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 its magnitude.
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Translations
Spanish
Polish
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Name
Spanish
Author:Mod Creado por Sweet6Shooter y Traducido por XsidoGamer
Added a base object swapper file to switch the PL moonshine to the base game version Increased strange meat pie crafting requirement, reduced its starvation restoration Fixed some entries on them's good eatin items, gave health restoration to thin red paste as well
Version 16.03
Made pot boiled water recipe return the pan and pot Corrected various inconsistencies between my mods with breakdown recipe titles Added a repair kit breakdown recipe Adjusted turpentine weight and added destructible data Corrected full water being the same weight as an empty bottle
Version 16.02
Fixed irradiated scotch mesh path
Version 16.01
Fixed scotch path in ttw version Fixed missing assets in NV version
Version 16
Removed stingers to have them standalone Added more food to chet, lacey, and trudy Internally patched for hardcore radiation Removed duplicate super stimpak recipe, transposed its changes to base one Standardized bighorner steak desert salad recipe and undisabled brahmin steak version Removed lead pipe breakdown recipe in favor of the one in spare Increased required liquid nitrogen for cooled nuka cola
As of Version 16, Stingers have been removed and are only available in their own standalone mod, for simplicity of management on my end. A new save is required, ongoing saves are not supported.
Version 15.17
Made snakebite tourniquet grant temporary poison immunity and not trigger if poison immunity is active, changed its recipe Reduced price of ice cold nuka Cleaned up some party hard conditions, removed whiskey rose immunity to non intelligence alcohol penalties Fixed moonshine having double intelligence penalty
Version 15.16
Reduced glowing mushroom healing amount, removed explicit healing from cave fungus, reduced starvation healing for mutant cave fungus Reduced cateye price Added bonus effects for cola comrade Reduced bitter drink price Added various leveled list changes to consumable lists Removed change to scrap metal breakdown and moved it to spare Reduced healing powder recipe requirement to 5
Version 15.15
Added some thirst restoration over time for sunset sarsaparilla, increased baseline thirst restoration for it Clamped survival healing increase to block it when needs are at zero Fixed quantum cola not being handled properly, rebalanced the special nukas Fixed typos in cola comrade, removed the special requirements Removed endurance qualification for soda sommelier, reduced survival and level req Added water price changes for NV that I never got around to moving from EDGE
Version 15.14
Included the TTW strange meat pie assets Fixed borked food healing formula, including waiting resulting in food time going negative, not including survival in the calc Reverted survival healing duration config setting to old default in light of fixed formula Fixed some NV item paths being wrong
Version 15.13
Fixed stealthboy exclusion from activation prevention with stealthboys Turned off food health restoration prints
Version 15.12
Fixed complete amelioration of hardcore needs with any food item in hardcore
Version 15.11
Fixed duplicate recipes for bitter drink and desert salad Removed addiction chance from fire ant nectar Fixed disparity between moonshine entries Removed block on interacting with creatures and NPCs in stealth while crouched Fixed some shenanigans with food and water healing, fixed it for non hardcore Removed some stray room marker overwrites
Version 15.10
Amended stealth boy reload speed visualization to be added by script, to avoid compat kink with stars
Version 15.09
Added extra functions to stealth boys Fixed standard stingers not being disabled in world with the config option
Version 15.08
Reduced config survival duration mult Fixed wine rad removal not being properly tied to the config option Removed rad restoration from rum and nuka Fixed battle brew rad restoration not being properly tied to the config option Added doubled rate of rad restoration with fast metabolism Added scripted change to lead belly perk description to specify amelioration of special penalties for raw meat Changed ant nog sound to one that makes sense Fixed comprehension and retention incorrect condition on true police stories
Version 15.07
Reduced glowing mushroom nonplayer healing Added ice cold nuka cola and boiled water recipes Added breakdown recipes for various misc items Added overwrite to reduce efficiency of mass purified water Removed dehydration from cram Reduced odds of finding stingers Removed bonus starvation restoration with lead belly from raw meats Boosted limb healing by stimpaks at high health percentage Fixed super stimpak limb healing being at 1.0 instead of 0.9
Version 15.06
Increased requirement for crafting healing powder, switched it to survival Changed nightstalker squeezins recipe Reduced req. for bighorner steak Increased starvation restoration for gecko kebab Fixed milsurp review max effect when guns is turned on
Version 15.05
Added custom icon by Zealotlee for the stingers!
Version 15.04
Added a recipe for the bitter drink, super stimpak, desert salad, body parts, Fixed issue with rocket permanently damaging perception
Version 15.03
Removed food flags from alcohol Added fixed json for ySI sorting of stingers, thanks to Conzo
Version 15.02
Removed radiation stage overwrites cause I can't remember why they were in here Added a script safeguard for a rare error
Version 15.01
Changed fiend stew back to regular non-cannibal food cause I apparently never looked into how it was crafted lol Fixed survival healing occurring with needs values that they shouldn't have Fixed atomic cocktail healing being way too long
Version 15
Added overwrite for TTW intelligence bobblehead to match removal of effect on magazines Added a config toggle for milsurp review and police stories effects Clamped configurable values for prudence Fixed a circumstance where configurable values could revert if a save from before the values were altered is loaded after loading a later save first Renamed plugin and config ini Fixed a couple items having the wrong pickup sounds
Version 14.13
Fixed hydra and disparity between nuka and ice cold nuka benefits
Version 14.12
Revised ISControl compatibility to work properly Added ySI patch for stingers
Version 14.11
Fixed stingers being marked as food item, changed their icon to the alcohol one instead of food
Version 14.1
Removed unneccesary chem perks conditions Altered most dehydration penalties to be instant Nerfed jet AP restoration a bit Changed buffout hunger penalty to be smaller for longer Enhanced length or severity of jet needs penalties Removed medx dehydration penalty, changed sleep penalty to instant Added AP restoration to ultrajet, increased umon time and severity, doubled AP bonus, altered sleep dep penalty Lengthened rebound sleep penalty Added head damage over time to turbo Fixed dixon's jet stats bein all over the place Boosted slasher duration, added starvation penalty Buffed rocket Altered ghost sight penalties, reduced weight Changed fire ant nectar back to +2 AGI Fixed stinger sound playing at full volume when any npc used it
Version 14.01
Added missing assets I forgot to pack
Version 14
Nerfed alcohol special boosts to +1 on average, altered what each one does Removed double beer dehydration Increased alcohol dehydration amounts Reduced party hard to one rank, since most alcohol only reduces special by 1 Reduced addiction chance of dixon's stuff to ~ 6x normal Fixed irradiated alcohol having extra bonuses Added addiction to atomic cocktail Fixed instances of alcohol's non-intelligence debuffs being ameliorated by whiskey rose Changed surgical tubing weight to .1 Added CPI icon for soda sommelier Placed stingers in the world, GNR has one of each Changed water source dehydration restoration amounts Added slight rad healing to pure water Altered change to steady spread to stop issue with ISControl Enabler manual configuration mode Made ant nectar ant sight display it's vision effect when viewed in the inventory Adjusted ghost sight Doubled standard length of cateye Reduced price of alcohol Handled broken steel waters Altered stinger stats Added custom stinger sound and icon Completely reworked nature of survival healing Fixed issue with used item returning Rebalanced hardcore restoration amounts from food Added one second of turbo to horsenettle Restored and expanded cases of lead belly offering extra healing or starvation restoration Removed lead belly criteria for receiving bonuses from human flesh based items Balanced cooking recipes Added cooked versions of all available meats that didn't have it Removed healing from bad water sources Fixed good water sources not offering healing
Version 13.12
Added a couple hardcore mode checks to fix food healing not showing up for non hardcore, reduced weight of surgical tubing
Version 13.11
Added more safeguards to prevent an error with the scripting, though that error already shouldn't have been possible
Version 13.1
Fixed occasional error printing depending on the pipboy menu, added a toggle for stimpak limb overhealing
Version 13.01
Fixed lack of capitalization on dummy effect Fixed food healing not applying in hardcore Successfully reduced can size on Venom
Version 13
Changed hydra to ignore crippled limbs Fixed hydra dehydration happening in non hardcore Completely reworked survival food healing Reduced medicine med healing mult from 2.0 to 1.5 Fixed a couple items not being conditioned for hardcore correctly Made alcohol rad removal optional
Version 12.12
Removed stray edit to intelligence bobblehead perk
Version 12.11
Fixed datura antivenom permanently damaging endurance a crazy amount Reversed stimpak heal/sec speed for followers while out of combat Tweaked some misc item weights
Version 12.3
Nerfed stealthboy stealth bonus to 15
Made cameras destructible
Version 12.2
Adjusted some misc item weights, adressed a few I didn't touch, added destructible entry to empty soda bottle
Version 12
Reduced stimpak limb healing threshold to 90% to play better with RAD Gave medx it's DR back in addition to the ignoring crippled limbs effect Moved spread change in Base Game Perks to here Fixed beer icon Changed all food to heal instantly, to fix an issue where the healing effects that have already been triggered would stop working once you went below your needs threshold
Version 11fix
Fixed alien biogel permanently damaging AGI
Version 11
Rolled food sanitizer mechanical change into main file
Version 10
Updated for 3.3 Reduced a lot of ingestible cap values Increased Radaway radiation reduction further, to make it a better emergency tool to use instead of alcohol, but I also increased the hardcore penalties a bit. Fixed a couple chem hardcore penalties applying in non hardcore Reduced rad x weight considerably Reduced stimpak weight Increased some alcohol addiction chance Reduced a lot of food weight Buffed noodles Rebalanced dirty water Removed strength debuff from strange meat if you have cannibal Removed charisma penalty from ant nectar, reduced it's strength bonus to +2, removed it's withdrawal effect Whiskey values and duration reduced Dramatically rebalanced med x to simply ignore crippled limbs, and increased it's hardcore penalties Fire ant nectar buff changed to an AP bonus instead of agility, INT penalty reduced Sugar bomb AP bonus duration doubled, effect reordered to be first Fixed a lot of food having double hunger restoration Nerfed rebound addiction chance, doubled it's length, increased it's penalties Buffed spore plant pod poison resist Removed fire and energy resist from atomic cocktail Perception reduction removed from nuka victory DT bonus on nuka quartz swapped for better baseline healing Coyote tobacco fruit agility removed, perception bonus lengthened Many other chems have had their effects buffed, most often in duration, and their hardcore penalties increased Removed agility penalty from jake juice and nerfed it's bonuses Buffed datura hide with DR and more duration, but higher starvation penalty Rebalanced black coffee
Version 9update
Fixed party hard not working on moonshine, nerfed it's effects a little Reduced alcohol addiction chance substantially, since you're likely to be drinking it much more. Added glass explosions and Destructibles patch
Version 9fix
Fixed nuka cola not healing in non hardcore if global set to 0, added the destructible entries to the NV file, which I apparently missed
Version 9
Added Party Hard perk Cut most alcohol duration down by half Increased moonshine duration to match other alcohol Increased atomic cocktail duration Fixed battle brew int debuff applying with whiskey rose Increased battle brew duration Nerfed Jake Juice stat bonuses, fixed whiskey rose providing agility debuff immunity, buffed rad restoration and fixed it to over time Fixed Dixon's Whiskey permanently damaging your charisma (sorry!) Redid the weights on a lot of misc items
Version 8
Rebalanced a lot of HH ingestibles
Version 5
Removed second rank of Soda Sommelier and the effects on it that shouldn't have been there, reduced it's requirements Added Kola Komrade Covered auto-inject stimpaks Added stimpak limb healing when at max health in hardcore
Version 4
Got more entries that I missed Added Soda Sommelier perk Added stimpak and super stimpak entries, they increase overall needs by a small amount
Overview: This is a top-to-bottom overhaul of consumable effects/weights/values and misc items weights in TTW.
As of V16, Stingers have been moved to their own standalone mod to make version management between TTW and NV versions easier. They are still natively balanced for use with Sweet Consumables.
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's increase to health and starvation restoration 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, as I feel that 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:[list]
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.
When used with Hardcore Radiation, healing values of select items like Nuka-Cola variants and Glowing Mushrooms will have their health restoration increased to offset the health loss from the radiation damage, and fSurvivalFoodDurationMult will be increased by .33 (33%).
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.
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.
Stealth boys' stealth bonus has been halved, to reduce the degree that they provide perfect stealth. They also reduce your reload speed by 30% while active.
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.
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.
Known Issues/Limitations: Items like Purified Water and Alcohol which reduce radiation show as increasing it in game, due to some weird engine bug. Nothing I can do about it.
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. Just Enough Realism provided the template for the super stimpak, bitter drink, body part, and desert salad recipes. A food texture and mesh were included from TTW to help abate times that I forget to revert the path when I convert the TTW plugin to the NV one directly, instead of transposing changes in individually.
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.