My continued crusade to IRRADIATE EVERYONE continues, along with a series of recipe and effect changes. A large portion of these are for parity with another mod I'm making, which takes these same design principles and applies them to food, both raw and cooked, and their respective recipes. Some of these changes significantly restrict the availability of certain buffs and methods to clear addictions, and as such, I am aware some users may find them unpopular. Previous versions of this mod will forever be available, but I do encourage at least first trying these changes for yourself to see how the scavenging/crafting/survival loop now feels!
All water types - Health Restored changed from 1 over 10 seconds, to 2 over 5 seconds. This makes the healing twice as fast, without changing the total healing received. I liked 1 HP over a long period to reflect gradual disgestion/absorption of ingested consumables, but I want to see how this plays. I may revert this change later.
All radiation damage is now DamageRadiationWater. I don't know if this might have caused bugs with the Chemist perk, but if it did, it's fixed now.
Water, Dirty - Renamed to Water [Dirty]; increased radiation damage from 50 to 200 (10 over 20 seconds)
Water, Pre-War - Renamed to Water [Pre-War]; increased radiation damage from 25 to 50 (10 over 5 seconds)
Water, Boiled - Renamed to Water [Boiled]; increased radiation damage from 50 to 100 (10 over 10 seconds)
Water, Filtered - Renamed to Water [Filtered]; increased radiation damage from 25 to 50 (10 over 5 seconds)
Water, Irradiated - Renamed to Water [Irradiated]
Water, Purified - Renamed to Water [Purified]; increased Health Restored from 1 over 15 seconds, to 2 over 10 seconds, boosting the HP gain by five points in favor of round numbers. Get hype!
Squirrel Stew
Recipe - Replaced carrot and bloodleaf with 1 mutfruit and 1 wood; increased squirrel bits from 1 to 2
Item - Renamed to Stew [Squirrel]; increased Radiation Damage from 50 to 100 (10 over 10 seconds); decreased Health Restored from 105 to 40 (2 over 20 seconds); reduced the duration of the XP boosting effect from 30 minutes to 10 minutes.
Iguana Soup
Recipe - Replaced carrot with 1 mutfruit, 1 tato and 1 wood; reduced iguana bits from 3 to 2
Item - Renamed to Stew [Iguana]; increased Radiation Damage from 50 to 100 (10 over 10 seconds); decreased Health Restored from 95 to 40 (2 over 20 seconds); added the XP boosting effect from Squirrel Stew (including the reduced duration.)
[Thematically, I like these two stews being similar, because these are early-game items and recipes, which you'll likely replace with steaks later on. It feels like you're making do with whatever you can find, and getting a little bit of a bonus in the process that makes it easier to learn how to survive in the wasteland.]
Radstag Stew
Recipe - Replaced vodka, gourd, and silt bean with 1 Water [Boiled,] 1 tato, and 1 mutfruit
Item - Renamed to Stew [Radstag]; added 100 radiation damage (10 over 10 seconds); decreased Health Restored from 150 to 60 (2 over 30 seconds)
Vegetable Soup
Recipe - Added wood, mutfruit, and razorgrain
Item - Changed to Hearty Vegetable Stew; increased Radiation Damage from 50 to 100 (10 over 10 seconds); increased Health Restored from 55 to 60 (2 over 30 seconds); replaced "+25 Rad Resist for 3600 seconds/1 hour" with "+2 END for 1800 seconds/30 minutes." [Stacking radiation damage and rad resist one the same item seems strange, and I feel as though this better reflects having had a satisfying meal. Yes, this stacks with Vodka to +4 END, if using Better Booze.]
Noodle Cup
Recipe - Added 1 wood
Item - Decreased Health Restored from 40 to 20 (2 over 10 seconds); increased radiation damage from 50 to 100 (10 over 10 seconds). [I'd like to do more with this, but I need to plan my food changes out a little bit more.]
In summary, soups/stews require more common ingredients in fewer amounts, meaning it's actually much easier to make these stews, and you won't need to scour the Commonwealth for carrots or stockpile squirrel bits in sets of three. Characters in-game talk about the versatility of mutfruit, which (along with tatos) are shockingly common despite not actually being used all that much in recipes. Carrots are now more intended for use in Hearty Vegetable Stew specifically. This does reduce the amount of distinct recipes, but this is actually indicative of a larger problem with games that add survival/crafting mechanics, which require specific ingredients in order to craft basic food items. Fallout 4 MOSTLY avoids this, by allowing you to cook meat by itself (until Far Harbor was released and they forgot about that) but they still stumbled pretty hard on some recipes, and I feel like these new recipes strike a better balance for a character starting in Sanctuary Hills.
Tasty Deathclaw Omelette
Recipe - Replaced blood pack and Water [Boiled] (previously purified water) with oil, wood, tato, and bloodleaf; reduced mutfruit and carrot from 2 to 1
Mirelurk Omelette
Recipe - Replaced Water [Boiled] (previously dirty water) with oil
Radscorpion Omelette
Recipe - Replaced Water [Boiled] (previously purifed water) with oil
Omelettes previously used WATER as an ingredient, for some reason? I've since cooked eggs, and, uh, that doesn't work. So instead I switched them over to Bethesda's nebulous "oil" component, and removed the radiation damage accordingly. (Enjoy cooking your eggs in cooking oil/gasoline/lubricant!) I'm going to come back to these later when I've worked out radiation damage for raw and cooked food in more detail, so enjoy your rad-free omelettes while you can. I ESPECIALLY despise the Radscorpion Omelette curing all addictions; it simply makes no sense in any way.
Consider these changes to be a preview of my food mod; currently my plan is to "compress" meat types by size, so radroaches and mole rats will both drop the same generic meat item, which can be used to make a steak, stew, or jerky.
Slocum's Buzzbites, Herbal Anodyne/Antimicrobial/Stimulant, Vim!, and Gulper Slurry - Increased Radiation Damage from 50 to 100 (10 over 10 seconds)
Cutting Fluid - Water [Boiled] and acid both reduced to 1, steel reduced to 2
Vegetable Starch - Renamed to "Homebrewed Adhesive;" replaced corn, mutfruit, tato, and Water [Boiled] (previously purified water) with 1 acid, 2 rubber, 2 leather, 5 wood; reduced scrap value to 3 adhesive
These last two changes may seem a little random, and that's because they are. Again, I'm trying out new recipes within this framework to see how this feels. Cutting Fluid was intentionally changed to make Oil slightly more accessible (that food mod is going to require oil in addition to wood in order to cook meat) and Vegetable Starch was changed to give rubber more of a purpose and to disentangle adhesive production from farming. Now you can't just make infinite glue using a settlement; you're more limited by acid, a slightly less common resource with more uses, and rubber, a common resource with almost no uses at all. Leather is another resource whose uses are almost exclusively limited to armor crafting, and can be used in IRL glue production alongside rubber polymers, so I decided to toss that in and see what happens.
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