Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a top to bottom overhaul of consumable and misc items. Values have been changed for balance and immersion, and the primary feature is the change of survival's effect on food healing to increase duration, rather than it's magnitude.
Also featured are lore-friendly energy drinks!

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
Overview:
This is a top-to-bottom overhaul of consumable effects/weights/values and misc items weights in TTW.

Many chems have had hunger, dehydration, or body condition penalties added.
Values and weights have been tweaked for realism-adjacency and balance.
The Food Sanitizer has been *completely* scrubbed from every single entry, and replaced with a perk that simply removes half the rads received from ingested sources while you carry the Sanitizer instead.
All dehydration, sleep, and hunger additions have been properly conditioned to only apply to hardcore mode.
Glass and delicate items have been made breakable, with a custom explosion by Psychor.
Magazines only offer +5 skill, since +10 is very strong, and in my opinion, a boost that high substantially compromises character development and build variation.
Any raw meats which didn't have any cooked variations have had new ones added.

This is recommended for use with Aid Addon if you desire:
Featuring 15 new healing items and new Survival healing options, Aid Addon adds Antiseptic, Bandages, Blood Draw Kits, Medkits, Preserved Blood Packs, Hemostatic Pills, Combat Stims, and Army Morphine Syrettes to the wasteland, with configurable saturations per-item.

Features:
  • Survival's effect on food/water healing has been completely redone. Instead of increasing magnitude of food healing, like medicine does for it's items, any Hunger or Dehydration restoration adds a portion of the degree of it's restoration to an ongoing survival healing queue. This means that if you consume an item which restores 100 Starvation, with 50 Survival, you will add (Survival Skill / 100) x (fSurvivalFoodDurationMult (default .33)) x (Hunger Restored), for a final value of 16.5. This amount will then be healed over the course of 16.5 seconds. The currently active amount of seconds for the survival healing can be checked in the Pip-Boy's active effects menu.
    For non-Hardcore users, there is unfortunately an awkward workaround I had to use to surface the amount of healing provided - food and water items will display as +H20/FOD, but this does not actually occur (or at least it doesn't "stick".) All needs will be instantly cleared as soon as the item is consumed, rendering the "penalty" functionally inert.
  • Due to the way the above system works, survival's effect on ingestible effect magnitude has been set to x1.0. This will also prohibit alcohol from getting more effective as a stat buff as your survival increases.
  • Average, Good, or Purified Water sources provide a small amount of healing each time you take a sip while your dehydration is above 0. Purified water will restore 1 Rad as well.
  • Lead Belly will grant immunity to the stat debuffs from raw meats.
    This isn't reflected in the perk text - I don't want to mess with compatibility with mods which edit that perk entry.
  • Medicine has had it's effect on magnitude nerfed to 1.5x.
  • Dry foods generally have hydration penalties.
  • Radiation values have been tweaked. More moist foods generally have more rads.
  • Old World Gourmet and Them's Good Eatin grant a separate, normal style health restoration over time, separate from the food healing queue, for each related food.
  • Explicitly irradiated food has had it's healing and benefits removed completely.
  • Bitter Drink and Healing Powder have been changed to food, since they're not medicine.
  • Many HH tribal healing items have been reworked substantially, to have more interesting roles.
  • Stimpaks and super stimpaks now grant some limb healing while above 90%+ health.
  • All alcohol has been changed to reduce radiation poisoning (optional), and dehydrate.
  • A couple of bottles have had their pickup sound fixed.
  • Alien epoxy now damages the player's radiation level to compensate for how plentiful this weapon repair item is.
  • Three new perks have been added: Soda Sommelier grants bonus healing and a bonus to max health when drinking any bubbly drink, and Kola Komrade grants some bonus crit. chance if you drink Nuka Kola and it's variants. They can be taken independently. Party Hard removes the negative SPECIAL penalties that come with alcohol.
  • All chems now have some kind of secondary needs penalty, which usually applies over a short period.
  • Item weights have been adjusted to be more rational, but balance has been chosen over realism in a few cases.
  • Body part misc. items are now destructible.
  • Radscorpion/Bark Scorpion/Cazador "Poison" glands have been changed to "Venom" glands, to match reality.
  • Steady reduces spread by 50% instead of 100%.
  • Recipes have been added for the bitter drink, super stimpak, desert salad, and conversion of misc body parts into Strange Meat.
  • New lore-friendly energy drinks have been added, to provide a more effective and common way to handle sleep deprivation in the field. They are found in loot and placed in interiors. GNR has one of each hidden inside Three Dog's area, if you fancy a scavenger hunt.
  • Items which would naturally return items like bottles, lunchboxes, etc. can optionally have their items returned. By default, this if off, as I feel that it messes with balance, but it can be turned on in the config ini.
  • For Big Guns users, there is a config option which allows you to switch Milsurp Review to boost Big Guns and True Police Stories to boost Guns instead.
    This is not a mandatory setting for Big Guns users, you can leave it off if you prefer BG to not have a skill magazine and retain a crit. boosting magazine.


Stinger flavors and effects:
Spoiler:  
Show

Stinger
Stinger tastes like chemicals, but it keeps you going when you're worn down. Decent health, sleep dep, and AP restoration, but it's pretty radioactive.
  • Restores 10 health.
  • Restores 25 AP.
  • Damages radiation by 15.
  • Dehydrates 10 points.
  • Restores 100 sleep deprivation.
Spinel Stinger
Delicious and refreshing, Spinel is not as powerful, but it restores dehydration.
  • Restores 7 health.
  • Restores 15 AP.
  • Damages radiation by 12.
  • Restores 35 dehydration.
  • Restores 75 sleep deprivation.
Apple Stinger
Tangy and flavorful, Apple is a longer caffeine buzz, granting slower health restoration, but also providing decent active AP regen.
  • Restores 1 health for 15 seconds.
  • 3 AP regen for 60 seconds.
  • Damages radiation by 18.
  • Damages dehydration by 30.
  • Restores 100 sleep deprivation.
Watermelon Stinger
While not as flavorful as other Stingers, Watermelon is an excellent companion for sprint AP drain that'll help with your thirst.
  • Restores 6 health.
  • Restores 1 AP for 180 seconds.
  • Damages radiation by 7.
  • Restores dehydration by 15.
  • Restores sleep deprivation by 45.
Citrine Stinger
Citrine has an acrid orange taste, that sticks with you and provides a long max AP boost.
  • Restores 1 health for 30 seconds.
  • Boosts max AP by 15 for 180 seconds.
  • Damages radiation by 20.
  • Damages dehydration by 45.
  • Restores sleep deprivation by 75.
Venom Stinger
Smaller, but proportionally stronger than the regular Stinger, Venom useful to keep around for intense combat situations in which you use a lot of AP.
  • Lighter by .25 lbs.
  • Restores 7 health.
  • Restores 20 AP.
  • Restores 5 AP for 60 seconds.
  • Damages radiation by 8.
  • Damages dehydration by 25.
  • Restores sleep deprivation by 60.
Midnight Stinger
Non-caffeinated and best consumed before bed, Midnight is a tame, blueberry flavor that will restore health well, but make you real sleepy.
  • Restores 2 health for 15 seconds.
  • Reduces AP by 25 for 6 minutes.
  • Damages radiation by 15.
  • Restores dehydration by 45.
  • Damages sleep deprivation by 1 for 150 seconds.
Bio-Stinger
A powerful, but caustic, "purple" flavored beverage, Bio-Stinger is a substantial buff, at cost of immediate dehydration and radiation, and long term sleep deprivation increase.
  • Restores health by 35.
  • Increases carry weight by 30 for 180 seconds.
  • Restores AP by 50.
  • Damages radiation by 60.
  • Damages dehydration by 75.
  • Restores sleep deprivation by 125.
  • Damages sleep deprivation by 1 for 250 seconds.
Phantom Stinger
Phantom Stinger has a relatively bland "white" flavor, but it's potent caffeination offsets the strain of crouch walking, allowing you a substantial sneak buff.
  • Restores 5 health.
  • Increases sneak by 20 for 120 seconds.
  • Damages radiation by 17.
  • Damages dehydration by 60.
  • Restores sleep deprivation by 25.
There is one of each flavor of Stinger in Three Dog's room in GNR, if you fancy a scavenger hunt.

I did leave the following items alone:
Doctor's Bag

Installation:
Regular installation.
The "Sweet Economy" suite of mods (STARS+SWEEP+Sweet Consumables+SPARE) is most recommended, but SITE or a similar hard-edit based economy overhaul will also do. This file should be placed lower in your load order than SITE.
Those who do not use such an economy overhaul may find that items are disproportionately low in value in comparison to other item types in the game.

Sweet Mod Interactions:
Completely/functionally included mods:
Stinger - Energy Drink for the Wastes
Survival Food Healing Duration Overhaul
Recommended optional companion mods outside of the Core series:
Esp-Free Universal Antivenom
Robots Don't Eat
Manual Companion Consumable Consumption
Fixer Clears NPC Addictions
Bloody Water Isn't Clean
Venom Not Poison

Recommended Mods:
This is a part of my "Core" series, which are all designed to work in tandem and balanced for each other:
SWEEP
Sweet Consumables
SPARE
STARS
Aid Addon
New Blood
While these mods will work without each other, the use of all of them provides the intended experience.

Load Order:
Sweet LO
Any of my files not listed here don't have any load order considerations in relation to my other mods.
The listed mods which aren't by me are ones I always have active and need specific LO considerations; if you don't have them, that's fine.

Compatibility:
Place this below any other overhaul mods you have.
NOT COMPATIBLE WITH GLASS EXPLODES IN SHOOTOUTS! THE SAME FUNCTIONALITY HAS BEEN PROVIDED HERE, IN A DIFFERENT WAY.

Questions:
More Stinger flavors?
There's plenty of potential, but I want these different flavors to have usefully different effects and different appeal to hang onto, and I feel like more would just be bloat.
___ heals normally instead of via the survival healing queue!
Every instance of that was intentional.
Version that's balanced for the vanilla NV economy?
No. Anyone is free to make a patch or plugin edit that does so, but I have no desire to waste my time making my mods balanced for an atrociously unbalanced economy.

Credits:
The glass explosion was made by Psychor, in Glass Explodes In Shootouts
Plenty of value and weight adjustments came from TTW Hardcore Tweaks and Kenraali's TTW Rebalancing Extraordinaire
ItsMeJesusHChrist supplied the modder's resources used for the Soda Sommelier icon.
Mikitatou provided the base textures and models via Canned Colas - Nuka Cola Replacer.
Arccharger provided the base name of the energy drink, as well as a lot of inspiration and materials for the textures!
Lolwutyyy scaled down the Venom Stinger can. Thanks!
Conzo created the stinger ySI patch. Thanks!
Just Enough Realism provided the template for the super stimpak, bitter drink, body part, and desert salad recipes.
Big thanks to Zealotlee for the proper stinger icon!

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.