Gear Checklist 1.4.2

  • Updated Just Loot Menu support to newer versions (changed event ID from JMASelectedItem to JAMSelectedItem).
  • Bumped required xNVSE version to 6.20+.

Bottle Rinse Repeat 3.0

  • Revised interaction process. Instead of adding another menu, the mod overrides water source activation, if the player has any empty bottles or upgradeable items in their inventory. Once bottles are filled or the player has none, the prompt changes to vanilla.
  • Brahmin Milk restores health like water does. Added support for the Camel of the Mojave perk.
  • Due to its high availability, Irradiated Water is now considered worthless and costs the same as an empty bottle.
  • Reworked Vault 13 Canteen mechanics, now it works as a replenishable quest drink.
  • Scripted water sources get activated when filling bottles (for instance, the water pump in Freeside).
  • Skips filling bottles with poisoned Aqua Pura in DC.
  • Full refactoring and optimization, improved savegame footprint.

FNV Diagnostics 1.5.1

  • Updated UIO recommendation to version 2.20. Recommends updating UIO, when it fails to load, as it most likely would be 2.09 or earlier with missing VC++ Redist 2013.
  • Skips the Alt+Tab test in windowed mode without OneTweak.

FNV Diagnostics 1.5

  • Suggests to install Visual C++ Redistributable 2013, when UIO fails to load.
  • Finds stray DLL files in the game directory, Data, Data\NVSE, and Data\NVSE\Plugins.
  • More detailed xNVSE and JIP LN installation instructions.
  • Added ShowOff NVSE Plugin to the list of detected plugins.

Hardcore Helper 2.3

Version 2.3

Added support for modified hardcore stages.

Version 2.2.4

Do not run the MCM quest in GameMode.

Version 2.2.3

Fixed default settings.

Version 2.2.2

Persistent settings via JIP’s auxiliary variables.
Proper Aqua Pura support.

Version 2.2.1

Fixed mergeability, MCM menu no longer breaks in a merge.

Version 2.2

Options moved to MCM.
Tweaked drinks and uppers order.

Version 2.1

Better sorting performance (fixed initial lag).

Version 2.0

Hardcore Helper now requires NVSE and JIP.
Food consumables are indexed and sorted automatically.
Hardcore Helper 2 is no longer sold by vendors and is available from the beginning.
The options menu works directly from PipBoy.

FNV Diagnostics 1.4.6

Version 1.4.6

Expanded the list of detected NVSE plugins.

Version 1.4.5

Writes load order to fnvdiag.log.

Version 1.4.4

Updated DLL versions.

Version 1.4.3

Removed no longer needed Cyberware and xNVSE warnings.

Version 1.4.2

Added support for Vortex archive invalidation.

Version 1.4.1

Due to not-so-positive reports on bUseD3D9Ex=1 in NVTF, suggests OneTweak as an alternative.

Version 1.4

Suggests solutions to non-working Alt+Tab with NVTF and/or NVR.
Finds inconsistencies in SArchiveList.
Detects missing automatic archive invalidation.
Warns about conflicting bModifyDirectXBehavior in NVTF and MemoryManagement in NVR.
Warns about enabled antialiasing, anisotropy and water displacements with active ENB.
Suggests installing of NV Compatibility Skeleton, when multiple skeleton changing mods are found.
Disabled the ESM checksum test, will be posted as a separate file.

Version 1.3.3

Target specifically the retail version of libvorbisfile.dll
Corrected wording on some recommendations.

Version 1.3.2

Removed the Solid Project warning.
Fixed NVSE detection, when a save was made with FNV Diagnostics active. (If you did save, make a clean save without it and re-run it.)

Version 1.3.1

Offer file verification only for English version of the game.

Version 1.3

Optionally verifies ESM files by their MD5 checksum.
Warns about non-standard uGridsToLoad (should be 5).
Detects OneTweak and Book Menu Restored.
Detects DLL libraries, existing on disk, but not loaded.
Added a notice about minor incompatibility of NVR and NVAC.
Added more problem solvers for Project Nevada.
Load order warning is triggered only by main DLCs.
Checks for existence of the main TTW files in Data.
Checks for TTW being updated to the latest version.
Fixed hard dependency on JohnnyGuitar NVSE.

Version 1.2.2

The Recompile All test requires JohnnyGuitar, moved to conditioned execution.

Version 1.2.1

Fixed link in the MCM Bugfix error.

Version 1.2

Check mods for traces of Recompile All in GECK.

Offer alternatives to Project Nevada.
Warn about incompatibility of TTW and optional components of Project Nevada.
Check for PN leftover file, automatically included by UIO, which prevents Cyberware from working.
Check for existence of vanilla BSA files.
Detect YAPR – Yet Another Pipboy Remover.

Version 1.1

Check for incorrect masters order.

Version 1.0.1

Added NVSR warning.

Version 1.0

Initial release.

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.