Silt Free Download (v1.0.3)
These were the original change logs, from conception of the mod to its final Xbox release. Perhaps they will be of interest to some, maybe even possibly helping them to understand how things work in the mod. Who know? Stranger things have happened.Changes after the noted v1.6.5 were small and not applicable to Xbox users - the final build of that mod was v1.6.5. Version v1.6.5 v1.6.5 - this update features bathroom needs included in the hygiene system. When you eat or drink, there is an interval of time before you will need to find the nearest toilet. Sadly, the ones that exist on the map are NOT usable by the player (they are statics, not activators). You can build four different kinds of toilets in your settlements or CAMP. If you are using normal camping mode, you can place a small portable homemade toilet for your immediate uses to relieve yourself. You can enable bathroom needs within the Hygiene Menu of the holotape.NOTE: There are no animations, sounds, droppings or undressing within this feature. It is 100 percent safe for work. All that happens is you sit silently on the toilet for a couple of seconds and then you can get up. If its a toilet that would flush, you will hear it flush when you stand. That is all it does. No different than sitting in any chair within the base game. Version v1.6.4 v1.6.4 - Hygiene!!!! New menu in the holotape where you enable the hygiene system, wherein you can tell the mod you want to deal with brushing your teeth and bathing. For brushing your teeth, you need 1 toothbrush and 1 toothpaste - take them to the AN crafting station and in the hygiene menu, you can craft a usable toothbrush item. You will get 14 uses from 1 toothbrush and paste. Bathing can be handled in two ways; you can go swimming, as in, underwater completely, for 5-6 seconds (until it says you're clean), or you can craft soap in the hygiene menu of the crafting station - if you opt for the soap method, simply find any body of water; river, lake, ocean, doesn't matter and then crouch down (enter sneak mode) so that you can see the DRINK and BATHE functions. Im sure you know what to do there, lol. You will need four hubflowers and 3 scrap oil components to craft soap, which will give you seven uses. These functions are NOT timer driven. They function off the last time you did them and that date is compared to current date/time when you stop sleeping or waiting. As a note, when you are dirty, your immune system is impacted, making it easier to catch afflictions!!! (And yes, you do physically see the dirt on your character!) Version v1.6.3 v1.6.3 - Adds the new fish from the Far Harbor DLC to the spoilage formlists as well as the prep stove list. Adds a new 5 minute magic effect (doesnt show as an effect though) whenever you wake from a FULL 6+ hours sleep,so the mod knows you have a full rest in case you decide to sleep again for 1-2 hours and then wake up with headaches and need to sleep again in six hours. This effect's presence on the player after waking from 6+ hours sleep blocks the headaches and fatigue. After 5 real world minutes, that effect is removed from the player. Version v1.6.2 v1.6.2 - Hotfix! Corrects gasmask debuffs so they can be enabled in the holotape and fixes the scavver's wrench so it can be built - now requires not only an adjustable wrench but also that you have Scrapper Perk level 1. Version v1.6.1 v1.6.1 - hotfix for gasmask debuffs functionality. Version v1.6.0 v1.6.0 - 1) Gasmask Debuffs - (-1 END / 50% AP Regen when wearing a gasmask) , this can be enabled or disabled in the Needs Settings menu of the holotape.2) Scavenging cars now needs a "Scavver's Wrench" equipped in order to scavenge. Built in the Needs Workbench in the TOOLS menu.3) Scavenging animation now properly equips the wrench when performing a scavenge action on a vehicle.4) LUMBER menu renamed to TOOLS to accomodate scavenging tools (hatchet and wrench).5) Auto-updater added to the mod! Will auto-sense updates and do its thing like all other previous mods of mine.6) Equipping the hatchet when in a combat state will no longer scan for trees (uncluttering your compass, you're welcome!).7) Gasmask need no longer kicks in when you are riding in a vertibird, regardless of the weather outside.8) Debug onscreen notices removed from car scavenging (the one telling you that you are scavenging is intended and remains). Version v1.5.8 v1.5.8 - Adds vans to the list of vehicles you can scavenge. Adds movement blocking and dynamic camera switching to scavenging cars so you see the scavenge animation playing. Adds level scaling to various afflictions like particulate intake, rad and food poisoning and bleeding wounds so that the lower your level, the less damage you take and the higher your level, the more damage you take. Version v1.5.7 v1.5.7 - This was a hotfix for the Boston Natural Surroundings injector, which was NOT supposed to be auto-start and reliant on the player to trigger it via the holotape - this update fixes that. Version v1.5.6 v1.5.6 - There is a new holotape entry for users of Boston Natural Surroundings that will inject their tree types into the wood chopping system. Version v1.5.5 v1.5.5 - DLC enemies are now added into the headshot system. DLC doctors are now linked to the afflictions system so they can cure rad poisoning, food poisoning and diseases. Version v1.5.4 v1.5.4 - Adds all Far Harbor and Nuka World weathers to the gasmask and acid rain systems in the mod. Adds blocks into the waterbourne disease checks if you are wearing this mod's fishing outfits. Minor housekeeping. Version v1.5.3 v1.5.3 - Initial DLC Required version of Advanced Needs 76. Version v1.5.2 v1.5.2 - Removed the ability to chop trees in settlement locations - balancing, since you can scrap trees for wood already, it was unfair to double dip. Also added the ability to scavenge cars! Provided they aren't burned out shells, you should see a scavenge UI element when near a car you can plunder. Once you scavenge a car, it is forever blocked from being gutted again. It will not remove the car or alter how it looks, so as to not break precombines. Added "(Flashy)" to the Woodcutter's Axe. Optimized the hatchet's textures to 1k, to reduce filesize for the mod, as they added 18 megs (this is no longer the case, they add 4 megs total). Version v1.5.1 v1.5.1 - Removed the ability to chop trees in settlement locations - balancing, since you can scrap trees for wood already, it was unfair to double dip. Also added the ability to scavenge cars! Provided they aren't burned out shells, you should see a scavenge UI element when near a car you can plunder. Once you scavenge a car, it is forever blocked from being gutted again. It will not remove the car or alter how it looks, so as to not break precombines. Added "(Flashy)" to the Woodcutter's Axe. Version v1.5.0 v1.5.0 - Mod renamed to Advanced Needs 76. Now adds LUMBERJACKING to the mod. You can craft an axe in the AN Chemlab workbench in the LUMBER menu. When you equip this axe, it will scan for the 10 closest trees that you are able to harvest from. Simply walk to those trees and swing the axe from them. If they are applicable trees, you will get wood from it. You can hit a tree three times before it becomes unharvestable for a time. In order to scan for new trees in a new area, you MUST unequip the axe and then re-equip it so that it will perform a new tree scan. Version v1.4.9 v1.4.9 - Adds three new possible fish to catch, each with their own unique cooked variant buffs. Also adds a new menu to the holotape for fishing, where you can alter your fish catch percentage, your snagged junk catch percentage and also turn on or off bait requirements for fishing. Bait is made in the AN station in the fishing menu from your processed meat items (made with the prep stove). 1 processed meat nets 3 bait items. If you use this option and run out of bait, you will not be able to cast your rod and will see a message that you're out of bait. Version v1.4.8 v1.4.8 - small update to the FISHING module. Adds more annotations to the fishing animation file so that it will remove your equipped weapon while you fish and then re-equip it once done. It also adds hit detection to the fishing system, so that if you are hit by anything while fishing, the animation cycle will stop and return control to you. Version v1.4.7 v1.4.7 - All chemlab crafting items have been relocated to a NEW crafting bench you will find in the SPECIAL build menu. This update also adds in my new FISHING mechanic, that is functionally similar to Skyrim's. Craft a fishing rod and equip it when standing in water. Thats it. :) Version v1.4.6 v1.4.6 - reupload, as the NoGloves Kellogg outfit actually doesnt include hands, so removed this as an option. Version v1.4.5 V1.4.5 - You can now milk brahmin, just like in FO76. Walk up to one, crouch down and you should be able to milk it. Milk will grant small healing benefits, remove 25 rads. But it is also unpasturized, so counts towards potential food poisoning. Also adds armguadless variants of Kelloggs armor, allowing ballistic weave, but lowers its initial stats - two versions, with or without gloves. Also adds a new toggle in the holotapes cheat menu for those that want headshot damage protection without having to wear a helmet. Default is off, meaning you will need to wear a hat still. Enable it to remove that need. Version v1.4.3 v1.4.3 - Player Farming Update. Adds the ability to craft SHIPMENTS of crops in the COOKING STATIONS. These shipments require 25 pieces of produce and will net you more caps than you'd get by selling the crops individually. Also, updated the "clear non-responsive plants" option in the debug section of the holotape. Instead of just deleting the plants, it will now try to add one crop item per plant to your workshop, so that you dont lose the item and are able too replant it. Last in the farming section, this update adds your crop items as possible sources of FERTILIZER, when placed into your compost bin. This update also adds loose scrap items to the list of junk that the STASH BOX will send to it's assigned settlement. Version v1.4.2 v1.4.2 - More housekeeping! Changed spoiled food notifications. Renamed Prepackage Meal to MRE. Added in a system to block a recurring bout of radiation sickness while you are still healing via Radaway from an existing bout. Added more descriptors to the ammo crafting so you know how much you are getting when choosing a caliber to craft.NOTE: I believe I have taken this mod as far as I can without tying it directly to the DLC (Far Harbor and Nukaworld), which I will eventually do (as a separate download). Notably because healing at doctors in FH and NW does not resolve health issues. Meat and produce items from the DLC do not spoil and they cannot be converted to processed items for MREs. Plus the critters from the DLC are not capable of inflicting diseases. So... soon enough, a DLC-required version of this mod will appear. Version v1.4.1 v1.4.1 - General housekeeping update. Rearranged holotape menu items and corrected spelling mistakes. Added "(FLASHY)" to a couple of items made in the chemlab that were missing the prefix. Added a new combat conditions mode when critical/crippling hits on the player could result in a concussion (15 seconds of extremely blurry vision) if the head is what is hit, or bleeding wounds for all other body parts, requiring the use of sterile bandages to stem the flow of blood. You can turn this function on or off via the holotape (default is enabled). Also, made it so certain "tool tip" messages will go away if their conditions are no longer met (air quality warning when you put on a gasmask and sleep related warnings when you go to sleep while they are displaying). Version v1.4.0 v1.4.0 - Unlocks the ability to craft ballistic ammo, but keep energy weapon ammo, grenades, missles and mininukes as things you need to find or purchase. Injects gunpowder into various leveled list so you can find it on enemies, in ammo loot boxes and in the three weapon vendors in the game (Artuto, Cricket and CLEO). Ammo crafting is disabled by default so that there can be no functions overlap with other mods offering the same feature. Once you enable it in the holotape, it will perform its gunpowder injections and then unlock the ammo crafting station in the SPECIAL settlement build menu. Lead has been made more readily available, by altering a few junk items like aluminum and paint cans, to add lead scrap, to align them with Fallout 76s components on those items. NOTE: This does not include any mod-added ammo (for crafting) nor any of the DLC ammo. Version v1.3.9 v1.3.9 - By request, adds the ability to alter how long you can stay awake before getting the first sleep debuff - located in the Needs Timers menu where you alter hunger and thirst timers. Version v1.3.8 v1.3.8 - This update sees Gun For Hire's Disguise System imported into this mod! You will find a new item in the SPECIAL build menu, a disguise locker. You need simply build it and then access it to remove a disguise, which will let you move around normally enemy factions as if you were a friend; that is, so long as you dont attack or kill them. Gun For Hire users will not see this disguise locker in the build menu, so as to preserve that mod's system (and again, they are functionally 100 percent the same anyways). Version v1.3.7 v1.3.7 - This is an update for me personally, but maybe for you too... It adds a new menu to the holotape so that one can move to Far Harbor (if they own the DLC and its active) immediately upon exiting the Vault and doing the Level 1 character Far Harbor Survival Challenge. Thats all there is to this update. :) Version v1.3.6 v1.3.6 - By request, I have added a more immersive mode to the coffee machine. By way of the holotape, you can enable a mode where you are required to supply purified water and siltbeans to the coffee machine to be able to take some for the road. There is a toggle in the holotape's main menu for this and a description in the HELP section. To aid in obtaining siltbeans, I have added the silt bean plant to the Player Farming module. Next Update: I will be adding Gun For Hire's disguise system into this mod directly so you will be able to walk around normally hostile NPCs as if you were the best of friends. :) Version v1.3.5 v1.3.5 - this update adds a coffee machine furniture item to the SPECIAL settlement build menu. When you build this, it acts like an animation marker for NPCs, but also for the player. You can use it to have a cup of coffee. Or you can use the alternate activation option (shows onscreen) to brew coffee for the road (1, 5 or 10). Coffee functions like Nuka Cola, but weighs less to carry. It will grant +1 PER and +25 Action Points for one hour. Added bonus, it functions like caffeine, so it will remove sleepiness for two hours in this mod's Needs system (or base game survival mode if you are using that). Version v1.3.4 v1.3.4 - adds some extra redundacy to ensure all perks are applied to the player as it was reported some users were not able to access the CAMP container for loading it with scrap. Version v1.3.3 v1.3.3 - Corrects an omission in the CAMP scripting introduced in v1.3.2, which was:C.A.M.P. Update! You can now build actual CAMPs, like in Fallout 76! Simply head into the holotape's camping menu and enable CAMP, which will replace the normal camping menu you have become accustomed to. If you haven't played FO76 before, CAMP allows you to essentially place a "settlement" anywhere in the game.Please be sure to READ the holotape entry about this new feature so that you know its functions and limits and don't break your game! Version v1.3.2 v1.3.2 - C.A.M.P. Update! You can now build actual CAMPs, like in Fallout 76! Simply head into the holotape's camping menu and enable CAMP, which will replace the normal camping menu you have become accustomed to. If you haven't played FO76 before, CAMP allows you to essentially place a "settlement" anywhere in the game.Please be sure to READ the holotape entry about this new feature so that you know its functions and limits and don't break your game! Version v1.3.1 v1.3.1 - This is a complete overhaul of the C.A.M.P. Stash Box system. Please read the onscreen notice upon startup (if you have camping enabled, that is) and be sure to read the new holotape entry in the CAMPING section as it outlines exactly what changes were made and how they affect you. The important takeaway though is that it now allows you to link your stash to ANY settlement, be it base game, DLC or mod-added!!! Read the holo for all of the details! Version v1.3.0 v1.3.0 - Corrects a handful of holotape spelling mistakes. Adds sterile bandages to vendors and doctors, as well as all of the other usual places you find healing items from this mod (medkits, mirrors, etc). Added a Fast Travel blocker which can be turned on or off via the holotape. It is unverified at this time if it stops vertibird or institute fast travel, so please be aware when using it, that it might block that (survival mode has special rules for fast travel that are not accessible in other game modes). This update also adds a Fallout 76-lite version of CAMP!!! You can now deploy a campsite in the world; a sleeping bag (clean!), a cooking fire and a STASH BOX that links to one of four workshop containers (your choice and you can change the link at any time)!!!! You can also place down a DYNAMIC MAP MARKER for fast travel! This CAMP marker will update dynamically on your pipboy map to show your current camp's location. To use the camp system, simply enable it in the holotape, choose the STASH destination and then head to a chemlab to craft ONE camp menu item. Each time you use this item, it will automatically repopulate in your inventory, so you never need more than one. I personally favorite this so that it is easily accessible. Survival just got a whole lot more fun. And will continue to do so! Version v1.2.9 v1.2.9 - Adds "(Flashy)" to the front of all consumable items this mod adds so they will be clustered together at the top of your AID list. Reworked the holotape so all of the NEEDS stuff is clustered together in the same submenu. Moved BLEEDING WOUNDS from being a disease to being a combat derived affliction. This requires STERILE BANDAGES to heal, which can be crafted in the chemlab in this mod's menu (no perk requirement, 1 antiseptic and 1 cloth). Version v1.2.8 v1.2.8 -

