Difference between revisions of "Recipe Entry"
imported>Yukichigai (Rewrite a bunch) |
imported>Yukichigai m (RECIPE moved to Recipe Entry: Match the naming scheme used for other GECK entry types) |
Revision as of 23:58, 12 April 2011
Recipe
A recipe is a form type added in Fallout: New Vegas. It is a special type of structured list which is used to allow the player to craft items at workbenches, campfires, and reloading benches.
Main
The recipe editor window has six fields which determine various properties of the recipe.
- ID: The Editor ID of the Recipe.
- Name: The name of the recipe as it will appear in the crafting menu in-game.
- Category: This field determines where the recipe can be crafted. It is a drop-down menu with five possible entries:
- Campfire (includes Electric Hot Plates)
- Reloading Bench
- Vending Machine (Dead Money add-on only)
- Workbench
- NONE
- Subcategory: Determines what subcategory the recipe will appear under. Generally this should correspond to the type of the item(s) produced by the recipe, but can differ. It is a drop-down menu with 8 possible entries:
- Aid
- Ammo
- Breakdown
- Chems
- Food
- Misc
- Weapons
- NONE
- Required Skill and Level: Determines the skill requirement needed to use the recipe, if any. The Level drop-down consists of the numbers 0 through 100. The Required Skill drop-down consists of the 13 derived skills (Guns, Repair, etc.) and an entry for "NONE". Selecting "NONE" will allow the recipe to be crafted regardless of skill, and will remove the skill requirements display for this recipe from the in-game crafting menu.
Tabs
The recipe editor window also includes three tabs, used to determine display requirements, used ingredients, and the item(s) produced.
Requirements tab
This tab determines what conditions are necessary for the recipe to appear at all in the in-game crafting menu. Its entry fields consists of one large window marked "Visibility Requirement(s)", used to store Conditions. A recipe with no conditions will always be displayed in the in-game crafting menu while at the appropriate crafting bench or device.
Ingredients tab
This tab determines what items are used in the recipe, with entries for individual ingredients and the number of each. Recipes will only become usable once the player has all the listed ingredients.
Ingredients are added by right-clicking the window and selecting "New". This opens a sub-window with three fields:
- Category determines what type of item will be used. Types are:
- Alchemy Item - Ingestibles
- Ammo
- Armor
- Book
- Caravan Money - Currency items such as the Legion Denarius
- Item Mod - Weapon Mods
- Key
- Leveled Item - see bugs
- Misc Item
- Note
- Weapons
- Component determines what specific item, referred to by its Editor ID.
- Quantity determines how many of the item are used.
Output tab
The output tab determines what the recipe will produce for each set of ingredients used. It contains a window similar to the one seen in the Ingredients tab, allowing items to be specified by Editor ID and in various quantities. Multiple Editor IDs can be specified.
Items are added by right-clicking the window and selecting "New". This will open a sub-window with the Category, Component, and Quantity fields, described above.
Notes
- For recipes which output multiple copies of only one item, the recipe's name will appear in-game as it is written in the Name field, followed by the output quantity in parenthesis, e.g. "Gecko Kebab (2)". For all other cases the recipe's name will be unchanged.
- Recipes with "NONE" specified for the Category will not be displayed in any in-game crafting menu.
- Items produced by a recipe will not trigger the OnAdd block when added to the player's inventory.
Bugs
- Leveled Items cannot be used as either recipe ingredients or products of a recipe. If used as an ingredient, the game will crash-to-desktop when the player places their cursor over the recipe. If used as an output item, the recipe will add a nameless item to the player's inventory. The game will then crash-to-desktop once the player opens their Pip-Boy.