Good Repair/Cooking Mod

Post » Thu Jul 29, 2010 5:04 am

Anyone mind recommending an improved cooking/repair mod to use in hardcoe mode? It seems to be more difficult to find a decent cooking mod than repair, as the default cooking requirements can be rather ridiculous and extremely difficult to gather. There seem to be plenty of repair mods that let you use scrap metal and such which is fine as to what I'm looking for, but I figured I'd ask anyways in case anyone knows of one that's 'better'.
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BRAD MONTGOMERY
 
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Post » Thu Jul 29, 2010 7:16 am

Anyone?
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Portions
 
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Post » Thu Jul 29, 2010 12:11 am

I personally use a mod that makes the weapon repair kit to have a ahcne to break and be consumed:

http://newvegasnexus.com/downloads/file.php?id=35162

check the description for more info.
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Sylvia Luciani
 
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Post » Wed Jul 28, 2010 5:43 pm

Thanks, that looks useful! I was thinking more long the lines of the crafting windows however.
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Trevor Bostwick
 
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Post » Thu Jul 29, 2010 6:05 am

I use http://www.newvegasnexus.com/downloads/file.php?id=36366 and http://www.newvegasnexus.com/downloads/file.php?id=35725.

Also along the lines of expanding Crafting, http://www.newvegasnexus.com/downloads/file.php?id=36788 looks interesting.
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*Chloe*
 
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Post » Wed Jul 28, 2010 9:15 pm

I'm working on porting over http://www.fallout3nexus.com/downloads/file.php?id=11418 from Fallout 3, and Joe Shrapnel, somebody that's been helping me with beta testing and debugging, is making a bunch of new recipes for it, so those will be included in the final version (I think he's got a dozen or so so far). I've also tweaked the yields and values of most of the crafted foods to make them more worth crafting. If you're interested in helping beta test, here's a http://www.mediafire.com/file/m1a68tyezvpal99/Imp%27s%20More%20Complex%20Needs.esp - it has my tweaked recipe yields, but not Joe's new recipes. It's working well enough that I'm using it in my own game, but is missing a few features:

  • Beverage chilling isn't working correctly - the idea here is to be able to turn non-living containers, and ED-E, into refrigerators by placing a RobCo Cold Fission Froster into them. Most beverages will then become chilled if left in a working refrigerator for an hour - but object scripts don't seem to be running correctly on items that aren't in the player's inventory, so the swap is sporadic at best.
  • Likewise with food spoilage - raw meats, non-pre war foods, and fruits/vegetables will go bad in 12/24/168 hours, respectively, unless placed into a working refrigerator. Like the beverage chilling this seems to only work sporadically unless the items are in the player's inventory.
  • Food poisoning (raw meats and eggs have a roughly 50% chance of causing food poisoning if you eat them, unless you have a food sanitizer in your inventory) hasn't been fully implemented yet - if you get it, nothing will happen.
  • Doctors can't cure the nasty or potentially fatal conditions yet (starvation, dehydration, alcohol poisoning, water intoxication, food poisoning).
  • The balance may also need tweaking, though you can vary the various consumption rates via a menu item that will be in the armor section of your inventory.

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sarah
 
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Post » Thu Jul 29, 2010 2:01 am

Your mileage may vary here of course, but so far I have found that any of the repair mods (I've tried 3) will drastically increase the likelihood of of a CTD if you have the Jury Rig perk and try to repair something.
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Ross
 
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Post » Wed Jul 28, 2010 9:00 pm



[*]Beverage chilling isn't working correctly - the idea here is to be able to turn non-living containers, and ED-E, into refrigerators by placing a RobCo Cold Fission Froster into them. Most beverages will then become chilled if left in a working refrigerator for an hour - but object scripts don't seem to be running correctly on items that aren't in the player's inventory, so the swap is sporadic at best.



If you're using a timer, it wont run in an object script if the object isnt in the currently loaded cell, I dont think. Quest script would have to be used to keep the timer running at all times.
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Devils Cheek
 
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Post » Thu Jul 29, 2010 12:24 am

If you're using a timer, it wont run in an object script if the object isnt in the currently loaded cell, I dont think. Quest script would have to be used to keep the timer running at all times.


The"timer" variable just stores the gamedayspassed value from the last time the item was added to a suitable refrigeration container. So unless the variables in a script are reset, it will function as its supposed to - gametime continues to pass, and then when the object's cell is loaded again, the script resumes and acts on whatever the stored time is. The problem happens though even if the items are in my companion's inventories, and I'm standing right there next to them. The scripts only seem to work reliably if the items are in the player's inventory. I was using this technique in FO3 to implement food spoilage, and it seemed to work fine - and NV has some other inventory bugs (items disappear if you have more than one of the same condition in your inventory). I'll run some tests on the FO3 version though to see if its working as it should there. If so, I'll just have to hope for an NV patch.
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Mrs. Patton
 
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Post » Thu Jul 29, 2010 5:30 am

Thanks guys!
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GEo LIme
 
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Post » Wed Jul 28, 2010 9:07 pm

Ok, I figured out why the chilled beverage and food spoilage features weren't working. If you attach a script to an object via a mod, or change its existing script, any instances of that object already in the gameworld will ignore the change. So any items already in your inventory, or in NPC inventories, or in containers, in cells that you've already visited, will act as if there was no script. If you drop an item from your inventory the instance of it that is in your inventory is deleted and a new one is spawned in the gameworld - so dropping everything from your inventory and into the gameworld, and then picking it back up, would fix it. Or if I wrote a script that removed all of the foods from the players inventory, and then re-added them all again (which would be tedious as hell to write). The feature would work perfectly with new games though.

Also, I've verified that variables in object scripts don't get reset when you leave the cell that they're in, execution of the script just pauses until you return. So the feature will work as intended.
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Alex Vincent
 
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Post » Thu Jul 29, 2010 1:52 am

Ok, I figured out why the chilled beverage and food spoilage features weren't working. If you attach a script to an object via a mod, or change its existing script, any instances of that object already in the gameworld will ignore the change.

This makes me glad to be working on an alternate-start mod... I just start a new game every time ;)

Though in all seriousness, you might want to do that. Just move the player start marker to a test cell, then delete the change with FNVedit later? Well, that and comment out the get-out-of-bed animation and fade-from-white effect that play first thing. It'd be annoying to wait ~10 seconds for that to fade every time you test something.
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stevie trent
 
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Post » Thu Jul 29, 2010 4:39 am

I'm also working on a personal copy of a New Vegas version of Fallout Food - not a direct port, but just new things you can cook... including what was apparently everyone's favorite item... coffee.

If there's any interest, I could probably release it.

Cheers,

Coleen
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Darren
 
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Post » Wed Jul 28, 2010 10:41 pm

I'm also working on a personal copy of a New Vegas version of Fallout Food - not a direct port, but just new things you can cook... including what was apparently everyone's favorite item... coffee.

If there's any interest, I could probably release it.

Cheers,

Coleen


For the NV version of IMCN I've added stimulant level tracking that works the same as my blood alcohol content tracking - it builds up and wears off in the same way that it would in real life, and its reported in equivalent milligrams of caffeine. I did it specifically with coffee and nuka cola in mind - if nobody'd added coffee by the time I released I was going to add it myself. If you do release your mod, I'll probably make a patch to have it work with my mod, if that's ok. I did compatibility patches for mods like FWE, MMM, FOOK, and BLTC that added new foods into the game, and got a bunch of requests to add Fallout Food to the list though I never got around to it.
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Marnesia Steele
 
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Post » Thu Jul 29, 2010 2:11 am

For the NV version of IMCN I've added stimulant level tracking that works the same as my blood alcohol content tracking - it builds up and wears off in the same way that it would in real life, and its reported in equivalent milligrams of caffeine. I did it specifically with coffee and nuka cola in mind - if nobody'd added coffee by the time I released I was going to add it myself. If you do release your mod, I'll probably make a patch to have it work with my mod, if that's ok. I did compatibility patches for mods like FWE, MMM, FOOK, and BLTC that added new foods into the game, and got a bunch of requests to add Fallout Food to the list though I never got around to it.


That'd be perfectly fine by me :nod: Would there be anything I'd need to do on my end to make it easier on you?
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Kelsey Anna Farley
 
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Post » Thu Jul 29, 2010 8:23 am

Not really. If people get into releasing crafting mods, they might want to use some of your foods as ingredients, in which case it would help if your file was an .esm, but it's not necessary.
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^~LIL B0NE5~^
 
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