Fallout 4

This article is about the items and treats everything ranging from the consumables overhaul to items modifications, to new workbenches, to bonus items.

Because the subject risks being dense, it will be separated in several categories, starting by:


Consumables overhaul.


I always found it stupid that the game contains a great range of various food and beverages, plus a cooking system, but that at the end, nothing of this was really used.

Hunting? Useless.

Cooking? Useless.


Yeah, in Survival mode, you have to eat and drink to survive, but the mechanics are so weird, and frankly, so poorly made, that you can simply be content at drinking river water and eating 10 bubblegums and you're good to go.

The other issue of the Survival mode is also that at the first sign of hunger of the character, food isn't good to anything anymore except filling that hunger.

In terms of healing potential, food isn't worth anything, period.
More or less interesting at low level, it is very quickly left in the dust by Stimpaks you can find by dozens and easily stock from the moment you reached level 15.

At the end, for 90% of the game, Stimpaks are the one and only true reliable source of healing, hunting is useless, cooking is useless, and food only ends up taking place in your inventory, and is dumped or sold to the first merchant encountered.


This is a bad design, it's boring, and it's a waste of immense potential.

This is why this mod also tackle this issue by offering alternative ways of playing, and it goes through the complete overhaul of the consumables.


Indeed, now, each consomable has been adapted to a new standard, formulas have been redefined, reworked, consumables have been renamed, rebalanced, reintegrated to the game at a place they can now occupy and be useful.

- Now, food and beverages restore a percentage of your maximum health, instead of a flat value; it fixes the greatest flaw of the food compared to Stimpaks, and it finally allows food and beverages to become a real and viable choice of healing throughout the entire game, regardless of your level.

- Food and beverages restore 33% less health in combat.

- Beverages now heal in 6 seconds.

- Food of all kinds, except fruits and vegetables, now heal in 12 seconds.

- Fruits and vegetables heal instantly.

- Alcohol now restaures a small amount of health is you have the perk Barfly (Rank 4), their effects being on 6 seconds like the others beverages.

- Stimpaks and Radaway have also undergone major changes, about which you will find all the details in the article dedicated to the medicine overhaul.

- Weight and monetary value of the consumables have also been reworked for a better coherence, thus, fruits, vegetables and beverages are lighter, meat, raw and cooked, weights more, and cooked meals have a greater moneraty value and some have been renamed for a better cooking immersion feeling.

Cooking has also been completely reworked, with the overhaul of existing categories, and the introduction of new ones:

- Beverages.
- Vegetable courses.
- Meat courses.
- Full course meals.
- Ingredients.
- Cannibal cooking.

Yes, you read correctly: cannibal cooking, because from now on, when you have the perk Cannibal (Rank 4), you will be able to harvest meat on the corpses of humans, ghouls or super-mutants you kill, these pieces of meat can be consumed immediately, or cooked at any cooking workbench to create unique meals.

And as you remarked, another new menu has been added: the Ingredient menu.
This menu will allow you to turn some elements, like wheat, into others useful ingredients, here, flour, who then will be used to prepare the new meals and new recipes added to the game, and notably the brand new full course meals, who represent the best cooking has to offer; allowing you to prepare very expansive but also very nourrishing meals, giving bonuses and healing effects lasting for several hours.

Note that all new consumables added to the game, be it ingredients or everything else has been integrated to the leveling lists and will seamlessly appear in the world along with others base items.


Also, hunting, by the means of increasing the monetary value of meat, and throughout the perk Survivalist, sees itself being improved and becomes a viable carreer, all the while bringing only a few modifications who could conflict with others mods who also improve hunting.

Agriculture has also been served, with the introduction of new plants to cultivate:
- Lettuce.
- Grape.
- Potatoe.
- Rice.


But also finally the possibility of cultivate mushrooms, be it cave mushrooms or glowing ones.

All these elements can of course be found under the Resources/Food menu of the settlement building menu.



Workbenches and modifications.

The changes brought to the workbenches and the introduction of new ones represents a major aspect of the items overhaul.

This overhaul, and these workbenches have been built on the idea of coherence, and on the idea of adding new possibilities.


The base game wokbenches no longer require the perk Local leader to be built, this requirement never made any sense: building workbenches has literally everything to do with actual building skills and nothing to do with social skills, therefore:

- The chemist workbench now requires the perk Junkie (Rank 2).
- The weapon modifications wokbench now requires the perk Gun show (Rang 2).
- The armor modification workbench now requires the perk Armorer (Rank 2).
- The power armor workbench now requires the perks Master engineer (Rank 2) and Armorer (Rank 2).
- The robot workbench no longer requires to complete the quest Mechanical Menace, and instead is available from the beginning of the game for characters whose Intelligence is at least at 8.
The workbench is now also found in the Fabrication menu (It won't apepar if you have less than 8 Intelligence).
Most robot building requirements have also been changed, see the patchnotes 3.0 for more details.


4 new workbenches have been added:


- The outfit workbench.

The outfit workbench allows the crafting of almost every clothes and armors from the game, including those from the DLC's.
Each category has its own requirements, be it obtaining plans from a merchant, completing a quest or others conditions.
More details about this workbench can be found in the patchnotes 1.8 and 3.0.

Several outfit workbenches have been added to the game, that you can freely use.


- The blacksmith workbench.

The blacksmith workbench allows the crafting of every melee weapon from the game.
Almost all of them require some progression with the perk Blacksmith, and the most advanced weapons also require plans you will only be able to obtain by dismantling these weapons.
Some of these weapons are only available after the completion of specific quests.
See the patchnotes 3.0 for more details.

Several blacksmith workbenches have been added to the game.


- The power armor assembly line.

The power armor assembly line allows you to built military-grade prewar power armors.
This workbench must be built first, and the power armors, in order to be built, require and the perk Power armor expert (Rank 4), and specific schematics you will probably find in military places.
Power armors are very expansive to product, as much as for balance concern, than for coherence: the power armor represents the peak of the military technology before the Great War, and each unit was costing tons of money to product by armies of scientists and engineers.


- The ammunition factory.

The ammunition factory allows the production of all kinds of ammo and explosives from the game.
Producing ammo requires plans and skills corresponding to each type of munition.
You can also dismantle ammunition to retrieve their components and use them to create others ammunition you need more, or for some types of ammunition, you can disassemble them to learn their fabrication secrets, which is an alternative way of learning next to find the schematics.

Several ammunition factories have been added to the game.

Numerous components specific to the production of ammunition have been added to the game and are seamlessly integrated in the loots.

Most merchants won't sell nor components, nor plans, because doing so would be akin to potentially loose a client: indeed, they have a direct interested as you not being able to produce your own ammo, as you wouldn't need to buy them from them anymore.

The ammunition factory also allows the crafting of explosives, who can no longer be crafted at the chemist workbench.

The ammunition factory offers a much greater choice of ammunition and explosives crafting than the production lines from the Workshop DLC's, and also allows to those who don't own these DLC's to be able to produce their own ammo in a more interesting and cohesive way.

Finally, the ammunition factory is accompanied with an almanach giving all the details about how many components and ammo are crafted at each use, the game's interface not allowing for such display directly.
The almanach can be obtained the same way as the patchnotes, as detailed below.




Bonus items.

Before going into details about the bonus items, know that they all can be found in the first house at Concord's entrance, see the screens above.

The bonus items are separated in several sub-categories, starting by

The weapons.

- Introduction of the L'Assommoir, a security baton who has two variations: non-lethal and disintegration.
The non-lethal version will stun any non-robotic enemy and will immobilize him for 5 minutes, without causing him more harm.
The disintegration version will stun and immobilize any non-robotic enemy, and will drain its health until his death, after which the body will be disintegrated. The damage effect and the disintegration effect will also affect machines.

The two versions of the L'Assommoir can be found in the Vault 111, next to the chest containing the Cryolator.


- Introduction of the tranquilizer gun, a pistol based on the Liberator and with the same effects as the non-lethal variant of the L'Assommoir.
The tranquilizer gun exists in two variants: the standard version, and the (Infinite ammo) variant.

The tranquilizer gun ammo have been added to the game and will seamlessly integrate to the loots, they can also be produced at the ammunition factory.

A copy of the standard variant can be found in the control room outside of the Vault 111.


- Introduction of the Death Penalty, an invisible weapon handled like a pistol.
The Death Penalty is an automatic weapon, with infinite ammo, and who kills everything in one hit, before disintegrating their corpses.
The Death Penalty is a weapon designed for screenarchers who want to quickly dispatch enemies occupying the spot they want while letting their companions handle it, and it is invisible as to avoid player or companions needlessly drawing a weapon when you want them to pose without.

The Death Penalty has no effect against the player or his companions.

Of course, nothing prevents you from using the Death Penalty for any other purpose you want.


On top of the specific individual copies, all these weapons can be found in a mural chest inside the Concord's house.


Various bonus items.

- Added several rings giving you cosmetic visual effects, like you can see on the screens above.
These rings can be equipped by your companions, dogs and robots included.
These rings exist in two variant: constant and combat.

- Added power armor paintjobs doing the same thing.
However, these paints must be crafted and have the same costs and requirements as the paints they originate from, as, aside from the cosmetic effect, these have the exact same stats than the original paints.
To reduce excessive visual discomfort, these visual effects will activate themselves only during combats.

- Added a ring reproducing the slow time effect of the Jet.

- Added a ring and a perk allowing you to become undetectable by NPC's as long as you have the ring equipped, giving you the total control: remove the ring and everyone sees you, equip it and you become invisible to the world.

- Added perks and rings allowing to cause visual effects to the enemies you attack, the rings are triggers, giving you permanent control.

- Added perks and rings allowing you to control your experience gains, from 0% to 1000%.


All these items and perks, with the exception of power armor paintjobs, can be obtained in their own chests in Concord's house, as shown in the screens at the top of the page.


- Right under these chests is another chest who contains a perk book who will essentially make you invincible and all-powerful.
This perk is not described in the article about the perks, because I want to leave you with the pleasure of discovering it, however, know that the complete details about this perk can be found in the patchnotes 1.8.2.

- Another chest contains all the books giving you the Overpowered perks.

- A last chest can be found outside the Vault 111 and contains all the books giving you the Game changer perks.


Updates and various documents.


The patchnotes and various documents related to the mod can be obtained in a chest located at outside of the Vault 111, as shown on the screens above.
You can also obtain these documents by crafting them at the chemist workbench, under the menu Perkfest: patchnotes.

And, for some extra immersion, characters sheets have been added to the game and can be crafted at the chemist workbench.
These sheets are divided in 3 categories: main characters, secondary characters, companions.

Most of these sheets will be unlocked when you will complete the related quest, so don't forget to check regularly.


Questions/Answers.

Q: I crafted the plans at the ammunition factory or at the blacksmith workbench, and yet, I haven't received the perks to craft the associated weapons/ammo.
A: You have to drop the book on the ground, then pick it up again, which will give youthe perk. Yes, I know that sounds stupid, and it is, but it is tied to a structural problem of the game: if you obtain a legendary item (Who have a special animation when you pick them, like with the magazines for example) from a workbench, your game WILL immediately CTD, it happens 100% of the time; so, I removed that legendary effect from the magazines/various items to prevent these crashes, but it has for consequence to not give you anymore the perk when you get the book from the workbench, hence why you have to drop it and pick it up again so the game can properly take it into account and give you the perk.

Q: I lost X or Y item from the Concord's chest and I want to get another one, how do I do?
A: Get back to the house, open the console, target the chest who want to get the content from, and enter the command "recycleactor", it will reset the content of the chest and you will be able to get what you desire.
Alternatively, you can also use the console to search the desired item and give it to yourself through it.
Or use the mod Esp Explorer.

Q: I crafted a power armor frame, but it doesn't appear, what should I do?
A: The frame is in your inventory, in the Misc. section, you have to drop it from your inventory, and the frame will then appear.
Be warned: the frame has a high probability of being stuck in the air or in a position preventing you from entering it, two solutions are then possible:
Use the command "moveto player" on the frame to teleport it to your position on a flat ground.
Or use the mod Place everywhere to move it and place it on a flat ground.
Unfortunately, I can't provide solutions directly in the mod, because this issue is directly tied to the power armor frame itself, who is not designed to be affected by collisions or things like gravity.

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Clanggedin

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