Download here: http://gg.gg/oexze
*New Player Guide - Horizon Wiki
*See Full List On Fo4horizon.gamepedia.com
*Horizon 1.8 And Truby9 Ultrawide - UI Compatibility Patch At ...
*CachedRequirements[edit | edit source]
*Fallout 4 version (somewhere from december 2019)
*Starting a fresh new game (after the mod is installed)[1]
*Sorting mods are NOT compatible (Horizon uses it’s own sorting)
*Do NOT merge Horizon’s ESP files into new ESP files[2]
*Placing Horizon’s ESP files LAST in your mod load order
*Any mod that changes the ’HC_Manager’ MUST be loaded BEFORE Horizon[3]
The Far Harbor DLC includes many new weapon types - many of which can be modded and used in certain ways, and may even include Legendary or unique weapon.Recommended[edit | edit source]
*Playing the game on ’Survival Mode’ difficulty setting
*FO4 DLC’s[4]
*Like & subscribe for more! Twitch: Discord: Twitter: GamerWandering Kingdom Come: Deliverance P.
*Aug 10, 2018 Horizon is a vast modification for Fallout 4 which completely overhauls the entire game, including expansions, rebalancing, and a myriad other changes meant to make the game more challenging, better balanced, and significantly more interesting in the late game.
*Fallout 4 has been out for about a while now, and lots of people are still having issues with random lag spikes and/or constant stuttering – myself included. For a lot of people, this issue likely spurs from Bethesda “locking” Fallout 4 at 60fps by enabling vsync and not giving us an easy way to turn it off.Steps to prevent breaking the mod or having issues[edit | edit source]
*Do not rely on LOOT sorting mods, it does not work well with Horizon.
*It is HIGHLY recommended to make sure Horizon is loaded LAST in your mod ’load order’ after all other mods. Just make sure the Horizon_DLC addons are after the main file, and make sure the ’AllCaravan’ DLC is loaded dead last if you use individual DLC addons. Horizon difficulty addons/patches are loaded after these files.
*Do NOT merge Horizon’s ESP files (especially Z_Horizon.esp) into a new ESP file. This can ruin your save game data when you go to upgrade to a new version of Horizon. There’s no reason to ever merge the main Horizon ESP file. Ever.
*Don’t install mods that are redundant with Horizon. Sorting mods will not work, and can break Horizon. Horizon has it’s own sorting, and all of the sorting is setup specifically for the hundreds of item changes from vanilla. Horizon comes with custom DEF_UI and configs for it.
*Mods that change similar gameplay data to Horizon are most likely either not necessary or not wise. The best way to prevent major problems, is make sure these mods are loaded before Horizon.
*If you use ’Everyone’s Best Friend’ make sure it’s in the load list before Horizon. Any mod that edits the ’HC_Manager’ will break most of the survival changes in Horizon if it’s loaded after Horizon.
*If you manually install, make sure all of the files are properly installed. Make sure any DLC addons or patches are installed. Only choose 1 difficulty addon if you actually want one, otherwise don’t install any of those ESPs. Some instructions are located in the readme file inside the ZIP file. I strongly recommend just using the NMM installer though.
*Make sure your FO4 install is setup properly for modding. Horizon (like many mods) requires Fallout 4 to load ’loose’ files (meshes and scripts.)
*Make sure the mod is fully installed and working before you start to venture too far into your new playthrough. You can tell if it’s working when you choose your SPECIAL stats in the beginning, in that it will allow you to choose 29 points, instead of 21 (more on this below.)
*Did I mention Horizon should be loaded last in your mod load order? Only load something after Horizon if you know for sure what it does.
If you wish to test out some of the new recipes and perks before starting a new game, you can use an existing save game to scope out the mod first. But just realize that many of the mod’s changes absolutely require a new game, and that using an existing save to play the actual game is not recommended (or supported) at all.
Optional Modules you can also install that are included with Horizon:
*Blur Removal - Removes the blurring effects from being at low health and other situations
*Strict Carry Weight - Reduces carry weight perks/bonuses for those who enjoy that type of gameplay
Currently, the mod has optional compatibility/balance patches for:
Types of mods that are NOT compatible:
*Sorting mods (Horizon has it’s own sorting)
*Mods that edit a large amount of vanilla FO4 gameplay data
*Mods that change a fair amount of loot lists
*Mods that overhaul a lot of perks (or at least some specific ones)
Example of load order[edit | edit source]
Absolutely NEVER do something like this:
ALWAYS load other mods BEFORE Horizon, and patches AFTER. There are reasons why this must be done. The patches patch Horizon to support those mods.. NOT the other way around.New Player Guide - Horizon WikiUninstalling[edit | edit source]
The mod can be uninstalled, but some of the character data will permanently be part of your save game file (see more on uninstalling further down.)See also[edit | edit source]
*↑Using an existing save is NOT recommended, as it does not use the proper allocated stats or spawns or experience/levels, and defeats the intended purpose of this mod. You can, of course, test the mod out with an existing save game first if you want to make sure it runs properly, etc.
*↑Do NOT merge Horizon into a new ESP file.. especially ’Z_Horizon.esp’, or you will cause problems and possibly ruin your save game data with future updates.
*↑mods such as ’Everyone’s Best Friend’ will break the survival changes if they are loaded after Horizon. I suggest using v1.0 of EBF to completely avoid problems (this is what I run.) In Horizon v0.998+, it uses an archive file now. If you want to make sure Horizon is using the hc_manager properly, you can even delete hc_manager.pex from ’scripts/hardcore’ folder.
*↑The mod functions perfectly fine without the DLC’s, but keep in mind it was created and balanced with an entire playthrough of all Fallout content in mind. Retrieved from ’https://fo4horizon.gamepedia.com/Installation?oldid=1702’
Enhanced Settlements is a fully functional settlement scrapping mod designed for Architect and HorizonThis mod is loosely based on Scrap Everything and Zawinul wants to thank Shadowslasher410 and Vlits for all their work/research/help. ES has all of the same custom features that Horizon SE patch had, plus many new features and changes. This mod includes all custom settlement changes, extended border adjustments, custom scrap lists, etc.
*2Settlement changesFeatures[edit | edit source]
*IMPORTANT NOTE : This mod is NOT compatible with scrapping mods like Scrap Everything or other similar mods
*IMPORTANT NOTE: This mod is NOT compatible with mods that expand settlement borders
*Some workshops now have special interactable devices that you can use to hide workbenches, salvage buildings, or upgrade areas!
*Some interactable features require materials, and some give materials
*If you ’reverse’ an action, it will give/take the materials back in reverse
*Most settlement repairs/upgrades require owning the settlementSettlement changes[edit | edit source]Sanctuary[edit | edit source]See Full List On Fo4horizon.gamepedia.com
*3 activators are located near the bridge (on the stone post) that allow you to dynamically alter Sanctuary
*1 activator allows you to salvage or replace the houses
*1 activator allows you to hide/unhide the workbench
*1 activator allows you to upgrade the bridge to a restored version
*Houses are no longer scrappable, and can only be scrapped from the activator switch
*Some house fixtures (like showers) are no longer scrappable but will be removed with the activator switch
*A concrete block is now located under the workbench so it’s not floating (this will be hidden if you use the hide option)
*A few bushes/fences near the borders are now close enough to scrap
*The buildable area has been expanded to the north, east and west nearly doubling the plot size.The Castle[edit | edit source]
*1 activator is located near the workbench, that allows you to dynamically upgrade The Castle!
*The upgrade fills the walls in, adds extra stairs, and adds a front gate with large sliding metal doors
*The flare box is moved to one of the shelves, which is now blocked from being scrappable (neither box will be floating anymore)
*The cables that stabilize the radio tower are no longer scrappableThe Slog[edit | edit source]Horizon 1.8 And Truby9 Ultrawide - UI Compatibility Patch At ...
*The buildable area is greatly expanded outwards, deep into the water area and passed the diner!
*The buildable area on the water side, goes further than the border graphic shows, allowing you to build large docks, etc.
*The platform and diner are permanent landmarks and won’t be accidentally scrapped
*A catwalk staircase is added on the side of the building, which leads to the roof
*1 activator (to hide the workbench) is located on the main building near Arlen’s shackGreygarden[edit | edit source]
*1 activator to disable the robot animations is located near the doorway of the greenhouse
*1 activator to turn the water sprayers on/off is located near the doorway of the greenhouseTaffington Boathouse[edit | edit source]
*The buildable area is expanded slightly further than before
*1 activator is located on the stone wall on the side, that lets you hide/show the workbench
*The blood is hidden nowCachedCroup Manor[edit | edit source]
*The buildable area is greatly expanded outwards into the water! (very far)
*The water area has special border markers on the sides/corners so you know the edges (just something I’m testing out)Oberland Station[edit | edit source]
*The buildable area is greatly expanded!
*Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn’t break them)Jamaica Plain[edit | edit source]
*The buildable area is greatly expanded outwards towards the water area and includes the church!
*The buildable area is displayed by new custom borders so that the visible area is mostly accurate
*1 activator is located inside the church that allows you to repair the roof and fix the floor!
*Some objects that are prone to scrapping problems are hidden by default (certain telephone wires, bushes, logs, etc.)County Crossing[edit | edit source]
*The build area is greatly expanded! (easily enough to fit a large town now)
*Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn’t break them)
*1 activator (to hide the workbench) is located on a telephone pole by the edge of the build area by the roadwayGreentop Nursery[edit | edit source]
*The buildable area is slightly expanded
*1 activator (to hide the sanctuary house) is located in the greenhouseSomerville Place[edit | edit source]
*1 activator (to hide the workbench) is located on a new telephone pole by the edge of the build area by the roadwayWarwick[edit | edit source]
*The shed that contains the quest console is no longer scrappableSunshine Tidings[edit | edit source]
*You can now scrap the ’off’ subway lights that I replaced
*The cabins can be fixed up or scrapped via the activator by the workbenchStarlight Drive-in[edit | edit source]
*The shed that contains the workbench is no longer scrappable
*The lights in the main building are now offSpectacle Island[edit | edit source]
*Is now properly setup so that everything can be scrapped, except for the dockhouse
*Spectacle Island: The workbench has been moved to the dockhouse
*Spectacle Island: WARNING: Never use ’scrapall’ until you own the workbench after completing the questMisc tweaks and fixes[edit | edit source]
*The scrap items given by the scrapping mod does not give Horizon/Architect components anymore (i.e. packing material)
*NOTE: In the future, more settlements may have expanded borders (within reason), but some may not
*TESTING FEEDBACK NEEDED: Please let me know if (and where exactly) job stations (etc.) don’t register properly when placed in the expanded buildable areas Retrieved from ’https://fo4horizon.gamepedia.com/Enhanced_Settlements?oldid=1436’
Download here: http://gg.gg/oexze
https://diarynote.indered.space
*New Player Guide - Horizon Wiki
*See Full List On Fo4horizon.gamepedia.com
*Horizon 1.8 And Truby9 Ultrawide - UI Compatibility Patch At ...
*CachedRequirements[edit | edit source]
*Fallout 4 version (somewhere from december 2019)
*Starting a fresh new game (after the mod is installed)[1]
*Sorting mods are NOT compatible (Horizon uses it’s own sorting)
*Do NOT merge Horizon’s ESP files into new ESP files[2]
*Placing Horizon’s ESP files LAST in your mod load order
*Any mod that changes the ’HC_Manager’ MUST be loaded BEFORE Horizon[3]
The Far Harbor DLC includes many new weapon types - many of which can be modded and used in certain ways, and may even include Legendary or unique weapon.Recommended[edit | edit source]
*Playing the game on ’Survival Mode’ difficulty setting
*FO4 DLC’s[4]
*Like & subscribe for more! Twitch: Discord: Twitter: GamerWandering Kingdom Come: Deliverance P.
*Aug 10, 2018 Horizon is a vast modification for Fallout 4 which completely overhauls the entire game, including expansions, rebalancing, and a myriad other changes meant to make the game more challenging, better balanced, and significantly more interesting in the late game.
*Fallout 4 has been out for about a while now, and lots of people are still having issues with random lag spikes and/or constant stuttering – myself included. For a lot of people, this issue likely spurs from Bethesda “locking” Fallout 4 at 60fps by enabling vsync and not giving us an easy way to turn it off.Steps to prevent breaking the mod or having issues[edit | edit source]
*Do not rely on LOOT sorting mods, it does not work well with Horizon.
*It is HIGHLY recommended to make sure Horizon is loaded LAST in your mod ’load order’ after all other mods. Just make sure the Horizon_DLC addons are after the main file, and make sure the ’AllCaravan’ DLC is loaded dead last if you use individual DLC addons. Horizon difficulty addons/patches are loaded after these files.
*Do NOT merge Horizon’s ESP files (especially Z_Horizon.esp) into a new ESP file. This can ruin your save game data when you go to upgrade to a new version of Horizon. There’s no reason to ever merge the main Horizon ESP file. Ever.
*Don’t install mods that are redundant with Horizon. Sorting mods will not work, and can break Horizon. Horizon has it’s own sorting, and all of the sorting is setup specifically for the hundreds of item changes from vanilla. Horizon comes with custom DEF_UI and configs for it.
*Mods that change similar gameplay data to Horizon are most likely either not necessary or not wise. The best way to prevent major problems, is make sure these mods are loaded before Horizon.
*If you use ’Everyone’s Best Friend’ make sure it’s in the load list before Horizon. Any mod that edits the ’HC_Manager’ will break most of the survival changes in Horizon if it’s loaded after Horizon.
*If you manually install, make sure all of the files are properly installed. Make sure any DLC addons or patches are installed. Only choose 1 difficulty addon if you actually want one, otherwise don’t install any of those ESPs. Some instructions are located in the readme file inside the ZIP file. I strongly recommend just using the NMM installer though.
*Make sure your FO4 install is setup properly for modding. Horizon (like many mods) requires Fallout 4 to load ’loose’ files (meshes and scripts.)
*Make sure the mod is fully installed and working before you start to venture too far into your new playthrough. You can tell if it’s working when you choose your SPECIAL stats in the beginning, in that it will allow you to choose 29 points, instead of 21 (more on this below.)
*Did I mention Horizon should be loaded last in your mod load order? Only load something after Horizon if you know for sure what it does.
If you wish to test out some of the new recipes and perks before starting a new game, you can use an existing save game to scope out the mod first. But just realize that many of the mod’s changes absolutely require a new game, and that using an existing save to play the actual game is not recommended (or supported) at all.
Optional Modules you can also install that are included with Horizon:
*Blur Removal - Removes the blurring effects from being at low health and other situations
*Strict Carry Weight - Reduces carry weight perks/bonuses for those who enjoy that type of gameplay
Currently, the mod has optional compatibility/balance patches for:
Types of mods that are NOT compatible:
*Sorting mods (Horizon has it’s own sorting)
*Mods that edit a large amount of vanilla FO4 gameplay data
*Mods that change a fair amount of loot lists
*Mods that overhaul a lot of perks (or at least some specific ones)
Example of load order[edit | edit source]
Absolutely NEVER do something like this:
ALWAYS load other mods BEFORE Horizon, and patches AFTER. There are reasons why this must be done. The patches patch Horizon to support those mods.. NOT the other way around.New Player Guide - Horizon WikiUninstalling[edit | edit source]
The mod can be uninstalled, but some of the character data will permanently be part of your save game file (see more on uninstalling further down.)See also[edit | edit source]
*↑Using an existing save is NOT recommended, as it does not use the proper allocated stats or spawns or experience/levels, and defeats the intended purpose of this mod. You can, of course, test the mod out with an existing save game first if you want to make sure it runs properly, etc.
*↑Do NOT merge Horizon into a new ESP file.. especially ’Z_Horizon.esp’, or you will cause problems and possibly ruin your save game data with future updates.
*↑mods such as ’Everyone’s Best Friend’ will break the survival changes if they are loaded after Horizon. I suggest using v1.0 of EBF to completely avoid problems (this is what I run.) In Horizon v0.998+, it uses an archive file now. If you want to make sure Horizon is using the hc_manager properly, you can even delete hc_manager.pex from ’scripts/hardcore’ folder.
*↑The mod functions perfectly fine without the DLC’s, but keep in mind it was created and balanced with an entire playthrough of all Fallout content in mind. Retrieved from ’https://fo4horizon.gamepedia.com/Installation?oldid=1702’
Enhanced Settlements is a fully functional settlement scrapping mod designed for Architect and HorizonThis mod is loosely based on Scrap Everything and Zawinul wants to thank Shadowslasher410 and Vlits for all their work/research/help. ES has all of the same custom features that Horizon SE patch had, plus many new features and changes. This mod includes all custom settlement changes, extended border adjustments, custom scrap lists, etc.
*2Settlement changesFeatures[edit | edit source]
*IMPORTANT NOTE : This mod is NOT compatible with scrapping mods like Scrap Everything or other similar mods
*IMPORTANT NOTE: This mod is NOT compatible with mods that expand settlement borders
*Some workshops now have special interactable devices that you can use to hide workbenches, salvage buildings, or upgrade areas!
*Some interactable features require materials, and some give materials
*If you ’reverse’ an action, it will give/take the materials back in reverse
*Most settlement repairs/upgrades require owning the settlementSettlement changes[edit | edit source]Sanctuary[edit | edit source]See Full List On Fo4horizon.gamepedia.com
*3 activators are located near the bridge (on the stone post) that allow you to dynamically alter Sanctuary
*1 activator allows you to salvage or replace the houses
*1 activator allows you to hide/unhide the workbench
*1 activator allows you to upgrade the bridge to a restored version
*Houses are no longer scrappable, and can only be scrapped from the activator switch
*Some house fixtures (like showers) are no longer scrappable but will be removed with the activator switch
*A concrete block is now located under the workbench so it’s not floating (this will be hidden if you use the hide option)
*A few bushes/fences near the borders are now close enough to scrap
*The buildable area has been expanded to the north, east and west nearly doubling the plot size.The Castle[edit | edit source]
*1 activator is located near the workbench, that allows you to dynamically upgrade The Castle!
*The upgrade fills the walls in, adds extra stairs, and adds a front gate with large sliding metal doors
*The flare box is moved to one of the shelves, which is now blocked from being scrappable (neither box will be floating anymore)
*The cables that stabilize the radio tower are no longer scrappableThe Slog[edit | edit source]Horizon 1.8 And Truby9 Ultrawide - UI Compatibility Patch At ...
*The buildable area is greatly expanded outwards, deep into the water area and passed the diner!
*The buildable area on the water side, goes further than the border graphic shows, allowing you to build large docks, etc.
*The platform and diner are permanent landmarks and won’t be accidentally scrapped
*A catwalk staircase is added on the side of the building, which leads to the roof
*1 activator (to hide the workbench) is located on the main building near Arlen’s shackGreygarden[edit | edit source]
*1 activator to disable the robot animations is located near the doorway of the greenhouse
*1 activator to turn the water sprayers on/off is located near the doorway of the greenhouseTaffington Boathouse[edit | edit source]
*The buildable area is expanded slightly further than before
*1 activator is located on the stone wall on the side, that lets you hide/show the workbench
*The blood is hidden nowCachedCroup Manor[edit | edit source]
*The buildable area is greatly expanded outwards into the water! (very far)
*The water area has special border markers on the sides/corners so you know the edges (just something I’m testing out)Oberland Station[edit | edit source]
*The buildable area is greatly expanded!
*Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn’t break them)Jamaica Plain[edit | edit source]
*The buildable area is greatly expanded outwards towards the water area and includes the church!
*The buildable area is displayed by new custom borders so that the visible area is mostly accurate
*1 activator is located inside the church that allows you to repair the roof and fix the floor!
*Some objects that are prone to scrapping problems are hidden by default (certain telephone wires, bushes, logs, etc.)County Crossing[edit | edit source]
*The build area is greatly expanded! (easily enough to fit a large town now)
*Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn’t break them)
*1 activator (to hide the workbench) is located on a telephone pole by the edge of the build area by the roadwayGreentop Nursery[edit | edit source]
*The buildable area is slightly expanded
*1 activator (to hide the sanctuary house) is located in the greenhouseSomerville Place[edit | edit source]
*1 activator (to hide the workbench) is located on a new telephone pole by the edge of the build area by the roadwayWarwick[edit | edit source]
*The shed that contains the quest console is no longer scrappableSunshine Tidings[edit | edit source]
*You can now scrap the ’off’ subway lights that I replaced
*The cabins can be fixed up or scrapped via the activator by the workbenchStarlight Drive-in[edit | edit source]
*The shed that contains the workbench is no longer scrappable
*The lights in the main building are now offSpectacle Island[edit | edit source]
*Is now properly setup so that everything can be scrapped, except for the dockhouse
*Spectacle Island: The workbench has been moved to the dockhouse
*Spectacle Island: WARNING: Never use ’scrapall’ until you own the workbench after completing the questMisc tweaks and fixes[edit | edit source]
*The scrap items given by the scrapping mod does not give Horizon/Architect components anymore (i.e. packing material)
*NOTE: In the future, more settlements may have expanded borders (within reason), but some may not
*TESTING FEEDBACK NEEDED: Please let me know if (and where exactly) job stations (etc.) don’t register properly when placed in the expanded buildable areas Retrieved from ’https://fo4horizon.gamepedia.com/Enhanced_Settlements?oldid=1436’
Download here: http://gg.gg/oexze
https://diarynote.indered.space
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