1.66

1.66B:
 * 1) Reduced the Battle Rifle's base damage (40 -> 36) to better balance it against the Hunting Rifle.
 * 2) Cait's companion perk will now properly increase AP regeneration by the correct amount.
 * 3) Workshop Raiders can now wear Pip-Boys. This may still glitch out some like it does for regular settlers, but at least it'll recognize them now.
 * 4) The Unyielding Legendary Effect will now boost Endurance as well.
 * 5) Nuka-Nukes weight adjusted to 3 to match Mini-Nukes.
 * 6) Nuka Grenade renamed to Nuke Grenade to match mine version/reduce confusion with new Nuka Grenades.
 * 7) Fixed an issue where Vault Workshop Guard Barricades placed before using Junkmaster could not be scrapped.
 * 8) Hunting Rifle held version bayonet did not match ground version. Fixed.
 * 9) Legendary' grenades will no longer drop:

1.66
 * 1) Smart Grenades will randomly appear in chests and vendor store inventories after level 23
 * 2) MIRV Grenades will randomly appear in vendors but also in enemy inventories after level 28
 * 3) Lucky Rabbit's Foot can be gotten from Daisy in Goodneighbor or the Last Plank in Far Harbor.
 * 1) Small fixes and weapon rebalances. Trying to make the Plasma Cannon feel more worthwhile in relation to its ammo cost, without breaking it.
 * 2) Power armor BoS will now be wearing their hood.
 * 3) There's a new Power Armor: Institute Power Armor. Using M150's work, I fixed it up a bit, beefing the damage resistance, health and improving the V.A.T.S. targeting. Still a little WIP, but currently parts spawn on: 


 * 1) QASmoke debug room Armor chest
 * 2) Requisitions store at the Institute
 * 3) Synth troopers during Airship Down, Defend the Castle, Defend the Checkpoint (both allied and attacking), Nuclear Option (Synth bosses)
 * 4) A new terminal about it has been added to Evan's terminal at Advance Systems in the Institute explaining the origin of the armor in a lore-friendly way.