Fallout 4

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DonDorscha

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jasonmbrady

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About this mod

A complete reconstruction of the original IFO, This is much more in line with what I wanted to do but felt too rushed to muddle my way through the parts I didn't know how to do. This is the core mod for the Immersive Food Overhaul (IFO)series; there will be more modules coming in the future.

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Don Dorscha's Immersive Food Overhaul Core v2.0
A complete reconstruction of the original IFO, This is much more in line with what I wanted to do but felt too rushed to muddle my way through the parts I didn't know how to do. This is the core mod for the Immersive Food Overhaul (IFO)series; there will be more modules coming in the future.

WHAT THIS MOD DOES


The IFO series aims to replace the cooking mechanics with a more interesting, progression-driven feel. This was developed with Survival Mode in mind, but I haven't included anything that is survival-specific and it should work fine in any game mode.

First, the categories of food preparation have been significantly expanded. Instead of the default 4 categories, there are now 9 categories currently (though, several are severely underused due to only adding recipes that I felt I would need to be there for future modules). Each cooking station can only prepare recipes that make sense for the model. For example, you can no longer make soups on the cooking spit, and you can only bake in the actual oven.  This means that they are each useful in their own way.  Additionally, I have added another station, called the Prep Counter for recipes that have no use for heat.

Second, I have modified the way farming works; sort of a happy medium, I feel, between simply planting wild crops and getting domestic ones and something super complex like NX Pro Farming.  All crops can have their seeds harvested and workshop planting recipes call for seeds exclusively.  Wild crops can also be harvested for seeds, but this requires learning how to do so. If you want the spoiler rather than exploring yourself, look in the section below labeled SPOILERS.  Also, having Brahmin in your settlement now causes the settlement to produce Brahmin Milk in addition to Fertilizer.  Along with that, there are recipes for some other ingredient-type items; namely flour, salt butter and broth. Almost all soup recipes call for broth, which is made from dirty water and bones at a station that can boil.

Third, most of the cooking recipes in game have been placed behind a perk or quest wall of some kind. Lead Belly contains many of those recipes, and most of the rest can be purchased from General Goods vendors.  A few are sprinkled into the game world to be discovered.  The locations of these can be found in the SPOILERS section if you are interested.  Also, note that the spit has the unique capability to create Jerky, a vastly lighter version of several kinds of the cooked meats by salting and dehydrating them. Once the technique for making Jerky is learned (See SPOILERS), it can be applied to any valid recipe that you know the base recipe for (for example, you can't make Deathclaw Jerky unless you can make Deathclaw Haunch). Also, most of the recipes have been renamed to be more interesting (to me anyway) and the Lead Belly recipes in particular were designed to sound as unappetizing as possible. Let me know how I did!

Finally, I have added the ability to plant Siltbean seeds (once you can harvest seeds from wild plants) as well as adding two new food resources: The Iguana Trap and the Squirrel Trap. These function exactly like crops, providing the settlement with 1 food resource each and requiring a settler be assigned to them. When you check on them and they are mature, you will get the appropriate meat from them. Additionally, the workshop will generate a surplus of them the way any other crop will.

COMPATIBILITY


Here is the bad news. In order to make this mod do what I wanted it to, I had to change a significant number of records, so there will likely be some compatibility issues. Specifically, any mod that tinkers with the farming resources (like the aforementioned NX PRO Farming, for example) will not be compatible. Also, any mod that adds new cooking recipes will require a compatibility patch and/or being built explicitly for this mod. This is because I have completely rearranged the keywords, removing the default WorkbenchCooking keyword from workbenches altogether, so the recipes simply will not shop up without using the keywords I've set up.  For this reason, I have made the Core mod an ESM, so it is easier for others (and myself) to create patches or make mods specifically to go along with this one.  I also edited a few leveled lists (LL_Food_Basic, LL_Drink_NonAlcohol, VL_General, LLI_Vendor_Food_Basic, LLI_Vendor_Drink_NonAlcohol_Basic, VL_Vendor_Bartender, VL_Vendor_General_Drumlin, WorkshopProduceFertilizer), so any mods you have that also edit these lists will likely overwrite my changes without a merged patch (IFO_Core being an ESM it will always be earlier in your load order than any ESP).  This might be as small as making Milk a little rarer, or as  problematic as preventing you from accessing a huge number of recipes. Also, anything that changes the foods or recipes built into the game will not be compatible.

SPOILERS


Okay, so you want to know where things are at so you can just go get them?  Harvesting seeds from wild crops is learned by acquiring the Farming The Wastes issue of the Wasteland Survival Guide (issue 1), The recipe for Jerky is similarly attached to the Hunting the Wastes issue (issue 9). The recipes that are not available on vendors or through perks are Deathclaw Haunch, Yao Guai Roast, Mutant Hound Chops and Upper Deck "Crab" Cakes. They can be found in the world as follows:

Deathclaw Haunch: On a shelf in Concord, second floor of the shop at the end of the row on the left facing north from the Museum door, not far from where the Deathclaw bursts out of the sewers.

Yao Guai Roast: On a counter in the back of the Dugout Inn in Diamond city, in the room Vedim takes you into to discuss his plot during the quest Confidence Man.

Mutant Hound Chops: In the ruins of the building across from the Super-Mutants during the DC Guards/ Supermutant firefight event your first time arriving at Diamond City.

Upper Deck "Crab" Cakes: Found on the wall in the Home Plate player house in Diamond City.