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Quick way to add recipes?


Tranquillus

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I'm not usually a modder, but I've noticed a distinct lack of food recipe mods, so I wanted to create a few simple recipes for my own use - giant rat stew, gecko omelet and the like. But I've downloaded both the GECK and FNVEdit, and they look daunting to say the least. I know there are tutorials, but I just want to add a few simple recipes, no retextures or anything fancy like that. Is there any way I can do that without having to spend ten hours learning the ropes?

 

Thanks.

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If there were an easy way to add recipes to the game, I'd love to know about it! I'd be the first to download the mod or whatever...next to you, of course. :)

 

But so far I think the only way is through adding them to GECK. But take heart! It might not be that difficult. GECK isn't nearly as hard as it looks....take it from a fellow pseudo-beginner...GECK is kindergarten compared to Blender. *That's* a nightmare.

 

But I digress.

 

The existing setup makes it easy to add recipes. I'll give you a quick rundown:

 

1. Open GECK

2. When selecting your mods, only select "FalloutNV.esm" - click ok or yes or whatever

3. Once everything is loaded, go up and click 'file->save' and name your new mod

4. Go under "miscellaneous" on the left panel and select "recipe"

5. Right click in the field over at the right, with all the recipes, and click "new"

6. Go through the tabs, add what you wish (the items will be files already in the GECK)

7. Save often

 

You'll have to make new foods, which will be found under Game Effects -> Ingestible (add these foods the same way you add recipes...but here you'll have to select the .nif, or game model, of what your food will look like, as well as adding the stats)

 

I'm in a hurry, and I'm about to leave, so this impromptu tutorial is a lot faster than I'd hoped. But if you pm me your email, I can send you some screenshots I took (Flickr is down right now or something) with some helpful text inside to point you in the right direction. I'd also be happy to give you more detailed instructions later on...

 

Good luck with this! Take my word for it...it's much easier than it sounds. :)

Edited by LadyAubrie
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Thanks for the help and encouragement! :smile: I appreciate it.

 

Second quick question (don't want to start a new thread) - I'm starting smaller with some minor stat and name modifications to the merc outfits. I only added object effects (created five new object effects with nearly identical effects), changed what the outfits' object effect were, and the names of the outfits (not the ID). None of this is showing up in-game. What is the problem here?

 

(I also know the .esp is in the right folder because I double-checked, and FOMM picked up on it.)

Edited by Tranquillus
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Recipes are by far the easyest to add!

 

Instead of using 'New' Simpley double click an existing recipe, Change it as you see fit, Alter its 'ID:' if you want to make a new recipe instead of altering an existing recipe, click OK, and click YES when it asks you if you wish to make a new form.

 

You basicly just have to give it a name (seen ingame, ID: is never seen ingame), and set what input = what output

 

I find making new items by copying existing items in new vegas to be the easyest, since it allready sets everything for you like model/etc, and lets you focus on the effects.

 

You have to 'check' your mod in FOMM for it to work. Also, it must be later in the load order then any other mod that makes changes to the same record. Other then that, Changes to objects should be instant and no other reason for the changes not to take effect.

 

(Changes to Leveled lists on the other hand, won't take effect untill NPC's (re)spawn or you enter a new area (for loot/npcs) and the leveled lists are used)

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Yeah, load order is important. When in doubt, put it last. :) Another thing: you've probably already checked the box next to your mod in FOMM, and I know it sounds silly, but I wasted fifteen minutes the other night trying to figure out why my new clothes weren't showing up in Goodsprings. As it turns out, I didn't have the silly thing checked. :-P

 

Let us know if your armor modifications worked. :)

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My own personal experience, but I've found that creating the new recipes in GECK is fastest, but actually editing them goes much more quickly in FNVEdit. The GECK takes so long to load the forms and windows associated with adding new recipe items, whereas in FNVEdit, it's just copy paste for large chunks of things. It takes a bit more knowledge, but for large groups (I did nearly 100) it took a fraction of the time using FNVEdit. Plus it's much easier to make sure you don't overwrite any vanilla forms.
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Don't have any of the DLCs yet, at the moment. I just finished my first playthrough. Worth getting?

 

Anyways, for recipes, I'm not that creative, but meats like ant, giant rat and mole rat (I know there's mole rat stew, but it requires so many ingredients) could do with a simple cooked variant to remove the -2 STR penalty.

 

Suggestions:

Crispy Ant Bits

Boiled Varmint/Varmint Jerky (some combination of giant rat and mole rat meat)

Beef n' Potatoes (Brahmin meat, potatoes)

 

Maybe buffalo gourd seeds fit in some of the recipes too, seeing as it's oily and protein-rich, and so common.

 

Yeah, load order is important. When in doubt, put it last. :)

Ahhhhh. I sorta picked up that load order was important from other mods, but I always assumed that being higher up was better. :sweat:

 

Recipes are by far the easyest to add!

 

Instead of using 'New' Simpley double click an existing recipe, Change it as you see fit, Alter its 'ID:' if you want to make a new recipe instead of altering an existing recipe, click OK, and click YES when it asks you if you wish to make a new form.

 

You basicly just have to give it a name (seen ingame, ID: is never seen ingame), and set what input = what output

Thanks! I'll try that.

Edited by Tranquillus
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