasma Grenades to Brotherhood grenade leveled list. * Added Katana to some raider, legion, and tribal weapon lists. * Added Incendiary Grenade to some standard grenade lists. * Added Rum & Nuka and Jake Juice to alcohol leveled lists. * Added Empty Jet Inhaler to town drug lists. * Added Ranger Sequoia to the NCR Ranger Safehouse. * Added a small chance for Nuka Cola Quantum, Quartz, and Victory to be found in vending machines. * Added expired stimpaks to some leveled lists and containers that were missed by the original mod. * Changed the pre-war food loot in some containers to be randomised rather than the same every time. * Increased number of .22LR Rounds found in loot. [The round counts were low by in comparison to other similar ammo.] * Increased the chance none of Roboscorpion death items from 0 to 25. [This makes them the same as all other robot death items.] * Modified Lakelurk meat and egg drops to make them similar to all other animals. [Previously these items were incredibly rare by comparison.] * Decreased the level requirement for the highest-level weapon tiers for Lobotomites and Marked Men from 40 to 35. [The new level cap is 35, so these weapon tiers would never have been used.] YUP RELATED OMISSIONS [These changes are included in YUP so there's no point in making them again; use it, you fool!] * Omitted addition of Police Pistol to Cowboy perk weapon list. * Omitted addition of That Gun to The Proffessional perk weapon list. * Omitted all creature karma changes. * Omitted changes to GRA's "The Same Could Be Said of All Religious Weapons" challenge. * Omitted changes to karma rewards. * Omitted changes to Powder Ganger factions. * Omitted fix for Emily Ortal's dialogue * Omitted fix to SoldierLeader class. * Omitted fixes to the Deathclaw Pro Hunter challenge list. OTHER OMISSIONS * Omitted changes to Gun Runners' Arsenal. [For compatibility, and so different Gun Runners' Arsenal integrating mods can be used instead.] * Omitted changes to Caravan Shotgun damage. [This was made in error in the original; Sawyer only intended to increase the damage for Cass's Caravan Shotgun.] * Omitted all changes to medicine item effect magnitudes. [Making Stimpaks rarer by adding Expired Stimpaks AND making them weaker made little sense; one or the other suffices and doing both makes Survival downright better than Medicine in hardcore mode.]