Modathon

Sweet Consumables Mod

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Sweet Consumables mod for Fallout: New Vegas
Latest16 May 2026
Uploaded13 Feb 2026
Version16.14
21.94 MB
Total Files Sizes
4
Unique DLs
4
Total DLs
2
Total Files

Sweet Consumables TTW Version

File Size10.97 MB
Game Image for Fallout: New Vegas
3
Balancing

Overview:

This is a top-to-bottom overhaul of consumable effects/weights/values and misc items weights in TTW.


As of V16, Stingers have been moved to their own standalone mod to make version management between TTW and NV versions easier. They are still natively balanced for use with Sweet Consumables.


Many chems have had hunger, dehydration, or body condition penalties added.

Values and weights have been tweaked for realism-adjacency and balance.

The Food Sanitizer's increase to health and starvation restoration has been *completely* scrubbed from every single entry, and replaced with a perk that simply removes half the rads received from ingested sources while you carry the Sanitizer instead.

All dehydration, sleep, and hunger additions have been properly conditioned to only apply to hardcore mode.

Glass and delicate items have been made breakable, with a custom explosion by Psychor.

Magazines only offer +5 skill, since +10 is very strong, and in my opinion, as I feel that a boost that high substantially compromises character development and build variation.

Any raw meats which didn't have any cooked variations have had new ones added.


This is recommended for use with Aid Addon if you desire:

Featuring 15 new healing items and new Survival healing options, Aid Addon adds Antiseptic, Bandages, Blood Draw Kits, Medkits, Preserved Blood Packs, Hemostatic Pills, Combat Stims, and Army Morphine Syrettes to the wasteland, with configurable saturations per-item.

Features:

  1. Survival's effect on food/water healing has been completely redone. Instead of increasing magnitude of food healing, like medicine does for it's items, any Hunger or Dehydration restoration adds a portion of the degree of it's restoration to an ongoing survival healing queue. This means that if you consume an item which restores 100 Starvation, with 50 Survival, you will add (Survival Skill / 100) x (fSurvivalFoodDurationMult (default .33)) x (Hunger Restored), for a final value of 16.5. This amount will then be healed over the course of 16.5 seconds. The currently active amount of seconds for the survival healing can be checked in the Pip-Boy's active effects menu. The amount of healing done is halved during active combat.
  2. For non-Hardcore users, there is unfortunately an awkward workaround I had to use to surface the amount of healing provided - food and water items will display as +H20/FOD, but this does not actually occur (or at least it doesn't "stick".) All needs will be instantly cleared as soon as the item is consumed, rendering the "penalty" functionally inert.
  3. Due to the way the above system works, survival's effect on ingestible effect magnitude has been set to x1.0. This will also prohibit alcohol from getting more effective as a stat buff as your survival increases.
  4. When used with Hardcore Radiation, healing values of select items like Nuka-Cola variants and Glowing Mushrooms will have their health restoration increased to offset the health loss from the radiation damage, and fSurvivalFoodDurationMult will be increased by .33 (33%).
  5. Liquor amounts in fridges have been reduced
  6. The "Usage Monitor" effect present on addictive substances, which makes you more likely to become addicted when using multiple addictive items at once, has been removed.
  7. This was done because this effect was not conveyed to the player anywhere, and it skews management of addiction chances in a way that is hard to work with, as well as making addictive chems even less appealing to use.
  8. Currencies have a very small amount of weight.
  9. Average, Good, or Purified Water sources provide a small amount of healing each time you take a sip while your dehydration is above 0. Purified water will restore 1 Rad as well.
  10. Lead Belly will grant immunity to the stat debuffs from raw meats.
  11. Medicine has had it's effect on magnitude nerfed to 1.5x.
  12. Dry foods generally have hydration penalties.
  13. Radiation values have been tweaked. More moist foods generally have more rads.
  14. Old World Gourmet and Them's Good Eatin grant a separate, normal style health restoration over time, separate from the food healing queue, for each related food.
  15. Explicitly irradiated food has had it's healing and benefits removed completely.
  16. Bitter Drink and Healing Powder have been changed to food, since they're not medicine.
  17. Many HH tribal healing items have been reworked substantially, to have more interesting roles.
  18. Stimpaks and super stimpaks now grant some limb healing while above 90%+ health.
  19. All alcohol has been changed to reduce radiation poisoning [i](optional)
  20. , and dehydrate.
  21. A couple of bottles have had their pickup sound fixed.
  22. Alien epoxy now damages the player's radiation level to compensate for how plentiful this weapon repair item is.
  23. Three new perks have been added: Soda Sommelier grants bonus healing and a bonus to max health when drinking any bubbly drink, and Kola Komrade grants some bonus crit. chance if you drink Nuka Kola and it's variants. They can be taken independently. Party Hard removes the negative SPECIAL penalties that come with alcohol.
  24. All chems now have some kind of secondary needs penalty, which usually applies over a short period.
  25. Item weights have been adjusted to be more rational, but balance has been chosen over realism in a few cases.
  26. Body part misc. items are now destructible.
  27. Radscorpion/Bark Scorpion/Cazador "Poison" glands have been changed to "Venom" glands, to match reality.
  28. Steady reduces spread by 50% instead of 100%.
  29. Recipes have been added for the bitter drink, super stimpak, desert salad, and conversion of misc body parts into Strange Meat.
  30. New lore-friendly energy drinks have been added, to provide a more effective and common way to handle sleep deprivation in the field. They are found in loot and placed in interiors. GNR has one of each hidden inside Three Dog's area, if you fancy a scavenger hunt.
  31. Items which would naturally return items like bottles, lunchboxes, etc. can optionally have their items returned. By default, this if off, as I feel that it messes with balance, but it can be turned on in the config ini.
  32. For Big Guns users, there is a config option which allows you to switch Milsurp Review to boost Big Guns and True Police Stories to boost Guns instead.
  33. This is not a mandatory setting for Big Guns users, you can leave it off if you prefer BG to not have a skill magazine and retain a crit. boosting magazine.
  34. Stealth boys' stealth bonus has been halved, to reduce the degree that they provide perfect stealth. They also reduce your reload speed by 30% while active.


I did leave the following items alone:

Doctor's Bag


Requirements:

Requires JIP LN, Johnny Guitar, ShowOffNVSE and xNVSE.


Installation:

Regular installation.

The "Sweet Economy" suite of mods (STARS+SWEEP+Sweet Consumables+SPARE) is most recommended, but SITE or a similar hard-edit based economy overhaul will also do. This file should be placed lower in your load order than SITE.

Those who do not use such an economy overhaul may find that items are disproportionately low in value in comparison to other item types in the game.


Sweet Mod Interactions:

Completely/functionally included mods:

Survival Food Healing Duration Overhaul

Recommended optional companion mods outside of the Core series:

Esp-Free Universal Antivenom

Robots Don't Eat

Manual Companion Consumable Consumption

Fixer Clears NPC Addictions

Bloody Water Isn't Clean

Venom Not Poison


Recommended Mods:

This is a part of my "Core" series, which are all designed to work in tandem and balanced for each other:

SWEEP

Sweet Consumables

SPARE

STARS

Aid Addon

New Blood

While these mods will work without each other, the use of all of them provides the intended experience.


Known Issues/Limitations:

Items like Purified Water and Alcohol which reduce radiation show as increasing it in game, due to some weird engine bug. Nothing I can do about it.


Load Order:

Sweet LO

Any of my files not listed here don't have any load order considerations in relation to my other mods.

The listed mods which aren't by me are ones I always have active and need specific LO considerations; if you don't have them, that's fine.


Compatibility:

Place this below any other overhaul mods you have.

NOT COMPATIBLE WITH GLASS EXPLODES IN SHOOTOUTS! THE SAME FUNCTIONALITY HAS BEEN PROVIDED HERE, IN A DIFFERENT WAY.


Questions:

___ heals normally instead of via the survival healing queue!

Every instance of that was intentional.

Version that's balanced for the vanilla NV economy?

No. Anyone is free to make a patch or plugin edit that does so, but I have no desire to waste my time making my mods balanced for an atrociously unbalanced economy.


Credits:

The glass explosion was made by Psychor, in Glass Explodes In Shootouts

Plenty of value and weight adjustments came from TTW Hardcore Tweaks and Kenraali's TTW Rebalancing Extraordinaire

ItsMeJesusHChrist supplied the modder's resources used for the Soda Sommelier icon.

Mikitatou provided the base textures and models via Canned Colas - Nuka Cola Replacer.

Just Enough Realism provided the template for the super stimpak, bitter drink, body part, and desert salad recipes.

A food texture and mesh were included from TTW to help abate times that I forget to revert the path when I convert the TTW plugin to the NV one directly, instead of transposing changes in individually.


Support:

If you'd like to support my modding work or say thanks, feel free to donate here at Ko-Fi.

Instructions

Installation:

Regular installation.

The "Sweet Economy" suite of mods (STARS+SWEEP+Sweet Consumables+SPARE) is most recommended, but SITE or a similar hard-edit based economy overhaul will also do. This file should be placed lower in your load order than SITE.

Those who do not use such an economy overhaul may find that items are disproportionately low in value in comparison to other item types in the game.

Requirements

Optional Requirements

Permissions and credits

  • Do all the assets in this mod belong to you and/or do you have permission to redistribute these assets?

    Yes

  • Do you allow others to upload fixes, compatibility patches or updates for your mods as a separate mod page?

    Yes, no need to contact me first

  • Do you allow others to upload edits to your mods as a separate mod page?

    Yes, no need to contact me first

  • Do you allow others to use assets in your mods in their own mod pages with credit?

    Yes, no need to contact me first. Earning GGP is allowed

  • Do you allow translations for your mod?

    Yes, no need to contact me first. Earning GGP is allowed

  • If you consented to derivative works (updates, translations, assets being in another mod), can they be made through the use of AI?

    No. I do not allow any derivative work of mine to use Generative AI in any way

Sweet Consumables TTW Version

Type: Main
Date uploaded16 May 2026
File Size10.97 MB
Unique DLs1
Total DLs1
Version16.14

See installation instructions

Sweet Consumables NV Version

Type: Main
Date uploaded16 May 2026
File Size10.97 MB
Unique DLs1
Total DLs1
Version16.14

See installation instructions