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About this mod

This mod increases the amount of Rad Damage food/drinks give, decreases the amount of healing available, & makes survival generally more difficult. + It adds various Junk items that can replace most consumables (eg an Empty Cram Can in place of Cram), the ability to receive said item when using an aid item, and adds a variety of new aid items.

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Originally designed for Playstation, I feel like I've finally made this mod unique and balanced enough for the Nexus. My Consumable/Aid Overhaul increases the amount of Rads food/drink give you, decreases the amount of healing food and stimpaks do, removes the ability for stimpaks to heal limps, adds Rad Absorption to alcohol, and adds a variety of new aid items to the world. It's also harder to find many aid items, as now there are Junk items associated with most consumables that can be found in place of their related aid items. You'll also need the components of these Junk items to craft some of the consumables, but you'll also get these Junk items whenever you use a consumable, so you're not losing any materials (unless you craft with them, in which case yeah, you do).

Forgive me if the details below come off as clunky or if I'm missing some, I copied it from the description of my PS version on Bethnet, which I just updated after many months (so some parts sound like an update rather than an initial mod description), and I'm more limited on writing space there than I am on here. I'll likely come back and clean this description up later, but it took me a while to write it originally and I don't feel like making a different one right now lol.

Cleaned with FO4Edit

New Game is strongly recommended, and is required to see the new prices on services (see below)

~~~Update 1.2~~~


-Reduced the amount of wood you need to cook

-Reduced cost of Stimpaks, Super Stimpaks, Healing Powder, and Healing
Poultice

-Adjusted food healing rates for Survival (no more healing .1HP/second
for 5 minutes)

-Fixed Mushroom Cloud AP regen effect to match its description

-Stopped Glowing enemies from dropping Ghoul Meat

-Added Radscorpion Stinger to Radscorpion Omelette recipe

-Fixed Roasted Tatos healing (now requires to correct Wasteland Survival
Guide to heal)

-Added seasoning ingredients to Seasoned Radroach Skewer

-Fixed Healing Powder/Poultice dehydration effect

-Changed Vault 81 and 118 water fountains to give Purified Water, since
they would've been maintained over the years

-Added thirst quench effect to mutfruits, wild mutfruits, and gourds

-Added a Clean Blood Pack

-Change Irradiated Water's model to the same as Nuclear Material, now
gives back a water canister on use

-Changed Irradiated Water's recipe to use Boiled Water instead of Dirty,
removed Disease Risk

-Added Nuka Cola lunchboxes to leveled lists

-New item, Raider Lunch, added to leveled lists and has a crafting
recipe

-Changed Mirelurk Jerky recipe, replaced Anti-Freeze with 2 Acid

-Changed Brahmin Brew to an alcohol with +1 Str/End and -1 Int effects,
and replaced Rad-Away with 2 Razorgrain and 1 Mutfruit in the recipe

-Changed Nukalurk Chowder recipe to use Brahmin Brew instead of Raw Milk
and Rad-Away

-Fixed some grammatical errors

~~~Update v1.1~~~

-Overall this update increases the variety of consumable items available and adds some progression to getting better food without nullifying food radiation entirely like Lead Belly, and making the early game too easy with extremely easy access to RadAway, Purified Water, and clean food like the base game. I feel like this mod has gone from "let's go crazy with food rads" to a (relatively) balanced and varied food and drink overhaul with a decent re-implementation of the Survival skill from previous games

-Changed "Lead Belly" to "Survival," it now increases healing for (most) foods (as well as healing from Tribal Remedies, though those still need Medic to craft), reduces rad damage from foods (now 10/25/50 Rad Resist for Ranks 1/2/3, no more immunity), and it unlocks more advanced recipes. Increased level requirements for Ranks 2 and 3. Cannibal foods do not scale with Survival, only the Cannibal perk.

-New recipes added, either original or returning/inspired by old games. Raw meat (full rads) and basic roasts (half rads) no longer heal you. Seasoned roasts (quarter rads) heal for a small amount, soups and other specialty items (one-tenth rads) heal for a moderate amount, and the best items (no rads) heal for a large amount. Some items made with Brahmin Milk also reduce rads. Also added some new drinks such as coffee, and the "Far Harbor Martini" which is sold by Mitch (and you can find the recipe behind the counter in The Last Plank).

-Night Person now increases healing from Blood Packs, Glowing Blood Packs, and Irradiated Blood by 100/200/300% at Ranks 1/2/3.

-Added Super Stimpaks, which start spawning at level 10 and heal twice as much as normal Stimpaks (60 hp).

-Added irradiated versions of most packaged food and drinks that can spawn in place of their normal variants.

-Changed how Wasteland Survival Guide 1 and 3 work. Now (most) fruits/vegetables and packaged foods won't heal you until you receive these magazines. The ones that do heal without them will get a healing increase once you get them.

-Added Thin Red Paste from FNV. It has about a 1/1000 chance to drop from basically any organic enemy with a death leveled list. You can also make Thick Red Paste at a Cooking Station and double its potency.

-Increased the drop/sell rate of Trauma Kits and the crafting ingredients for it.

~~~Cannibalism~~~

-Iguana Bits have a chance to drop from humans and ghouls, Ghoul Meat has a chance to drop from Feral Ghouls, and Super Mutant Meat has a chance to drop from Super Mutants (I wanted to tie the drops to the Cannibal perk but the techniques I tried didn't work, might return to that idea later on).

-There's now a Cannibal section in the Cooking Station, and Iguana (human) recipes require Rank 1, while Ghoul and Super Mutant recipes require Rank 2. Cannibal foods will satisfy the Dark Craving (Rank 2 required for Ghoul/Mutant meat) and their healing increases with the Cannibal Perk.

-Craftable Items: Human- Crispy Iguana Bits, Iguana on a Stick, Iguana Soup, Mystery Jerky, Mystery Bacon, Mystery Meat Pie; Ghoul- Raw Potted Meat, Cooked Potted Meat; Super Mutant- Super Mutant Jerky, Super Mutant Steak

~~~Chems~~~

-All Chems require the Chemist perk to craft, all that already had a Chemist requirement had their requirement boosted by 1 rank.

-Switched the effects of Jet and Jet Fuel. For some reason Jet Fuel says "Slow time for 0 seconds," can't figure out why since in the CK everything is the same as normal vanilla Jet effects/description, and it still works exactly the same in game.

-Skeeto Spit is now an alcohol that can be crafted at the Cooking Station.

-Stimpaks have a base healing of 30 and no longer heal limbs (to heal limbs you'll need a Trauma Kit or Healing Poultice). Curie's Healthpak has a base healing of 45, and Super Stimpaks have a base healing of 60. All Stimpaks should have healing increased from both Medic and Chemist.

~~~Disease Cures~~~

-Now different diseases require different cures. Antibiotics - Infection, Fiery Purgative - Parasites, Hydra - Weakness, Rebound - Fatigue and Lethargy, Sleepy Time - Insomnia (the only cure I couldn't find a lore-friendly chem that matched decently)

-Changed Antibiotics recipe to be easier to make

-All require Medic Rank 1, and recipes are based on recipes in previous games

~~~Fungus~~~

-Glowing Fungus, Brain Fungus, and Blight all deal health damage (double the listed damage when on Survival) while reducing Rads

-Can be made into Fungus Cake (+25 Rad Resist for 5 minutes), Fungus Soup (+25 Rad Resist for 1 hour, causes immunodeficiency), and Fungus Juice (+50 Rad Resist for 1 hour, causes immunodeficiency)

-Rads removed scale with Survival.

-Fungus Soup requires Survival 1 to craft, and Fungus Juice requires Survival 2 and Chemist 1 to craft.

-Four variations of each, depending on what ingredients are used.

~~~New Drinks~~~

-Teas, and Juices. Various drinks made with Boiled Water and plant ingredients. Rads are equal to Boiled Water (excluding Ash Blossom Tea- reduced rads- and Bloodleaf/Hubflower Tea- healing), but they have the addition of special bonuses that last for 5 minutes.

-Raw Brahmin Milk (+5 HP, -5 Rads, High Disease Risk), Boiled Brahmin Milk (+25 HP, -25 Rads, No Disease Risk), and Brahmin Brew (+50 HP, -150 Rads, made by mixing Boiled Milk with RadAway)

-Brahmin will produce Raw Brahmin Milk (and sometimes drop it) along with fertilizer while at your settlement

-Atomic Cocktail (+2.5 HP per second for 10 seconds, +25 Energy Resist and +25 Health for 2 minutes) and Ice Cold Atomic Cocktail (25% more than normal)

-Coffees: Black, Creamy, Clean Black, and Clean Creamy. The first two are made with a normal coffee tin and boiled water and have rads, the latter two are made with a clean coffee tin and purified water, have no rads, and heal. The creamy versions replace one water with raw Brahmin milk, have no/negative rads, and increased healing. All caffeinate.

~~~Service Costs~~~

-Increased Service Costs for most things by 5x their original value. A new game is required to see these changes reflected in dialogue.

-10k Caps to buy Home Plate

-375 Caps to cure Addictions

-200 Caps to cure Rads

-175 Caps to cure Large Wounds

-75 Caps to cure Small Wounds

-100 Caps for Face Surgery (same as vanilla)

-25 Caps for a Hair Cut

-50 Caps to Rent a Room

~~~Tribal Remedies~~~

-7 new aids items based on consumables from Fallout: New Vegas. They require various ranks in the Medic Perk to craft.

-Antivenom: Cures Poison/Venom and provides +500 Poison Resist for 5 minutes

-Bitter Drink: Heals 1 HP/sec for 90 secs to 3 mins, time scales with Survival

-Blood Shield: Heals 0.5 HP/sec and +75 Poison Resist for 90 secs to 3 mins, time scales with Survival

-Hardened Hide (Based on Datura Hide): +25 Damage Resist for 1-2 mins, time scales with Survival

-Healing Poultice: Heals 4 HP/sec for 16-32 secs (time scales with Survival) and heals limbs, reduced Agility, Endurance, and Strength for 5 minutes

-Healing Powder: Heals 4 HP/sec for 8-16 secs (time scales with Survival), reduced Perception and Strength for 3 minutes

-Ritual Brew (Based on Battle Brew and Weapon Binding Ritual): Heals 1 HP/sec, +25% melee damage, and +25 Damage Resist for 1-2 mins, time scales with Survival

~~~ General Changes~~~

-Changed the Mole Rat Disease (in Vault 81) from -10 HP to -50 HP, so now it's an actual dilemma between using the cure for yourself or saving Austin. However, to balance this out, every two in game weeks you will receive 10 points of health back, and you'll be fully cured after 10 weeks. It's punishing but not permanent.

-Food now comes in 5 tiers. Tier 0 (raw): full rads (vanilla x10), no healing. Tier 1 (roasted): half rads, no healing. Tier 2 (seasoned): 25% rads, 25% healing. Tier 3 (soups and specialty foods): 10% rads, 50% healing. Tier 4 (advanced foods): no rads, full healing.

-Changed all Purified Water sources (eg Drinking Fountains, Water Pumps) to give Dirty Water instead

-Increased Rad Damage of certain bodies of water (namely Swan's Pond and Atom's Spring- be careful, Atom's Spring especially can kill you if you're over 500 Rads, I think I set it to 300 but that was almost half a year ago now)

-Added a wide variety of new foods, included cheeses, quesadillas, meat pies, and salads.

-Added visual effects to all alcohol, Fungus items, and some other chems/drinks

-Rads added to most Nuka Cola products that didn't have it, healing and rad absorption of various Nuka Colas adjusted to be more balanced. Ice Cold Drinks generally have 25% more healing and 25% less Rads, some other effects may also be boosted/reduced by 25%.

-Made most bottled drinks give Bottlecaps when used, those that have a cork will instead give 1 Cork. You'll also get a bottle back when you use them, the only ones not useable for refilling are Empty Water Cartons from Dirty/Drugged/Irradiated Water.

-Dirty/Drugged Water: 50 Rads/0 HP, Boiled Water (requires 3 Dirty Water, 3 Wood, and a Bottlecap): 38 Rads/0 HP, Cleaned Water (requires 1 Boiled Water, 3 Antiseptic, 3 Cloth): 25 Rads/0 HP, Purified/Institute Water (Requires 3/2/1 Cleaned Water and 1 Radaway) 0 Rads/0 HP; Irradiated Water (requires 1 Dirty Water and 1 Nuclear Material): 150 Rads/0 HP. Purified and Institute Water requires WSG #3 to heal, healing scales with Survival.

-Made Trauma Kits and the crafting ingredients for it more common to find and buy

-Added Ingredient Leveled Lists to the game to make finding things like Aster, Bloodleaf, Wild Variants of plants, etc. more common

-Moved Purified Water x 1 and Purified Water x 2 to their own sections in the Cooking Station, to avoid recipes swapping during crafting

-Moved Far Harbor Drinks to their own section in the Cooking Station

-Deezer's Lemonade is now craftable, you just need to get the recipe from Covenant

-Made misc changes to different chem and food recipes for balance (eg changing Antibiotics recipe to be easier to fulfill since it no longer cures all diseases and Purified Water is hard to come by) or for lore/flavor (eg added Bloodleaf and Hubflower to Stimpaks to match with Healing Powder recipe)

-Increased the requirements to make Water Purifiers, decreased the amount of water they provide, and made them produce Cleaned Water instead of Purified.

-Changed recipes for Vegetable Starch and Cutting Oil from requiring Boiled/Purified Water to just requiring Dirty Water.

-Probably some other, smaller changes I forgot about/didn't document. If I remember/come across them I'll add them later, assuming I have enough room in this description.

~~~Credits~~~

-Stimpaks Don't Heal Limbs by BlueFrog01 on Nexus, for showing me how to remove the heal limb property from Stimpaks

-Agony by Meysam on Nexus, for showing BlueFrog01 how to remove the heal limb property from Stimpaks

-Frost by Naugrim04 and the Frost Development Team on Nexus, for inspiring this mod and many of the features in it