Very lightweight but effective hunting mechanic. Get ingredients from creatures in a more immersive way. Disassemble to parts various mechanical targets. Learn new cooking recipes and even more.
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===========NEW FEATURES======================= ================================== + WITH LOVE FROM ROBCO! ================================== Added Special RobCo Goggles and Power Armor Targeting System with several vision modes. Devices can highlight/detect living and dead targets, robots, traps and mines. Have integrated night vision module with several levels of brightness for covert operations. Every mode has its own visual effects and sounds. And for full badassery, lenses of devices, including visors in power armor helmets will also glow and have special lighting effects while at work (you can make lighting effects work while device in off state too. Through MCM)
Goggles and batteries can be crafted on the Hunting Workbench/Station. As a bonus they have several modifications, including some neat material schemes. There is a version available also for Dogs/Dogmeat. It doesn't use any batteries or has any modes, but has several glow colors, material schemes and overall can be used purely as a toggleable flashlight. Power Armor vanilla Targeting HUD modification is fully replaced with RobCo Targeting Interface which works exactly like goggles and has all functionality. Instead of batteries it will use energy from power armor core.
!!!IMPORTANT!!!
1) Night Vision IMAD with some ENBs can work very quirky or not at all. I am using Reactor ENB - https://www.nexusmods.com/fallout4/mods/57321, which works with night vision effects flawlessly and overall very nice ENB, highly recommend! 2) Devices work only from separate hotkeys. Don't forget to bind them, otherwise nothing will happen. IHO By KocmoHaBT >>> GAMEPLAY >>> HOTKEYS >>> ROBCO TARGETING INTERFACE CONTROLS 3) Also don't forget to check other options in IHO By KocmoHaBT >>> GAMEPLAY >>> DEVICES >>> ROBCO TARGETING INTERFACE. There you can find forehead position toggle, backlight color modes, energy consumption and more.
================================== + HAZMAT SUIT / GASMASKS INTEGRITY ================================== Hazmat suits and gas masks can become unusable due to radiation exposure. When equipped and exposed to radiation, their integrity will gradually fall, popup and sound notification will tell you about it.
When their integrity falls to the ground, they will unequip, become damaged and unusable. To mitigate this, there are "Haz'O Mat" - Automated Repair Kits, which can be crafted on the hunting station/workbench or found/bought in the world. They automaticaly initiate repair process when integrity of a gasmask or a suit falls below 15%. "Haz'O Mat" can also be used for manual repairs.
This integrity system is not overblown by any means and work globally, not by item from item basis. You don't need several gas masks or hazmat suits, this will not help you. System works "in the shadows", lets say it is some sort of a hidden meter which you need to fill up/restore while you equipped with hazmat suit/gas mask under hazardous conditions. It is very similar with other feature from this mod - "Knife Dulling", that one also works globally.
List of Items chosen to use this system: --------------- Assault Gas Mask Assault Marine Armor Helmet Cleanroom suit (hooded) Gas Mask Gas Mask with goggles Hazmat suit Helmeted cage armor Spike Armor with helmet Tactical Marine Helmet
All included items got increased bonuses to make them worthy to equip and a little debuffs to make life not so sweet. Pair this with the feature above and now they are more like a utility tool, life saver in some situations, rather than a cosmetic.
BUFFS FOR INCLUDED ITEMS:
+ Assault Gas Mask ================ VANILLA => 1 Armor Rating, 15 Rad Exposure IHO => 15 Armor Rating, 10 Energy Resistance, 10 Poison Resistance, 800 Rad Exposure
+ Assault Marine Armor Helmet =========================== VANILLA => 14 Armor Rating 14 Energy Resistance IHO => 21 Armor Rating, 20 Energy Resistance, 20 Poison Resistance, 1000 Rad Exposure
+ Cleanroom suit (hooded) =========================== VANILLA => 100 Rad Exposure, +2 END IHO => 50 Poison Resistance, 2500 Rad Exposure, +2 END
+ Gas Mask, Gas Mask with goggles ================================= VANILLA => 1 Armor Rating, 15 Rad Exposure IHO => 10 Armor Rating, 20 Poison Resistance, 750 Rad Exposure
+ Hazmat suit ============= VANILLA => 85 Value, 5 Weight, 0 Armor Rating, 1000 Rad Exposure IHO => 1000 Value, 30 Weight, 50 Armor Rating, 75 Energy Resistance, 100 Poison Resistance, 5000 Rad Exposure, Can Submerge
P.S Awarness Rank 2 helps to mitigate this problem. --------------------------- If you have mods that overwrite this items, please check in FO4Edit and forward the changes/make compatible patch. Otherwise "INTEGRITY" feature will not work. Gasmasks/suits and etc from other mods can be easly patched, but i will not do it. For the time being i will stop only on these vanilla items.
================================================================ + "Haz'O Mat" Auto-Repair Kit ================================================================ Automated Hazmat And Gasmask Repair Kit. Automaticaly repairs integrity below 15%. Can be used as manual repair kit. Can be crafted on the Hunting Workbench/Station. Also can be found in toolboxes (very low chance) or be bought from vendors.
================================================================ + Stimauto - Automatic stimpak ================================================================ Automaticaly activates when the health level reaches 50%. Heals 40 points of HP and fortifies damage resistance for 30 seconds. Can be crafted on Chem bench/Hunting Station. Also can be found in medboxes (very low chance) or be bought from vendors.
================================================================ + Autorad - Automatic Radaway ================================================================ Automaticaly activates when the radiation level reaches 500 units. Neutralizes 300 points of radiation and fortifies radiation resistance for 30 seconds. Can be crafted on Chem bench/Hunting Station. Also can be found in medboxes (very low chance) or be bought from vendors.
================================================================ + GLOBAL INCOMING RADIATION EXPOSURE / POISON DAMAGE MULTIPLIERS ================================================================ Added two multipliers that globally increase/decrease incoming radiation exposure and poison damage from enemies or from the environment, doesn't touch radiation from food. To make things more survivalish or on the other hand more easier.
Can be found in IHO By KocmoHaBT >>> GAMEPLAY >>> HAZARDOUS CONDITIONS
================================================================ + SURVIVAL DIFFICULTY DAMAGE MULTIPLIERS / SERVICES COST ================================================================ Added ability to change incoming/outgoing damage for survival difficulty. Added ability to change costs for buying house in Diamond City, make surgery, cure addictions, cure radiation, heal light and large wounds, make haircut and rent room.
Can be found in IHO By KocMoHaBT >>> GAMEPLAY >>> OTHER
===================================================================================================== ===========CHANGES & ADDITIONS: + Added bonus functionality to compost bin. Now it can also make spoiled fruits, vegetables and meat from normal/fresh/raw/packed and etc counterparts. >>> Produced items now go the bags from the right of the compost bin, they serve as a container now. With toggled off spoilage mechanic, bin produces fertilizer from any food that have ObjectFoodType keyword, with HC_IgnoreAsFood as an exception.
+ Bug baits and Crustaceans baits can be crafted with toggled OFF spoilage now. Was a little oversight.
+ Added poisons to some medkits and chem/med vendor leveled lists.
+ Added throwable knives, hatchets, garpoons, buzzssaws to some dufflebags/ammo boxes and melee vendor leveled lists.
+ Added burner refillers, sharpening kits to some toolboxes and vendor leveled lists.
+ Removed eyes slot flag from Assaultron helmet to make it fully compatible with RobCo Goggles, Visor and other eyewear. Looks badass!
+ Changed implementation of the "Poison Song" challenge. Apply Combat Hit Spells are removed, thus making full compatilibity with such mods as MAIM and S7 Skill System.
+ Changed implementation of Toxic Guts damage and duration, now it works without "OnTimer" event, was not 100% reliable. Radiation damage numbers can be seen again. Also it is now chance based instead of 100%. Higher your INT, lower the chance. Can be configured in MCM.
+ Changed implementation of Blood Samples damage and duration. Now it works without "OnTimer" event, was not 100% reliable.
+ Rad-X now gives only 25 points to radiation exposure and ingestion resistance. Yeah, it now also gives radiation ingestion resistance as it should. It can help consuming irradiated food getting less rads. >>> In Pip-boy UI you will see 50 increase instead of 25. It is normal. Engine sees RadResistIngestion and RadResistExposure actor values as one. You will get only 25 for exposure and 25 for ingestion.
+ Tweaked some water spells. Now sips restore only 1 HP and Aquaboy/Aquagirl perks don't give radiation immunity while in water. >>> Instead of radiation immunity now these perks give: >>> RANK-1 gives ability to hold breath for longer periods of time while submerged. For each point of stamina, sprint costs 5% less AP. >>> RANK-2 gives ability to become totally undetectable while submerged (Vanilla Behavior). You swim and sprint much faster.
+ Added ability to use console in survival difficulty.
+ Glowing Ghouls now burst with much powerful radiation and resurrect allies in bigger radius.
+ Drastically increased damage of environment traps like electric arcs, radiation traps, oil traps.
+ Laser traps, floor scales, handmade traps, bear traps, enemy mines will always trigger whether you have a Sneak Rank2/3 perk or not. Be cautious to your surroundings. >>> Instead of trap and mine triggering immunity: >>> RANK-2 gives ability to get +2 Perception while in stealth and not moving. >>> RANK-3 gives ability to get +20% movement speed while in stealth.
Version 5.1
===========NEW FEATURES========== ================================= + CAMPING BOX ================================= Added simple yet effective camping box for storing your items. Capacity can be configured in MCM. Also has ability to transfer items back to player inventory or leave them inside upon packing.
================================= + FOOD OVERSATIATION MECHANIC ================================= Added Lightweight oversatiation mechanic. I always wanted some "food-braker" to stop spamming all this food with nice bonuses, but never found any. So i made one myself. As this mod also contains a lot of food edits/buffs and food recipes, i think this mechanic will compliment it nicely, especially if you are playing on survival mode. It will motivate what to choose and eat from cooked/packaged food and not to go all in. No longer you will eat your beefy food one by one and get a lot of bonuses without taking any consequences. Cooked/packaged food now has 4 categories and gives oversatiation points. There are three thresholds, upon reaching them, they will give oversatiation debuffs.
Category 1 (10 points by Default)> low grade: basicaly all food that has no significant or any bonuses. Category 2 (35 points by Default)> medium grade: food that have some light bonuses. Category 3 (70 points by Default)> high grade: food that have one or several powerful bonuses. Category 4 (95 points by Default)> legendary: food that have most powerful or very significant bonuses.
Threshold 1 (50 By Default)> -3 Agility, -50% Action points regeneration. Threshold 2 (100 By Default)> -3 Strength, -3 Endurance, -30% Movement Speed, -50% Weapons reload speed. Threshold 3 (150 By Default)> -5 Perception, -5 Charisma, -5 Intelligence. Can't Sprint.
Thresholds, oversatiation points, timers, notifications, toggle and a hotkey for oversatiation status check can be tweaked in MCM.
================================= + WEAPONS ================================= Deployable molerat bombers, which recipe can be unlocked through completing a "Gourmand Of The Commonwealth" challenge. They are devoted to you so they will follow your lead and maniacally bomb your foes. As I wrote earlier, yes, they will follow you where ever you go by default, but additionally with "Animal Friend" perk you can fully control your bombastic friends and make raiders squeal in surprise.
===========CHANGES & ADDITIONS: + Toxic Guts and Blood Sample mechanics now have a bunch of new options in MCM. Duration and damage threshold of this mechanics now work through script and can be configured in MCM. + Added blood splatters on creature carcasses after butchering. Just a visual effect. Can be Toggled On/Off in MCM under VISUAL EFFECTS >>> Dismemberment + Gourmands Of The Commonwealth recipes now have proper model and cover, and can be put on magazine shelves and stands. Collect them all! + All legendary Gourmands Of The Commonwealth recipes now have own category in the cooking stations. Buffed all legendary recipes to make them even more worthy. + Added 2 more challenges. + Added Lunchbox "Victory!", which granted by finishing challenges.
===========BUGFIXES: + Fixed an oversight in the hunting station/workbench.nifs material. Fixed material path. + Fixed an oversight in the Spices.nif material. Fixed material path. + Fixed some MCM toggles, precicely toolkit breakage disable and robot self-destruct routine disable.
;===========COMPATIBILITY PATCHES======================= + Updated all Mutant Menagerie and Capital Wasteland creatures patches to work with new changes.
Version 5.0.3
Fixes: ===== + Fixed an oversight in the campfire script that did not use or check for camping burner in the player inventory. + Fixed an oversight when adding more wood/reigniting the campfire. Now the script checks if the player has firewood in the inventory. + Fixed Choking trap that did not work correctly. + Fixed an oversight when using sharpener without any stab-type weapons in the inventory.
Changes & Additions: ======== + Enhanced visual explosion of the choking trap. + Enhanced visual effects when placing camping items. + Tweaked recipe for the camping burner. + Camping burner now empty from the get go. You need to fill it with a burner refiller. P.S Keep in mind, that after update all filled camping burners will be resetted to empty state. + Incorporated version-update-monitor. For much easier mod updating. Just in case, if i am going push forward with more updates, this monitor will be useful.
Version 5.0.2
Hotfix-2, sheeeesh last one for this moment. Sorry for inconvenience. ===== + Fixed a quirk in the campfire script that caused the camping pot and cooking station to return to player inventory under certain conditions, regardless of whether the player originally had them or not. + Animal traps and camping equipment are no longer doing explosions when placed in water. + Added additional checks to some camping equipment and animal traps (except crustaceans, herptiles and amphibian type traps), to prevent them using in water/underwater.
Version 5.0.1
Hotfix ===== + Correction of several scripts related to traps + Tweak to trap rigging animation
Version 5.0
===========UPDATE PROCEDURE========= + From v4.0.1 to 5.0 just overwrite all files.
===========NEW FEATURES========= ================================= + CAMPING EXPERIENCE ================================= What a hunter is without camping experience? Make some campfire, with sitting and sleeping place. Turn on radio, put a cooking pot, make some meal, and enjoy your time. With fully ignited campfire you can warm up, relax and get some buff. To acquire buff you need to warm up or relax for 30 seconds. NPCs/companions can also relax, sit, use cooking stations. For better results try to place everything on flat surface, but nonetheless ,you still can fine tune placement with a special menu. Everything for you camping needs can be found and crafted on the Hunting Station. ================================= + TRAPPING MECHANIC ================================= Introduces lightweight trapping mechanic with baits and traps.
HOW IT WORKS -------------------------> Rig traps somewhere, put appropriate baits on them and go do your things, or alternatively you can sit or just stand around nearby and wait. As time passes in-game, traps will attempt to catch a creature. Keep in mind that some creatures can only be cought in Far Harbor or Nuka-World. For example traps rigged in the Commonwealth will never catch gulper or fog crawler and etc. (Exceptions can happen, if you are playing with Mutant Menagerie mod) Traps can instantly kill or cripple. Also there is a chance that traps will be destroyed upon your arrival. As usually, In the MCM you can tweak some settings to your liking.
I did not want to overhelm this system with bait types for every creature and yada yada, so I put each creature type in bait-trap specific category. For example, if you put bait for canines, then there is a chance that trap will catch a dog, mutant hound or a wolf. Or, if you put a bait for predators, then there is a chance that trap will catch a deathclaw, gatorclaw or a yao-Guai.
Here is a list of possible creatures which can be caught, including Mutant Menagerie and Capital Wasteland creatures.
P.S. From time to time, randomly, feral ghouls can be caught. Traps for Herptiles/Amphibian & Crustaceans can be put only in water or near it. You must stand in water to make prompt appear.
================================= + NEW WEAPONS AND TRAPS ================================= + Added several new throwable weapons: Knife (+ Poison coated types), Mr. Handys Buzzsaw, Hatchet, Harpoon, Harpoon (Electrified), Harpoon (Explosive) + Added several new traps: Extermination Trap, Chocking Trap, Hallucination Trap
Every weapon and its effects works and scales with appropriate perks. Throwable weapons are retrievable (even from NPCs). Knives, hatchets and buzzsaws spin when they fly.
================================= + HUNTING STATION ================================= Introduces Hunting Station. With the Hunting Station you can craft all sorts of traps, baits, poisons, weapons, camping items. Plus i moved all (Non-Food) crafting recipes which IHO introduces to that bench. Now everything can be found there. Hunting Station can be found in >>> Workshop >>> Crafting.
;===========CHANGES======================= Vanilla Perks ----------------------------------> + Scav! - Bladed Bravado: added some changes to make synergy with throwing weapons. + Ninja: Forwarded fix that UFO4P introduces. Added some changes to make synergy with throwing weapons. + Mister Sandman: added some changes to make synergy with throwing weapons. + Chemist: Forwarded fix that UFO4P introduces. Moved everything from IHOs-Hidden-Chemist perks to vanilla Chemist perks. As IHO still overwrites chemist perks in one form or another, there is no reason to keep everything in hidden perks. + Lead Belly: moved everything from IHOs-Hidden-LeabBelly perks to vanilla Lead Belly perks. As IHO still overwrites lead belly in one form or another perks, there is no reason to keep everything in hidden perks.
P.S If you are using perk overhauls or something in between, please consider to check this perks in FO4Edit, maybe you will need lightweight compatibility patch.
Challenges ----------------------------------> + Buffed most of the bonuses to make challenges complete worthy. + Added additional info to complete messages. Info about caps and experience. + Added new MCM sliders for caps and experience gain for every challenge. + Added 4 new challenges to complete.
Vanilla Traps And Caltrops ----------------------------------> Vanilla bear traps and caltrops are very useless. So i tweaked them. Now they have more powerfull and much deadlier effects
+ Basic Bear trap deals 100 points of raw damage, causes huge stagger and cripples legs. + Enhanced Bear traps deal 150 points of raw damage, cause huge stagger, much more effectively cripples legs and adds bleeding. + Basic Caltrops have 8 projectiles, each deals 15 points of raw damage on contact. Medium stagger and slow downs the target by 25% for 10 seconds. + Enhanced Caltrops have 12 projectiles, each deals 25 points of raw damage on contact with poisoning effect. More effective stagger and slow downs the target by 35% for 10 seconds.
+ Lightweight visual change. + Now it spawns with its own legendary container. All items/prizes will go there now. + While powered on and idling, it plays some arcade music. + Added ability to exchange legendary coins for caps. MCM settings included. + Added ability to exchange legendary coins for perk points. MCM settings included.
Miscellaneous ----------------------------------> + Added Mr. Handys Buzzblade (Misc item) to his leveled list. + Reorganized IHOS MCM menu and made it more visualy appealing and convenient to use. + Tweaked one of the harvesting animations. + Changed some experience formulas. Lessened experience gain after butchering, salvaging robots/synths and taking blood samples. + Replaced blood packs healing effect with stimpaks healing effect. To make it compatible with disabled food/drinks healing.
;===========COMPATIBILITY PATCHES======================= Updated all compatibility patches for Mutant Menagerie and Capital Wasteland creatures. Trapping feature is fully compatible.
Version 4.0.1
;===========BUGFIXES======================= + Knife sharpeners no longer grant satiety in survival mode. + Stimpaks are no longer consumed while taking blood samples.
;===========COMPATIBILITY PATCHES======================= Added compatibility patch for Damn Apocalypse mod - https://www.nexusmods.com/fallout4/mods/33812 If you are using DamnApocalypse_Loot.esp / DamnApocalypse_Radiation.esp modules, don't forget to put them above IHO in your load order.
Version 4.0
;===========CODE====================== Rewrote code almost from scratch. A lot of changes under the hood. Bacause of this, updating from v3.2-final to v4.0 is not possible. Fully delete v3.2-final before installing v4.0 or even better, start a new save.
;===========NEW FEATURES======================= + Food and drink spoilage mechanic. Which based on ingame time cycles. Not perfect like in 76, but very doable. For survival experience. MCM options included
+ Challenges with unlockable bonuses and items, based on IHOs concept. In the future i can add even more. MCM options included
+ Wastelands Showroom module. Brings new trophy type items to your workshop. Stands, Plints, Cages, New Wall Mounts with snappable points, Taxidermied creatures, Statued Robots and etc. Great companion for the main IHO module. Can be used separately.
;===========CHANGES & ADDITIONS======================= + Disposing now fully works as intended without breaking respawn points. I used ashspawn script as a base. Basically when your are disposing corpses now, they just become invisible and thats it. After a cell reset engine handles them on its own. Just keep in mind this.
+ Reverted changes to food items heal effects, now they all vanilla again, although implemented a toggle for disabling heal effects alltogether.
+ Visual changes to car salvaging
+ Added motocycles to salvage list
+ Now when salvaging wrecked virtibirds, they don't add items straight to your inventory. Instead they spawn a little toolboxes near their wreckages with a loot inside. Toolbox then despawns after 2 minutes.
+ Vertibirds wreckages which can be found in the world also can be salvaged now.
+ Total Hack perk now is needed to disable the turrets. Before it was Robotics Expert.
+ Implemented a couple of new workshop items, two of them as a challenge unlock. Compost Bin, Sicilian Espresso Machine, Bottle & Cappy "Good Luck" Machine.
+ Implemented Deployable "Helios-One" turret as a challenge unlock. It needs 5mm ammo, tons of it. Repair kits, and love. Don't betray it, or it will shoot you on sight.
;===========BUGFIXES======================= + Some fixes to bonuses on cooked items and maybe something else. I just don't remember already.
;===========COMPATIBILITY PATCHES======================= Full compatibility with Mutant Menagerie + All its DLC Updated patches for Turkeys/Capital Wasteland creatures.
;===========KNOWN ISSUES======================= + Wastelands Showroom module >>> sometimes after placing objects and then changing their place, they can leave invisible collision. I did not see this happen with vanilla items at least. Just save this object to your workshop and put it again, this will fix the situation. Not a gamebreaker, but still don't get it why this happens. Maybe i borked something while used 3DSMax, or did something not correctly. If someone have info about this moment i will very appreciate if you tell me.
Version 3.2-Final
;===========NEW FEATURES======================= + Blown up Vertibirds can be salvaged now, in the wreckage you can find useful resources, items, ammo. Works same like with robots/synths/cars: disassembly wrench + toolkit.
P.S Vertibirds & Cars will not have common container windows at least of the time being. Not because i don't want them, i tried to make them btw, but because they are not worth my time. As I found, they are very finicky and not so easy to make without interrupting core of the plugin and not using method like in Lootable Cars And Trucks. And i don't want to bloat/redo a plugin for such a low price. If i find a better and quite lighter solution for this, definitely will implement it. . ;===========CHANGES & ADDITIONS======================= + Hermitcrab Hatchlings now also have meat.
+ Tweaked meat quantities in the leveled lists.
+ Better synced animations with sound effects in 3rd/1st person.
+ Robot/Synth self-destruct routine will not initiate in the middle of some animations/before animations ends.
+ Removed some things from the plugin. From v3.2-Final they are not needed anymore.
;===========BUGFIXES======================= + Fixed some invisible Nukalurks.
+ Added mini-fix-code script "MirelurkAmbushArtScript.pex" from Unofficial Fallout 4 Patch v2.1.3 If you are using UFO4P or not, it doesn't matter. It is the same file/same fix and no harm.
Version 3.1-Final
;===========CHANGES & ADDITIONS======================= + Every knife that has AnimsStabWeapon keyword, now again can be used for butchering process, but with durability mechanic on top. It was a obviously dumb move from my side to assign only one knife for this process. The durability mechanic applies to all knives at the same time. That is, if you brought one, for example to 26% and then took another, then the latter will also be 26%. If I will find a way (very lightweight way, without big compatibility issues or any at all) to make each knife tracking separately including from the other mods, i definitely gonna do it. But for now it is as it is. However system works 150% solid and i am pretty satisfied with it.
+ Knife sharpener kit "Vault-Blade" now gives 200% to total sharpness, before it gave only 150% max.
+ All types of Knife sharpeners will not be consumed anymore if the knife is not in your hand.
+ Basic knife sharpeners will not be consumed anymore if the knife has 100% of total sharpness, and Vault-Blade sharpeners will not be consumed anymore if the knife has 200% of total sharpness.
+ Added notification about total knife sharpness after knife sharpener usage.
+ Added new sound fx for disassembling process like drilling sounds, wrench sounds, toolbox sounds and a several more. Appropriate animations have suitable sounds for them.
+ Added additional sounds for robots/synths blow up process like robotic-evil-death-laugher, evil beeping and etc (all sounds are from automatron DLC, so everything is in theme).
+ Changed sound volume on several sound effects.
+ Vault-boy clip which triggers after robot/synth dissasemble failure now turned OFF by default.
+ Added different Vault-Boy clip for the knife dulling.
;===========MCM=======================
+ Changed some descriptions in the MCM menu.
+ Added one new toggle for: IDLES & VISUAL FX: Action >>>> Knifehater: Toggles Vault-Boy clip and sound effect when the knife is completely blunt.
Version 3.0-Final
;===========INSTALL / UPDATING NOTES============== To Users who will be updating i suggest to fully uninstall v2.0.5-Final before installing v3.0-Final. In the latest version there were made a lot of reorganization in scripting. Basically I moved all main functions from the PERK to the QUEST as it should be in the beginning and did a lot of changes to scripts, properties and etc. Now everything looks fine and dandy and it will stay like that for the future.
To other Users who will install for the first time or goes for the fresh start, then everything is simple >>> just Plug N' Play
;===========CODE====================== + Reorganized main functions, rewrote and changed a lot of code, properties, effects. System works faster and more efficient now.
;===========NEW FEATURES==============
(===HUNTING KNIFE===) + Unique Hunting Knife with dulling mechanic and with some neat modifications and paintjobs. From now on it will be your best friend for butchering and harvesting ingredients from slain animals and creatures. All other knifes become obsolite and not suitable. But it is quite top tier knife, so it can be used and also be a powerful killer even in the late game. Added Hunting Knife sharpening kits. With each use, the knife will become duller, and if you bring its condition to zero, you will no longer be able to butcher. Therefore, these special sharpening kits will be very useful.
+ New option to bind a key for Hunting Knife status checking.
P.S As it stands right now, do not try to craft or get several knifes to mitigate dulling mechanic. It will not work, made for balance reasons, otherwise there will be no need in sharpening kits as to make new knife is a lot cheaper. So basically you need only one hunting knife for butchering. And ofcource you can craft it for you companions too, i will not stop you.
(===POISONS===) + New Vegas poisons for melee weapons. There is a new component "Poison" which can get be from stingwing barbs, radscorpions stingers, mirelurk/nukalurk queens carapaces, Rat Poison items and some other several creatures if you are using Mutant Menagerie or Turkey Mods. Poison is a MUST to craft these dangerous bottles. With each rank of Chemist perk their effectiveness and dosage per hit will raise.
1 RANK: All poisons are 10% more effective and have 2 doses. 2 RANK: All poisons are 20% more effective and have 4 doses. 3 RANK: All poisons are 30% more effective and have 6 doses. 4 RANK: All poisons are 40% more effective and have 8 doses.
Bleak Venom: Coats weapon with deadly poison -12HP/10s.
Cloud Kiss: Coats weapon with potent poison -9HP/10s. Poisoned targets get frenzied for 10 seconds.
Dark Datura: Coats weapon with the weakest poison -3HP/10s. Poisoned targets get decreased accuracy and attack damage for 10 seconds.
Mother Darkness: Coats weapon with potent poison -9HP/10s. Poisoned targets get paralysed for 10 seconds.
Silver Sting: Coats weapon with moderate poison -7HP/10s. Poisoned targets get reduced damage resistance for 10 seconds.
Tremble: Coats weapon with weak poison -5HP/10s. Each hit on poisoned targets has a chance to knock out their weapon.
;===========CHANGES & ADDITIONS======================= + Chance of harvesting better ingredients now calculates by >>>>> Formula: Mult * (PER + LUCK) / 2, before it was a plain chance.
+ Chance of Robot/Synth self destruction routine while salvaging now calculates by >>>>> Formula: Mult / (AGL + INT * 2), before it was a plain chance.
+ Chance of Toolset breakage now calculates by >>>>> Formula: Mult / (LUCK + AGL * 2), before it was a plain chance.
+ Butchering experience calculates by >>>>> Formula: INT * Mult1 * ActorButcherXP / Mult2, before it was a plain chance.
+ Robot/Synth salvaging experience calculates by >>>>> Formula: INT * Mult1 * ActorSalvageXP / Mult2, before it was a plain chance.
+ Car/Truck salvaging experience calculates by >>>>> Formula: INT * Mult1 * ActorCarSalvageXP / Mult2, before it was a plain chance.
+ Blood Sampling experience calculates by >>>>> Formula: INT * Mult1 * ActorSamplingXP / Mult2, before it was a plain chance.
+ Blood can also be harvested from supermutants and ghouls.
+ Added crafting category for IHO tools.
+ Added different explosion like cryo, plasma, emp to the pool of existing ones which robots and synth are using when blow up.
+ Changed a lot of visual and sound fx for butchering, salvaging processes.
+ Different creatures now have different blood pools like for example Bloatflies previously had red pools of blood and now they have more squishy goo. Robots and synths have oil pools after salvaging and subtle sparks.
+ Added a little subtle twitch effect to the bodies/carcasses after finishing butchering/salvaging process.
+ Dismemberment on animals/creatures is now set to OFF by default, but still can be enabled in the MCM. A lot of people did not like it. But because of the new visuals effects and tweaks to them, i am even don't mind. Now in my game it is also set to OFF hehe.
+ A lot of tweaks and changes to leveled list, crafting recipes, ingredients, food.
+ Changed some logic in acquiring meat amount.
+ Changed amount and type of ingredients for Spices recipe. Now it is easier to make.
+ Removed salt, pepper, spices from even more cooking recipes or reduced their amount for crafting significantly. As a reminder >>> food additives can be found in loot, bought from the vendors and can be unlocked permanently through finding recipe.
+ Significanly lowered radiation poisoning from cooked food, raw food, healthy food, plants and etc. Now it is not so hardcore. Keep in mind that if you don't like cooked food rads poisoning, this can be disabled in the MCM.
+ Changed prices and component yield to almost all items that can be get from butchering and salvaging. Mostly decreased.
+ From robots and synths can be salvaged better components.
+ Now you will get only basic ingredient/component or ideal variant from butchering/salvaging, not both items like before.
;===========MCM======================= + Reorganized and updated MCM menu with new toggles and categories.
(===NEW TOGGLES & SLIDERS===)
GAMEPLAY: Probability Triggers ==================== + Toolset Breakage: Chances for toolset breakage while salvaging cars/robots/synths/disabling turrets. Calculates from your Luck & Agility.
+ Hunting Knife Durability: dulling speed per usage.
+ Hunters Luck: Chances for getting ideal ingredients like pelts, teeth and etc. Calculates from your Perception & Luck.
+ Self-Destruction: Robots: Chances for robots self-destruction routine while salvaging. Chances calculate from your Intelligence & Agility.
+ Self-Destruction: Synths: Chances for synths self-destruction routine while salvaging. Chances calculate from your Intelligence & Agility.
Experience ========== + Butchering Multipliers X1/X2: Experience multipliers for butchering process. Formula: INT * X1 * ActorButcherXP / X2
+ Robots & Synths Multiplier X1/X2: Experience multipliers for salvaging process. Formula: INT * X1 * ActorRoboSalvageXP / X2
+ Cars & Trucks X1/X2: Experience multipliers for salvaging process. Formula: INT * X1 * ActorCarSalvageXP / X2
+ Blood Samples X1/X2: Experience multipliers for sampling process. Formula: INT * X1 * ActorProbingXP / X2
KEYBINDS: Knife Status Check ================== + Status Hotkey: Shows hunting knifes durability.
;===========BUGFIXES======================= + Fixed animations not working after using vertibird. Big thanks to TakahashiThePimp for the fix.
+ Fixed some leveled list.
+ Fixed Radroach carapace. Now it looks properly.
;===========COMPATIBILITY PATCHES======================= + IHO_MutantMenagerie.esp - balanced and fully updated for Mutant Menagerie v1.3 (Horrors of the Deep Fog not yet supported)
+ IHO_MutantTurkey.esp - balanced and fully updated for Mutant Menagerie v1.3 + Mojave Mantises + Mojave Geckos + Mojave Cazadores + Mojave Bighorners + Capital Wasteland Centaurs + Institute Centaurs + DC Molerat + Lamprey Floaters + The Famished
+ IHO_Turkey.esp - balanced and fully updated for Mojave Mantises + Mojave Geckos + Mojave Cazadores + Mojave Bighorners + Capital Wasteland Centaurs + Institute Centaurs + DC Molerat + Lamprey Floaters + The Famished
+ Added support for Mojave Bighorners to the merged IHO_MutantTurkey.esp / IHO_Turkey.esp compatibility patches. + Added support for Mojave Cazadores to the merged IHO_MutantTurkey.esp / IHO_Turkey.esp compatibility patches. + Added support for Capital Wasteland Centaurs to the merged IHO_MutantTurkey.esp / IHO_Turkey.esp compatibility patches..
P.S. Capital Wasteland Yao Guai and Capital Wasteland Radscorpions are working from the box, patch is not needed.
Version 2.0.5-Final
;===========BUG FIXES============== + Fixed the inability to butcher some creatures under some circumstances, for example, when target was killed by an explosion and its corpse flew away. Precicely, removed "GetDistance" conditions from the main perk. In the beginning it was there to make your character be near your fallen target when activating actions to make animations look not so awkward. But after playtesting and user reports, it works not so well and can bug.
+ Removed Disable/Delete function from robot and synth bodies after self-destructing. It was causing respawn bug. Unintended leftover.
+ Fixed Disposer effects not toggling on/off.
;===========CHANGES======================= + Tweaked some vanilla low tier cooking recipes. Removed salt/pepper/spices from them. + Tweaked leveled lists for mailboxes (removed additives and drinks) and added cooking recipes which also can be found in news stands.
;===========BUG FIXES============== + Fixes Actions: Salvaging, Disabling Turrets, Butchering, Taking Blood Samples on a newly spawned character/targets. Before these action were blocked/not possible on a newly spawned targets.
;===========MCM======================= + Added new toggle
=== NEW TOGGLES + Disposer Tools: Toggles disposing effects. WARNING! The effect has a detrimental effect on the respawn of NPCs, characters after removing their bodies will not respawn in the future. Use at your own risk or only when truly needed.
P.S At the moment it is not possible, or I am dumb and just did not find a way to do it, but testing shows that deleting corpses with Disable/MarkForDelete or through scripting Disable()/Delete() (like in Disposer Tools scripts) breaks character respawn, at least for that characters which are added straight to the world/place/cell, like Actors, not trough script or leveled list) Basically engine did not fond of deleting corpses by your hands and wants to play by his rules, through his respawn flags. So better safe than sorry, use this disposing tools only when it is truly needed. I will try to find a workaround, but not guarantee anything.
;===========COMPATIBILITY PATCHES======================= IHO_MutantMenagerie.esp / IHO_MutantTurkey.esp / IHO_Turkey.esp are fully updated for IHO v2.0.4-Final
Version 2.0.3-Final
;===========FEATURES============== + Added new models for salt, pepper, sugar and spices and everything nices. Big kudos and credits to RyceKaeks for his Modder's Resource https://www.nexusmods.com/fallout4/mods/48227 , and Yeoldewar for giving me the link.
;===========COMPATIBILITY PATCHES======================= IHO_MutantMenagerie.esp / IHO_MutantTurkey.esp / IHO_Turkey.esp are fully updated for IHO v2.0.3-Final
;===========MODULAR VERSION======================= + Updated to v2.0.3-Final + Added full Russian translation. Добавлен полный русский перевод. + Separated Cooking Pot from Hunting/Cooking Module and removed it from them. Now cooking pot has its own module. + Removed Disposal Tools from Hunting & Salvaging Module. If you want them back please install separate module.
;===========MODULAR VERSION CHANGES======================= + For salvaging mech targets you need Utility Wrench (before was named Disassembly Wrench), for disposing mech targets - Disassembly Wrench (New item, which can be crafted). This change was neceseary due to Disposal Tools separate module. Although Utility Wrench can be easly patched to have same behavior like before.
Version 2.0.2-Final
;===========BUG FIXES============== + Added another condition check to the main scripts for actions. Before, if you were fast enough (bashed spacebar like a madman) could get more ingredients from targets than intended (like x2)
;=====COMPATIBILITY PATCHES======== + IHO_MutantMenagerie.esp / IHO_MutantTurkey.esp / IHO_Turkey.esp are fully updated for IHO v2.0.2-Final
Version 2.0.1-Final
;===========NEW FEATURES============== + Added Splitting Grenade. It can be used to dispose big piles of corpses in a big radius.
;===========LOCALIZATION============== + Добавлен полностью русский перевод как основного мода так и патчей + MCM
!P.S. Для полной синергии с переводом (если вы используете патчи совместимости для Mutant Menagerie, Mojave Mantises, Mojave Geckos, The Famished, Lamprey Floaters, Institute Centaurs) необязательно, но рекомендуется скачать переведённые их версии из списка ниже. И не забудьте поблагодарить авторов лукасом за старания.
Mutant Menagerie RUS - https://www.nexusmods.com/fallout4/mods/53852 Mojave Mantises RUS - https://gamer-mods.ru/load/fallout_4/zhivnost/mojave_mantises/133-1-0-11780 Mojave Geckos RUS - https://www.nexusmods.com/fallout4/mods/50284 The Famished RUS - https://www.nexusmods.com/fallout4/mods/54250 Lamprey Floaters RUS - https://www.nexusmods.com/fallout4/mods/49439 Institute Centaurs RUS - https://www.nexusmods.com/fallout4/mods/49219
IHO_MutantMenagerie.esp / IHO_MutantTurkey.esp / IHO_Turkey.esp Fully updated for IHO v2.0.1-Final
Version 2.0 Final
Thanks to everyone who liked my mod, and to everyone in whose heart it found a response. v2.0 will be the final version. Mod is fully feature completed, at least for now. I WANT TO PLAY THIS DAMN GAME LIKE A HUMAN, NOT TO MOD IT LIKE A SYNTH! HeHehe. Still if there are will be any bugs, will try to fix them. Also maybe do some little tweaks here and there, but nothing more.
So yeah, list of changes. Let's go. ======================================
;===========NEW FEATURES============== + Car salvaging. With a Toolkit, Disassemble Wrench and Scrapper Perk you get the ability to salvage all kinds of cars and trucks (except destroyed ones or ones that have specific damaged model) + Turret disabling. With a Toolkit, Disassemble Wrench and Robotics Expert Perk you get the ability to disable unaware turrets. + Toolkit. Can be crafted, found in tool boxes or bought from generic vendors. It is needed to salvage mechanical targets and cars, disable turrets. By default has a chance to break, this feature can be toggled on and off in the MCM menu.
;===========CODE====================== + Rewrote a lot of code in main perk script. System works faster and more efficient now. + Trashed away whole code in disposer script. Made it far more simpler, thus it works faster now.
;===========MCM======================= + Refreshed and updated MCM menu with new toggles
=== NEW TOGGLES
=== Dismember Category Toggle Dismember on Mechanical Targets when salvaging them.
=== Gameplay Category Toggle a chance based break of Toolset when salvaging Cars/Mechanical targets or when disabling Turrets.
!Note: Just for disabling or for compatibility with other mods such as Damn Apocalypse/Horizon and other instances when loot menu does not appear. But keep in mind that in this case such mods must take priority in you load order.
=== Animation Category Toggle to play (Pip-boy Scrapper) clip and sound when Toolset breaks. Toggle animations when taking blood samples. Toggle animations when disabling turrets. Toggle animations when salvaging cars. Toggle animations when butchering animals/creatures. Animation set for small animals/creatures like Rabbits, Chicken, Radroaches and etc. Toggle animations when butchering animals/creatures. Animation set for bigger animals/creatures like Radstags, Dogs, Molerats and etc. Toggle animations when butchering animals/creatures. Animation set for the biggest animals/creatures like Milelurks, Radscorpions, Yao-Guais and etc. Toggle animations when salvaging mechanical targets. Animation set for the small mechanical targets like Assaultrons, Eyebots, Synths. Toggle animations when salvaging mechanical targets. Animation set for the big mechanical targets like Sentrybots, Robobrains.
!Note: As you know IHO introduces pool of animations to your actions. I did not find any way to make animations aligne with the carcass/body perfectly. Most likely this is not possible at all. But I like them as it is nonetheless. Still I made toggles for users who don't like them. With this toggles animations can be fully disabled.
;===========BUGFIXES======================= + Fixed rads/poison damage when butchering some animals/creatures. Before, damage was constant and did not respond to your rad/poison resistances and now it is fixed. + Fixed Butcher, Disassemble (now renamed to Salvage) button prompts which could apply on wrong targets. Like Butcher prompt on synths, or disassemble on animals.
;===========CHANGES & ADDITIONS======================= + Additionaly added second stage to Hunters Luck. If you have 10+ LUCK, chances to find better ingredients (Ideal/Perfect) increases even more. + For Robot/Synth Salvaging you need Scrapper Perk instead of Robotics Expert Perk. + For Car/Robot/Synth Salvaging Toolkit is also needed. + Added a couple of more animations to the pool.
;===========QaL IMPROVEMENTS======================= + If you were in first-person mode when you were butchering, salvaging and etc, then after the animation camera will go back to first-person state. + Now all contents, components, ingredients will be found on Carcasses/Bodies (except blood samples, you get them in same manner as before), before they were added straight to your inventory. Now you can select what to take.
=== IHO_MutantMenagerie.esp / IHO_MutantTurkey.esp Fully updated for v1.2. Mutant Menagerie author added Radhorner Milk, so I intergrated milking system for Radhorners too. In Mutant Menagerie By default Radhorners are agressive and will flee like the vanilla Radstags. So you need them to pacify at first with Animal Friend Perk, Pacify Syringes and etc.
=== IHO_Turkey.esp Fully updated.
Version 1.4
Fixed little oversight with opening Caps Stashes.
Test Tubes no more a misc item, instead it is a weapon type item and belongs to a appropriate category. Equips like normal weapon. This change was necessary due a loot menu conflicting with it self, when there was Test Tubes in the inventory and equipped knife simultaneously. And like a bonus you will never accidentaly put those tubes like a junk.
Now you can take Blood Samples from animals and humans. From this blood you can craft blood bags. Like in the case with Glowing Blood, you still need a chemist perk.
Buffed Glowing Blood Samples. Now they also give acid and antiseptic.
Glowing Blood Samples now have different texture.
After consuming Blood Pack And/Or Glowing Blood Pack, you will get Empty Blood Pack.
All compatibility patches and modular version are up to date.
From now on all compatibility patches will be inside MAIN Archive.
When diassembling robots and synths (except turrets) they can initiate (it is chance based) self destruct sequence. When this happens, oh well, run forest run. In this case you will not receive any parts. MCM toggle for this feature also available.
Add MCM toggle for radiation, when collecting glowing blood from glowing creatures. If you don't like this feature, now you can disable it.
Tweaked radiation from taking glowing blood.
Changed radiation shaderFX when struck by rad/poison creatures and when taking blood samples.
Fixed Cooking and Hunting module in modular version. Now they should work. But they need to be reinstalled.
Version 1.2.1
Fixed all types of Nukalurks. Now they are visible again.
Version 1.2
Added MCM toggle for radiation/poisoning from specific creatures after butchering them. Now you can turn on/off this feature.
Added MCM toggle for radiation on a cooked/healthy food. Now you can turn on/off this feature.
Remade FOMOD archives.
Version 1.1
To make IHO more compatible with other mods, i made it more modular. All options available in FOMOD.
There will be no more ESP versions. Only ESL (ESP marked as ESL). Otherwise too much work to maintain and very time consuming.
Now included MCM menu, with a couple of options. Now you can toggle dismember ON/OFF while butchering animals/creatures or while eating humans/ghouls/supermutants. If Pip-boy clip was too disturbing while taking capstashes and caps from lunchboxes, now you can toggle it off too.
Tweaked some leveled lists with animals/creatures ingredients.
Further tweaked rads/poison gain after butchering some nasty creatures. Now it will be far less painfull. Each creature that have this feat can be tweaked seperately through FO4EDit.
IHO now don't overwrite Lead belly perks. It injects his own, which are starting to activate when Lead Belly is taken.
For additional information about main features please read the description further.
To collect ingredients from a killed creature, you will need a Hunting Knife to be equipped, or any other knife, even from other mods, that has AnimsStabWeapon keyword. (Hunting Knife can be crafted on Hunting Station under TOOLS tab) It is quite top tier knife, so it can be a powerful killer even in the late game. It has several neat modifications and paintjobs.
With each use, the knife will become duller, and if you bring its condition to zero, you will no longer be able to butcher. Therefore, these special sharpening kits that IHO introduces will be very useful. (Sharpening Kits can be crafted on Hunting Station under SHARPENERS tab).
Ingredients amount may vary, but you always will get something. Overall ingredients like hides, teeth, carapaces, bones and etc have much higher prices and yield more components. You can go hunting now and make yourself some caps by throwing on vendors face some "Ideal" Deathclaw Hide..and yeah, BTW >>>>
>>> Most of the creatures can have "Ideal" ingredients. Such ingredients yield more components and cost more than their "Common" counter parts. Chance of harvesting such ingredients calculates by special formula which can be adjusted to your needs in the MCM menu.
After butchering you also get some experience. Experience calculates by special formula which can be found and adjusted to your needs in the MCM menu. With Wasteland Survival Guide 9 magazine you will additionaly get bonus experience.
Some creatures have dangerous guts. After butcher process be aware, that it can poison you or rad attack you for a couple of seconds. Use some protection.
With Chemist Rank 1 you can collect Blood Samples with Test Tubes from Humans, Ghouls, Supermutants, Animals & Creatures. Test tubes must simply be equipped. One test tube for one sample (test tubes can be crafted on Hunting Station under TOOLS tab).
From Blood Samples you can craft Blood/Glowing Blood Packs. After taking a blood sample you also get some experience. Blood Sampling experience calculates by special formula which can be found and adjusted to your needs in the MCM menu. With Astoundingly Awesome Tales 1 magazine you will additionaly get bonus experience.
With Scrapper perk you can collect components from a destroyed Robots, Synths, Vehicles, you will need a Dissasembly Wrench to be equipped and a Toolkit (They can be crafted on Hunting Station under TOOLS tab. Toolkits can be found in toolboxes or bought from generic vendors). Items amount may vary, but you always will get something. Some cars can not be salvaged at all, more empty ones or like a pure carcass >>> example
Most of the robots and synths can have "Ideal" parts. Such parts yield more components and cost more that their "Common" counter parts. Robot/Synth salvaging grants you some experience. Experience calculates by special formula which can be found and adjusted to your needs in the MCM menu. Additionaly with Astoundingly Awesome Tales 3 magazine you will get bonus experience.
Each type of vehicle has its own amount of components in the item pool.
Vehicle salvaging grants you some experience. Vehicle salvage experience calculates by special formula which can be found and adjusted to your needs in the MCM menu. Additionaly with Astoundingly Awesome Tales 14 magazine you will get bonus experience.
With a Toolkit, Disassemble Wrench and Total Hack Magazine you get the ability to disable turrets. Additionaly with Astoundingly Awesome Tales 3 magazine you will get more experience.
If you have unwanted carcasses, bodies, destroyed robots and etc annihilated by you with cruelty in your settlement, wasteland, Commonwealth, toilet, at work, you named it.. Just equip your shovel (for organical targets) or disassembly wrench (for mechanical targets) and whack them hard to remove their dead existance from your world once and for all. If you want get rid of them like a pro, craft some Splitting grenade and remove them all at once in a big radius. (all tools can be crafted on Hunting Station under TOOLS tab)
The properties of absolutely all food were rebalanced or changed in one way or another. New bonuses were added, old ones slightly changed or modified completely, prices changed, weight changed. And most importantly - almost..ALMOST all food is radiated (Can be Turned off in the MCM menu). Cooked food will give you a lot less radiation than raw. Prepare to get some RadWay or Rad-X. Now you will think twice what to put in your mouth. Or..
..Or get Lead Belly perk as soon as possible. Now It is very worthwile perk by a couple of reasons. At 1st rank you take less radiation from eating or drinking (like in vanilla), get poison resistance and unlocks the ability to milk brahmins. Milk can be used in some cooking recipes or just for drinking, you also can buy it from bartenders and other food/misc vendors. 2nd rank boosts resistance further, and gives the ability with 50% chance to harvest twice as many plants, vegetables and fruits from crops. With 3rd rank you get maximun resistances with the ability to cook twice as much food from the same amount of ingredients as before. Ranks 4/5 give some neat bonuses like less food spoilage speed, and increased carry weight as long as you have more than 10 cooked food or drinks items in your inventory.
Food, and drinks like milk, teas and juices can be spoiled now. Spoilage afterwards can be composted to fertilizer with Compost Bin (Compost Bin can be found the workshop menu >>> Resources >>> Other). MCM options included
At first you know only a couple of food recipes. To learn and unlock all others you must seek for recipes which can be found in the loot such as: coolers, refrigerators, trashcans and etc (chances are quite low, but acceptable), or bought from food/misc vendors which prices can be very steep at the beginning..or eat canned dog food like a dog, all your life. In Survival Mode this pushes you as a player to eat those pesky food which developers left for you with love in the world. At least for the first time.
Overall you can unlock 64 new recipes for your stomach through "Gourmands Of The Commonwealth" magazines. Just click it and you are golden. 24 of them are Legendary editions, have specific names and very expensive, but have quite nice bonuses. All is lore friendly, no Red Bulls or Fantas.
All vanilla cooking recipes have been changed. Need more varieties of ingredients for cooking.
Added food additives such as: salt, pepper, sugar, spices. They can be made at cooking stations, bought or found in the loot.
From IHO v4.0 there are some challenges now. Challenges with unlockable bonuses and items, based on IHOs concept and its mechanics. At the moment there are 14 challenges available. In the future i can add even more. MCM options included.
With Cannibal perk upon eating bodies of humans, ghouls, feral ghouls, glowing ghouls, supermutants, supermutants behemoths also get ingredients from their bodies. Also made this perk more gory.
By the original design cap stashes give you caps. Well okay then, let's not brake this tradition. Now cap stashes give you more caps..if you are lucky. Or less, but it will be still higher that in vanilla.
By the original design Lunch Boxes give you a lot of strange and yet useful items. We will not brake this tradition either. Now Lunch Boxes can give you even more strange useful items and even ashower from caps.
For casuals or for users with very small load orders: use Mod Manager and put I.H.O. to the bottom of your load order.
For pros or for users with heavy load orders: use Mod Manager and put I.H.O. to the bottom of you load order. Then start FO4Edit to check everything, if there is something that clashes with your other mods, you need to make bashed or compatibility patch. But keep in mind that to make I.H.O. work as advertised, I.H.O. changes must be prioritized.
My mod is heavily inspired by Hunter Of The Commonwealth By ZZYXZZ. They are very similar, but different aproach, different immersion, and I.H.O. gives more. If by some reason I.H.O. will not warm your heart, then I highly recommend H.O.T.C. I used it, works as advertised and it is great.