================================= CAMPING BOX ================================= Added simple yet effective camping box for storing your items. Capacity can be configured in MCM. Also has ability to transfer items back to player inventory or leave them inside upon packing.
================================= FOOD OVERSATIATION MECHANIC ================================= Added Lightweight oversatiation mechanic. I always wanted some "food-braker" to stop spamming all this food with nice bonuses, but never found any. So i made one myself. As this mod also contains a lot of food edits/buffs and food recipes, i think this mechanic will compliment it nicely, especially if you are playing on survival mode. It will motivate what to choose and eat from cooked/packaged food and not to go all in. No longer you will eat your beefy food one by one and get a lot of bonuses without taking any consequences. Cooked/packaged food now has 4 categories and gives oversatiation points. There are three thresholds, upon reaching them, they will give oversatiation debuffs. Category 1 (10 points by Default)> low grade: basicaly all food that has no significant or any bonuses. Category 2 (35 points by Default)> medium grade: food that have some light bonuses. Category 3 (70 points by Default)> high grade: food that have one or several powerful bonuses. Category 4 (95 points by Default)> legendary: food that have most powerful or very significant bonuses. Threshold 1 (50 By Default)> -3 Agility, -50% Action points regeneration. Threshold 2 (100 By Default)> -3 Strength, -3 Endurance, -30% Movement Speed, -50% Weapons reload speed. Threshold 3 (150 By Default)> -5 Perception, -5 Charisma, -5 Intelligence. Can't Sprint. Thresholds, oversatiation points, timers, notifications, toggle and a hotkey for oversatiation status check can be tweaked in MCM.
================================= WEAPONS ================================= Deployable molerat bombers, which recipe can be unlocked through completing a "Gourmand Of The Commonwealth" challenge. They are devoted to you so they will follow your lead and maniacally bomb your foes. As I wrote earlier, yes, they will follow you where ever you go by default, but additionally with "Animal Friend" perk you can fully control your bombastic friends and make raiders squeal in surprise.
===========CHANGES & ADDITIONS=========== + Toxic Guts and Blood Sample mechanics now have a bunch of new options in MCM. Duration and damage threshold of this mechanics now work through script and can be configured in MCM. + Added blood splatters on creature carcasses after butchering. Just a visual effect. Can be Toggled On/Off in MCM under VISUAL EFFECTS >>> Blood Splatters + Gourmands Of The Commonwealth recipes now have proper model and cover, and can be put on magazine shelves and stands. Collect them all! + All legendary Gourmands Of The Commonwealth recipes now have own category in the cooking stations. Buffed all legendary recipes to make them even more worthy. + Added 2 more challenges. + Added Lunchbox "Victory!", which granted by finishing challenges.
===========BUGFIXES=========== + Fixed an oversight in the hunting station/workbench.nifs material. Fixed material path. + Fixed an oversight in the Spices.nif material. Fixed material path. + Fixed some MCM toggles, precicely toolkit breakage disable and robot self-destruct routine disable.
===========COMPATIBILITY PATCHES============ + Updated all Mutant Menagerie and Capital Wasteland creatures patches to work with new changes.
5.0 Changelog
Spoiler:
Show
===========UPDATE PROCEDURE========= + From v4.0.1 to 5.0+ just overwrite all files. =========NEW FEATURES=========
CAMPING EXPERIENCE ================================= What a hunter is without camping experience? Make some campfire, with sitting and sleeping place. Turn on radio, put a cooking pot, make some meal, and enjoy your time. With fully ignited campfire you can warm up, relax and get some buff. To acquire buff you need to warm up or relax for 30 seconds. NPCs/companions can also relax, sit, use cooking stations. For better results try to place everything on flat surface, but nonetheless ,you still can fine tune placement with a special menu. Everything for you camping needs can be found and crafted on the Hunting Station.
================================= TRAPPING MECHANIC ================================= Introduces lightweight trapping mechanic with baits and traps.
HOW IT WORKS -------------------------> Rig traps somewhere, put appropriate baits on them and go do your things, or alternatively you can sit or just stand around nearby and wait. As time passes in-game, traps will attempt to catch a creature. Keep in mind that some creatures can only be cought in Far Harbor or Nuka-World. For example traps rigged in the Commonwealth will never catch gulper or fog crawler and etc. (Exceptions can happen, if you are playing with Mutant Menagerie mod) Traps can instantly kill or cripple. Also there is a chance that traps will be destroyed upon your arrival. As usually, In the MCM you can tweak some settings to your liking. I did not want to overhelm this system with bait types for every creature and yada yada, so I put each creature type in bait-trap specific category. For example, if you put bait for canines, then there is a chance that trap will catch a dog, mutant hound or a wolf. Or, if you put a bait for predators, then there is a chance that trap will catch a deathclaw, gatorclaw or a yao-Guai. Here is a list of possible creatures which can be caught, including Mutant Menagerie and Capital Wasteland creatures.
Wooden Traps -------------------------> Insects/Bugs: Ants, Bloatflies, Bloodbugs, Bloodworms, Cave Crickets, Radroaches, Stingwings, Leeches, Honeybees and swarms, Ticks, Mantises, Cazadors, Boombugs, Stinkbugs Rodents/Small: Molerats, Rad-Rats, River Rats, Ducks, Pheasants, Iguanas, Opossums, Beavers, Turkeys, Radcoons, Squirrels, Parrots, Mingos , Pig Rats, Shrews Crustaceans: Fog Crawlers, Mirelurks, Nukalurks, Sealurks, Crawdads, Spawns Arachnids: Radscorpions, Radrachnids P.S. From time to time, randomly, feral ghouls can be caught. Traps for Herptiles/Amphibian & Crustaceans can be put only in water or near it. You must stand in water to make prompt appear.
================================= NEW WEAPONS AND TRAPS ================================= + Added several new throwable weapons: Knife (+ Poison coated types), Mr. Handys Buzzsaw, Hatchet, Harpoon, Harpoon (Electrified), Harpoon (Explosive) + Added several new traps: Extermination Trap, Chocking Trap, Hallucination Trap Every weapon and its effects works and scales with appropriate perks. Throwable weapons are retrievable (even from NPCs). Knives, hatchets and buzzsaws spin when they fly.
================================= HUNTING STATION ================================= Introduces Hunting Station. With the Hunting Station you can craft all sorts of traps, baits, poisons, weapons, camping items. Plus i moved all (Non-Food) crafting recipes which IHO introduces to that bench. Now everything can be found there. Hunting Station can be found in >>> Workshop >>> Crafting.
===========CHANGES============ Vanilla Perks ----------------------------------> + Scav! - Bladed Bravado: added some changes to make synergy with throwing weapons. + Ninja: Forwarded fix that UFO4P introduces. Added some changes to make synergy with throwing weapons. + Mister Sandman: added some changes to make synergy with throwing weapons. + Chemist: Forwarded fix that UFO4P introduces. Moved everything from IHOs-Hidden-Chemist perks to vanilla Chemist perks. As IHO still overwrites chemist perks in one form or another, there is no reason to keep everything in hidden perks. + Lead Belly: moved everything from IHOs-Hidden-LeabBelly perks to vanilla Lead Belly perks. As IHO still overwrites lead belly in one form or another perks, there is no reason to keep everything in hidden perks. P.S If you are using perk overhauls or something in between, please consider to check this perks in FO4Edit, maybe you will need lightweight compatibility patch.
Challenges ----------------------------------> + Buffed most of the bonuses to make challenges complete worthy. + Added additional info to complete messages. Info about caps and experience. + Added new MCM sliders for caps and experience gain for every challenge. + Added 4 new challenges to complete.
Vanilla Traps And Caltrops ----------------------------------> Vanilla bear traps and caltrops are very useless. So i tweaked them. Now they have more powerfull and much deadlier effects + Basic Bear trap deals 100 points of raw damage, causes huge stagger and cripples legs. + Enhanced Bear traps deal 150 points of raw damage, cause huge stagger, much more effectively cripples legs and adds bleeding. + Basic Caltrops have 8 projectiles, each deals 15 points of raw damage on contact. Medium stagger and slow downs the target by 25% for 10 seconds. + Enhanced Caltrops have 12 projectiles, each deals 25 points of raw damage on contact with poisoning effect. More effective stagger and slow downs the target by 35% for 10 seconds.
Bottle & Cappy "Good Luck" Machine ----------------------------------> Refreshed and tweaked Bottle & Cappy "Good Luck" Machine. + Lightweight visual change. + Now it spawns with its own legendary container. All items/prizes will go there now. + While powered on and idling, it plays some arcade music. + Added ability to exchange legendary coins for caps. MCM settings included. + Added ability to exchange legendary coins for perk points. MCM settings included.
Miscellaneous ----------------------------------> + Added Mr. Handys Buzzblade (Misc item) to his leveled list. + Reorganized IHOS MCM menu and made it more visualy appealing and convenient to use. + Tweaked one of the harvesting animations. + Changed some experience formulas. Lessened experience gain after butchering, salvaging robots/synths and taking blood samples. + Replaced blood packs healing effect with stimpaks healing effect. To make it compatible with disabled food/drinks healing. + Tweak to trap rigging animation + Animal traps and camping equipment are no longer doing explosions when placed in water. + Added additional checks to some camping equipment and animal traps (except crustaceans, herptiles and amphibian type traps), to prevent them using in water/underwater. + Enhanced visual explosion of the choking trap. + Enhanced visual effects when placing camping items. + Tweaked recipe for the camping burner. + Camping burner now empty from the get go. You need to fill it with a burner refiller. P.S Keep in mind, that after update all filled camping burners will be resetted to empty state. + Incorporated version-update-monitor. For much easier mod updating. Just in case, if i am going push forward with more updates, this monitor will be useful.
==========BUGFIXES========== + Correction of several scripts related to traps + Fixed a quirk in the campfire script that caused the camping pot and cooking station to return to player inventory under certain conditions, regardless of whether the player originally had them or not. + Fixed an oversight in the campfire script that did not use or check for camping burner in the player inventory. + Fixed an oversight when adding more wood/reigniting the campfire. Now the script checks if the player has firewood in the inventory. + Fixed Choking trap that did not work correctly. + Fixed an oversight when using sharpener without any stab-type weapons in the inventory.
===========COMPATIBILITY PATCHES=========== Updated all compatibility patches for Mutant Menagerie and Capital Wasteland creatures. Trapping feature is fully compatible.
About Mutant Menageries script integration patch
Spoiler:
Show
Yeah, there IS some leveled lists. And they can be fixed very easly to be compatible with IHO butcher systems.
Just >>> 1) Open MutantMenagerie_Scripts.esp in FO4Edit 2) Go to Leveled item Tab 3) And delete every item in the leveled lists. Not! the lists itself, just precisely their contents. 4) Save, and thats it.
What a fantastic mod! Thank you so much for producing this. I can't believe it has added so much immersion into the game but it has. I tried it on a whim and got much more than I expected. And your animations are somehow very satisfying as well!
On a side note I noticed there was a closed bug "no animations when butchering" submitted by Qerewen. I was able to replicate the issue where third person animations just stopped. I don't think it is a bug, as such, but I thought I would mention how I fixed it and the cause in case it helps anyone. Using looks menu compendium was the culprit in my case. I assume using SLM 14 might also cause the issue. The fix for me was just to use looks menu again and it toggled your mod's animations right back on again, on every subsequent butcher. :-)
Hey there. Love your mod, been having a blast with it. However I just wanted to ask if there are any plans for a patch with the latest Mutant Menagerie mod (Life finds a Way). The other ones have been deemed a legacy.
I'm hoping for a patch for that. Or trying to see if I can learn just enough to perhaps patch it myself. Maybe basing it on the MM patch there already was
Idk if you've found it or not but you get the bottle and cappy machine from completing one of the challenges in the mod. I forget the name of the challenge but you have to collect a certain number of "IDEAL" ingredients from butchered creatures. The number of ingredients needed for the challenge can be changed in the MCM
I got the cannibal perk but don't seem to pick up any meet after the vanilla cannibalize on dead bodies. Did I read the description wrong? What meat or recipes can you obtain being a cannibal?
I could be wrong as it's been a while since I played, but I think its unlocked after completing the challenge associated with it. I forget the name of the challenge itself, but you have to consume a certain number of corpses to unlock the recipe. You can change the number of corpses needed in the MCM
Apparently, it's because IHO is not compatible with the LFW version of MM, it only works well with the now outdated and obsolete legacy versions. I wish the creator of the mod made a patch that made it compatible.
Isn't that a problem with LFAW itself? It's been a flaw with LFAW. There's an option to dl the loose files version. I installed that, and that fixed it for me.
748 comments
5.1 Changelog
===========NEW FEATURES==========
=================================
CAMPING BOX
=================================
Added simple yet effective camping box for storing your items. Capacity can be configured in MCM. Also has ability to transfer items back to player inventory or leave them inside upon packing.
=================================
FOOD OVERSATIATION MECHANIC
=================================
Added Lightweight oversatiation mechanic. I always wanted some "food-braker" to stop spamming all this food with nice bonuses, but never found any. So i made one myself.
As this mod also contains a lot of food edits/buffs and food recipes, i think this mechanic will compliment it nicely, especially if you are playing on survival mode. It will motivate what to choose and eat from cooked/packaged food and not to go all in.
No longer you will eat your beefy food one by one and get a lot of bonuses without taking any consequences.
Cooked/packaged food now has 4 categories and gives oversatiation points. There are three thresholds, upon reaching them, they will give oversatiation debuffs.
Category 1 (10 points by Default)> low grade: basicaly all food that has no significant or any bonuses.
Category 2 (35 points by Default)> medium grade: food that have some light bonuses.
Category 3 (70 points by Default)> high grade: food that have one or several powerful bonuses.
Category 4 (95 points by Default)> legendary: food that have most powerful or very significant bonuses.
Threshold 1 (50 By Default)> -3 Agility, -50% Action points regeneration.
Threshold 2 (100 By Default)> -3 Strength, -3 Endurance, -30% Movement Speed, -50% Weapons reload speed.
Threshold 3 (150 By Default)> -5 Perception, -5 Charisma, -5 Intelligence. Can't Sprint.
Thresholds, oversatiation points, timers, notifications, toggle and a hotkey for oversatiation status check can be tweaked in MCM.
=================================
WEAPONS
=================================
Deployable molerat bombers, which recipe can be unlocked through completing a "Gourmand Of The Commonwealth" challenge. They are devoted to you so they will follow your lead and maniacally bomb your foes.
As I wrote earlier, yes, they will follow you where ever you go by default, but additionally with "Animal Friend" perk you can fully control your bombastic friends and make raiders squeal in surprise.
===========CHANGES & ADDITIONS===========
+ Toxic Guts and Blood Sample mechanics now have a bunch of new options in MCM. Duration and damage threshold of this mechanics now work through script and can be configured in MCM.
+ Added blood splatters on creature carcasses after butchering. Just a visual effect. Can be Toggled On/Off in MCM under VISUAL EFFECTS >>> Blood Splatters
+ Gourmands Of The Commonwealth recipes now have proper model and cover, and can be put on magazine shelves and stands. Collect them all!
+ All legendary Gourmands Of The Commonwealth recipes now have own category in the cooking stations. Buffed all legendary recipes to make them even more worthy.
+ Added 2 more challenges.
+ Added Lunchbox "Victory!", which granted by finishing challenges.
===========BUGFIXES===========
+ Fixed an oversight in the hunting station/workbench.nifs material. Fixed material path.
+ Fixed an oversight in the Spices.nif material. Fixed material path.
+ Fixed some MCM toggles, precicely toolkit breakage disable and robot self-destruct routine disable.
===========COMPATIBILITY PATCHES============
+ Updated all Mutant Menagerie and Capital Wasteland creatures patches to work with new changes.
===========UPDATE PROCEDURE=========
+ From v4.0.1 to 5.0+ just overwrite all files.
=========NEW FEATURES=========
CAMPING EXPERIENCE
=================================
What a hunter is without camping experience? Make some campfire, with sitting and sleeping place. Turn on radio, put a cooking pot, make some meal, and enjoy your time.
With fully ignited campfire you can warm up, relax and get some buff. To acquire buff you need to warm up or relax for 30 seconds. NPCs/companions can also relax, sit, use cooking stations.
For better results try to place everything on flat surface, but nonetheless ,you still can fine tune placement with a special menu.
Everything for you camping needs can be found and crafted on the Hunting Station.
=================================
TRAPPING MECHANIC
=================================
Introduces lightweight trapping mechanic with baits and traps.
HOW IT WORKS
------------------------->
Rig traps somewhere, put appropriate baits on them and go do your things, or alternatively you can sit or just stand around nearby and wait.
As time passes in-game, traps will attempt to catch a creature. Keep in mind that some creatures can only be cought in Far Harbor or Nuka-World.
For example traps rigged in the Commonwealth will never catch gulper or fog crawler and etc. (Exceptions can happen, if you are playing with Mutant Menagerie mod)
Traps can instantly kill or cripple. Also there is a chance that traps will be destroyed upon your arrival. As usually, In the MCM you can tweak some settings to your liking.
I did not want to overhelm this system with bait types for every creature and yada yada, so I put each creature type in bait-trap specific category.
For example, if you put bait for canines, then there is a chance that trap will catch a dog, mutant hound or a wolf.
Or, if you put a bait for predators, then there is a chance that trap will catch a deathclaw, gatorclaw or a yao-Guai.
Here is a list of possible creatures which can be caught, including Mutant Menagerie and Capital Wasteland creatures.
Steel Traps
------------------------->
Canines: Dogs, Hounds, Wolves, Foxes
Cloven-Footed: Radstags, Does, Gazelles, Wild Boars, Goats, Bighorners, Giraffes, Zebra, Elephant (some exception)
Predators/Big: Deathclaws, Gatorclaws, Yao-Guais, Centaurs, Hellcats, Wanamingos, Gargoyles, Wendigos, Hyenas, Wastewolves, Nighthunters
Herptiles/Amphibian: Gulpers, Anglers, Ravagers, Rad-Toads, Raddlers, Riverlurks, Geckos
Wooden Traps
------------------------->
Insects/Bugs: Ants, Bloatflies, Bloodbugs, Bloodworms, Cave Crickets, Radroaches, Stingwings, Leeches, Honeybees and swarms, Ticks, Mantises, Cazadors, Boombugs, Stinkbugs
Rodents/Small: Molerats, Rad-Rats, River Rats, Ducks, Pheasants, Iguanas, Opossums, Beavers, Turkeys, Radcoons, Squirrels, Parrots, Mingos , Pig Rats, Shrews
Crustaceans: Fog Crawlers, Mirelurks, Nukalurks, Sealurks, Crawdads, Spawns
Arachnids: Radscorpions, Radrachnids
P.S.
From time to time, randomly, feral ghouls can be caught.
Traps for Herptiles/Amphibian & Crustaceans can be put only in water or near it. You must stand in water to make prompt appear.
=================================
NEW WEAPONS AND TRAPS
=================================
+ Added several new throwable weapons: Knife (+ Poison coated types), Mr. Handys Buzzsaw, Hatchet, Harpoon, Harpoon (Electrified), Harpoon (Explosive)
+ Added several new traps: Extermination Trap, Chocking Trap, Hallucination Trap
Every weapon and its effects works and scales with appropriate perks. Throwable weapons are retrievable (even from NPCs). Knives, hatchets and buzzsaws spin when they fly.
=================================
HUNTING STATION
=================================
Introduces Hunting Station. With the Hunting Station you can craft all sorts of traps, baits, poisons, weapons, camping items. Plus i moved all (Non-Food) crafting recipes which IHO introduces to that bench. Now everything can be found there.
Hunting Station can be found in >>> Workshop >>> Crafting.
===========CHANGES============
Vanilla Perks
---------------------------------->
+ Scav! - Bladed Bravado: added some changes to make synergy with throwing weapons.
+ Ninja: Forwarded fix that UFO4P introduces. Added some changes to make synergy with throwing weapons.
+ Mister Sandman: added some changes to make synergy with throwing weapons.
+ Chemist: Forwarded fix that UFO4P introduces. Moved everything from IHOs-Hidden-Chemist perks to vanilla Chemist perks. As IHO still overwrites chemist perks in one form or another, there is no reason to keep everything in hidden perks.
+ Lead Belly: moved everything from IHOs-Hidden-LeabBelly perks to vanilla Lead Belly perks. As IHO still overwrites lead belly in one form or another perks, there is no reason to keep everything in hidden perks.
P.S If you are using perk overhauls or something in between, please consider to check this perks in FO4Edit, maybe you will need lightweight compatibility patch.
Challenges
---------------------------------->
+ Buffed most of the bonuses to make challenges complete worthy.
+ Added additional info to complete messages. Info about caps and experience.
+ Added new MCM sliders for caps and experience gain for every challenge.
+ Added 4 new challenges to complete.
Vanilla Traps And Caltrops
---------------------------------->
Vanilla bear traps and caltrops are very useless. So i tweaked them. Now they have more powerfull and much deadlier effects
+ Basic Bear trap deals 100 points of raw damage, causes huge stagger and cripples legs.
+ Enhanced Bear traps deal 150 points of raw damage, cause huge stagger, much more effectively cripples legs and adds bleeding.
+ Basic Caltrops have 8 projectiles, each deals 15 points of raw damage on contact. Medium stagger and slow downs the target by 25% for 10 seconds.
+ Enhanced Caltrops have 12 projectiles, each deals 25 points of raw damage on contact with poisoning effect. More effective stagger and slow downs the target by 35% for 10 seconds.
Bottle & Cappy "Good Luck" Machine
---------------------------------->
Refreshed and tweaked Bottle & Cappy "Good Luck" Machine.
+ Lightweight visual change.
+ Now it spawns with its own legendary container. All items/prizes will go there now.
+ While powered on and idling, it plays some arcade music.
+ Added ability to exchange legendary coins for caps. MCM settings included.
+ Added ability to exchange legendary coins for perk points. MCM settings included.
Miscellaneous
---------------------------------->
+ Added Mr. Handys Buzzblade (Misc item) to his leveled list.
+ Reorganized IHOS MCM menu and made it more visualy appealing and convenient to use.
+ Tweaked one of the harvesting animations.
+ Changed some experience formulas. Lessened experience gain after butchering, salvaging robots/synths and taking blood samples.
+ Replaced blood packs healing effect with stimpaks healing effect. To make it compatible with disabled food/drinks healing.
+ Tweak to trap rigging animation
+ Animal traps and camping equipment are no longer doing explosions when placed in water.
+ Added additional checks to some camping equipment and animal traps (except crustaceans, herptiles and amphibian type traps), to prevent them using in water/underwater.
+ Enhanced visual explosion of the choking trap.
+ Enhanced visual effects when placing camping items.
+ Tweaked recipe for the camping burner.
+ Camping burner now empty from the get go. You need to fill it with a burner refiller. P.S Keep in mind, that after update all filled camping burners will be resetted to empty state.
+ Incorporated version-update-monitor. For much easier mod updating. Just in case, if i am going push forward with more updates, this monitor will be useful.
==========BUGFIXES==========
+ Correction of several scripts related to traps
+ Fixed a quirk in the campfire script that caused the camping pot and cooking station to return to player inventory under certain conditions, regardless of whether the player originally had them or not.
+ Fixed an oversight in the campfire script that did not use or check for camping burner in the player inventory.
+ Fixed an oversight when adding more wood/reigniting the campfire. Now the script checks if the player has firewood in the inventory.
+ Fixed Choking trap that did not work correctly.
+ Fixed an oversight when using sharpener without any stab-type weapons in the inventory.
===========COMPATIBILITY PATCHES===========
Updated all compatibility patches for Mutant Menagerie and Capital Wasteland creatures. Trapping feature is fully compatible.
About Mutant Menageries script integration patch
Yeah, there IS some leveled lists. And they can be fixed very easly to be compatible with IHO butcher systems.
Just >>>
1) Open MutantMenagerie_Scripts.esp in FO4Edit
2) Go to Leveled item Tab
3) And delete every item in the leveled lists. Not! the lists itself, just precisely their contents.
4) Save, and thats it.
On a side note I noticed there was a closed bug "no animations when butchering" submitted by Qerewen. I was able to replicate the issue where third person animations just stopped. I don't think it is a bug, as such, but I thought I would mention how I fixed it and the cause in case it helps anyone. Using looks menu compendium was the culprit in my case. I assume using SLM 14 might also cause the issue. The fix for me was just to use looks menu again and it toggled your mod's animations right back on again, on every subsequent butcher. :-)
Thank you.
Thank you