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fadingsignal

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fadingsignal

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About this mod

Pre-war MREs in 14 flavors featuring brand new meshes and textures. Supply caches at military bases, and injected to vendor lists.

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DESCRIPTION
Adds a new edible item, the military MRE (Meal Ready to Eat), in 14 flavors.  A new rations container containing a supply cache of MREs can be found at some of the various military installations in the game, and MREs will be sold by vendors, and sometimes show up in food loot.  They have low radiation (+1 rad) so they are perfect for survival playthroughs and/or mods that jack up the radiation in other pre-war foods.  They give a bit more health than crappy pre-War food like Cram, and each have some very minor extra buffs, such as fortifying health, strength, or endurance.  As such, they are a little bit more expensive.

The idea was created for my own game, where I wanted a high-quality source of food that I could track down and scavenge, hence the caches at the military bases.  Most of the caches are locked with advanced level (one step above novice.)

This features 100% brand new meshes and textures created by me.  Diffuse textures are 2K, normal map and spec are 1k.

FLAVORS

  • Chili with Beans
  • Chicken Stew
  • Spaghetti with Meat Sauce
  • Cherry Blueberry Cobbler
  • Cornbread
  • Shredded BBQ Beef
  • Peanut Butter
  • Dried Fruit
  • Au Gratin Potatoes
  • Macaroni and Cheese
  • Lemon Pepper Tuna
  • Chicken Pesto Pasta
  • Chicken and Rice
  • Sauteed Vegetables

INSTALLATION
Choose either the script-injected version, or the 'standard' version.  The standard version makes direct edits to the leveled lists for people like me who prefer to manually patch/manage/add/remove what is in their lists.  If you just want plug-and-play, grab the script-injected version.  It will run once on game load to drop the MREs into vendors and loot lists.

LOAD ORDER
Whenever you add something to an interior cell, like I do with the ration cases, the 'header' data that contains the lighting and fog values is copied into the plug-in.  This cannot be avoided.  All that means is that if you are using a mod like my Interiors Enhanced, or other light mods like Enhanced Lights and FX, or Ultra Interior Lighting, just make sure those load AFTER this plugin so I don't revert the values back to vanilla.  Other than that, there are no conflicts with DLC, any unnecessary edits, or otherwise unsavory content.

FAQ

Q: "Can you make XYZ flavor?"
A: I will definitely consider it!  Especially if it's a flavor you personally have enjoyed as a serviceman.  I have tremendous respect for soldiers and like to add things that remind them of the more pleasant (or perhaps gross?) memories of their service.

Q: "Can you add/change/remove this buff, alter this value, lower the amount of x, make them more common, less, common, et al"
A: Unfortunately, if I honored every request, there would be 200 files.  This is a REALLY simple mod, FO4Edit will let you change whatever you want with ease.

Q: "Can you make a patch for X?"
A: I don't use any of the sorting mods, or other mods that alter the way food works, and my time for modding is REALLY thin lately due to IRL circumstances.  If anyone wants to make a patch, they are free to upload it, or send it to me and I'll host it here with credits to you!

Q: "Does this use scripts?"
A: The base game uses millions of scripts at every turn, but let's not get into that.  The LL-Inject version uses a script fragment that runs once on game load, and never again.
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