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Mikado - customtemplar - TheSoundOfSnow - Babaloo321

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Babaloo321

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About this mod

Total overhaul of Wasteland Imports by Mkdo40. Fixes, tweaks, new junk items, poisoned throwing weapons, and much more! Uses RobCo Patcher to add to vanilla Leveled Lists and Form Lists.

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Wasteland Imports Reloaded is a plugin replacer and overhaul of Wasteland Imports - Goodies from all across the Wasteland... by Mkdo40.

Among other things, this mod changes the original method of adding to the Leveled Lists and Form Lists in favor of using RobCo Patcher by Zzyxzz, at least wherever possible.

For this reason, this mod will not work correctly without RobCo Patcher installed.

This mod uses the WI replacer from Optimization Patches Collection as a base for it's changes which, itself, uses the latest version of Wasteland Imports (v1.52.1) as a base for it's changes. This means that there are no needless balance tweaks to perks or anything else that deviates from the mod's original intentions.

          FILES                                                                                                      
Wasteland Imports Reloaded:
Main File, contains most of the changes.

WIR - Nuka Cola Addiction:
Makes all Vanilla, DLC, and Wasteland Imports Nuka Cola beverages slightly addictive.
Chance of addiction is 3%, compared to Alcohol, which is 5% in vanilla.


WIR - Vanilla Weapon and Effect Additions:
Contains changes to weapons, ammo, projectiles, explosions, and some other optional overrides.
Weapons affected include the Missile Launcher, Fat Man, and Boxing Glove.  

WIR - Classic Nuka Cherry and Billboard Textures:
Contains the loose files from the "Nuka Cola Cherry's Label" download on the original Wasteland Imports download page.
It should work out of the box, as long as you have the main plugin enabled.
(I'VE GOTTEN PERMISSION, DON'T WORRY :)

WIR - Force Lock Disabler:
Disables the Force Lock functionality. Useful if you'd rather not have it, or you have another mod that conflicts with the feature.

WIR - Nuka Breaker Disabler:
Disables the Nuka Breaker placed record, useful if you prefer a different mod's implementation of this weapon, like Classic Melee Pack.

WIR - Munitions Vanilla Ammo Addon Patch
Patches the Ammo changes from the Vanilla and Effect Additions Plugin with the changes from Munitions - Ammo Expansion Project by codeblackcrash and changes the names of some Ammo types from Munitions to better reflect how they actually were named in older Fallout games.
Also contains a RobCo Patcher file/folder that overrides the one from Munitions, so the old one doesn't undo my changes.
[PLUGIN REQUIRES THE VANILLA WEAPON AND EFFECT ADDITIONS FILE]

WIR - Item Name Reversion
Fully reverts all name changes to items by this mod back to the originals from the base Wasteland Imports. This includes addiction names and other things that referenced the new names.\

WIR - Gary Disabler
Disables the Dead Gary's placed actor record, which removes the only way to get his unique Vault Suit (Outside of Console Commands).

WIR - ECO Redux Patch - Requires "Dank_ECO.esp", and "Dank_ECO_DLCCoast.esp"
Patch for Equipment and Crafting Overhaul (ECO) - Redux by DankRafft that adds Quick Mod Swapping capability for the Broken Bottle and extends the Quick Mod Swapping capability of the Boxing Glove to work with the Plated mod added in Wasteland Imports. It also modifies and adds crafting recipes to be in line with the ones from ECO - Redux.
(You do not need to have the Vanilla Weapon and Effect Additions file in order to use this file)


WIR - ECO-NEO INNR Patch - Requires either one of the optional INNR plugins from Equipment and Crafting Overhaul (ECO) - Redux OR New Equipment Overhaul (NEO) [Dank_ECO-INNR.esp / Dank_INNRoverride.esp]

Makes the Broken Bottle and Boxing Glove make use of the vanilla INNR changes from Equipment and Crafting Overhaul (ECO) - Redux and New Equipment Overhaul (NEO)'s INNR change plugins.
(You do not need to have the Vanilla Weapon and Effect Additions file in order to use this file)


ECO-NEO WARNING!!! YOU MUST HAVE ONE OF THOSE INNR PLUGINS, OR ELSE THE WEAPONS WILL HAVE THE WRONG NAME WHEN THE NEW MODIFICATIONS ARE ATTACHED!

          CHANGES                                                                                              
Changes in the Main Plugin:

New Junk Items)
Fission Battery - Can be found placed around the game world (Think science, technology, and robots), can be bought rarely from some vendors, found rarely in containers, and can be looted from certain types of robots, as well.

Egg Timer - Can be found placed around the game world (Think kitchens), can be found in some containers, and can be bought from some vendors.

Roller Skate - Can be found placed around the game world (Think schools and children), can be found in some containers, and can be bought from some vendors.

New Weapons)
New, poisoned versions of Throwing Knives, Throwing Axes, Throwing Spears, and Caltrops all using the different poison types. I did this because the throwing weapons aren't normally poisonable, since they use the grenade slot. You can poison singular throwing weapons or in batches of 5 or 10. You can poison your throwing weapons and Caltrops at the Chem Bench and at the Cooking Station. You can also find some poisoned Knives, Axes, and Spears in the hands of Trappers and Pack Raiders.

New Ingestibles)
Black Coffee can be added Brahmin Milk to, to make Coffee w/ Brahmin Milk. Coffee w/ Brahmin Milk can be added Sugar Bombs to, to make Coffee w/ Brahmin Milk and Sugar Bombs. The new Coffee variants are able to be crafted alongside the original Black Coffee, that being at the Cooking Station.

Immersion Tweaks)
- Changed "Fred's Jet" and "Fred's Whiskey" to "Wolfgang's Jet" and "Wolfgang's Whiskey", and gave them to Wolfgang, instead of Fred. The reason why is that Fred doesn't seem like the type of guy to intentionally make his drugs maliciously addictive, unlike Wolfgang, who is seen to have intentionally gotten Trudy's son addicted.
- Changed the names of most of the post-war Wasteland Imports drugs, medicines, poisons, and food to have different names. It didn't make much sense to me that items invented after the war would be named the same on the East Coast Wasteland, as they are on the West Coast Wasteland.
The changed item names are:

Chems)
Steady -> Dex
Slasher -> Psycho-X
Rebound -> Re-Charge
Turbo -> Slo-Mo


Medicine)
Healing Powder -> Numbing Powder
Hydra -> Cerberus


Poison)
Bleak Venom -> Lethal Poison
Silver Sting -> Scorpion Sting
Cloud Kiss -> Touch O' Fog
Dark Datura -> Carotid Carrot
Mother Darkness -> Death Wish
Tremble -> Buckle

Food)
Radscorpion Casserole -> Radscorpion Souffle

Crafting Changes)
Throwing Spears, Knifes, Axes, and Caltrops are now scrapable. This includes the new poisoned variants, as well.
- The original Poisoned Caltrops now require Fertilizer to craft. They are now called "Caltrops (Poisoned - Dung)"
Added new recipes to craft Broken Bottles by, well... breaking bottles. Only bottles that look somewhat like the weapon, however. These being Beer bottles, Liquor bottles, and Sunset Sarsaparilla bottles. This can be done at both the Chem Bench and the Cooking Station.

All Wasteland Imports crafting recipes that use Dirty Water now use Purified Water.
Meat Jerky can now be cooked/dried. It can be made using the meat of any Non-Arthropodic, Non-Insectoid, Non-Ghoulified, Non-Amphibious wasteland creature. Basically just Chickens, Deathclaws/Gatorclaws, and most vanilla and DLC Mammalian Creatures. Bigger creatures will give more jerky per slab of meat.

Ingestible Rebalances)
- Super Stimpaks and Auto-Inject Super Stimpaks now give Stimpak Sickness upon use, causing a reduction in stats, and a visual effect similar to the one given when taking Fixer
- Removed most of the Nuka Cola effect rebalances, but kept most new and unique effects. Also added most of the fixes from NukaCola and Beverages Fix by SniperGiova, but only to sodas.
- Adjusted the duration of some of the new chems to be in line with vanilla chems.
- Numbing Powder (Fmrly. Healing Powder) has been given the proper healing effect, that being a medical one, and no longer a food effect.
- The "Meeting People" Magazine will now give a 1 bonus to Charisma while the player is in a conversation, instead of a bonus to speech check success chance.
RadAway is now addictive, like in Fallout 1 and 2. It's a low chance (2%), and the withdrawal effect is just reduced radiation resistance.
Psycho addiction, Mentats addiction, and Jet addiction all now have the withdrawal effects from New Vegas/Fallout 3, instead of the redesigned ones from Fallout 4.

Misc.)
- Force Lock feature has been re-implemented, with an optional file to re-disable it available in the Optional Files section.

Fixes)
- Poisons are now consumed on use.
- The Nuka Breaker Legendary Effect is now correctly implemented.
- Automatron Helmets and Wraparound Goggles will no longer show up in place of Legendary Gear.

General Balance Tweaks)
- Removed all Commonwealth DLC item integration. This means no more Vim! outside of the island, and no more DLC weapons outside of where they were added originally. If you still want this feature, then you can use Leveled Item Fixes (LIF) by DankRafft, and choose the DLC integration version.
- Reduced the amount of new explosives that show up as loot.
- Added more empty Sunset Sarsaparilla bottles to Leveled Lists they were not added to originally, but probably should've been.
Slightly buffed the damage of each of the new explosives.

- Removed redundant Leveled Lists.
- Decreased the chance that Super Stimpaks will spawn alongside regular Stimpaks.
- Removed Hypo from most of the Leveled Lists. Now it is only sold by the Institute. You can buy it from the Synth Requisition Officer, around half of the time.
- Throwing Rocks and Ghoul Meat have been removed.
- Broken Bottles have been added to the Legendary Loot drop table.
- Removed the Professor and Librarian Outfits from the Fallon's Leveled List, in favor of adding them to the Fallon's vendor alias directly via quest injection. That way the unique outfits stay unique by not being able to respawn whenever the vendor restocks.
                                                                                                                                                                                                                    
Changes in the "WIR - Nuka Cola Addiction" Plugin:
- Reduced the chance of becoming addicted to Nuka Cola/Nuka Quantum to 3%, from 5%.
                                                                                                                                                                                                                    
Changes in the "WIR - Vanilla Weapon and Effect Additions" Plugin:
- Removed Submachine Gun changes.
- Changed Missile Launcher HIVE ammo launch method to make it actually seek it's target 100% of the time, instead of just targeting towards the ground. It won't look nearly as cool, but it'll be much less frustrating to use now.
- Added the changes from Fatman MIRV Projectile Fix by khoover.

     REQUIREMENTS                                                                                        

Since this overhaul is just a plugin replacer for the original Wasteland Imports, you will still need the original mod's BA2 files for all the items to be visible and the scripts to fire.

You will also need RobCo Patcher in order for the weapons, chems, medicine, and junk items to be added to the Leveled Lists. A lot of the new functions will also not work properly without RobCo Patcher, since I've added them to vanilla formlists with it.

v1.3.0 and up no longer specifically requires Stimpaks - Heal No Limbs - F4SE, but will instead auto-detect if you have said mod enabled and add the previous changes from v1.2.5 if you indeed do have that mod enabled. Note: I made sure to account for both versions of Stimpaks - Heal No Limbs - F4SE, so you can use whichever one you feel like.

v1.2.5 requires Stimpaks - Heal No Limbs - F4SE by Zzyxzz (RobCo Patcher version). This is because in vanilla the game is hardcoded to make Stimpak effects automatically heal limbs, no matter what conditions you put on the effect or on the item. The above mod circumvents this issue. Super Stimpaks will still heal limbs, and auto-inject regular strength Stimpaks contain the same fix that the non-auto-inject ones have. At least in regards to Stimpaks, everything now works as it did in New Vegas. 
(Stimpaks - Heal No Limbs - F4SE is no longer strictly required in versions v1.3.0 and up.)


v1.2.3 also requires UF4P in order for the Stimpak Sickness debuff to work correctly, since the debuff's calculations now correctly take into account if the player has the Medicine Bobblehead, which UF4P makes changes to.
(UF4P is no longer required in versions v1.3.1 and up.)

I would also recommend getting VATS Freeze Fix by JacobBruce, as well as the Wasteland Imports patch on that mod's download page. If you don't, then the auto-inject Stimpaks can freeze your game if they are consumed while inside vats!
(
NOT NECESSARY IF USING SURVIVAL CONFIGURATION MENU BY ZZYXZZ, SINCE A FIX FOR VATS FREEZING IS ALREADY INCLUDED IN THAT MOD'S SCRIPTS, AND IT ALSO SEEMS TO WORK FOR THE AUTO-INJECT STIMPAKS OUT-OF-THE-BOX )

                   COMPATIBILITY WITH OTHER MODS                                      
All versions of this mod are incompatible with other mods that add new activation prompts to doors and containers that are locked with "Normal" lock types (Novice, Advanced, Expert, and Master). Mods that add new activation prompts to unlocked doors/containers, or to Inaccessible or Barred ones should be fine to use alongside this mod without requiring the Force Lock Disabler file. This means that this mod should be compatible with Hands Off - Lock Settlement Containers and Doors, as well as with Locksmith - Lock Your Doors 'n' Containers, however not with "Option B" of it's sub-mod Locksmith Edit - Lock Your Doors 'n' Containers, since that file will allow you to Novice level lock doors which makes them incompatible with this mod. "Option A" should still be fine, however.

v1.2.3 and onwards of the main file is incompatible with mods that modify the Medicine Bobblehead Perk to change the amount that it buffs the Stimpak heal rate, or the formula that it uses to do so (Except UF4P). Using a mod that does this could result in the Stimpak Sickness debuff working incorrectly.

v1.2.0 and onwards of the main file is incompatible with mods that add new levels to the Medic Perk or edit it to change the amount that each level buffs the Stimpak heal rate, or the formula that it uses to do so. Using a mod that does this could result in the Stimpak Sickness debuff working incorrectly. 

                   BACKWARDS COMPATIBILITY                                                  
This mod is still compatible with the "Classic Water Bottles" and "Nuka Cola Quantum's Label" files from the original Wasteland Imports download page. This being because they both just contain loose texture and mesh files, so they should work fine with almost any version of Wasteland Imports.

If you haven't downloaded them yet, I highly encourage you to do so. They're pretty neat.

     INSTRUCTIONS AND INSTALLATION                                                    

Manual:
Install over MojaveImports.esp in your Data folder


With Manager:
Place below Wasteland Imports in left pane with MO2, or install over Wasteland Imports and select merge, NOT REPLACE!


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

                  CREDITS                                                                                        
 
Mkdo40 and customtemplar for Wasteland Imports - Goodies from all across the Wasteland...
Manan6619 for Fixes for Wasteland Imports
warhammerempire for Wasteland Imports VIS-G AE WE Patches
BlueFrog01
for Stimpaks don't heal limbs
Deleted80377043User
for Wasteland Imports - Rebalance and Tweaks
Modplayer999
for Wasteland Imports - NO SMG Stick Mags
TheSoundOfSnow
for Optimization Patches Collection
RyceKaeks
for Fallout 4 Additions Pack02
SniperGiova
for NukaCola and Beverages Fix
Zzyxzz for RobCo Patcher
khoover for 
Fatman MIRV Projectile Fix
DankRafft for Injector Scripts - Leveled Item - Legendaries - INNR - Form List

                                    SOME OF MY OTHER MODS                                     

Constructible Settlement Faction Guards
Wild Plants Grow Back - Wild Plant Respawn Fix
Utility Grenades Have Visible Throw Arc
Institute Has Their Own Batons - Uses Robco Patcher
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!