Piber's Unofficial Patches
1.1.1
PUPFNV Hotfix
Recompiled a few scripts in PUPFNV to fix a few errors that occured when backporting from PUPTTW (oops)
Fixed issues with case sensitive filters in custom activation prompt fix
Added custom activation prompt replacement through script that replaces instances of " the Strip" with " The Strip" when the custom activation prompt fix is triggered. This changes the instance of "Enter the Strip" into "Enter /newline/ The Strip"
Replaced Big Guns effect in Shellshocked Armor to Guns.
Fixed outdated version in PUPFNV esm description
Fixed issues with case sensitive filters in custom activation prompt fix
Added custom activation prompt replacement through script that replaces instances of " the Strip" with " The Strip" when the custom activation prompt fix is triggered. This changes the instance of "Enter the Strip" into "Enter /newline/ The Strip"
Replaced Big Guns effect in Shellshocked Armor to Guns.
Fixed outdated version in PUPFNV esm description
1.1.0
Added missing Added Quest to FollowersTacticsCombatPassive dialogue topic reverted by YUPTTW
Added recipe testing stuff to TTWTestRoy, including a specific container containing recipe notes and a button that unlocks most recipe conditions, for debugging.
Moved recipes Mass Purified Water, Daturana from the Aid subcategory to the Food subcategory.
Moved recipes Super Stimpak, Stimpak, RadAway, Rad-X, Med-X, Auto-Inject Stimpak, Auto-Inject Super Stimpak from the Aid subcategory to the Chems subcategory.
Moved recipes Atomic Cocktail, Cass' Moonshine, Sierra Madre Martini from the Chems subcategory to the Food subcategory.
Moved recipes Ghost Sight, Nightstalker Squeezin's, Battle Brew from the Chems subcategory to the Aid subcategory.
Moved recipes Weapon Binding Ritual, Skill Book from the Misc subcategory to the Aid subcategory.
Recipes for Out Of This World Pie and Startencle are now hidden until starting Mothership Zeta.
Recipes for Nukalurk Sushi and Spicy Nukalurk Roll are now hidden until discovering the Nuka-Cola Plant.
Recipes which use Legion Denarii are now hidden until starting New Vegas.
Recipes which use Bark Scorpion Poison Glands and Cazador Poison Glands are now hidden until starting New Vegas.
Recipes which use Mantis Forelegs, Bighorner Meat, Coyote Meat, and Gecko Meat are now hidden until starting New Vegas.
Recipes which use Nightstalker Blood and Nightstalker Eggs are now hidden until starting New Vegas.
Recipes which use Coyote Hide, Gecko Hide, Fire Gecko Hide, and Golden Gecko Hide are now hidden until starting New Vegas.
Recipes which use Nevada Agave Fruit, Honey Mesquite Fruit, Prickly Pear Fruit, Banana Yucca Fruit, and Barrel Cactus Fruit are now hidden until starting New Vegas.
Recipes which use White Horsenettle, Pinyon Nuts, Coyote Tobacco Chew, and Spore Plant Pods are now hidden until starting New Vegas.
Recipes which use Bleak Venom, Mother Darkness, Silver Sting, and Tremble are now hidden until starting New Vegas.
Recipes which are hidden by a dlc or location unlock will now become visible if the player has one of the ingredients early somehow.
Renamed skill magazine recipes for consistency with skill book recipes.
Renamed notes which add recipes for consistency.
Added proper oven crafting activators to replace the one in the TTW train car and the pristine one in TTWTestRoy. These use new oven scripts, Made At names, etc like the Hot Plates and Grills from the last version.
Added generic holodisk model and icon to the mole rat wonder meat recipe, it was missing an icon and a model.
Edited the scout handbook icon to fit in with the other skill book icons better (bigger)
Changed the (unused) big guns bobblehead perk to use the TTWWeaponsBigGuns list instead of the big guns skill type.
Set all bobbleheads in the tenpenny suite and megaton house to use the bobbleheads in TTWTestRoy as an enable parent.
Added list "BobbleheadList" and put all the bobbleheads in it.
Made all bobblehead displays enable the bobbleheads in TTWTestRoy. Because these are being used as an enable parent, this will enable all other bobbleheads of the same type in the game.
Made the bobblehead display scripts more robust, can now be arbitrarily used and placed anywhere, just make sure any placed bobbleheads you add use the TTW placed bobbleheads as an enable parent.
The snowglobe display stand is now an activator that lets you place snowglobes independent of Marilyn. You can still go to her to collect the caps after doing this. This means that if she is somehow dead or gone, you can still display new snowglobes you find, but you will lose out on caps.
The displayed snowglobes are now activators. If other mods add snowglobe displays, it is recommended to have them use the Lucky 38 suite's as enable parents. (see TTWTestRoy as an example)
Snowglobes from DLCs now act like base game snowglobes, being added to your inventory and needing to bring them back to the Lucky 38 for caps.
Two complementary vouchers have been placed next to the Sierra Madre Casino snowglobe to not lose out on the original chips reward it had which are valuable in this DLC's limited resources.
Added list "SnowglobeList" and put all the snowglobes in it.
Created static versions of the snowglobe nifs and applied them to the misc items and activators. These nifs were based on the ones from Items Transformed - Enhanced Meshes (ITEM).
Edited vanilla nif of the Lonesome Road snowglobe to remove extraneous blocks which were causing collision bugs.
Changed mentions of snowglobe to use the consistent punctuation and spelling of "Snowglobe"
Added snowglobe testing stuff to TTWTestRoy
Changed snowglobe enabler script to enable all snowglobes in the same frame now that it can trigger in the same cell the player's in
Renamed one of the butter knives to "Plastic Butter Knife" to further prevent confusion
TTW darts which use DLC poisons are now hidden based on DLC start
Add lists NukaBottleDrinksQuantum, RecipeList, SchematicList, WarmongerSchematicList, WarmongerSchematicListRemove.
Add UDFs GenericRemoveNoteUDF, GenericAddNoteUDF, GenericPlayerAddItemUDF, GenericPlayerRemoveItemCountFromListUDF
TTW's Warmonger perk now uses the WarmongerSchematicList and WarmongerSchematicListRemove lists for its functionality rather than a hard-coded script. This allows other mods to easily add their own schematics to this perk.
Added Bio Gas Grenade schematic to Warmonger.
Zip from Little Lamplight now makes use of the NukaBottleDrinksPlain list and GenericPlayerRemoveItemCountFromListUDF function, allowing them to take Ice Cold Nuka Cola, and possibly other "plain" variants of nuka-cola other mods may add.
Sierra Petrovita now makes use of the NukaBottleDrinksQuantum list, allowing them to take mod-added variants of quantum should a mod add them to this list.
Brought forward recent YUP changes to make the non-efficient bottlecap mine recipes not appear if the player has the mad bomber perk and the skill required.
Added tiered recipes for the mad bomber efficient bottlecap mine recipe if the player has certain tiers of the schematic.
The efficient bottlecap mine recipes no longer require an explosives skill in PUPTTW.
Brought forward recent YUP changes to make the non-efficient powder charge recipe not appear if the player has the mad bomber perk and the skill required.
The efficient powder charge recipe now has the same explosives requirement as the original recipe.
Fixed guns bobblehead still being referred to as "small guns" when placed on the display case
Added an alternate version of the Rose's Wasteland Omelet recipe which uses Mirelurk Meat instead of Lakelurk Meat as an ingredient.
Custom activation prompts (like harvestables using "Pick plant") now appear correctly in ui, the first word is used in place of the "Activate" text and the rest of the words are put where the object's name would be in the hud.
Edited some custom activation prompts for consistency with item names where fitting.
Edited some custom activation prompts to be slightly more verbose in cases where it only contained one word. (Examine > Examine Blood Stain)
Use "Collect" in activation prompts for eggs for consistency with other egg activators.
Changed "Disarm Mine" prompt to just "Disarm" when hovering cursor over a mine.
Rework traps to instsantly disarm/rearm.
Traps now make use of custom activate prompts. "Disarm Bear Trap" "Rearm Bear Trap" etc
Trap skill not enough messages tweaked to be similar to lockpick/hacking skill not enough messages.
Add list GrenadeRearmTrapsList, used by trap scripts when rearming instead of hard-coded conditions.
The Concealed Mine trap now acts like an actual mine, being able to be disarmed and taken separately.
Changed some remaining message boxes for traps to set the "Leave it alone" option as the last option, for easy tab to go back.
Added GenericActivatedElsewhereMsg, to be used for stuff other than doors.
Restored the script for the powerworks radiation emitters, set them to display the above message if activated.
Refs in list PUPCustomActivatePromptForce will force their entire custom activate prompt to go to the second line.
Refs in list PUPCustomActivatePromptBlacklist will force PUP to ignore them and thus have their custom prompts remain on the first line.
Added patches for Essential Vanilla Enhancements Merged. PUPTTW version contains everything from my standard TTW patch, so do not use with my standard TTW patch as it's redundant, load after any other TTW patch if you have any.
Added patches for Essential DLC Enhancements Merged. PUPTTW version contains everything from my standard TTW patch, so do not use with my standard TTW patch as it's redundant, load after any other TTW patch if you have any.
Added patches for Goodies. Load the PUPTTW version AFTER any TTW Goodies / Goodies and Extra patch.
Removed a couple things from PUPFNV that are very strictly not useful for non-ttw games, even to be used by other mods.
PUPFNV now requires Gun Runners' Arsenal.
Added recipe testing stuff to TTWTestRoy, including a specific container containing recipe notes and a button that unlocks most recipe conditions, for debugging.
Moved recipes Mass Purified Water, Daturana from the Aid subcategory to the Food subcategory.
Moved recipes Super Stimpak, Stimpak, RadAway, Rad-X, Med-X, Auto-Inject Stimpak, Auto-Inject Super Stimpak from the Aid subcategory to the Chems subcategory.
Moved recipes Atomic Cocktail, Cass' Moonshine, Sierra Madre Martini from the Chems subcategory to the Food subcategory.
Moved recipes Ghost Sight, Nightstalker Squeezin's, Battle Brew from the Chems subcategory to the Aid subcategory.
Moved recipes Weapon Binding Ritual, Skill Book from the Misc subcategory to the Aid subcategory.
Recipes for Out Of This World Pie and Startencle are now hidden until starting Mothership Zeta.
Recipes for Nukalurk Sushi and Spicy Nukalurk Roll are now hidden until discovering the Nuka-Cola Plant.
Recipes which use Legion Denarii are now hidden until starting New Vegas.
Recipes which use Bark Scorpion Poison Glands and Cazador Poison Glands are now hidden until starting New Vegas.
Recipes which use Mantis Forelegs, Bighorner Meat, Coyote Meat, and Gecko Meat are now hidden until starting New Vegas.
Recipes which use Nightstalker Blood and Nightstalker Eggs are now hidden until starting New Vegas.
Recipes which use Coyote Hide, Gecko Hide, Fire Gecko Hide, and Golden Gecko Hide are now hidden until starting New Vegas.
Recipes which use Nevada Agave Fruit, Honey Mesquite Fruit, Prickly Pear Fruit, Banana Yucca Fruit, and Barrel Cactus Fruit are now hidden until starting New Vegas.
Recipes which use White Horsenettle, Pinyon Nuts, Coyote Tobacco Chew, and Spore Plant Pods are now hidden until starting New Vegas.
Recipes which use Bleak Venom, Mother Darkness, Silver Sting, and Tremble are now hidden until starting New Vegas.
Recipes which are hidden by a dlc or location unlock will now become visible if the player has one of the ingredients early somehow.
Renamed skill magazine recipes for consistency with skill book recipes.
Renamed notes which add recipes for consistency.
Added proper oven crafting activators to replace the one in the TTW train car and the pristine one in TTWTestRoy. These use new oven scripts, Made At names, etc like the Hot Plates and Grills from the last version.
Added generic holodisk model and icon to the mole rat wonder meat recipe, it was missing an icon and a model.
Edited the scout handbook icon to fit in with the other skill book icons better (bigger)
Changed the (unused) big guns bobblehead perk to use the TTWWeaponsBigGuns list instead of the big guns skill type.
Set all bobbleheads in the tenpenny suite and megaton house to use the bobbleheads in TTWTestRoy as an enable parent.
Added list "BobbleheadList" and put all the bobbleheads in it.
Made all bobblehead displays enable the bobbleheads in TTWTestRoy. Because these are being used as an enable parent, this will enable all other bobbleheads of the same type in the game.
Made the bobblehead display scripts more robust, can now be arbitrarily used and placed anywhere, just make sure any placed bobbleheads you add use the TTW placed bobbleheads as an enable parent.
The snowglobe display stand is now an activator that lets you place snowglobes independent of Marilyn. You can still go to her to collect the caps after doing this. This means that if she is somehow dead or gone, you can still display new snowglobes you find, but you will lose out on caps.
The displayed snowglobes are now activators. If other mods add snowglobe displays, it is recommended to have them use the Lucky 38 suite's as enable parents. (see TTWTestRoy as an example)
Snowglobes from DLCs now act like base game snowglobes, being added to your inventory and needing to bring them back to the Lucky 38 for caps.
Two complementary vouchers have been placed next to the Sierra Madre Casino snowglobe to not lose out on the original chips reward it had which are valuable in this DLC's limited resources.
Added list "SnowglobeList" and put all the snowglobes in it.
Created static versions of the snowglobe nifs and applied them to the misc items and activators. These nifs were based on the ones from Items Transformed - Enhanced Meshes (ITEM).
Edited vanilla nif of the Lonesome Road snowglobe to remove extraneous blocks which were causing collision bugs.
Changed mentions of snowglobe to use the consistent punctuation and spelling of "Snowglobe"
Added snowglobe testing stuff to TTWTestRoy
Changed snowglobe enabler script to enable all snowglobes in the same frame now that it can trigger in the same cell the player's in
Renamed one of the butter knives to "Plastic Butter Knife" to further prevent confusion
TTW darts which use DLC poisons are now hidden based on DLC start
Add lists NukaBottleDrinksQuantum, RecipeList, SchematicList, WarmongerSchematicList, WarmongerSchematicListRemove.
Add UDFs GenericRemoveNoteUDF, GenericAddNoteUDF, GenericPlayerAddItemUDF, GenericPlayerRemoveItemCountFromListUDF
TTW's Warmonger perk now uses the WarmongerSchematicList and WarmongerSchematicListRemove lists for its functionality rather than a hard-coded script. This allows other mods to easily add their own schematics to this perk.
Added Bio Gas Grenade schematic to Warmonger.
Zip from Little Lamplight now makes use of the NukaBottleDrinksPlain list and GenericPlayerRemoveItemCountFromListUDF function, allowing them to take Ice Cold Nuka Cola, and possibly other "plain" variants of nuka-cola other mods may add.
Sierra Petrovita now makes use of the NukaBottleDrinksQuantum list, allowing them to take mod-added variants of quantum should a mod add them to this list.
Brought forward recent YUP changes to make the non-efficient bottlecap mine recipes not appear if the player has the mad bomber perk and the skill required.
Added tiered recipes for the mad bomber efficient bottlecap mine recipe if the player has certain tiers of the schematic.
The efficient bottlecap mine recipes no longer require an explosives skill in PUPTTW.
Brought forward recent YUP changes to make the non-efficient powder charge recipe not appear if the player has the mad bomber perk and the skill required.
The efficient powder charge recipe now has the same explosives requirement as the original recipe.
Fixed guns bobblehead still being referred to as "small guns" when placed on the display case
Added an alternate version of the Rose's Wasteland Omelet recipe which uses Mirelurk Meat instead of Lakelurk Meat as an ingredient.
Custom activation prompts (like harvestables using "Pick plant") now appear correctly in ui, the first word is used in place of the "Activate" text and the rest of the words are put where the object's name would be in the hud.
Edited some custom activation prompts for consistency with item names where fitting.
Edited some custom activation prompts to be slightly more verbose in cases where it only contained one word. (Examine > Examine Blood Stain)
Use "Collect" in activation prompts for eggs for consistency with other egg activators.
Changed "Disarm Mine" prompt to just "Disarm" when hovering cursor over a mine.
Rework traps to instsantly disarm/rearm.
Traps now make use of custom activate prompts. "Disarm Bear Trap" "Rearm Bear Trap" etc
Trap skill not enough messages tweaked to be similar to lockpick/hacking skill not enough messages.
Add list GrenadeRearmTrapsList, used by trap scripts when rearming instead of hard-coded conditions.
The Concealed Mine trap now acts like an actual mine, being able to be disarmed and taken separately.
Changed some remaining message boxes for traps to set the "Leave it alone" option as the last option, for easy tab to go back.
Added GenericActivatedElsewhereMsg, to be used for stuff other than doors.
Restored the script for the powerworks radiation emitters, set them to display the above message if activated.
Refs in list PUPCustomActivatePromptForce will force their entire custom activate prompt to go to the second line.
Refs in list PUPCustomActivatePromptBlacklist will force PUP to ignore them and thus have their custom prompts remain on the first line.
Added patches for Essential Vanilla Enhancements Merged. PUPTTW version contains everything from my standard TTW patch, so do not use with my standard TTW patch as it's redundant, load after any other TTW patch if you have any.
Added patches for Essential DLC Enhancements Merged. PUPTTW version contains everything from my standard TTW patch, so do not use with my standard TTW patch as it's redundant, load after any other TTW patch if you have any.
Added patches for Goodies. Load the PUPTTW version AFTER any TTW Goodies / Goodies and Extra patch.
Removed a couple things from PUPFNV that are very strictly not useful for non-ttw games, even to be used by other mods.
PUPFNV now requires Gun Runners' Arsenal.