About this mod

An extensive rework of the Survival Skill, Medicine, Cooking and Crafting. Adds 66 new Foods and many new recipes for cooking and crafting alike.

Requirements
Permissions and credits
The Grand Survival and Crafting Overhaul

This mod is an extensive rework of the Survival Skill, Healing, Cooking, Crafting and other related aspects. Vanilla Survival is pretty OP and basically invalidates Stimpaks and Hardcore-needs at high skill-levels. There are also only few fooditems and you can't even cook all raw meats in the game. This mod improves upon all of these shortcomings and then some.

Features:

- Rebalances the Survival Skill completely. In vanilla, it increases the EFFECTS of food, trippling them at 100, which is pretty OP. This mod changes Survival to increase DURATIONS Instead (only positive effects though). At 100 Survival, durations are doubled. I also rebalanced the effects of almost all Vanilla Items. Foods almost never heal for more than 3HP per Second, but the durations are longer now. This means that food is a cheap and effective way of healing, but because of the slow healing rate Stimpaks are much better in actual combat. Sure, you can still eat 10 different steaks to get the same rate of healing as Stimpaks since healing stacks, but that is going to be impractical and costly in the long run.
- Adds 66 new food items and changes many recipes. Every Animal gives meat now which may be turned into steak, every egg may be turned into an omelette and all insects may be cooked with some alcohol.
- Cooking requires Utensils such as Blades, Pans, Pots and Kettles. Recipes are categorized by what Utensil they require. (Requirements may be turned off in the INI, I also added a "Cooking Set" Item to vendor lists to make finding these easier). The mod also makes use of my "Variable Crafting Resource" mod (included) to add recipes that accept multiple inputs of items for common crafting components like empty bottles. I also made use of "generic" items to make crafting a bit less of a headache. Example: Instead of having to use specific fruits in recipes you may turn any fruit found in the game into "Cut Fruits" and use that instead. Who says that you have to use Banana for you tasty Gecko-Kebab and not some Mutfruit?
- adds a new feature to fill empty bottles with water at sources (press H while looking at a watersource, key can be changed), dirty water may be cleaned at a campfire using the survival skill.
- adds expired and other variations of Stimpaks (much like JSawyer Edition) that may be enhanced/crafted with the medicine skill.
- includes my other mod "Overdose" that makes using too many drugs and Stimpaks in a short amount of time cause an overdose, massively debuffing you. The amount of drugs you can take depends on your endurance.
- Light Overhaul of Radiation-sickness and Drug-addiction. One new level of Radsickness on 100 Rads has been added and addiction debuffs have been changed.
- Adds/changes many Crafting Recipes, including throwing weapons and explosives like dynamite (some new Explosives have been added as well), Junk rounds, ability to scrap various misc. items...
- mad bomber is actually cool now (short fuse dynamite anyone? Throwingmines?)
- demolition expert now has additional effects: On level one, recipes for explosives become more effective. On Level two, you may attach detonators to mines, making them act like the vanilla C4.
- adds six new perks and changes 18 Vanilla ones, also adds one new trait called "Stimpallergic" that disallows the use of Stimpaks but maxes your medicine skill.
- Expands Cannibalism Gameplay with New cuisines, Perks, "Dine and Dash" and "Ghastly Scavenger" combo, ability to eat ghost people, Reward for eating all the vanilla companions...
- Makes vending machines work like actual vending machines, adds interactions with Stats and Perks.
- rebalances Poisons, adds new ones and changes how you craft and cure them
- adds repair kits for armor and power-armor
- Stimpaks and drugs now have a small amount of weight
- Recipes that require Datura or Cloud residue are hidden until you gain access to the related Items. K9000, Fist of Rawr and OWB Cloning recipes are also hidden unless you have the required items with you.
- fatal sleep dep. paralizes instead of instakilling you
- OWB Salient green production now uses script extender Functions and takes many plants that were excluded previously.
- Chemist now works as advertised and only increases chem durations instead of everthing
- Logans loophole acts as advertised now (but has been "buffed" to increase Stimpak-duration as well)
- and some more stuff I can't remember right now

Don't like some of the changes listed or want to fine-tune the experience? Almost everything, including the Survival Skill changes, may be configured or turned off in the INI.
INI may be found in: New Vegas Folder -> Data-> config -> "GrandCraftingO.ini". All of the options have a short explanation on what they do.

This is a separated part of a larger mod called "A Kick in the Head - New Vegas Remix" that does MUCH more than just change survival. Check it out if you like what you see here.

Compatibility:

This mod overrides a lot of vanilla items and recipes, which is necessary for it to work (especially with YUP). I suggest you put this mod as far down the load order as possible. If you have another mod that messes with durations/effects of foods, you may turn this feature off in the INI and let the other mod do its thing. Keep in mind that disabling this feature will make Chemist, logans,... not affect durations at all, another mod must fix it then.

The durations of new ingestibles need no patching.

Mods that add new recipes can be installed alongside this one no problem, although they will not be in the new crafting categories or require cooking utensils. What will break this mod however are mods that override the vanilla crafting scripts (CraftingCampfireRecipesScript, CraftingReloadingBenchRecipesScript and CraftingWorkbenchRecipesScript). I need to override these for the "variable" Recipes to function. This feature can not be turned off, so a patch must be created for them to work. Mods that use their own scripts for workbenches (such as portable tribal tent) will also not work without a patch. Its an easy fix, so just leave a comment and I will make one once I get around to it.

New addictions are automatically patched for removal; doctors and the enhanced Fixxer will remove new addictions from other mods automatically (provided no other mod overrides the vanilla "Doctors" and "vDoctors" quest-stages).

There is patch for Jsawyer Ultimate Edition available, content details may be found in the comments. TTW support may come at some point, but don't count on it.



Credits:
the xNVSE Team and JazzIsParis for their coding magic, making all this possible
ItsMeJesusHChrist for the amazing pip icon resource
Jokerine for the Waterbottle resource

Some other mods I made:
Deception
Overdose
Variable Vanilla Recipes
You take a Sip
Cavemanspeak
Skillbased Vendor Repair
Yet another Lessons Learned Overhaul