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Introduction
Horizon is a large overhaul mod. It touches just about every aspect of the game -- equipment, enemies,
settlements, and more. It's like 50 mods in one. However, because of this, Horizon does not get along
with other mods. You should always place Horizon last in your load order, and you should avoid mods that
try to do some sort of overhauling themselves, sometimes even if they have an unofficial patch available. For
a list of mods that work and don't work well with Horizon, please refer to the Mods section at the end of this
guide.
Horizon was designed around the survival difficulty setting, where you're required to eat, drink, and sleep.
This puts you on a timer of sorts, and it means you have to stay focused as you play. You shouldn't just
wander around randomly. You should follow a path that allows you to get your settlement infrastructure up
and running, and that puts you in contact with a doctor. For this reason, Horizon is easier if you've already
played through the Fallout 4 campaign once.
Your Character
Horizon removes almost all SPECIAL bonuses from the equipment in the game. That makes it even more
important than usual how you spend your initial attribute points. We detail a 37-point build below. It's 37
points because Horizon gives you 29 points to spend (instead of 21 like in vanilla Fallout 4), you get 1 point
right away from the You're Special book in Sanctuary, and you get 1 starting point in each of the attributes
(for 7 points total).
Strength (6). Horizon limits the amount of ammunition you find, so you're going to have to do some melee
fighting, especially early in the game. Horizon (like vanilla survival) also puts a weight on all items, including
ammunition, but it gives you a break in this department through the use of backpacks, cargo bots, perks, and
armor mods that increase your carry weight limit. Still, melee damage is important enough that you should
strive for a mid-level Strength score.
Perception (6). Many enemies in Horizon are only vulnerable in specific places (like super mutants in their
head), so unless you're an excellent shot in real time, you're going to need to rely on VATS during certain
fights. Perception increases your accuracy in VATS, making it important for the entire game. The Perception
line of perks is also really useful, and you'll want to take the Technologist perk, which requires Perception 7,
early on.
Note: If you follow the main questline, then you'll find the Perception Bobblehead (+1 Perception) almost right
away.
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Endurance (3). You start with extra hit points in Horizon (190 base), and Endurance just adds more (+20 for
each point), making it an attribute you can skimp on early in the game. Just make sure you have at least 2
points in Endurance so you can choose the Survivalist perk quickly.
Charisma (9). Charisma is vitally important in everything outside of combat. It gives you more dialogue
options, it improves prices with vendors, it increases quest rewards, and more. And unlike the vanilla game,
you can't just switch to your Charisma gear for these things (since such gear doesn't exist). If money and
role-playing are important to you, then you should keep Charisma high. But if you want to focus more on
combat, then you can switch some Charisma points to other attributes instead, like Agility (for better
sneaking) or Luck (for faster criticals in VATS).
Intelligence (6). Intelligence doesn't do a lot by itself -- it only increases your experience gained by +3% per
point -- but the Science perk requires 6 points, and you'll need Science (along with Ballistics) to build the ZX-
1 Experimentation Lab, which is the best way in the game to acquire new weapons.
Agility (5). Agility affects your sneaking ability and your action points (your total AP is 60 + 10 x AGI). This
makes it useful in combat, so we'd recommend starting with a mid-level score.
Luck (2). Luck primarily just affects how quickly you fill the critical hit meter in VATS, so it's something you
can ignore early in the game. Just make sure you have at least 2 points so you can select the Fortune Finder
and Scrounger perks, which increases your chances of finding ammunition and other supplies.
You'll also have to make some tough decisions about perks as you gain levels. Food and radiation damage
will be your two biggest problems early in the game, so the Hunter perk (which increases your chances of
getting good meat from animals) and the Survivalist perk (which gives you recipes for food and also Rad-Off)
are good choices. You should also think about Fortune Finder, Scrounger, and Technologist (which increase
your odds of finding useful loot), plus Armorer and Gun Nut (which allow you to improve your armor and
ballistic guns, respectively).
Finally, don't forget about the VANS perk. Every five levels, you can select it for free for five extra perk points.
This helps to make up for Horizon's slower leveling rate, but even with (essentially) two perks per level, you'll
probably still wish you had more. Horizon has more useful perks than vanilla Fallout 4.
Early Game
The first thing you should do in Horizon (or any other game of Fallout 4) is explore:
In Vault 111, you can pick up Antibiotics - basic, a Bandage, a Bobby Pin, two Combat stimpaks, a Portable
memory device (which allow you to save your game), Purified water, RadAway, a Shoulder bag, a Trauma
kit, and more.
Outside the vault, in the control building, you'll find a First aid kit.
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In Sanctuary you can loot all sorts of stuff, including Grognak the Barbarian #3 and You're Special (which
gives you an attribute point) inside your house. You can also visit the root cellar behind the blue house on the
northern side of the settlement (two houses away from yours). There you'll find an advanced safe, a high
quality first aid kit, three Purified waters, a Supply Kit (which gives 30 supplies at the Caravan Travel Hub), a
Vault-Tec Training Manual (which gives you a perk point), a Weapon Toolkit (which allows you to switch
ammo in your current weapon, provided you also have a conversion kit), and more. And don't forget about
the dead man and dog by the bridge, and the duffle bag by the Minuteman statue.
You can also find some good stuff directly surrounding Sanctuary. To the south, you can loot the Red Rocket
Truck Stop settlement and kill several mole rats, both in the station itself and in the den underneath it (but
preferably only after you've gained the Hunter perk). To the north across the river, you can kill a raider and
an attack dog and loot four Noodle Cups from their cabin. To the southwest, you can loot four Purified
Waters and a first aid kit at a water tower, and also loot a half-buried steamer trunk just to the south of the
tower. To the west in the "swamp," you can loot a first aid kit and an Army helmet at an armored vehicle.
And to the east, you can loot a Revolver and some Bobby Pins at a water pump.
Horizon Workbenches
Now that you're in shape to start crafting items and building up a settlement, it's a good idea to learn about
some of the workbenches that Horizon adds to the game.
The Caravan Travel Hub (found under Architect->Utilities) is how Horizon handles fast travel. You can use a
Caravan Travel Hub to travel to any of your settlements or to any major "city" (like Goodneighor or the
Prydwen) that you've unlocked. Using the hub costs supplies, which you can create at the Tech Lab or buy at
the hub. If you travel from one of your settlements, you'll need to have at least three settlers there for it to
work.
The Command Table (found under Architect->Utilities) allows you to send settlers on tasks, once you've
assigned some to job workstations, and as long as you're under your current limit for the tasks. To see your
limits, open the Command Table to the tasks menu, and look at the X (Y/Z) numbers for each job. These
numbers are totals for all of your settlements. X is the number of settlers you have assigned to the job, Y is
the current number of settlers you have working on tasks for the job, and Z is the maximum number of
settlers you can have working on tasks for the job. You can improve your limits by increasing how many
successful and specialty settlements you have. But note that the job workstations are mostly cosmetic. They
add happiness to your settlements, but they don't actually produce anything. So you should only assign
settlers to job workstations once you have settlers who aren't doing anything useful.
The Farming Workbench (found under Architect->Farming) allows you to create fertilizer using unwanted
food, and also domesticate wild plants by combining them with bones and fertilizer.
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The Mailbox (found under Architect->Utilities) is where you receive mail from time to time. Mail can come
from companions, from completing quests, or from learning perks. Some mail messages contain loot, so you
should always build a mailbox and check it every so often.
The Market Trading Terminal (found under Crafting) is where you can find deals for certain items, but only
once you've built up your Trading skill.
The Resource Station (found under Architect->Utilities) allows you to manage your farms, production
facilities (like water purifiers), shared storage containers, and cargo bots. It's where you place Maintenance
Kits, Fuel and Fertilizer for your farms and facilities, plus cargo bot Transmitter Chips so you can increase
your carry weight. Maintenance Kits and Transmitter Chips are both crafted at the Tech Lab.
The Tech Lab (found under Crafting) is Horizon's main crafting bench. This is where you craft items unique to
Horizon, like Auto-Hackers, Cargo Bots, and Supply Kits. This is also where you craft (consumable) items
that increase the technology and trading levels of your settlements.
The Training Table (found under Architect->Utilities) is where you pick your combat specializations. You'll be
able to choose two -- one at level 15 and another at level 30.
The Weapons Lab (found under Crafting) is where you assemble and disassemble ammunition, and also
build unique weapons for your companions.
The ZX-1 Experimentation Lab (found under Crafting) is where you reverse engineer regular weapons so
you can build them yourself. Then as your skill with the lab grows, and with special metal alloys (that you find
during your explorations), you can eventually craft weapons that are better than vanilla weapons, with
improved range, damage, and more.
Expanding Out
Once you've collected some supplies, you'll need to put them to use, setting up an infrastructure that can
keep you fed, hydrated and safe over the rest of the game. You're not required to use settlements in the
game, but having at least one big settlement as your base of operations is the easiest way to organize
things.
For where to place your main settlement, Sanctuary is the easiest answer since the main questline will send
you there anyway, and since it has lots of room for expansion. However, later on you might want to create a
settlement more centrally located, to reduce your travel times.
Water
Unlike vanilla Fallout 4, just placing water pumps in a settlement won't cause settlers to produce Purified
Water. To get Purified Water, you need 20 water ratings by building regular water resources, and a water
purification unit, which can be found under architect -> production. To build water purification unit, you will
need water purification module, which can be crafted in Tech lab, or sometimes general goods vendors in DC
or GN will sell it. Lastly, craft Maintenance Kits and add them to Resource station.
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Once you've built one or more Water producing buildings, you'll need to build the Resource Management
table to run them. The recipe for the Resource Management table requires a Cargo Bot. To build one, you'll
need to use the Tech Lab, and you'll either need rank 1 of the Robotics Expert perk to build it yourself, or
you'll need to use the more expensive contracted work option.
Once you have a Resource Management table in place, you'll need to supply it with Maintenance Kits for the
water purification to run. One Maintenance Kit will allow you to produce one bottle of Purified Water over the
course of one day. So obviously you'll need lots of Maintenance Kits, which means you'll need lots of Tool
Kits, so you should always collect any tools you find during your travels.
Note: There's a limit of how much purified water you can produce each day. It's equal to 4 + successful
settlements.
Food
To adequately feed yourself, you'll need to eat food with a total value of 100 caps every day. However, there
isn't an easy solution for this like there is for Purified Water. Early in the game you'll probably have a tough
time acquiring enough meat to cook your own meals, but if you eat pre-war food, then you're going to take a
lot of radiation damage and eventually need help from a doctor.
So grab the Hunter perk as quickly as possible. This will improve the meat you get from killing bugs and
animals. You should also make your way to towns and shopkeepers quickly. In Diamond City, the meat
merchant Polly might have enough stock to keep you full for a couple of days. At Abernathy Farm, Connie
will sell you packs of Tatos and Melons for a relatively cheap price. You can also harvest the crops at the
farm for some free Tatos and Melons.
Other good sources of meat include the Red Rocket Truck Stop (mole rats), the Starlight Drive-In (more mole
rats), and the Robotics Disposal Ground (even more mole rats). Once you're powerful enough to take on
super mutants, you'll also be able to loot their meat bags, which will supply you with lots of random meat.
Also you can use hunter missions to get meat, but that requires at least one successful settlement.
You can spend Fertilizer at the Resource Management table to grow specific kinds of vegetables. So, for
example, if you really want Razorgrain for Noodle Cups, and if you have Razorgrain plants in your
settlements, then you can stock the management table with Fertilizer to increase your Razorgrain yield.
Radiation
Your radiation bar has 1000 points, and the more radiation damage you take, the less health you'll have
available. Worse, RadAway will only heal 150 points of radiation and Rad-Off will only heal 100 points, and
you won't find very many of either. This can put you in a hole early in the game, where you're at an
uncomfortably low health level because you can't remove enough radiation.
The best solution for radiation is to just see a doctor (see below). Doctors are cheaper and easier than trying
to use drugs for the same effect. Otherwise, you should try to avoid taking radiation damage at all. Keeping a
hazmat suit around is a good idea, and early in the game you can use a vault suit (10 rad resistance) and a
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gas mask (also 10 rad resistance) for at least a little bit of protection. Also try to avoid ingesting irradiated
food and water.
Doctors
With all of the illnesses, radiation damage, and health damage that you can incur, it's important to gain
access to a doctor as quickly as possible. There are three ways to go about this:
You can travel to a major town -- like Diamond City or Covenant -- and visit the doctor there. However, these
towns are far enough away from Sanctuary that you might have trouble getting to them before you really
need a doctor's services.
You can meet a random doctor. You can sometimes meet one in the parking lot attached to Concord or in a
house along the route to Graygarden.
You can build a first aid station in one of your settlements. This used to be difficult because you'd need perks
to unlock the construction. But now you just need Vendor contracts, which you can buy from wandering
merchants like Carla (who visits Sanctuary) and Lucas (who visits Tenpines Bluff). Once you have doctors in
your settlements, healing is a lot easier.
Weapons
You'll find lots of weapons when you kill enemies, but they'll almost always be in poor condition. Sometimes,
you can repair these weapons at the Weapons Workbench, but a better solution is to reverse engineer them
at the ZX-1 Experimentation Lab (which unlocks their recipe), and then build them anew.
When using the ZX-1 Experimentation Lab, you first need the perks and resources required to craft the basic
model of the weapon, and then you need to pick one of three metal alloys to produce extra benefits. Your
weapon crafting skill (gained from reverse engineering, crafting weapons at the lab, or using Weapon Tinker
Kits from the Weapon lab) controls how powerful the weapon can be. The higher your crafting skill, the more
alloys you can add, which increases the damage (by 2% for each alloy) and the experimentation points (by
10 for each alloy). Experimentation points allow you to improve things like the weapon's range, accuracy, and
AP cost.
Horizon also allows you to switch the firing mode of your weapons, plus the ammunition being used, while
you're in the field. This is accomplished through the use of a Weapon Toolkit, which you can add to your
favorites so you can access it via the press of a button. To go along with the toolkit, you'll also need a
conversion kit for the type of weapon you're using. Both the toolkit and conversion kits can be built at the
Tech Lab.
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Ballistic Weave
Horizon treats ballistic weave a little differently than the vanilla game. You'll have two ways to get it. The first
is to increase the crafting skill of your settlers (via tasks and the Command Table). Once their crafting skill is
over 25, you'll be able to use contracted work at the Tech Lab to craft Ballistic Weave Mk1 and Insulated
Weave Mk 1. From there you should be able to insert the weaves into your underarmor / clothing and hat /
helmet items.
The other method is the same as the vanilla method. After completing the first DIA Cache / Jackpot quest for
PAM at Railroad HQ, Tinker Tom will start selling clothing items containing Ballistic Weave Mk 1. You'll then
need to buy one of the clothing items, take it to an armor workbench, and select "No Weave" for it. This will
put the weave into your inventory, which will allow you to place it in a different item.
When upgrading ballistic weave of either type, you'll need to remove it from the item it's in (by selecting "No
Weave") and then select the next version you can craft (if any). This will place the improved weave back in
the item. Nicely, this means you'll only need two sets of ballistic weave for your entire game (one for your
hats and one for your clothing), and you'll be able to transfer them to new items if you find something better.
Metallic Alloys
When crafting and modding weapons and armor, you'll need lots of special metallic alloys. You'll find these
alloys in a variety of places. Legendary enemies can drop them (in their prototype items); you can find them
in appliances (like cigarette machines and milk vending machines), provided you have the Technologist perk;
a lot of the medallions from the Fortune Finder perk will have them; name-brand junk items (like luxobrew
coffee pots) can contain them; and regular junk items (including high-powered magnets and biometric
scanners) can contain them.
Exploration
The world gets more dangerous the farther away you get from Sanctuary, but the rewards get better, too. At
some point you'll also need to reach a major city just for the shopkeepers, quests, and doctors. The main
questline will send you south from Sanctuary, where you'll encounter Concord, the Drumlin Diner, and
Graygarden while making your way to Diamond City. This can be a dangerous path since downtown Boston
is filled with super mutants, robots and raiders. An alternative is to head southeast from Sanctuary and make
your way to Covenant. Covenant is smaller than Diamond City, but it's easier to get to, and it has a general
shop and a doctor available.
While you're exploring, you'll have to be careful about the enemies you tackle. Super mutants and robots are
much tougher in Horizon than they are in the vanilla game, and in the early goings you might have to run
away rather than face them. You should also get used to using VATS, if for no other reason than to learn the
vulnerabilities of your enemies. Once you've learned that super mutants are vulnerable in their head,
protectrons in their legs, and Mr. Handy robots in their eyes, they're not quite as difficult to kill, and you won't
have to spend as many bullets in the process.
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Desolation mode
Desolation mode is a difficulty modifier that drastically reduces loot available and generally makes your life
harder. It's intended to be "mainline" experience of Horizon, and most balancing is done around it.
“ while 99% of my combat changes will effect default mode too, I want to balance the game around DM. I „
can always add in non-DM stuff to help casual players if it is too hard... but I want the real balance
focused around survival mode and DM.
tbh... i really dont count default mode, because you can get ammo and shit so much easier. im not
going to balance around that
my focus is on "what can you do with the supplies you get in DM... and what can't you do."
otherwise the player reports become so skewed, because 1 person in default will say they have 2000
rounds of .308, and its too easy. and a DM player might have 90 rounds.
the real issue is trying to fix the DM players who have 1000 rounds :)
~ Zawinul on Discord
Desolation can be enabled during Horizon installation, and to disable you need to reinstall it and start a new
game.
Food/Medical
All pre-war food (that isn't preserved) is considered garbage food and has high risk of disease (not
recommended to eat)
Crops/rations and Wild plants have a moderate chance of disease (which makes cooked food much more
valuable)
All pre-war food is worth very little caps
The debuff on Combat Stimpaks is increased to -150 rad resists (up from -50)
Doctors have much less supplies
Doctors have a much stricter price increase per level
Settlements
Crafting
Purified water can no longer be crafted by hand, and requires real purifiers to process it for you
Some medical supplies require more antiseptic or other materials
Crafting antiseptics from alcohol requires more pharmaceuticals
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Pharmaceuticals require more materials
Cooked pre-war food is not available
Loot
Bartering
Vendors don't trust you. All sell prices are 25% of the caps value (down from 50%)
Combat Stimpaks and Blood Packs cost more caps
Survival
Armor
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Power Armor
Power armor in Horizon is much rarer and trickier to fix, but is lighter on fusion cores.
Condition
Power armor pieces have a special condition mod slot which goes from rusty to customized. Ever-
increasing amounts of Blacksmith perk and resources are needed to craft every new one.
Base structure
Power armor pieces have another slot base structure which is responsible for most of armor's resistances.
There are three variants: steel, aluminium and titanium, with multiple tiers of each, requiring rarer alloys and
more skill.
Rusted Steel: Very poor stats. Can sometimes be found on Power Armor you find on NPCs/frames
Steel (Standard): Starting mod. This is the base default stats. Increased weight.
Steel Alloy: Gives high Damaged Reduction (DR), low Energy Resistance (ER), adds armor health
Reinforced Steel Alloy: Gives high DR, moderate ER, adds armor health
Aluminum Alloy: Gives high ER, low DR, adds some fire resist, adds AP, reduced weight
Lead-Lined Aluminum Alloy: Adds rad resists to Aluminum Alloy, moderate DR
Titanium Alloy: Gives high DR and ER, adds armor health
Insulated Titanium Alloy: Adds fire/cryo/rad resists to Titanium Alloy
Looting
Power armor (of levelled tier) is still spawned on frames all across the Commonwealth, however, it will
generally be only 2 or 3 pieces at time, and in poor condition and basic steel (see above). Enemies in PA
drop junk pieces that contain PA components instead of PA parts themselves.
Scrapping
Power armor can be scrapped with 1 rank of settler Engineering skill, pressing Space on a suit will convert a
PA frame into item. Item can be sold then or scrapped into parts in Tech lab.
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Locking
Power armor suits can be locked, which renders them completely unusable by you or NPCs until unlocked.
Stats
The following are the stats of fully upgraded Power Armor with basic Steel material and no other
modifications.
Full suits
Raider T-45 T-51 T-60 X-01
DR 645 800 655 665 800
ER 55 225 405 450 405
RR 190 315 360 450 405
Fire 2 1 24 9 10
Torso
Doctor
Doctor services in horizon have been overhauled to be easy yet flexible to use, with addition of special
menu which appears when you talk to a doctor. Additionaly, there is medical service item that looks like
wheelchair and allows you to use doctor services without any dialogue or finding doctor themselves.
Doctors have limited supplies which are restocked every week and limit how much of a doctor's services
one can use.
Doctors charge you caps based on exactly what's cured and how much was cured
Curing everything at once, will cure rads first so that all your health is fully healed
Curing everything at once can potentially be more cost effective (and easier/faster to deal with)
There's a minimum caps cost of 30 caps per selection (which is why it's recommended to "Cure Everything"
if possible)
Health: 1 cap per health healed
Rads: 0.5 caps per rad healed
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Limbs: 0.5 caps per total percentage needed to be healed
Disease: 20 caps per disease
Poison: 20 caps per poison
Addiction: caps cost based on the amount of total addiction have you (NOT the number of individual
addictions) - maxes at 400 caps
Death
WARNING! The death system is still in beta, remember to save frequently.
In Horizon, dying will not force the player to reload their last save. Instead, the player character will be
incapacitated, the screen will fade to black and the player will find themselves in their closest owned
settlement. If the players owns no settlements, they will be transported to Vault 111.
Upon revival, their health will be set to 25 and if their rads were over 1000, they will be reduced to 970. Caps
will be removed from the player's inventory to pay for this healing, at the same price per health/rad as
a doctor. If the player was poisoned, the poison will be cured, but the player will be charged for that as well,
at a higher rate than a doctor - 2x at level 10-19, 4x at level 20-29 and 6x at level 30+. If Caravan
Supplies are available, they will be consumed instead. Curing poison or Infection costs 6 supplies each. The
minimum penalty for revival is 2 supplies or 40 caps.
An Adrenaline Injector will also be removed from the player's inventory. If no injector is available, the will be
affected by the Anemia debuff for 10 minutes, which reduces AP regen by 10% and causes you to take 10%
increased damage.
Known issues
The system will not activate properly if you die while in the Pip-Boy menu, e.g. from eating radioactive food
or if you have FallSouls installed.
Specialization
Specialization is a special bonus (and sometimes malus) set that can be chosen upon reaching level 15
using command table. At level 30 you can choose a second specialization.
Choosing a specialization is free. If you already have a specialization and wish to change it, your current
specialization can be removed at the cost of 1000 caps.
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Cyborg
Master Commando
Marauder
Demolitionist
Animal Handler
Combat Engineer
Vanguard
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Assassin
Sharpshooter
Duelist
Skills
Horizon introduces Skills system, similar to Fallout 3/New Vegas. Skills can be raised generally by reading
journals, picking perks and using the skill itself.
Lockpicking
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Hacking
Hunting
Increases your chance to harvest meat and other parts from animals and creatures
+25 per Hunter rank (125 total possible)
+3 per Survival magazine recipe rank (30 total possible)
+5 per 25 Settler Survival skill (20 total possible)
Up to +50 from killing animals and creatures: +0.05 per creature or animal killed
Skill 10-100 gives 10-100% chance to harvest meat from animals
Skill 10-200 gives 5-100% chance to harvest meat from creatures
Skill 10-200 gives 5-100% chance to harvest extra parts from both animals and creatures
[Desolation Mode]: Skill above 200 works in Desolation mode, and continues to increase your loot chance
[Desolation Mode]: The perk description in game is updated for DM mode so you can see your proper %
Survival
Ballistics
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Science
Stealth
Engineering
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Medical
Chemistry
Leadership
Trading
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Exploration
Affects your loot chance for finding extra ammo and junk in containers*
+30 per Scrounger or Fortune Finder rank (120 total possible)
+2 per Luck
+5 per Fact or Fiction recipe rank (50 total possible)
Up to +40 from exploring locations and clearing dungeons
Skill above 200 may continue to increase for certain sources of loot
(This chance can actually go above 200 skill, even though your display perk stops at 200)
Explosives
Salvaging
Affects your loot chance for looting parts from appliances, machinery, robots, and synths
You gain a very small amount of Salvaging Skill every time you scrap a weapon
Gives you up to +3 additional parts from scraping weapons
+25 per Technologist rank (100 total possible)
+15 per Scrapper rank (30 total possible)
+10 per 25 Settler Salvaging skill (40 total possible)
+1 per Perception
Fitness
Grants you bonuses to your sprinting AP drain, power attack AP drain, breath holding for scopes, swim, and jumping
+3 per Strength (30 total possible)
+3 per Endurance (30 total possible)
+3 per Agility (30 total possible)
+5 per Moving Target, Action Boy, Aquaboy ranks
+5 Melee Bobblehead
+5 Unarmed Bobblehead
(NOT FINISHED - more ways to increase your fitness skill will be added in the future)
Fitness skill 10-100 gains 2-20% reduced AP while sprinting
Fitness skill 100-200 gains 20-70% reduced AP while sprinting
Fitness skill 60-200 gains +5-45% reduced AP while holding your breath for scope aiming
Fitness skill 40-200 gains +5-25% Swimming speed
Fitness skill 80-200 gains +2-14% Jumping height
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Firearms
Includes: ballistic pistols, shotguns, standard rifles, and other similar weapons (not heavy weapons)
Specifically: N99, Deliverer, Handmade Rifle, Combat Rifle, Submachine Gun, Double Shotgun, Combat Shotgun, Lever
Action Shotgun, Pipe Gun...
Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
+25 Gunslinger rank 1-2
+25 Marksman rank 1-2
+10 Small Guns Bobblehead
Up to +90 from kills made with Firearms
(Keywords required: Ballistic)
(Keywords rejected: Sniper, Heavy)
Sniper
Includes: Hunting rifle, laser musket, bolt-action pipe, gauss weapons, lever-action rifle and other similar weapons
Skill 10-100 gains 5-50% Sneak Attack Damage, 2-20% Range, and increased aiming stability
Skill 100-200 gains 50%-100% Sneak Attack Damage, 20%-60% Range, and increased aiming stability
+25 Marksman rank 1-2
+25 Sniper rank 1-2
+10 Big Guns Bobblehead
Up to +90 from kills made with Sniper weapons
(Keywords required: Sniper, Scope)
(Keywords rejected: Pistol, Shotgun, HeavyGun)
Energy
Includes: Laser guns, plasma guns, and other similar weapons (not heavy weapons)
Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
+25 per rank of Future Soldier
+10 Energy Weapons Bobblehead
Up to +90 from kills made with Energy weapons
(Keywords required: Energy or Laser or Plasma)
(Keywords rejected: Ballistic, HeavyGun)
Heavy Weapons
Includes: Flamer, missile launcher, minigun, gatling laser, broadsider, and other similar weapons
Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
+25 per rank of Commando
+10 Big Guns Bobblehead
Up to +90 from kills made with Heavy Weapons
(Keywords required: HeavyGun)
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Melee
Metalworking
Tailoring
Perks
Horizon introduces numerous changes to Perks.
VANS
Leveling speed in Horizon is roughly halved compared to the vanilla game, but every 5 levels you may put
one perk point into VANS, which refunds the point and gives another 5 perk points. This means that while
leveling is slower than vanilla, the total number of perks remains about the same.
Players who elect to not use VANS receive the Primal Instincts perk, which increases their damage by 5% for
every 5 levels, up to a maximum of 30% at level 30. This is primarily intended as a higher difficulty mode for
advanced players.
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Weapon Perks
Many Specializations do increase the damage of their associated weapon group, and usually require the
third rank of their respective weapon perks.
Skills
Many perks grant bonuses to Skills, either as their primary effect or as a bonus.
Health management
Horizon has a very balanced and finely-tuned health system, that completely changes how health is
managed in Fallout 4.
The overabundance of cheap and easy-to-get healing in the Fallout games really trivializes any sense of a
true survival feel, and it needed to change. The only way to heal in Horizon, is through actual medical
treatment. Eating food or sleeping to heal off all your injuries or limb damage is gone.
Note that all healing is now fixed values, instead of percentages. This is why Horizon's healing system
works so well.
Even though regaining health is more challenging, your max health pool will be higher than normal. Some
players might jump to the conclusion that this larger health pool seems to make the beginning of the game
easier than vanilla, but you have to realize because of the fixed value healing, it does NOT help you with
healing over time.
A larger health pool allows the player to have a wider buffer for dealing with injuries and taking big hits. The
idea is that enemies will wear you down, but usually can't just 1-shot you at full health. This also helps
counter the unrealistic "ping-ponging" of constant damage and healing.
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Combat stimpaks are rare (and expensive) and the only source of healing while you're in combat
Item such as Bandages and First aid kits, can only be used outside of combat to heal yourself
All healing is fixed values, instead of percentages
Antibiotics renamed to Advanced Cure-X
Combat stimpaks/RadAway/Advanced Cure-X are all increased greatly in cap prices
Doctors charge significantly more for all recovery services
Doctors have a brand new menu-driven system that charges you caps for exactly what you need cured
Many foods and chems have adjusted buffs and debuffs
Hunger reduces the amount of healing received when using medical supplies
Being "Rested" gives you a bonus to the amount of healing received when using medical supplies
PLEASE NOTE: Make sure any healing effects have finished BEFORE sleeping. Sleeping will remove all
healing conditions. It's recommended to actually heal after sleeping, to take advantage of the Rested buff
anyway.
Medical Supplies
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This item is consumed when reviving fallen companions
Can be used on yourself if you wish, gaining 1 stack of adrenaline (better used for crafting though)
Heals 5% leg limb damage (like the original stimpak, it's still usable as an emergency limb recovery)
Trauma Kits (and some other recipes) require this item for crafting
NPCs who are carrying these can use it on themselves to heal
Sorting/icon is categorized under "Chems"
Skills needed to craft: Chemistry (30), Medical (30)
Bandages
They heal a fixed amount for double what standard bandages do over the same duration
Requires different materials to craft
Skills needed to craft: Medical (30)
First Aid Kit Same as Bandages except:
They heal a fixed amount for more than triple what bandages do over the same duration
Slowly heal 20% limb damage
Requires different materials to craft
Skills needed to craft: Medical (60)
Trauma Kit
They heal all limb damage (this is the only way to heal limb damage, other than doctors, and to a lesser
extent First Aid Kits)
They heal a very small fixed amount of your health (this is mainly just so you can see it working easier)
Is usable in combat
Applies very slowly over time
Applies a -30% action point refresh reduction
Cannot sprint for the first 30 seconds of healing
It's available mainly through crafting (very rarely do you see any from loot)
Doesn't require any skill to craft
Many new items are created (or changed) to cure specific illnesses or conditions:
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Nuka Cola Quantum: Now also cures Lethargy
Psychotats: Now also cure Parasites
Calmex: Now also cures Insomnia
Antibiotics are now "Advanced Cure-X":
Cures Poison (Poisons from creatures now last longer and slowly damage you)
Grants Poison Immunity for 1 minute
Skills needed to craft: Medical (40) or Survival (60)
Glowing Blood Pack
Cures Lethargy
Caffeinates
+20 AP for 20 minutes
Skills needed to craft:
Atomic Scotch
Cures Parasites
+5 Poison/Fire/Cryo Resists
Skills needed to craft:
Loaded B12 Shot
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Caffeinates
Skills needed to craft:
Herbal Remedy
Cures Parasites
+5 Poison Resist and +20 AP for 30 minutes
Skills needed to craft: Survival (40)
Rebound
Cures Overfatigue
+10 Max AP and +5 AP regen for 10 minutes
Skills needed to craft:
V7 Juice
Cures Lethargy
Exceptional Hydration
Contains 7 essential fruits and vegetables!
Skills needed to craft:
Melon Juice
Exceptional Hydration
Grants resistance to all illnesses, +10 Damage, Energy, and Rad Resists for 15 minutes.
Skills needed to craft:
Cosmic Carrot Juice
Hydrates
Grants Night Vision in exteriors, +1 Perception, +10 Damage, Energy, and Rad Resists for 15 minutes.
Skills needed to craft:
Fixer
Cures Parasites
+10% Damage, +20 Damage Resist for 5 minutes.
Skills needed to craft:
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Calmex
Cures Insomnia
+2 Perception, +2 Agility and Water Breathing for 5 minutes.
Skills needed to craft:
Buffout
Cures Weakness
+3 Strength and +30 max AP for 10 minutes
Skills needed to craft:
Other additions to medical crafting recipes:
A new component that is used for crafting medical supplies, called "Pharmaceuticals"
Pharmaceuticals are used to craft Antibiotics, Trauma Kits, Stimpaks, and other items
Certain drugs (psycho, jet, mentats, med-x, daytripper) can be broken down into Pharmaceuticals
Chemists (XXXX) can create Pharmaceuticals from raw materials
Jet, Mentats, and Psycho now require XXXX to craft
Some liquor can be turned into Antiseptic, and requires certain ranks of "Recipe: Survival Skills"
Generic beer can be distilled into Antiseptic and requires Party Boy/Girl rank 1
RadAway and Stimpaks require additional materials to craft now
Adrenaline Injectors are required to craft some medicial supplies
Adrenaline Injectors can crafted with the proper ranks of "Recipe: Medical Knowledge"
Refreshing Beverage can be craft with
Combat
Critical damage
Skill - Being skillful enough to aim at weak points even inside of vulnerable areas
Surges - Energy weapons could potentially be overloaded to provide extra damage at times
Strength - Using brute strength to occasionally add more power to your swing
Critical damage is now intended to only work well if you actually invest into it.
The base critical hit damage for most ranged weapons is now +25% damage (down from +100%)
The base critical hit damage for most melee weapons remains at +100%
Critical damage bonuses are being removed from ballistic weapon mods, and replaced with other bonuses
Critical damage bonuses will remain on energy weapon mods, with the idea that surges of energy could be
released
Critical damage is adjusted on perks
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Critical Hit chance is added to 3 different perks, and works with all attacks (even outside of VATS)[1]
Sneak attacks
Sneak attack damage is much more balanced in Horizon. You can no longer stack absurd amounts of it, but
it's also not necessary anymore either since Horizon's NPC health is no longer bloated out of control.
Base ranged weapon sneak attack damage is +50% damage
Base melee weapon sneak attack damage is +100% damage
Most sneak attack bonus damage on mods and perks is reduced
Legendary Items
Weapons
Horizon adds quite a few new weapons. Many changes are made to weapons in Horizon.
Strength requirements
Equipping most heavy weapons and large melee weapons require a certain base strength now
Temporarily buffed strength does NOT allow you to meet the requirements
Temporary debuffs shouldn't effect your ability to equip weapons
Being in Power Armor will bypass any strength requirement on weapons
Exiting Power Armor will unequip the weapon if you lack the strength
Condition
Weapons have one of the conditions: normal, deteriorated, degraded, destroyed.
Conditions are pre-set and weapons do not deteriorate with use.
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Every next one has lower damage.
Destroyed weapons can be only fired several times before breaking down completely.
You can reverse-engineer low-condition weapons at ZX-1 and craft normal one.
Receivers
Most receivers now have a better progression (in terms of crafting requirements) and purpose
All receivers on ranged weapons now require weapon parts to craft them
Magazines
The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe
Guns
Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the faster reload speed now
Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
Drum Mags: Slightly slower than standard mags
Quick Eject Large Mags: Slightly slower than regular quick eject mags
Melee
Supermutant weapons
Generally not very sophisticated or fast to use, but enjoy high damage.
Killamajig
Shovel
Organ pipe
Water pipe
Improvised mace: contains basic circuitry
Improvised war club: contains basic circuitry
Machete glaive
Skull pike
Handmade axe
High-tech melee
Thermic lance: modeled after fallout:Thermic lance from New Vegas, but sadly does not work same way.
Swings instead. Does energy damage. Has Institute variant.
Micro-sledge: compact and deadly weapon.
Synth blade: two-handed blade that does additional energy damage.
Bolt throwing
Repeating bolter: fires bolts that can be sometimes reused. Uses Sniper skill.
Energy
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Institute laser gun
Institute tactical pistol
Gauss
Gauss weapons enjoy bonuses both for Ballistic and Energy weapons and have +50% armor penetration.
Enemies
Level Scaling
In some cases, NPCs (such as humans) will often better match your level, even if they were already
spawned 20 levels ago. This was a huge problem in vanilla FO4, as these NPCs would be feel way too easy
if you came back to an "already spawned" area later on. Some people think that simply changing the NPC's
level to automatically match the player's level magically fixes it, but it does not. A special system needed to
be created in order to make NPCs truly scale better. Your own companions use a similar system as well.
Higher level enemies vary based on the type. Creatures are often still balanced in "tiers" like vanilla was.
Higher levels ones are tougher than lower types.
NPCs that use the scaling system gain resistances as you level
NPCs that use the scaling system gain damage as you level
The level that the NPC spawns as, still effects what equipment and items they spawn with
NPCs also have had their vulnerabilities adjusted. Some take more damage in vulnerable areas, and/or take
less damage in some defensive areas.
VATS: The base chance to hit on increased vulnerabilities of most of these creatures in VATS is slightly
reduced
VATS: The base chance to hit on reduced damage areas of most of these creatures in VATS is slightly
increased
Humans
This includes: Raiders, Triggermen, Gunners, All humans in major factions, etc.
Uses the new level scaling system
Has normalized health pools, regardless of their personal level
Humans average 60-100 HPs, but their armor and resists scale up much higher than before
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Gain resistances as they (or you) increase in levels
Gain damage as they (or you) increase in levels
Some higher level types also gain additional armor and defenses
Vulnerability: Head damage increased to 3.0x (up from 2.0x)
Raiders
General changes
Raiders are setup to be moderately easy enemies, that scale with the player's level
Some types of raiders will now have a unique feel
Raiders will now use a wider variety of weapons with levels (the defaults were blocking weapons out)
Any raider that carries a grenade will carry a wider variety of raider-style grenades
Raiders can now carry appropriate personal junk with a small chance for rare junk
Legendary raiders now carry grenades and additional items
Legendary raiders can now appear starting at level 4
Raider Bosses now carry grenades and additional items
Raider Bosses carry modded weapons
Types
Raider Pyro: Equipped with a flamer and molotovs - Can appear starting at level 11
Psychos: Gain +15% damage and 15 DR from being drugged up
Wasters: Now uses pipe bolt-action rifles, and the AI is more cautious and defensive
Survivalist: Has a moderate chance of carrying (and using) Adrenaline Injectors to heal themselves
Survivalist: Has increased base resists
Survivalist (Grenade variant): Armed with a Cluster Bomb (NEW)
Survivalist (Legendary): Armed with multiple Cluster Bombs
Misc humans
Gunners: Use level scaling and have some loot changes
Gunners: Some types (and legendaries) can carry Flashbang grenades
Gunners: Have a specific loot table for their personal loot now
Triggermen: Use level scaling
Coursers: Use level scaling and have some loot changes
Brotherhood: Use level scaling and have some loot changes
Railroad: Use level scaling
Minutemen: Use level scaling
Children of Atom: Use level scaling
Super Mutants
General Changes
Uses the new level scaling system (resists and damage scale with level)
Has normalized health pools, regardless of their personal level
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Average 200 HP, and gain increased resists with levels
Can now regenerate health, both in and out of combat
Higher level Super Mutant types also gain additional armor
Some loot is changed (I want to expand this more still)
Any mutant that carries a grenade will carry a wider variety of grenades
Vulnerability: Head damage increased to 3.0x (up from 2.0x)
Types
Sapper: Armed with Cluster Bombs
Commando: Armed with Cluster Bombs
Nightkin: A very few Nightkin have made their way east, and can rarely be found
Nightkin are not common, but may begin appearing above level 10-15
Nightkin activate their stealth only while moving or stalking their enemies
Nightkin lack the ability to regenerate their health in combat
Nightkin have 2 kinds: Nightkin and Nightkin Masters
Nightkin currently don't have a New Vegas style texture, but I may add one in later
Enforcers: Snipers armed with bolt-action rifles (also has a sniper-based AI)
(I plan on expanding each type to be more unique as I go)
Synths
General changes
Synths use the level scaling system
Synths will almost always be above the player's level
Synth spawns now start at "Synth Strider"
The different types of synths will appear sooner as you level
Average 200+ HP, and increased defenses
Has fairly high fire resistance and are immune to poison
AI is much more aggressive in groups, but is more defensive when solo
Will dodge more attacks
Has much higher accuracy
Generally have much higher perception now
Gen1/Gen2's no longer drop caps
All scrounger loot is appropriate for synths
Legendary Synths can now appear starting at level 6
Vulnerability: Head damage reduced to 1.0x (down from 2.0x)
Vulnerability: Arm damage increased to 2.5x (up from 1.0x)
(I may rebalance the vulnerabilities later - I need more testing with Protectrons first)
Types
Seekers: Snipers that can stealth while standing still (uses a cautious/defensive AI)
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Troopers: Carries Cryoblast Grenades (NPC-only grenade type)
Assaulters: Carries a Gatling Laser (always drops as broken with a broken fusion core)
Stormers: Carries a Cryolator and Cryoblast Grenades (always drops as broken)
Eradicators: Carries Shock Grenades and Cryoblast Grenades
Eradicators: Significantly more health/resistances than other synths
Eradicators: Significantly more XP
Eradicators: Even the non-legendary versions will drop extra synth-based loot (parts with rare mats)
(I plan to add more to synths as I go)
Robots
General Changes
Robots currently do not have a scaling system, but are balanced in "tiers" like vanilla
Robots can drop special new junk items (mainly for Technologists)
Protectrons
Protectrons are in a somewhat experimental phase. I'm trying to make leg damage very vulernable to being
crippled, but not be a high source of damage.
Unfortunately, the engine doesn't seem to allow me to do exactly what I want, so it's still being tweaked.
Protectron armor is VERY high for it's chest and most body parts
Leg health is very low, to encourage firing at the legs to cripple them
The combat inhibitor on their back is very vulnerable to damage
Vulnerability: Body damage reduced to 0.1x (down from 1.0x)
Vulnerability: Head damage reduced to 0.2x (down from 0.33x)
Vulnerability: Leg damage increased to 0.5x (down from 1.0x)
Vulnerability: Combat Inhibitor damage increased to 2.0x (up from 1.0x)
Mr Handy
Flamethrowers do fire damage now
Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
Vulnerability: Eye damage increased to 2.0x (up from 1.25x)
Vulnerability: Thruster damage increased to 3.0x (up from 2.0x)
Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)
Sentry Bots
Very high fire resistance
High damage resistance
Moderate energy resistance
Vulnerability: Fusion Core damage increased to 9.0x (up from 5.0x)
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Vulnerability: Shoulder damage increased to 1.5x (up from 1.0x)
Vulnerability: Body damage reduced to 0.5x (down from 1.0x)
Assaultrons
Very high fire resistance
High damage resistance
Moderate energy resistance
Their main gun damage is reduced, so they can't just 1-shot you as easily
Vulnerability: Body damage reduced to 0.25x (down from 1.0x)
Vulnerability: Combat Inhibitor damage increased to 2.5x (up from 2.0x)
Feral Ghouls
Feral Ghouls are currently not rebalanced for Horizon yet, outside of a few minor changes.
Can now drop bonus loot for hunters which can contain a trophy head and/or extra blood samples
Glowing Ones: Loot changes
Vulnerability: Head damage increased to 2.5x (up from 2.0x)
Vulnerability: Leg damage increased to 1.25x (up from 1.0x)
Vulnerability: Body damage reduced to 0.85x (down from 1.0x)
Bloatflies
Different types will now appear lower in levels
Health/resists are adjusted
Glowing Bloatflies have very high energy resists
Legendaries have more health/resists than normal versions
Molerats
Different types will now appear lower in levels
Health/resists are adjusted
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Glowing Molerats have very high energy resists
Legendaries have more health/resists than normal versions
Radscorpions
All health is lowered and normalized better (higher level scorps no longer have bloated health)
Has very high resistance to ballistic and energy damage
Is vulnerable to fire, and takes 300% damage from fire
Glowing Radscorpions have extra high energy resistance
Albino Radscorpions have extra high resistances, but take 500% damage from fire
Players with Hunter rank 2+ can now harvest 4 new Radscorpion parts
Legendaries have a chance to drop some of the new parts even if you're not a hunter (if you're a hunter you
get even more)
Mirelurks
Mirelurks have 2 new parts that drop for Hunter rank 2+
Queens now drop a few extra parts for hunters and non-hunters
Mirelurks Hunters/Kings have their own loot table now
Health pools normalized better
Generally has low energy resistance
Has moderate physical and fire resistance
Dogs
Normal dogs (i.e. guard dogs, not mongrels) now have their own loot table
AI: Dogs will flank around the target for less time
Yao Guai
Has high health, but low resistances
Is vulnerable to fire, and takes 200% damage from fire
All legendaries give double experience
Fog Crawlers
Is highly vulnerable to fire, and takes 800% damage from fire
Damage dealt is significantly lower
Health reduced
Resistances are rebalanced based on the type and level
Higher minimum spawn level; better level scaling
Legendaries have increased resists/health and drop extra loot
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Gulpers
Damage dealt is significantly lower
Health reduced
Resistances are rebalanced based on the type and level
Higher minimum spawn level; better level scaling
Legendaries have increased resists/health and drop extra loot
Gulpers are slightly reduced in size
Gulper junk loot is balanced better
Angler
Damage dealt is significantly lower Health reduced Resistances are rebalanced based on the type and level
Higher minimum spawn level; better level scaling Legendaries have increased resists/health and drop extra
loot
Vulnerabilities
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Mirelurk Hunters: Torso damage increased to 2.0x up from 1.0x)
Mirelurk Kings: Head damage increased to 3.0x (up from 2.0x)
Mirelurk Kings: Torso damage increased to 1.5x (up from 1.0x)
Mirelurk Queens: Shell damage reduced to 0.1x (down from 0.25x)
Mirelurk Queens: Head damage increased to 1.5x (up from 1.0x)
Deathclaws: External body damage reduced to 0.1x (down from 0.33x)
Deathclaws: Underbelly damage increased to 3.5x (up from 2.0x)
Deathclaws: Head damage increased to 1.5x (up from 1.0x)
Deathclaws: Arms/legs/feet damage reduced to 0.5x (down from 1.0x)
Deathclaws: Tail damage reduced to 0.1x (down from 0.5x)
Radscorpions: Head damage increased to 3.5x (up from 2.0x)
Radscorpions: Stinger damage increased to 2.0x (up from 1.0x)
Radscorpions: Body damage reduced to 0.75x (down from 1.0x)
Radscorpions: Claws damage reduced to 0.25x (down from 0.5x)
Stingwings: Head damage increased to 4.0x (up from 2.0x)
Bloatflys: Head damage increased to 4.0x (up from 2.0x)
Bloodbugs: Head damage increased to 3.0x (up from 1.0x)
Angler: Head damage increased to 1.75x (up from 1.25x)
Angler: Leg damage increased to 2.0x (up from 1.0x)
Fog Crawler: Head damage increased to 2.0x (up from 1.25x)
Gulper: Head damage increased to 2.5x (up from 1.5x)
Wolf: Head damage increased to 3.0x (up from 2.0x)
Loot
In an unmodded vanilla Fallout 4, loot rarity is somewhat unrewarding and boring. Horizon changes this.
Horizon's loot system is very detailed, and covers a large array of containers and NPCs. Many new items are
added to the game to increase the feel that you're in a living world.
Containers often contain more appropriate loot. Locked containers also give more appropriate bonus loot
based on the type of container (safes, ammo boxes, etc.)
Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more
diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such
as tools), instead of just being scrap.
One thing that Horizon strives for, is to make more individual items have an actual (and sometimes more
realistic) purpose now. This in turn makes exploring and salvaging more interesting. You should actually
WANT to explore some cabin because it might have something good in it.
Horizon introduces many new junk items that give more flavor to looting and scrapping. It also finely tunes
the weights and prices of all misc items.
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Loot Changes and Additions
Horizon's loot system contains so many changes, it's impossible to document all of them. Don't let this small
"Exploration" section of the documentation fool you.. the changes to loot in Horizon are a very large part of
the mod.
Many new junk items were added in to add flavor and make it feel more like a living world.
A large amount of containers were completely overhauled to give more appropriate loot, and a much better
(and balanced) distribution of loot.
Junk Items
Many new junk items add flavor and balance to crafting components
Many items that are used in crafting, are now converted to unscrappable parts, such as tools
Creatures have brand new junk items that can be harvested (many require the Hunter perk)
Robots/Synths have brand new junk items that can be harvested (many require the Technologist perk)
Most junk items were given more appropriate buy/sell values.
All junk weights are normalized based on their scrap components
A few recipes that used junk items directly, were converted to use components instead
Loot Containers
Many containers that are used post-war are relabeled, such as "Rusty Safe", "Damaged Ammo Box",
"Tattered Suitcase"
Medkits/mirrors were overhauled, and can contain many brand new and appropriate items
Medkits/mirrors give a large assortment of medical loot that is very carefully balanced
Desks and filing cabinets were overhauled, and can contain brand new and appropriate items
Mailboxes were overhauled, and can contain appropriate items
Gun toolcases have a better chance of having some ammo, and rare chance of having extra
Gun toolcases can contain small bottles of smokeless powder
Vault 111 now contains specific starter items placed around it
The root cellar in Sanctuary now contains a small amount of starter items (these containers do not respawn)*
Too many other things to list..
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Scrounger and Fortune Finder
Scrounger adds more of a realistic "feel" and specific purpose for these perks
Containers that generally have lots of drawers, or hidding spots, have increased gains (filing cabinets, desks,
etc.)
Small containers or containers with little room for searching around, will no longer work (ammo boxes, safes,
coolers, etc.)
Lock breaching
Many players have grown tired of the old lockpicking and hacking mini-games. They were interesting the first
few times you use it, but have become tiring over 3 games. Most players even just bypass it completely,
which removes some of the immersive feel from breaking locks.
Horizon has its own style of breaching locks, which is balanced around the gameplay. There are several
ways to craft lock breaching devices.
General Notes
There are 3 new devices used to break locks (with 2 grades each)
There is 1 new device used to hack terminals (with 2 grades)
Some devices take a few seconds to perform their actions
When a device is activated, the lock is unusable until the device is finished
All devices make loud noises, and aren't supposed to be a stealthy way to open locks
The low grade version of each device is for Novice/Advanced locks
The high grade version of each device is for Novice/Advanced/Expert/Master locks
The system will always try to use your low grade devices first on lower lock difficulties
If you have no low grade devices for low level locks, it will then use a high grade device
Each recipe requires different ranks of "Recipe: Safecracker" which is advanced by finding Tumbler
magazines
Each recipe can also be unlocked by a specific perk, from the perk tree
Some devices can rarely be found in loot
Tier 2 lock breaching recipes won't show up in the Robotics Lab until level 5
There's 1 explosive charge in the Sanctuary root cellar crate as an introduction to the devices
NOTE: Upon breaking into doors that zone into other areas, the act of animating the door automatically
zones you inside (same as normal lockpicking)[1]
NOTE: when more methods of adding Safecracker ranks are introduced, the requirements may increase
Explosive Charges
Used to break the locks for any type of container, safe, or door
This option is accessed while sneaking
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After the charge is set, a small explosion occurs after 5 seconds (doors have a larger explosion)
Explosive Charge I works on for Novice/Advanced locks (requires Safecracker rank 1 -or- Demolitionist rank
1)
Explosive Charge II works on for Novice/Advanced/Expert/Master locks (requires Safecracker rank 4 -or-
Demolitionist rank 3)
Explosives are not guaranteed to break safes, but do have 100% chance on doors and regular containers
Using explosives on safes 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)
Locksmith Tools
A brute force method 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
Locksmith Tools I work on Novice/Advanced locks (requires Safecracker rank 1 -or- Locksmith rank 1)
Locksmith Tools II work on Novice/Advanced/Expert/Master locks (requires Safecracker rank 3 -or-
Locksmith rank 3)
Character animations may be added in the future
Autodialers
These devices are used to specifically break into safes by finding the combinations
This option is accessed 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 -or- Technologist rank 2)
Autodialer MK II works on Novice/Advanced/Expert/Master locks (requires Safecracker rank 5 -or-
Technologist rank 4)
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
Auto-Hacker I requires Hacker Rank 1 -or- Recipe: Hack Attack Rank 1
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Auto-Hacker II requires Hacker Rank 3 -or- Recipe: Hack Attack Rank 4
When you use the option on a terminal, it will takes some time to hack in, displaying messages
Will not work on terminals that cannot be hacked and require a password
1. Jump up↑ I may try to see if there's a way around this, without losing the door animation. I never liked how
even normal lockpicking does that too.
Crafting
Many new objects and devices are created in Horizon, in order to extend gameplay and to expand settlement
building.
Horizon also introduces many new crafting components, to fill gaps in the crafting system.
1. The first thing to always keep in mind, is that some recipes have 2 perks listed, but it doesn't mean that it
requires BOTH. Some items can be crafted if you have just one of the perks. Unfortunately, the UI does not
know the difference, so it's not clear. However I don't want to remove this feature as it allows more versatility
to crafting recipes.
2. Another note, make sure you're using the newest version of DEF_UI if you want scrollbars. The older
versions don't have a scrollbar for the ingredients required, so it's not immediately apparent if there's more
than 5 ingredients needed.
Contracted work
There's a special category called "CONTRACTED WORK" in the Tech Lab (and the Weapons Lab too.)
This category allows you to bypass the perk requirement for crafting certain objects. But it comes at a cost..
normally requiring caps and extra ingredients. The concept is that a skilled artisan makes the item for you
(i.e. could be a settler, or someone from a major town, etc.) if you lack the skill to make it yourself.
Some of these recipes require that you have ranks of "Recipe: Tricks of the Trade" which are acquired by
finding Junktown Vendor magazines. This essentially allows you to open up more trading relations.
Take note, that if you have the skill to craft any of these objects, you should look for the "real" recipe located
in another category, and NOT use the contracted work one. The real recipes are often cheaper and more
efficient.
Disassembly
Certain items that are purposely flagged as unscrappable tools or parts (so they aren't accidentally
scrapped), can still be scrapped from this category manually if you wish.
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In the Weapons Lab, this consists of all the possible types of ammo/explosives you can break down into
components.
There is a new system for dealing with scraping weapons and building turrets (and other items and objects.)
Scraping weapons is supposed to actually feel much more beneficial.
When you scrap weapons, you receive components called "[weapon type] Weapon Parts." This is IN
ADDITION to normal materials you receive when scraping a weapon.
Weapon parts can also come from damaged weapons (junk items.)
You can deploy Settlers on missions to bring you back useful supplies. To do that, you need to:
Settler Skills
All settler skills start at 0 and increase by 1-2 per failed mission of that type and 2-4 per successful mission.
The base success rate of mission varies, but it's usually 45-50% and it's increased by 1% for every 2 skill
points. Once a skill reach a value above 79, it starts decaying by 2 every day, so missions must continue
actively in order to maintain a high settler skill.
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Settler skill also determines the quality of rewards, divided into three tiers: 1-39, 40-80, 80-100.
At low skill levels, the risk of failure is great and the quality of rewards is low, so it is best to think of the
materials spent on early missions as an investment for the future rather than expect an immediate payoff.
Job list
Militia
Scout
2 Military kits, brings back ammo crafting supplies, ammo, weapon parts, water, XP items, military kits.
Assault
6 Military kits, brings back ammo crafting supplies, XP items, sometimes settler recruitment radio and more.
Hunter
Hunt wildlife
1 Supply Kit, brings back meat and animal loot.
Gather wild plants
1 Supply Kit, brings back wild plants (both domesticable and not), XP items.
Fish
1 Fishing rod, brings back fish.
Engineer
Craft devices
1 Tool kit, yields various devices including turret deployment parts, unlockers and micro-drones. Also random
junk.
Research project
3 engineers, 3 Tool kits, yields manuals and rare alloy items.
Technician
Scrounge
1 supply kit, brings random junk, tools and other minor loot, possibly some literature.
Salvaging run
3 Technicians, 3 Supply kits, appliance parts, a lot of basic circuitry, building materials, junk.
Entertainer
Write a book
100 caps, yields approximately double amount of caps + manuals?
Perform in a major settlement
100 caps, yields approximately double amount of caps + possibility of XP items, vendor contracts and settler
recruitment radio.
Craftsman
Salvage junk for weapon parts
1 Tool Kit, yields random weapon parts and associated items like screws.
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Salvage armor (?)
1 Tool Kit, yields armor crafting items, rarely including ballistic fiber
Crop production
Crops are produced each production cycle based on total crop rating. You get 1 crop per cycle for every 20
rating that crop has, and fertilizer doubles that production.
Fertilizer
Fertilizer can be added at the resource station to double crop yields. Each extra crop consumes one stored
unit of fertilizer. If you wish to only spend fertilizer on certain crops, you can set which are fertilized in the
resource manager menu as well.
Crop rating
Every plant you build has a crop rating'. Special Horizon plants which are bigger give +6 rating compared to
vanilla ones, but they can't be harvested manually. Vanilla plants can be harvested manually but can yield
junk items instead of crop and have a lower rating of just 0.5
Crop stability
Since it's hard to detect whether planted plants are worked, plant production is affected by crop stability. If
75% of your crops are worked, at the end of production cycle you will receive 75% of normal harvest. There's
slight leeway so if only a small fraction of plants are not worked, crop stability will still be 100%.
Purified water
Purified water is a vital part of Horizon diet. It's one of few hydration items that does not give you rads. It's
also an ingredient of Military kit and Supply kit and other useful items.
Obtaining
Production of Purified Water bottles now requires "Water Purification Units", which are separate from pumps
that give water. They are found in workshop menu under Architect -> Production.
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Currently, there's no requirement that the purifiers must be placed in the same settlement as your water
pumps
Crafting a Purification Unit requires 1 "Purifier Module" (see below)
In Desolation mode the crafting requirements are much higher
Water Purification Unit (Compact)
This unit is engineered to be more compact, but requires a higher Workshop Tech Level (4 in default, 6 in
Desolation)
Requires the same parts that the standard unit requires
Gives the same benefits the standard unit does, but with a smaller footprint
Purifier Module
This item is used for building Water Purification Units
Modules can be crafted in the Tech Lab by having Workshop Tech Level 2 (Desolation Mode requires Tech
Level 7)
Modules can sometimes be found on DC or GN general vendors (not in Desolation Mode)
After completing the Graygarden quest you will get mail with 1 Purifier Module
Earning "Local Leader II" perk and reaching level 15 will send you a mail with 1 Purifier Module
Earning "Settler Skill: Engineering II" will send you a mail with 1 Purifier Module
Caravan travel
Caravan travel allows you to fast-travel between settlements at the cost of Supply Kits. One kit gives 30
Supplies, one travel will cost at most 10 Supplies, depending on distance travelled.
To use caraven travel, build a Caravan Hub or Caravan Radio in a settlement, use it to add supply kits (or
caps at extortionary rate), and travel to another settlements.
Special hubs allow travel to them once you unlock them, then save and load the game.
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[fallout:Goodneighbor Goodneighbor]
Located in Memory Den near the cashier. Complete [fallout:Big Dig Big Dig] or [fallout:Art Appreciation Art
Appreciation] and reload game to unlock.
Railroad HQ
In the back near the mattresses. Activated once you gain entry.
Nuka World
Unlocks when completing "All Aboard". There's a Caravan Radio to the left of where you spawn into the
entrance
Production cycle
Production cycle normally occurs every day at 00:00. At the end of cycle, some of your Maintenance
kits, Fertilizer and Liquid fuel stored in Resource stationare used up to produce goods.
Vendors
Settlement vendors in Horizon are harder to build, but upgrade automatically and provide more easily
collected income.
Building
Building a basic vendor shop requires a vendor contract. One is received for free in the mail soon after you
build some settlement, and more can be bought from various vendors.
Upgrading
At level 0, vendors give no income. To upgrade them, upgrade your Trading level and your vendors will
upgrade automatically.
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Other vendor buildings
Collecting income
During production cycle vendors produce vendor credits, which can be redeemed for caps via Market trading
terminal. This lets you collect income in centralized way from all supply-linked settlements without visiting
them. Market trading terminal also allows you to obtain things using vendor credits as payment for good or
service.
Troubleshooting
Common problems with Horizon
Vanilla problem. Only so much you can do with regard to vertical pathing.
It's a small metal post to the left of door that leads to DC.
Raiders (or other NPCs) are taking way too many bullets to kill, sometimes a full clip. I don't like this type of
bullet sponge gameplay. Is this really how Horizon is supposed to be?
A lot of people play Horizon because it removes a lot of bullet sponge gameplay.
You either: A> Have mod conflicts or installation problems. B> You're trying to snipe them with a gun from
WAY outside the weapon's range. C> You're missing a lot.
(There is, of course, the chance that occasionally specific NPCs in Horizon aren't setup properly or bugged,
but usually this isn't the problem.. especially in the first few levels of gameplay.)
This video by SeriousCreeper is a very good demonstration of how your Horizon should play at level 1. If
your playthrough doesn't look anything like this, your mod installation has conflicts or issues.
Another problem some players don't account for is WEAPON RANGE. In Fallout 4, if you try to hit a target
further than the weapon's range, it will do LESS and LESS damage the further out. Don't try sniping people
at level 1 with a unmodded pipe gun from 70 yards away. It's BAD!
For reference, this is roughly (but not exactly), how level 1 should be:
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Radroaches in Vault 111: Should die in 1 baton hit, as long as you have 2 or 3+ strength.
Bloatflies/Radroaches in Sanctuary: Should die in 1-2 hits, although some players report that Sanctuary
spawns are a little buggy, and sometimes have extra health.
Molerats: Should die in 2-4 hits average with a baton or pipe gun.
Raiders in Concord: One single headshot from a .38 should drop their health to roughly 15-20% health. A
10mm round may actually 1-shot them in the head, depending on the type of raider. Raiders should only take
a few bodyshots as well. Realize you are using low caliber rounds. As you level up, you'll often 1-shot most
humans with headshots when you get higher caliber and more powerful weapons.
As you level up, you'll often 1-shot most humans with headshots with the proper weapons. You also can't
expect to always 1-shot enemies wearing armor and helmets. Enemies like Gunners often have higher
armor.
If this doesn't match your experience, then something is wrong with your mod setup.
Enemies are hardly damaging me at all. I can stand there in Concord and raiders can't kill me
Same thing as above. While your health bar IS higher (on average) in Horizon, and you can take a few extra
hits more than normal.. you'll notice in the video that even the raiders there can chew you down in a short
amount of time.
Unless you have some type of mod-created heavy armor on, you can still die fairly easily if you aren't careful.
Especially since healing is very limited.
Unfortunately, it's probably not due to Horizon, so you're going to need to figure out what other mods you
have installed, and what they are doing. Anything that changes damage multipliers, or armor, may be
causing problems.
Horizon has a VERY VERY LARGE amount of gameplay additions to the game... you may even be able to
remove mods completely if they aren't doing much, or you don't even know why you're using them.
Otherwise, some mods may need patches to operate correctly. In some cases, players have already made
patches (which is awesome), but always be aware that any patch NOT made by me could be outdated or
imperfect
I'm seeing blank icons for some of the Horizon settlement crafting objects
This almost always means either: A> Your Fallout 4 isn't setup properly for modding. B> You upgraded
Horizon, and the files didn't get overwritten properly.
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When upgrading from the mod manager, always make sure you FULLY uninstall the mod first, before trying
to install it again. Or the mod manager might see the files there and not allow the new version to overwrite
them.
I've also heard that NMM sometimes has problems too. You may need to manually copy in some of the files
from the zip file if this happens.
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