Chill Companions 1.3

Version 1.3

Companions move closer, if they get too far in large interiors.

Version 1.2

Probably, works with any companions now, vanilla, mod-added, and force-recruited.
Creatures use a ‘wander’ package, as they usually have no interactions with humans or furniture.
Completely skips robots, though. Wandering robots are weird.

Version 1.1

Added support for Niner and Russell.

Version 1.0a

Initial release.

Stash Organizer 2.1

Version 2.1

Renameable containers.

Version 2.0

For a small fee, send your items between different stashes via Mojave Express (Configure -> Send items…).
Homes can be renamed now.

Version 1.9

Asks what to do with items, if container is not empty.
Uses GetIsPoison instead of homebaked poison detection.
Added custom item prefixer, enabled via the optional file.

Version 1.8.1

Fixed returning of crafting supplies to multiple containers.

Version 1.8

Pulls crafting supplies from companions’ inventories as well (and puts them back). This feature is enabled everywhere, not only in player homes.
Added support for Sierra Madre vending machines.
Pulling supplies for crafting now supports workbenches of all types, including mod-added ones, if there are any.

Version 1.7.1

Automatically keep items, pinned in Just Weapon Hweel.

Version 1.7

Reorganized weapons retrieval, split filtering weapons by type and skill into separate menus.
Better support for room themes and upgrades.

Version 1.6.1

Restore player’s equipment on closing the keep/remove list.
Added a workaround for a bug in RemoveItemTarget, causing armor effects to get stuck on the player.

Version 1.6

Campfire supplies became “Raw food” – covers all food, included in campfire recipes. The “Food” category became “Cooked food” – final form of food, ready to eat or sell.
Workbench and reloading supplies are no longer sorted as a subset of all form types, they are now a subgroup of misc items. To retrieve crafting supplies of all form types, use the “Retrieve” dialog.
Added support for exterior cells, owned by the player.
Unarmed, melee, and energy weapons are now grouped by skill instead of equipment type.
Removal of multiple items from keep and remove lists worked incorrectly.
Ingestibles, restoring limbs and removing venoms, are now considered Meds.
bUseWASDAsArrowKeys of lStewieAl’s Tweaks is now a recommended option. To accomodate closing dialogs with Tab, the “Back” buttons have been moved to the bottom of dialogs.
Refactoring and de-duplication in sorting functions.

Version 1.5.2

Added optional unburdening review (thanks, IDontEvenKnow).
Fixed magazine removal.

Version 1.5.1

Do not include magazines in food inventory sorting.

Version 1.5

Clear or do not add custom item destination, when the item is placed manually into its category destination.
Show number of custom item destinations in the slave container menu.

Version 1.4

Automatically keep ammo for weapons in the ‘Always Keep’ list.
Improved meds sorting, now it includes food and chems with the Medicine flag.

Version 1.3

Mark containers as ignored.
Overview and delete item-specific destinations from container menu.

Version 1.2.1

Keep Vault 13 Canteen by default.
Do not show the tutorial corner message until character generation is finished.

Version 1.2

Added support for poisons.

Version 1.1

Added quick ammo retrieval for all carried weapons.
During unburdening, keep ammo for hotkeyed weapons as well.

Version 1.0.1

Fixed: One item could be left out during batch retrieval.
Fixed: Do not include magazines in food retrieval.

Version 1.0

Initial release.

Working Vending Machines 1.2.1

Version 1.2.1

Vending menu might not appear, if a vending machine was in the same cell as the player on game load.
Improved exclusion of Liquid Nitrogen and Coolant Component from the vending menu (TTW).

Version 1.2

Added option to disable vending for Nuka-Cola and SS machines. This allows to use depending mods without the main feature.
Use the current container’s open and close sounds instead of only Nuka-Cola machine sound.
Depending mods may customize markup and repair requirements (if repairing is enabled).
The repair button is not shown, when requirements are not met.
Switched to JIP Script Runner for mod initialization.

Version 1.1.4

Better interoperability with the exclusion list.

Version 1.1.2

Added exclusion formlist.

Version 1.1

Added randomly broken machines and their repair.
Machines now give change.
Added MCM options: break-ins, broken machines, repairs, base barter skill.
Adapted internal functions for use on NPCs as well.
Removed hard dependency on DLCs (they are still fully supported).

Version 1.0

Initial release.

Enhanced Vision 1.3.1

Version 1.3.1

Fixed cycling MCM quest.

Version 1.3

Added power consumption options.
Improved compatibility with Hazmat darklight cowl.
Moved all quest stages to UDFs.

Version 1.2

Added support for additional equipment slots: Hat, Eyeglasses, Mask.
Added support for multiple equipped items.
Removed universal option for Power Armor, each new kind must be activated separately.
Upgrade price is calculated using standard barter equation, accounting player’s skill.
Excluded most casual headwear.

Version 1.1

Implemented upgrades via the MCM panel.
Added support for Gopher’s Advanced Recon Thermal Nightvision.

Version 1.0

Extracted and refactored Enhanced Vision from Project Nevada.
Updated: No running quests in idle mode.
Updated: All PA helmets got night vision support.
Updated: HUD now shows all remaining energy cells in inventory plus one cell in the EV device. Zero seemed a bit confusing.
Updated: The Spotter and Search and Mark perks now work with enhanced vision, too. They were intentionally disabled with an EV mode activated, but I haven’t found any reason to do so, they work ok together.

Cyberware 2281 1.3.3

Version 1.3.3

Replaced buggy LeveledListAddForm with a hard leveled list edit.
Added full list of implants and their effects to the in-game note.

Version 1.3.2

Added a message about conflicting pnximplants.xml from PN Cyberware and a dummy file, overriding it.

Version 1.3.1

Fixed: AR Scanner could get stuck in scanning mode.
Fixed: On turning off EM vision, highlighting stayed on objects for a few seconds.
Fixed: EM vision highlights traps and terminals instead of all activators.
Fixed: Any MenuMode resets AR scanner immediately.

Version 1.3

Proper highlighting with EM vision – robots, power armor, traps and energy weapons.
AR Scanner: fixed the scan prompt in DarnifiedUI.
Scripted barter flags for Pinkerton. Fixes his inventory for users insisting on making broken bashed patches.
Show Sawbones’ map marker only if it was repaired.
Fixed Old Lady Gibson’s inventory, when she is outside.
Hide the cybernetic surgery topic until the player starts the quest (or acquires implants by other means).
Moved all conversations under a dedicated quest. This allows non-doctors to perform surgery (Pinkerton, for instance).
Published a patch for B42 Quickthrow 3.1b.

Version 1.2

Added: Click on an implant in inventory shows its description (thanks, DarianStephens).
Added: Kinetic Accelerator for legs is back. Now it increases running speed by 10% (20%, when installed on both legs).
Fixed: Overlapping interaction and scan prompts in AR Scanner (now reuses vanilla prompt instead of adding another one on top).
Updated: Significantly improved compatibility with other mods, modifying OWB. Specifically, JSawyer overhauls and Universal Patch Plus.
Updated: Perks Spotter and Search and Mark are no longer deactivated during Bionic Eyes vision modes. They work ok together.
Updated: AR Scanner continues reporting after moving crosshair from the target until zoom out or a new report.

Version 1.1

Updated: Kinetic Accelerator for arms now increases reload speed by 10% (20%) and melee attack speed by 5% (10%).
Updated: Assigned merchant container to Pinkerton via the XMRC attribute.
Fixed: Doctor Usanagi still gave perks along with implants.
Fixed: Start introductory quest when an implant is first bought.
Maintenance: Cleaned up leftover XML from HUD (caused incorrect Project Nevada detection).

Version 1.0

Decoupled Cyberware from Project Nevada.
Refactored all continuously running scripts to utilize events.
Forwarded YUP fixes.
Removed built-in MCM, now uses external MCM.
Removed dependency on pn_nvse.dll.
Detached scripts from implants, weapons, and surgery manual.
Lowered implants weight to 0.5 lbs.
Merged in implant textures from Project Nevada – Extra Options.
Significantly lowered barter value of implants.
HFP/EMP implants: slow recharging replaced with MF breeder ammo, lowered max range, changed required skill to Energy Weapons.
Removed implants, depending on the PN Sprint feature: Wired Synapses and Kinetic Accelerator for legs.
Quest markers to trainable surgeons only appear, if player has a surgery manual in his inventory.
In Goodsprings Schoolhouse, moved surgery manual from the safe onto the cupboard in order to trigger introductory popup and quest properly.
Automatically start I Dream of Electric Sheep, if the mod was installed mid-game and user has been given implants to install.
Moved AR Scanner prompt lower, so it does not overlap with the talk prompt.
Trigger Adrenaline Booster with SetOnRagdollEventHandler instead of death token (while in inventory, it uncontrollably runs every frame for unknown period of time).
Store trained surgeons in a form list instead of assigning each one a global variable.
Thanks to Lutana (now part of JIP LN NVSE), we can manipulate perk ranks in runtime. Replaced separate perks for each implant level with multirank perks.
Refactored implant descriptions: instead of hardcoded icons and association with messages, implants have corresponding metadata BOOK items.
Added the persistence flag to missed TTW merchant containers, so they would respawn properly.

Water Breathing Tweaks 1.2

Version 1.2

Now uses a separate water breathing effect specifically for armor.

Version 1.1.1

Fixed disappearing right hand when Rebreather is equipped.

Version 1.1

Automatic support for third-party Power Armor helmets.

Version 1.0

Initial release.

Skill Book Checklist 2.0.2

Version 2.0.2

Fixed the scrolling issue in MCM, affecting other mods.

Version 2.0.1

Improved book notifications: skip disabled books and containers, skip non-dead companions, added a workaround for incorrect book count, reported by NVSE.

Version 2.0

Full refactoring and optimization: faster cache init, faster lookups, less data saved in the NVSE cosave.
Added support for unlisted and mod-added books via the Uncategorized group.
Added Just Loot Menu support.
Moved the HH workbench books to Uncategorized.
Filtering by book now uses grouping by worldspace, too.
Added support for That Lucky Old Sun, will appear in Uncategorized.
Sidebar menu items now may be used as return buttons.
Skip dropped book references.
Automatically mark Grognak the Barbarian with TTW Quick Start.
Patched MCM for proper line count before showing the down arrows.
Show stats by book in the book list.
Show hint with number of books in the locations list.
Fully modular book database, the mod can be used even without it.

Version 1.2.2

Fixed: Descriptions of books, appearing after the Head of State quest (thanks, akanelove).
Maintenance: Do not run the MCM quest in GameMode.
Maintenance: Moved messages from hardcoded strings to MESG entries for easier localization.
Maintenance: Proper Darnified UI detection.

Version 1.2.1

Fixed exception on the first book pickup.

Version 1.2

Added support for the Honest Hearts workbench crates.
New location browser.
In two-column mode, long list items are cut to fit them without overflowing.
Fixed duplicate Hubric Comics hint.

Version 1.1

Fixed Loot Menu compatibility.

Version 1.0

Initial release.

Gear Checklist 1.4.1

Version 1.4.1

Fixed compatibility with Skill Book Checklist.

Version 1.4

Excluded some unobtainable items. The list is not comprehensive yet, but it’s a start.
Store data in less cumbersome JIP’s RefMap arrays instead of ordered arrays.
Show progress stats in panel subtitle.
Fixed phantom items on the last page in MCM.
Improved compatibility with Just Loot Menu.
Two-column mode and new item notifications are enabled by default (but still togglable).

Version 1.3.1

Fixed: Compatibility with rogue price-changing mods.
Updated: Do not run MCM quest in GameMode.

Version 1.3

Improved Loot Menu compatibility.
Condensed item list, show more items per page.
Trim long item names.
Fixed exception, when the player has no gear.

Version 1.2

Two-column mode made optional.
Fixed compatibility with Skill Book Checklist.
The mod was renamed to Gear Checklist.

Version 1.1

Added optional notification about newly found items.
Renamed the armor section to “Apparel”.

Version 1.0

Initial release.

Bottle Rinse Repeat 2.0.1

Version 2.0.1

Controller compatibility.
Fixed minor interference with Loot Menu.

Version 2.0

Added realtime bottling menu.
Vault 13 Canteen now works as a refillable container.
Removed draining bottles by holding Left Alt – replaced with Middle Click.
For item distribution, switched to hard edits for the time being. This required publishing of two version, with and without TTW support.
JohnnyGuitar NVSE added as a hard dependency.

Version 1.4.2

Filled milk bottle model by 5iv/Jokerine/Heaven.
LeveledListAddForm in MenuMode 4 doesn’t play well with Heap Replacer, moved it to PostLoadGame.

Version 1.4.1

Release hardcore version as a separate file.

Version 1.4

In Hardcore mode, player receives water one level lower than in the source.
Drain bottles with middle click.

Version 1.3.2

Verify, that the perk has been added, on game load.

Version 1.3.1

Switched from effect to SetOnUseAidItemEventHandler: fixes disappearing Well Rested effect, removes the ‘Bottle’ effect from pipboy.

Version 1.3

Reverted Empty Soda Bottle name back to default: renaming appeared to be not very lore friendly.
Proper bottle sounds with transparent support for Immersive Pickup Sounds.
Brahmin’s Milk renamed to Brahmin Milk: a) Moira Brown calls it that, b) for consistency.
Empty bottle prices set to 1 cap.
Carried over form list fixes from YUP/TTW.
While milking, Brahmin Milk trumps Dirty Water and below.
Milk Bottle renamed to Empty Milk Bottle for consistency.
Buffed up Brahmin Milk stats.
The mod now requires all 4 main DLCs.

Version 1.2.1

Switched back to more compatible perk-based menu.

Version 1.2

Added brahmin milking.
Filling a bottle now requires a bottle cap.
Activators (sinks, valves) open menu by default.
Another experimental menu hook.

Version 1.1

Replaced perk with event-based menu.

Version 1.0

Initial release.

Auto Unlock Lite 1.4

Version 1.4

Added support for bPickLocksWithoutSkill = 1 in lStewieAl’s Tweaks.

Version 1.3

Replaced sneaking with holding Left Shift for normal activation.
Even lighter execution, the quest starts only when needed.
The mod has been renamed to Auto Unlock Lite.

Version 1.2

Fixed case when player is out of bobby pins.
Added option for normal activation while sneaking.
Added optional recipe to craft bobby pins from scrap metal with customizable output.

Version 1.1

Added MCM menu with bobby pins toggle.

Version 1.0

Initial release.

Unfound Loot 1.0rc1

Version 1.0rc1

Removal of equipped weapons now affects dropped weapons as well.
Added the disintegration modifier, 2 by default.
Removal on disintegration/gooification does not skip equipped gear.
The Meds group now includes chems and food with the Medicine flag.
Changed default ammo modifier for actors from 0.6 to 0.3 (a bit more ammo for the player).

Version 1.0b11

Skip persistent containers.
Fallback to vanilla values, when max weapon/armor condition is set to 100%.
Whitelisted Taft Tunnel (TTW).

Version 1.0b10

Whitelisted vault suits for Sarah Weintraub.

Version 1.0b9

Added saving settings to an INI file.
Linear ammo and caps scaling. Updated default settings to reflect this.
Mod-added containers are now skipped, if their reference is foreign (previously checked for their base form, too).
Do not skip modded weapons. All existing solutions add them en masse and have their own chance settings.
Automatically cut removal chance of trash with weight in half.
Full-scale luck modifier – enables luck influence on base removal chance from 0 to 100%.
Mod-added items in containers and on NPCs are now processed normally (this does not concern world-placed items).

Version 1.0b8

Mojave Train Travel Redux compatibility fix.

Version 1.0b7

Split ingestibles into four categories by native equip type: Chems, Meds, Food, Alcohol. Each category can be now customized separately.
Default settings remove more food from the world and less food from NPCs.
Condition reduction applies to locked and scripted containers as well.
Added checkbox for skipping locked containers.
Added checkbox for breakage on decapitation.
The Luck option is back as a checkbox.

Version 1.0b6

Added separate death items list. Automatic support for perk-added death items with GetNthPerkEntryForm, fixed in JIPLN 55.45.
Skip weapons with attached mods (hardly ever happens in vanilla, just in case if mods fixed that).
Default max armor/weapon condition set to 40%.

Version 1.0b5

Skip the player on death.

Version 1.0b4

Fixed: Skip companions on death.
Switched to SetJohnnySeenDataEventHandler for cell tracking.
Switched to SetJohnnyOnLimbGoneEventHandler for instant decapitation detection.
Bumped JohnnyGuitar NVSE requirement to 3.05.
Removed corpse cleaning – creates more issues than removes loot. (Corpses are actors, placed in cells already dead.)
Experimental: Skip containers with the OnActivate scripts instead of scripted altogether.
Added plugin version checks on startup.

Version 1.0b3

Fixed cyclic quest restarts.

Version 1.0b2

Switched to the new SetJohnnyOnDyingEventHandler for instant death handling.
Whitelisted Finger of Fugitive from Regulators.

Version 1.0b1

Refactored settings storage from quest to global variables.
Helmets now break on decapitation.
Reorganized and simplified control panel.
Whitelisted Gold Ribbon Grocers and Sierra Madre Vault, delisted Gold Bar.
Removed controls and set to “always enabled” luck and skill modifiers.
Owned items are always skipped (back to PN-EO way).
Mod-added items are now processed by certain set of rules instead of generic modifier.
Disabled limb factor in NPC cleaning. Does not work with instant OnDeath handlers, limb data is available only after an actor stops ragdolling.

Version 1.0a13

Whitelisted BoS dogtags.
Excluded scripted corpses from cleaning (fixes disappearing Fat Man in Chevy Chase, DC).
Implemented processing queue for buffered cells, they are no longer stored in NVSE data.

Version 1.0a12

Reverted chance calculation with modifier 1.0+ (what the hell was I thinking?).
Removed checkbox “Mark as Safe”, useless with IsCellVisited. Same thing is achievable with disabling World Items reduction and visiting the cell.

Version 1.0a11

Updated: Do not reduce health of quest items.
Updated: Added the “No AI Acquire” flag to the Radiation Suit in the Hidden supply cave.
Updated: Capped lowest item health at 1 percent and 1 point (was 1 percent). This makes all items to remain equippable.

Version 1.0a10

Fixed: Player ownership detection (the player variable is playerRef’s alias in runtime, duh!)
Updated: Check for player faction ownership as well.
Updated: DLC-added items are no longer considered mod-added. This includes TTW, too.
Updated: Skip world-placed items with the “No AI Acquire” flag set.
Maintenance: Less cumbersome bootstrap. (The PostLoadGame event does work, it’s just the print function is silent in it.)

Version 1.0a9

Updated: Chance modifiers are now linear, allowing max removal chance to go beyond 100%.
Fixed: Reducing chance for world-placed stacks was inverted.
Fixed: Chance modifiers for weapons and ammo were mistakenly swapped.

Version 1.0a8

Skip disabled containers, and containers with the “No AI Acquire” flag.

Version 1.0a7

Added safeguard from rogue-value changing mods, breaking MCM.

Version 1.0a6

Added optional removal of equipped weapons.
Fixed detection of equipped armor.

Version 1.0a5

Added second safeguard to not touch live NPCs.

Version 1.0a4

Fixed upgrade procedure.

Version 1.0a3

Reduce item stacks (mostly ammo) instead of removing them as a whole.
Added separate removal chance for world-placed money.
Whitelisted Dead Money gold bars.

Version 1.0a2

Skip scripted misc items.
Skip zero value misc items (instead of <= 1).
Misc items whitelist.
Ingestibles whitelist.

Version 1.0a

Complete refactoring.
Event-based processing: no scripts running in GameMode, all cleaning happens on cell enter and on death.
Loot Menu compatibility.
Uses native seen data for cell tracking instead of form list (thanks to TrueCourierSix for IsCellVisited and GetBufferedCellsAlt!), reducing savegame bloating.
Fixed unique item detection (worked only for current session).
Added MarkForDelete to disabled world items per standard recommendations.
Skip cells and containers owned by the player or a vendor.
Skip containers with notes.
Skip scripted and locked containers.
Container items follow the same chance settings as world items.
Health reduction now affects equipped and dropped gear as well.
Health reduction does not affect mines and throwables (prevents degrouping in inventory).
Added global health limit for all gear (effectively, incorporating Extremely Degraded Weapons and Armor), including world items.
Mod-added and owned item chances now work as removal chance modifiers instead of separate chance values.
Experimentally, misc items with value below 2 caps are always skipped.
Walk through cell items in a single pass with the 201 meta-type.
Proper array/string variable nullifying.
Removed clothing removal (unused in NV/FO3)
Removed weapon mod removal (no references in the world).
Removed parent reference check (did not work anyway).
Fixed skill factor in NPC delootifying.
Removed cause of death factor (GetCauseofDeath is too unreliable).
Added max value limit to NPC delootifying.
Verify form origin by its base form.
Replaced custom debugging with NVSE-native debug mode.

Weight Rebalance Framework 1.0.5

Version 1.0.5

Improved data validation.
Fixed Courier’s Stash references in the recommended preset.

Version 1.0.4

FNVEdit script: Copying of large dumps to clipboard failed, replaced it with writing to file.
Fixed copying of unchanged values.

Version 1.0.3

Fixed quest delay.

Version 1.0.2

Updated the FNVEdit script, now asks to copy only changed weight values.

Version 1.0.1

Fixed Windows line breaks in presets.

Version 1.0

Initial version.