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Changelogs
Version 1.6.3
Removed Misc Item accidently added to the "No Upgrade" for the new knife.
Tweaked damage and values slightly on the faster melee weapons.
Version 1.6.2
Updated for 1.7.4 of the main mod.
Version 1.6.1
Updated for 1.7.4 of the main mod.
Version 1.6.0
Updated for 1.7.3 of the main mod.
Removed materials edits as they are now part of main mod.
Removed most armor balance edits as they are now part of main mod.
Removed edits to armor crafting recipe as the main mod now provides their own "Craftable" version.
Removed edits to leveled lists as it's no longer needed.
Removed edits to DCG_BunkerHillSafehouseLocation as it's no longer needed.
Version 1.5.5
Fixed missing entry in Jewelry Box Leveled List.
Version 1.5.4
"Slightly" increased material cost for portable fusion reactor.
Version 1.5.3
Fixed an issue where scouts would sometimes spawn with vanilla colored shoulderpads.
Version 1.5.2
Added and enabled new global to disable the two loading screen that reference a "future update" as said update is already included.
Version 1.5.1
Removed "No Paint" option to DCG added armors as those armors was never really meant to use vanilla color. Other mods like NEO and Hidden Paint also provides it as well, which ended up giving it two "No Paint" options.
Version 1.5.0
Rebalanced Radiation Damage for the Skull Mace to be more in line with vanilla weapons.
Reorganized the scripts to now go into eXo/DCG folder structure for less clutter in the Scripts folder.
Fixed issue where certain nectar loving raiders would end up mindless drones enjoying the abyss.
Move script used by Depravity patch into the Depravity Patch and thus also removed the requirement for the main patch, if you're into that kind of stuff.
Version 1.4.0
Removed "Diamond City Security" reset feature as it was added to "A StoryWealth Location - Diamond City" instead.
Removed patching for Depravity and made it an optional patch instead.
This makes the patch only require "Fens Sherriff's Department" and no other mods.
Version 1.3.5
Added support for FSD Paintjobs to outfit included in The StoryWealth Gunners.
Version 1.3.4
Removed LocEncRaiders keyword from DCG_BunkerHillSafehouseLocation as it'd opt to send radiant quest to that location, while it's a quest specific location.
Version 1.3.3
Added a new "StopThePills" global that lets you disable the automatic receival of Teleport Pills.
Version 1.3.2
Fixed a bug where Gorski's Cave wouldn't restore to vanilla after finishing the quest using the location.
Version 1.3.1
Updates the Synth Head Mace.
Changed Speed to Slow and converted elemental damage to energy damage and added appropriate fire/electric enchantment.
Made scrapable and inceased damage.
Version 1.3.0
Fixed floating candles.
Version 1.2.2
Fixed duplicate misc modifications on FSD Marine Armors.
Version 1.2.1
Removed Settlers from the Commonwealth dependency and made it an optional patch.
Version 1.2.0
Rebalanced the armors so they would be in-between Combat Armor and Marine Armor in terms of stats, rather than way stronger than Marine Armor.
Increased Crafting Cost for Armors and Size Improvement.
Slightly reduce Medium Armor stats and slightly increased Heavy Armor stats.
Made it so Crafting Armors will only grant light version of the armor.
Made it so the quest rewards will only reward light version of the armor.
Removed "FSD Marine Armor" from the Chemlab.
Added "FSD" Paint option to Marine Armors. This requires "Paints" to be unlocked. If you're not using StoryWealth "New Equipment Overhaul" by dank is recommended to enable this.
Version 1.1.2
Forwarded spelling fix made by UFO4P.
Added a limit to how many of the jewelry will spawn at the vendors at Myrna's to not completely overtake her inventory.
Version 1.1.1
Fixed dialogue condition conflict with Depravity.
Version 1.1.0
Added Diamond City Guard Reset Quest. Adds requirement for Diamond City Expansion.
Moved two settlers added by Settlers of the Commonwealth. Adds requirement for Settlers of the Commonwealth.
Version 1.0.0
Initial release.
The Fens Sheriff's Department - A StoryWealth Patch
Rebalances some of the weapons to be a bit closer to vanilla options where it makes sense.
Added blade upgrade to the new knife introduced in 2.7.2.
Removes "FSD Marine Armor" from the Chemlab.
Adds "FSD" Paint option to Marine Armors. This requires "Paints" to be unlocked. If you're not using A StoryWealth, New Equipment Overhaul by dank is recommended to enable this.
Fixes floating candles introduced in FSD.
Adds Failsafe condition check for Gorski Cabin and some added Raiders. (Possibly redundant as of 2.7.2 but no harm in keeping it in so kept it.)
Optional Patches The Fens Sheriff's Department - Settlers from the Commonwealth