It should not affect the duration buffs, however I may have tweaked the base duration slightly on some. It should only affect the recipes and the chem's effects.
Sadly, the original files were lost when an older PC died so I can't double check, or provide further updates.
colebylamoreau, I just found your mods today. I recently bought FO4 and trying mods out... I especially like yours for their realism and the quality of work you've put into them.
Before I found your mods, I was looking at Give Me That Bottle by Zzyxzz ( http://www.nexusmods.com/fallout4/mods/13193/? ). What's the difference from your mod with his? I'm still trying to figure out FO4 mechanics so the mod descriptions are a bit over my head.
I also found Distillery by Viper008 ( http://www.nexusmods.com/fallout4/mods/13759/? ) which is a great mod for realist immersion (making alcohol and distilling pure water from dirty water in a cooking pot boggles my mind lol) but sadly it only has four recipes.
Would you consider something similar to a distillery workbench for your alcohol and water distillation recipes?
If not, can I pick your expertise?
If I do a straight FO4edit replace of a mod's vanilla 'WorkbenchCooking [KYWD:00102152]' with WorkbenchDistilleryKW (in a merged file), nothing changes. What am I missing to force a mod's recipes like yours work okay on WorkbenchDistilleryKW?I want to have alcoholic/water recipe work on the Distillery workbench ( WorkbenchDistilleryKW ), NOT on the cooking workbench - this would be so realistic and cool!.
I do not have a lot of time to play with mods and make "custom" options for people but I tend to be pretty open to allowing other to use my work as long as I get some credit if/when they publish a mode based on it.
That said, in a merged patch, changing the "workbench keyword", and perhaps the "recipe filter" (sub-menu) should do the trick. If not, experiment with load order/dependency, and also make sure before "testing" a mod, you load the game with the mods you want to test, save, then load that save. This mod does have some scripting that only starts to run when a game is loaded.
Yes. I had to change the starch for overall ingredient usage balance. I also did it just because it makes more sense to get starch from a starchy cereal grain and not a red juicy tomato...
There is no resemblance to a potato in that plant other then the last few letters of the name. Potatoes are a tuber which grows underground, with a vegetative portion that is very sturdy, almost wood like, and covered with brilliant small flowers. Tomatoes are fruits that grow on vines, and are commonly supported with some sort of cage like structure to keep them off the ground.
Source. I grew up on a potato farm.
Nevertheless. The need to adjust the recipes for balance purposes was the deciding factor.
According to some old botany texts Senior Scribe Neriah found, this appears to be combination of a now extinct plant called a "potato" and another extinct plant called a "tomato." The outside looks like a tomato, but the inside is brown. Tastes as absolutely disgusting as it looks, but will keep you from starving.
This looks like it will be a fun addition to the game. I made a couple of changes for myself, mainly changing razorgrain to tatos in the vodka recipe, and to Sugarbombs in the rum recipe. It made more sense.
I originally had some of the various pre-war foods used in some of the recipes, but I also did a complete reboot of the food/cooking system. I wanted to keep all of my recipes for each "group" of items balanced for both the type and quantity of ingredients, so some of the ingredients are a little "off" realism wise.
If you have the ability to use something like FO4Edit to make custom patch, you could probably get them to work together. But a quick read of the description tells me we both changed a lot of the same files.
A little more info would be nice tbh as chem changes (for me) would impact Survival mode greatly. Not really worried about ingredients more so about the changes to effects and especially what you are able to craft at what perk level.
17 comments
Sadly, the original files were lost when an older PC died so I can't double check, or provide further updates.
Before I found your mods, I was looking at Give Me That Bottle by Zzyxzz ( http://www.nexusmods.com/fallout4/mods/13193/? ). What's the difference from your mod with his? I'm still trying to figure out FO4 mechanics so the mod descriptions are a bit over my head.
I also found Distillery by Viper008 ( http://www.nexusmods.com/fallout4/mods/13759/? ) which is a great mod for realist immersion (making alcohol and distilling pure water from dirty water in a cooking pot boggles my mind lol) but sadly it only has four recipes.
Would you consider something similar to a distillery workbench for your alcohol and water distillation recipes?
If not, can I pick your expertise?
If I do a straight FO4edit replace of a mod's vanilla 'WorkbenchCooking [KYWD:00102152]' with WorkbenchDistilleryKW (in a merged file), nothing changes. What am I missing to force a mod's recipes like yours work okay on WorkbenchDistilleryKW?I want to have alcoholic/water recipe work on the Distillery workbench ( WorkbenchDistilleryKW ), NOT on the cooking workbench - this would be so realistic and cool!.
That said, in a merged patch, changing the "workbench keyword", and perhaps the "recipe filter" (sub-menu) should do the trick. If not, experiment with load order/dependency, and also make sure before "testing" a mod, you load the game with the mods you want to test, save, then load that save. This mod does have some scripting that only starts to run when a game is loaded.
Hopefully it works out for you
All of a suden i have to use razorgrain instead of tatoes
Source. I grew up on a potato farm.
Nevertheless. The need to adjust the recipes for balance purposes was the deciding factor.
http://fallout.wikia.com/wiki/Tato
http://www.nexusmods.com/fallout4/mods/16272/
is this mod compatible with the above mod or no?
maybe a few more screenies of this?