This page was last updated on 18 September 2018, 2:27AM
Changelogs
Version 2.6.1
updated to include changes from the unofficial fallout patch (long time coming, sorry). Only big fix is for roast yau guai melee buff effect. The rest are very minor. changes.
Version 2.6
Brahmin jerky recipe got accidentally removed in last version (fixed now).
Fortified Bramin Milk is now more powerful.
Power noodles are fixed so the effects aren't magnified with chemist perks.
Added Smoked Angler (new recipe and food).
Adjusted healing properties of several high end foods to heal more for balance.
Institute Food Package now heals more as it is more of a mid game food.
Version 2.5
I've made several adjustments to balance food prep progression with character leveling.
Wasteland gourmet rank 2 unlocks at level 8 perk (was 6). Rank 3 unlocks at level 20 instead of 17.
I've increased several benefits of rank 3 foods to make them a more appealing late game health source. I've also improved or fixed many of their bonuses.
I added deathclaw jerky. It requires rank 3 of Wasteland Gourmet and is the best jerky available.
Tweaked several Nuka World foods for balance.
Version 2.4
I've renamed prewar variants of packaged foods to more easily identify them. All have the word Preserved in the name and some had to be shortened (example: "Blamco Mac and Cheese" to "Preserved Mac and Cheese"). I've also added Preserved versions of Deviled Eggs, Cram, Pork n' Beans and Potato Crisps. They don't have clean textures, but they are twice as good for you and have no radiation.
The reason I've done this is that I made changes to the Food Processor from the workshop DLC. It now makes efficient batches of 5 instead of 1. It also produces preserved versions of all the packaged goods (the reason for adding the new ones in). The Food Processor requires rank 1 of science. No ranks of Lead Belly are needed.
This should make living off of packaged foods instead of cooking a viable role for those who wish to play that way.
Version 2.3
Merged my "Soda is for AP" and "Risky Prewar Food" mods into this mod, making this mod a far more complex and fleshed out project.
All sodas in the game (a lot) have had their effects changed to focus on AP related bonuses rather than adding to the already ridiculous assortment of healing items in the game. Now they have their own function and perhaps slightly more appeal.
All prewar foods (except preserved variants) have a low random chance to cause extra radiation damage. This makes packaged foods a little more of a gamble and simulates the idea that some foods have been more exposed to radiation over time than others.
Additionally I made some changes to vendor leveled lists so you should see less raw meat and more prepared foods. You get plenty of meat killing things in the game and I wanted to make it a little more viable to play as a non cooking character while still using this mod.
Version 2.2
Removed the keyword "ChemEffect" from the magic effect DamageRadiationChem. This keyword is only used to determine whether an ingestible should have its effect duration extended by the Chemist Perk and a power armor upgrade. The side effect was that adding radiation to foods and taking the chemist perk(s) made foods heal way more. Fixed, but older versions can be exploited pretty severely.
Changed radroach bits recipe to a batch of 2 (6 radroach meats and 1 beer) as beer isn't very common around the time you are eating that.
All omelettes have radiation damage removed since they require brahmin milk. Gave Mirelurk omelette a minor AP fortify effect. Boosted all omelette healing stats
Radstag Stew now requires a carrot instead of a siltbean. Ideally only foods that require higher levels of Wasteland gourmet should need special ingredients.
Made some changes to the Vim recipes to be more efficient on ingredients. Changed a few to bulk recipes for this reason.
Increased effectiveness of Hound cake, since Brahmin milk is relatively rare.
Added Wolf jerky and Mutant Hound jerky.
Added bonus healing to vegetarian meals if you've read Wasteland Survival issue 1. Similar to how issue 3 boosts healing of packaged foods. Vegetable soup, noodles, power noodles and apple fritters are the only vegetarian options, so I figured why not.
I made a change so that brahmin milk should be a little more easy to collect in settlements. I also increased stats for brahmin milk to batter match its rarity.
Removed a change to a wine (will be moved to my chemist mod).
Version 2.1
-Brahmin milk now heals a bit of radiation instead of causing it.
-You can now make batches of fermented brahmin milk at the chemistry station. It is as powerful as whiskey, but less addictive than beer. Added chance for some vendors to carry it.
-Renamed Slacker's Treat to Apple Fritter and changed the recipe to reflect this.
-Fixed a few typos.
-Power Noodles are a unique food (+10 fortify health for 30 minutes), only obtainable from the Power Noodles vendor in Diamond City.
-Fixed input/output jerky recipes where one piece of meat should provide multiple steaks.
-Stingwing steak now requires 1 bloodleaf instead of a cigarette.
-Trimmed level 3 lead belly perk description so it fits better.
-Changed the Lead Belly loading screen message to a Wasteland Gourmet perk description.
-Removed changes to canned dog food since my Risky Prewar Foods handles that item.
Version 2.0
version 2.0 is a total rewrite of the mod (all changes on main description page).
I've moved the old version (1.3) to the optional section in case anyone wants that. It only changes food and drink items. No perk changes or recipe restrictions added.
Version 1.3
Main changes in this version are to late game foods as the hp/rad ratio was worse than some mid tier foods. I balanced this by making some of those recipes a little more complex.
Radiation of eggs/omelets reduced.
Blight no longer heals radiation on its own but is required in some Far Harbor recipes.
I removed changes to Refreshing beverage as that is more a chem than a food.