Overhauls various aspects of water in New Vegas to add more variety, make radiation-free water more scarce, and increase difficulty. Includes a highly compatible water bottling system allowing you to fill empty bottles at any water source.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
I give permission for any of my mods to be translated and uploaded to the Nexus. You do not need to ask me first. For any other changes, please contact me first.
Please consider the following recommendations for translations:
1. Please clearly state the mod version of your translation and link back to the original file, so users can check they have an up-to-date version. 2. Do not change the name of any files, including the mod esp/esm files. This is because some other mods may search for the mod by name in their own scripts. 3. Also, do not translate or change the name of any options contained in INI files, since these are referenced by name in scripts too. However, you can freely change any instructions contained in INI files. 4. You can post your translated esp/esm files along with any of the original mod assets, and you do not need to ask for permission. However, please consider posting only the esp/esm file whenever possible, and requiring users to download the original file for the assets. This will allow the users to endorse the original file and contribute to downloads to help mod visibility. 5. If you find any scripted messages (created by the functions MessageEx ot MessageExAlt) that cannot be translated without editing the script, please contact me and I will move the message to a form instead.
File credits
Jokerine
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Fixed the unclean water effect not being disabled by the INI option.
Version 4.1.3
Added an option to customise environmental radiation, and increased the amount of environmental radiation slightly by default. NOTE: This uses the fRadiationAccumulationRate gamesetting, which does not affect the HUD RAD/s element. However, since radiation is a decimal and the HUD element can only display integers, the value is typically incorrect anyway.
Version 4.1.2
Removed the automatic inventory refresh to maintain compatibility with yUI categories. As a side effect, bottles may sometimes not appear in the inventory when drinking a bottles item until the menu is closed and re-opened.
Version 4.1.1
Added optional plugins to make the effects on water closer to the ones in vanilla. The download includes two plugins: one makes the clean water type radiation-free (like in vanilla), and the other changes the effects on water objects to be more similar to how they are in vanilla (low health restoration, but high dehydration restoration).
Version 4.1.0
Fixed water variation not working without Famine.
Added the chance of Purified Water being replaced with unclean water, which should have been present in the previous versions.
Changed the method of implementing the water variation feature, so that the results should stay, rather than resetting when you reload the game.
Version 4.0.9
Fixed the Purified Water conversion recipe for Bad Water only requiring one Glass Pitcher.
Version 4.0.8
Changed the message icon shown when attempting to bottle water with no bottles from the water icon to sad pipboy, as the water icon could be either small or misaligned, depending on if you were using Consistent Pipboy Icons or not.
Updated bash tags.
Version 4.0.7
Fixed a bug with the recipe bottle conservation option that would cause the icon for the recipe output to change.
Version 4.0.6
Fixed the option to receive empty bottles not actually disabling the feature if it was disabled.
Version 4.0.5
Fixed bottles not being swapped if they were picked up from a container.
Version 4.0.4
Fixed a script error that would prevent bottling from cell water (rivers, etc).
Version 4.0.3
Rewrote the water limit feature, due to some unintentional effects of the old method. Interaction with a water source is now disabled if it has run out of water, instead of displaying 0 HP and 0 RADs.
Version 4.0.1
Removed the visual effect when drinking unclean water.
The unclean water effect is no longer chance-based (it now always applies without Lead Belly, and is always ignored with Lead Belly).
Version 4.0.0
Heavily simplified the scripting and mod structure, mainly due to the REMOVAL OF THE MCM MENU and switch to INI customisation instead.
Full xNVSE optimisation of the scripting. Ifs also optimised.
Implemented a more modular set of options. Water bottling, the universal bottle system, receiving bottles from drinking, and conservation of bottles when crafting can all be individually enabled and disabled, in addition to the already existing options.
Bottling water can now using any bottles, including new bottles added by Food Scraps (or any other mod, if configured correctly).
Bottling water now uses the grab control key, rather than a separate customisable key.
Updated water bottling to include some improvements made in Universal Water Bottling.
The food and drink radiation multiplier can now be set to any custom value, rather than having three presets.
Made the Mass Purified Water recipe reflect the changes made in JSawyer Ultimate - Push's Tweaks, to prevent the need for a separate patch.
Water Variation now integrates with Famine, to prevent both mods doing a separate loot scan.
Added an option for Famine to make empty bottles rarer.
Removed the option to receive misc junk other thank bottles (such as tin cans and empty syringes) when consuming items, as Food Scraps offers a more complete package for this.
Removed a lot of unused forms that were leftover from ideas that I no longer intend to complete.
Version 3.1.0
Added support for Tale of Two Wastelands in the main file scripts, and added two patches: one for use with TTW and the other for use with TTW and JSawyer Ultimate Edition. If you use JSawyer Ultimate, you will still require its Water Overhaul and TTW patches.
Version 3.0.0
Bumped the version to 3.0.0 to make this changelog more readable.
Added a new "Clear" water variant if the Unclean Effect option is enabled. This will be the water you get if you bottle and unirradiated water source. It has the same healing as Purified water, but carries the Unclean effect, so must first be purified using the Purified Water recipe at the campfire before it is 100% safe to drink. This is an attempt to limit your ability to mass-produce Purified Water. Clear Water will also be distributed if you use the Water Variants placment option.
Added a new option to limit the number of uses of water sources. Appliances like sinks and fountains will only have a couple of uses before they run dry, but will replenish the next day. However, this feature will only persist within the same game session. This decision was made to ensure that it was not possible for this mod to cause save bloat.
Version 2.40
Replaced the system for distributing water variants again. Distribution now occurs during runtime using a refined system based on similar scripts used by Mojave Arsenal. Distribution of water variants to containers, NPCs, and creatures is now also tied to the Water Variants option in the MCM; therefore, disabling this option means new water variants will not be present in your game except if you bottle them from water sources. I did this to remove dependence on the LeveledListReplaceForm function, which was causing crashing when used frequently on my save file. If you were experiencing crashes with the last version too, this update will fix it.
The water variant replacement feature now requires Johnny Guitar NVSE, but this is a soft requirement and the feature will automatically be disabled if you don't have it.
Changed the water replacement leveled lists so that all water has a 1 in 3 chance of being replaced with an empty bottle to increase the rarity of water slightly. However, the chance for Purified Water to be replaced with be replaced with irradiated water has been removed.
Removed the Unclean effect from water sources.
Replaced the 2 Glass Pitchers in the Purified Water recipes with 1 Pressure Cooker. The idea behind the recipe is that the player is creating a makeshift still, with the campfire producing the heat for vaporising the water. However, as a chemical engineer I happen to know a thing or two about distillation, and I can tell you there's no way to make an effective still from glassware, especially without a hermetic seal to prevent the vapour from escaping. The recipe in the vanilla game is actually a cutdown from an earlier version of the game that included a pressure cooker, which explains how it ended up how it did. Also, Surgical Tubing isn't exactly appropriate either, since in real life you'd need something like copper to act as a heat exchanger to condense the water gain, but I'm working with what I've got.
Version 2.35
Removed Rushing Water record from the file, as I don't believe it had any purpose beyond ensuring parity with the other water types.
Version 2.34
Added proper support for gathering water from cell and placeable water, meaning the water gathering feature is now completely universal with no guess work—this is the only mod which can claim that feat. Yes, this also means the Goodsprings Source water troughs now work. (This sounds simple, but there were some mighty dodgy things I had to work out on the scripting front to get everything to work seemlessly.)
Removed the wading failsafe for water gathering. This was an additional check that ran if the mod failed to retrieve a water type from the crosshair. It would instead attempt to guess a water type from the radiation recieved if you were wading in water. However, I don't think this is needed anymore due to the improvements above; although, you now need to be looking directly at a water source (activation prompt showing) to gather water.
Added the Unclean water effect to static water sources (i.e. it isn't just present on inventory items now, you can get it from sinks, pools, etc). All irradiated sources have a chance to cause the effect (if enabled in the MCM).
Changed the odds for water replacement for water items in the world. The irradiated odds are 3:3:2:2 for Dirty/Bad/Terrible/Irradiated, and clean water is now 2:1 Purified to Irradiated.
Increased radiation from swimming and wading. Not too much—I don’t want to make Vault 34 impossible.
Prickly Pear Cactus: decreased number of fruit harvested from 2 to 1. This matches other flora and aims to preserve the Purified Water 'economy', since Cactus Water is very easy to craft. (I've used YUP's script for this edit, so the plants will respawn.)
Prickly Pear Fruit: increased weight from 0.07 to 0.2. This is more like other produce items and is also for balance, since the water-to-weight ratio for this item was between 4 to 7.5 times greater than actual water items.
I'm leaving the Cactus water recipe as-is for now, but I might edit it in the future if things need further balancing.
Version 2.33
Forwarded some minor changes to water effects from YUP.
Added Bash tags.
Version 2.32
Removed changes to vendor-specific water lists and containers, to ensure you always have a premium option to access cleaner water.
Version 2.31
Fixed a bug that could cause an inconsequential syntax error message to be printed to the console.
Version 2.30
Removed dependence on my old loot system that was dynamically shared between JSawyer Ultimate, Water Overhaul, and Mojave Arsenal. The new alternative reduces the universality of the loot replacement feature, but has no scripts running during gamemode and definitively solves any errant CTD issues. Loot is now only edited once per game session using scripts.
Removed clean water from some vanilla unclean healing item lists. As they were only included in half the lists, so it appears this was an error in vanilla.
Version 2.10
Lunchboxes can now be received when eating Caravan Lunch or Trail Mix.
Fixed a typo in the MCM.
Version 2.5.0
Fixed the item replacement bug.
Reduced water source effects to be as effective as bottled water at Survival 50, rather than Survival 100.
Update records to reflect changes made in the upcoming Unofficial Patch NVSE Plus (UPNVSEP), rather than UPP, which will be superseded shortly. Preferably I would have waited until UPNVSEP was released this weekend, but I wanted to push the fix for the replacement bug.
Version 2.09
Fixed dropped water becoming irradiated.
Version 2.08
Loot in ash/goo piles can now be modified by the loot system shared across JSawyer Ultimate, Water Overhaul, and Mojave Arsenal. Ensure that you update all of them to their most recent versions.
Fixed the Old World Blues Sink not filling the new generic water bottles. (Thanks to miguick for pointing this one out.)
Version 2.07
Implemented changes to the Empty Scotch Bottle via a script to maintain compatibility with YUP's model fix.
Changed the default radiation setting to medium (it was previously high).
Version 2.06
Fixed the infamous dead actor clothing visual bug... for good.
My loot editing system now communicates between JSawyer Ultimate, Mojave Arsenal, and Water Overhaul to reduce script load when any combination of these mods are used. (Ensure the other mods are up-to-date.)
I've established a hierarchy for the "Safe Cell" lists in my mods, so you now only need to edit one if you use any combination of them. The order of precedence is: JSawyer Ultimate, Mojave Arsenal, Water Overhaul (the lower ones are greyed-out).
Version 2.05
Added a quantity prompt when bottling water allowing you to choose how many bottles to fill at once (or to cancel).
Increased JIP LN NVSE requirement to version 51.00.
Version 2.04
Minor change to how water variants are distributed.
Version 2.03
Re-implemented the option to customise the bottle hotkey.
Version 2.02
Added an additional check so that loot in persistent containers is not modified.
I've never been one for realism, but it's always irked me that the Mojave Wasteland is meant to be a nuclear-scarred desert, yet clean water seems in plentiful supply. Water Overhaul is a comprehensive hardcore mod for everything relating to water, it's availability, and radiation.
Description
Water Variety
Radiation-free water sources are now much more uncommon, with most sources having at least a low level of radiation. Swimming and wading in water also gives more RADs.
Water has been separated into five different tiers, including three new (optional) items. In order of desirability these are:
Purified Water and Clear Water (NEW),
Dirty Water,
Bad Water (NEW),
Terrible Water (NEW),
Irradiated Water.
The effects of water sources have been changed to be consistent with their bottled water counterparts at maximum survival skill. Therefore, bottled water is generally less effective, but you can take it with you.
Bottled Clean and Dirty Water items in loot have an optional chance to be randomly replaced with the different water types to increase variety, and also make Purified Water more scarce.
Universal Water Bottling
Water Overhaul includes an optional and highly compatible water bottling system. Whenever you consume a bottled item, you can receive a generic Empty Bottle item (which has a unique model courtesy of Jokerine). Likewise, picking up any empty bottle (Nuka Cola, Whiskey, etc) will replace it with one of these generic bottles too. When facing a water source you can press the Grab key to fill an Empty Bottle. Simple. This will work with any water source from any mod.
More Rads
By default, radiation on all consumables has been increased dramatically. In my opinion this greater improves the difficulty of Hardcore, as food and water radiation was hardly an issue in the vanilla game.
Water is more radioactive than most other food. This is for balance, since you can now 'create' water items by filling bottles at any source, and these bottles can be reused to your heart's content.
Consistent Recipes
In vanilla, some recipes produced bottled items even though they require no bottles or bottled items, and others produce less bottled items than they require. These bottles seem to be appearing and disappearing into thin air! Water Overhaul applies the simple concept of 'bottles in equals bottles out'; many recipes have been edited to require Empty Bottles, or produce spare ones accordingly. As an added extra, collecting Cloud Residue in Dead Money now requires you to use an Empty Bottle.
Famine Integration
Water Overhaul taps into Famine's item rarity system to prevent having to run similar scripts for certain features. You can also optionally increase the rarity of empty bottles to help balance the water bottling mechanic.