About this mod
Adds the ability to make wonder meat. Wonder meat uses the Science skill, so your techy character will never go hungry again!
- Permissions and credits
- Changelogs
STORY:
One of my favorite parts of Fallout 3 was the exploration of the old Metro tunnels. I loved all the things that could be found in them. One of those things was the Wonder Meat Machine. Wonder meat still exists in Fallout: New Vegas, it can be found in the game even. But where did it come from? All those Wonder Meat machines of course!
DESCRIPTION:
This mod adds the ability to make Wonder Meat from all wasteland meats at any of the lab machines scattered throughout the game.
Wonder Meat crafting scales with Survival or Science skill. Higher skill produces more meat (let me know if the values need to be changed). Each recipe needs one meat and one Wonderglue to be made.
FEATURES:
- Two options, one for Survival, and one for Science based crafting.
- Glue crafting recipe! Now you can make more WonderGlue with just a few basic ingredients: flour, water, xander root, bark scorpion poison gland, a mixing pot, and a spoon to stir. Makes 5 WonderGlue.
- Built in support for Project Nevada - Rebalance. If you use food healing in PN, then Wonder Meat heals too!
- Challenge associated with eating Wonder Meat. The challenge awards a perk, but I can't think of what the Mr/Mrs Wonderful perk should do. Leave a comment if you have an idea.
OPTIONAL VERSIONS:
- Science Skill - By default, Wonder Meat creation now uses the Science skill. If you would like it to use the Survival skill again, set WonderMeatUsesScience to 0.
- S.P.E.C.I.A.L. Effects - Each different meat is classified by an animal "type" and each type has a S.P.E.C.I.A.L. effect. The exception are two very rare meats that have other stat boosts. You have to have one of the meats to see the recipe. To use the S.P.E.C.I.A.L. effects version, set the value of WonderMeatSpecialEffects to 1.
ADDITIONAL:
To help you out, I'll tell you where two of the machines are. One is in the Helios One plant, in the room where Fantastic is, another is in Doc Mitchell's house. I leave it to you to find the rest.
Also, this will be compatible with all mods that add the machines, so long as they use an unmodified static version (no unique base forms).