About this mod
A complete overhaul of food and cooking. Food has been rebalanced across the board, over 200 new food, drink, and ingredient items, unique menu items for restaurants, overhauled vanilla recipes, hundreds of new recipes, massively expanded category and filters, and more!
- Requirements
- Permissions and credits
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Translations
- Spanish
- Changelogs

I like history. I like culture. I like food. I like the way that food reflects history and culture, how it tells a story about the people who make it. I like how it brings people together, and how it can show how very far we are apart.
This mod started as a way for me to have more variety in my survival-focused playthrough, and rapidly spiraled out of my control. Feel free to witness my madness by checking out my dev spreadsheet. I put a lot of thought into the history and culture of the many tribes of the Mojave when making this mod, but ultimately, what matters is whether people have fun playing with it. I hope you enjoy.

BALANCING AND FILTERS
Food and "herbal" remedies have been completely rebalanced across the board.
- Generally, my principle was that raw food restores the least health, starvation, and thirst, while complex foods restore more, with the most complex foods providing the most benefits.
- Things that I consider "herbal remedies" (i.e., stuff that's crafted at a campfire) have slight edits to their crafting recipes and effects to bring them in line with the other recipes.
- Some items that were very easy to craft (like Atomic Cocktails, Ghost Sight, Nuka-Cola variants, and Snakebite Tourniquets, among others) are now much harder to craft. Some recipes (like Antivenom) are now easier to craft due to using more generalized ingredients. These are entirely to my own tastes because I made this mod for me.
TOOLS
All food now requires tools to cook.
- Simple foods, like cooked fruits and vegetables or simple cooked meats only require a mess kit (crafted at the workbench) or a skillet to cook.
- Tea and coffee require a coffee pot to brew, while juices, lemonades, and mixed drinks require pitchers to mix them and bottles to store them in.
- More complex foods like soups, roasts, marinated items, or seasoned foods require a cooking kit, which has a more varied collection of utensils.
- Baked items, jerky, and brewing all require specialized toolkits.
- Tools can be crafted at a workbench with their components - things like a plate, knife, fork, and spoon for the mess kit; some pots and pans, a knife, and a spatula for the cooking kit; a large pot to create a makeshift oven for the baking kit, etc.
- Toolkits can also be broken down to get their components back.
INGREDIENTS
- Vanilla ingredients like bags of yeast or boxes of flour now break down into a realistic number of portions.
- New ingredients are available such as cornmeal, sugar, salt, cooking oil, and chili powder.
- Some ingredients, such as cornmeal and chili powder, can be crafted at a campfire, while others need to be purchased from vendors.
- Several points about edible eggs:
- Different types of reptile eggs can be converted into a "raw egg" item, usable in the same way as chicken eggs in several recipes. This was done so that I didn't have to make recipe variations for every type of egg.
- Edible eggs should be understood to be a portion of egg roughly equivalent to a chicken egg - that's why you can get more than one when converting certain types of eggs.
- Only reptile eggs (gecko, nightstalker, and deathclaw) can be converted into raw eggs. This is NOT because insect eggs are not edible (there are recipes that can be made with ant and cazador eggs), but because insect eggs have a different chemical and biological composition and can NOT be used in recipes as a substitute for poultry eggs. Same goes for mirelurk or lakelurk eggs. You can't make fucking omelettes with crab eggs, Todd. I will die on this hill.
LEVELED LISTS
Light overhaul of food-related leveled lists.
- Some items that were needlessly rare in the vanilla game, like apples, pears, carrots, potatoes, and pinto beans, are now much more abundant.
- New foods have been integrated into the relevant loot tables, so you can find the new items in refrigerators or sacks.
- Some light cell edits to replace some containers I thought didn't make sense. Why the hell would a vault that hasn't been opened in 200 years have mutfruit?
VENDORS
Vendors are split into 3 categories: grocers, provisioners, and restaurants.
Grocers carry a variety of raw meat, dry goods, and fresh produce depending on their location and economic status.
- Grocers with a poor economic status, like Etienne in Westside, will mostly carry food that they have grown themselves, cheap dry ingredients, and a limited selection of raw meat (mostly things that are easy to catch, like rats, iguanas, and the less dangerous mutated insects).
- Grocers on the frontier, like Chet or Johnson Nash, carry a wider selection of farmed meat (like bighorner and brahmin) in addition to meat sold by trappers and hunters (like coyote). They also carry a wide variety of fresh produce, to reflect the shopkeep's access to food sourced from local farms AND food sourced from itinerant foragers.
- Grocers in Vegas with a higher economic status or greater access to trade routes tend to carry the widest selection, with a greater emphasis on imported goods.
Provisioners are vendors that are frequented by caravans or travelers. Some grocers are also provisioners.
- Provisioners carry long-lasting food that can be eaten on the road, like canned or preserved foods and jerky, as well as dry goods like flour, cornmeal, salt, and sugar.
- They also carry a variety of survival tools. These include the new cooking tools, components for them, and the bedrolls from Lonesome Road.
- The bedrolls from LR had their weight and value MASSIVELY reduced. I know people abuse the sleeping system to restore health and limbs and shit, but I don't, I like roleplaying and camping and I wanted easier access to them. If you don't want access to the bedrolls, don't buy them.
- Finally, provisoners carry a small selection of goods that I classify as "spices" - things that are rarely the main ingredient on their own, but tend to be used for flavoring. Things like honey mesquite, broc flower, or chili powder.
Restaurants had the biggest overhaul out of all the vendors.
- Almost every restaurant in the game now has a "house special" - a unique main dish and drink that you can only buy at the location, and a guaranteed side and dessert to go with it. (The only two I didn't touch were Farber in Camp McCarren and Jas in Sloane).
- All of the food items and some of the drink items have an associated recipe that you can obtain by various means - usually stealing or pickpocketing.
- Additionally, each restaurant will carry a selection of other food and drink items based on their socioeconomic status (similar to the grocer section above).
- Poor restaurants make food out of stuff that is either easily available or that no one else will eat. They tend to carry alcohol, both because it's the easiest way to make sure your water is safe to drink and because alcohol has been used as a coping mechanism for poverty for thousands of years.
- The casinos are able to afford imported ingredients and enough chefs to make time-consuming dishes. They are also frequented by tourists who may be put off by unfamiliar textures or flavors. This is reflected in the foods they carry. And, of course, the more their customers drink, the more they gamble, so they have the widest selection of alcohol.
- Finally, restaurants on the frontier can afford a limited selection of imported ingredients, which they make up for by using what they have in creative ways.
MISCELLANEOUS
- Ike in Boulder City now has his own inventory instead of sharing Trudy's.
- The Biological Research Station now converts a wide selection of plant matter into salient green, including the otherwise useless spore carrier sap and the "irradiated" versions of plant items. I actually completely rewrote that section of the script to use a formlist instead of being hardcoded, so it's easy to add even more items to convert into salient green.
- Added a TON more recipes to convert salient green into fresh produce.
- Added some recipes to convert bottles between the different types. Now you can create molotov cocktails out of whiskey bottles, like God intended.
- Some items have had their crafting station changed. I know that gecko-backed armor is crafted at the campfire because it requires high survival and the campfire is the "survival" crafting station, but I didn't like it so I changed it.
- Some miscellaneous items have had their weight changed or reduced to make them less annoying to haul around.
- Massively expanded the category filters (trust me, it was needed with all the new shit I added).
- Most recipes are only visible based on three conditions:
- You have the appropriate tools.
- You are within 15 points of the required skill (so you can pop a magazine if you need it, or just get a preview of what's to come).
- You have one of the main ingredients (main ingredients are usually obvious, but there is no set system - mainly determined based on vibes).
- You can now craft some vanilla pre-war items, such as instamash and pork n' beans.

- Fallout: New Vegas and all DLC
- (Optional) Base Object Swapper: Included in the mod is a Base Object Swapper file that will swap out some of the vanilla boxes of flour and bags of yeast with the new ingredients.

- The garlic mesh doesn't have physics and can't be picked up when dropped. I'll fix it at some point. For now, just don't drop it.
- The fried egg model looks fucked. I think it has something to do with the transparency of the mesh. I'll fix it at some point.
- Lots of the normal maps look like shit. Idk how to make better ones. I guess I'll fix it once I figure out how.
- Some of the icons are not aligned properly in the UI. It pisses me off, but not enough to fix it before release.
- No recipes for human meat. I don't, have never, and will never play as a cannibal. I have no interest in making recipes for cannibals. Don't ask me to.
- No recipes for lakelurk meat or eggs. Those boys look a little too much like people for me to want to eat them or make recipes involving them. Don't ask me to.
If you find other issues, let me know. I ran through a pretty heavily modded playthrough with this and fixed everything that I could find except the above.

- Recipes for yao guai. I do plan to add some. Generally, meat from predators like bears or wolves tastes like shit - they have less fat, the meat is tough, and their diet just makes the meat taste unappetizing (I think I read somewhere that animals with high-carb diets tend to taste the best). Additionally, the high personal risk that comes from hunting something like a yao guai means that the effort it takes to kill one isn't worth the calories it takes to kill it. However, that doesn't mean that no one would eat it and the taste can't be mitigated, so I plan to add recipes in a future update.
- Khan-focused recipes. Honestly, I forget about the Great Khans in almost every playthrough, which is a shame, because they seem cool. I might add some stuff for them after I visit Red Rock Canyon for the first time after over 1100 hours in this game.
- Break alcohol into more realistic portions and incorporate that into recipes. If you can chug a full bottle of vodka and not immediately pass out, you're either an alcoholic or a freak (probably both). Neither are inherently bad, but at least one is cause for concern.
- Automated ingredient breakdown and recombination using a token system like the one in Complete Alchemy and Cooking Overhaul. Right now, you have to manually break a box of flour into six portions and presumably just carry handfuls of loose flour in your pockets until you want to make bread. It's annoying and there's room for improvement.

This mod would not be possible without the incredible work of Jokerine. I used many models and textures from her mods, specifically assets from Skyrocket Cafe and Jokerine's Misc Resources, and her guides and tutorials were enormously helpful whenever I was stuck. In addition, her humor and commitment to the modding community during the years she was active were and are a source of inspiration for me. If it weren't for her work, there's a good chance that I would never feel confident enough to release this. She left an impact on the modding community that will never be forgotten, and I am (and will always be) extremely grateful to her.
Additionally, this mod was majorly influenced by krytopyr's Complete Alchemy and Cooking Overhaul, a Skyrim mod that I loved so much I have recreated it in three games so far. This is the first time I'm releasing one my of my CACO-alike projects to the public. While this mod does not use any resources from CACO and I believe it is sufficiently distinct to stand on its own, it would not exist without CACO's inspiration.
This mod contains assets from many authors, all with (to my knowledge) open permissions.
Fallout: New Vegas Assets
- Egg-related items from Lord Inquisitor's Food - Egg Modder's Resource (textures from Skyrocket Cafe).
- AtomicAmelyn's bowl from AtomicAmelyn's Modder's Resource Pack was used in a couple of meshes.
- Liquor bottles based on those from Enhanced Consumables and Clutter Collection, by Pherim.
Nexus Assets from Other Games (originally ported to Fallout: New Vegas by Jokerine)
- Cookies, hash browns, and muffins from Jas Better Food.
- Sausages from Stroti's New Food.
Non-Nexus
- Garlic mesh by Kenny Kwok on SketchFab.
- Icons from the Noun Project, game-icons.net, and Vecteezy.
- Many, many, MANY textures use images sourced from Creative Commons resources - check the Credits tab above for a full list.
Additionally, I would like to give a huge thank you to Nexus user whitthebunny for translating this mod to Spanish! They got a translation out within a day of me posting this mod, which is insane to me. I took a lot of inspiration from Mexican and South American cooking when I created this mod and I'm honored that it was translated so quickly. Thank you!

When in doubt, my mod is fine to lose conflicts if you don't mind losing some of the recipe features (like realistic portions of flour).
