Fallout 4

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Omnigma

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Omnigma

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About this mod

Expands your selection of crafting recipes to include more chems, beverages, gadgets, syringer darts, and assorted other goodies for today's modern wastelander.

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Commonwealth Chemistry Expanded
Better living through post-apocalyptic medicine, and science... and duct tape!


This mod adds many new crafted items and recipes, including chems, medicine, gadgets, syringer darts, and beverages. There are two versions of the mod, to suit your individual preferences.



Basic Version:

This version only contains recipes for chems and alcohol which are found in the base game of Fallout 4, but can't normally be crafted, such as:

Chems:
  • Calmex: +3 AGI, +3 PER, +2x to sneak damage multiplier for 8 minutes.
  • Daddy-O: +3 PER, +3 INT, -2 CHA for 10 minutes.
  • Daytripper: +3 CHA, +3 LUCK, -2 STR, for 5 minutes.
  • Addictol: Cures all addictions. (Found in the Healing tab at chemistry station)
  • X-Cell: +2 to all SPECIAL stats for 2 minutes.
  • Buffout: +2 END, +2 STR, +50 Max HP for 8 minutes.
  • Psychotats: +25% damage, +3 PER, +15% DMG Resist for 8 minutes.


Alcohol (Cooking station, beverages tab, crafts in batches of 5):
  • Beer: +1 CHA, +1 STR, -1 INT for 3 minutes.
  • Bourbon: +1 END, +1 STR, -1 INT for 4 minutes.
  • Rum: +1 AGI, +1 STR, -1 INT for 4 minutes.
  • Whiskey: +2 STR, -1 INT for 4 minutes.
  • Wine: +1 STR, +15 Max AP, -1 INT for 4 minutes.
  • Vodka: +25 Max HP, +1 STR, -1 INT for 4 minutes.


Full Version:
This version contains all of the above, along with some old favorites from Fallout: New Vegas, and some additions of my own making.

Chems:

  • Rebound: Restores 5 AP per second for 2 minutes.
  • Cateye: Grants night vision for 4 minutes.
  • Rocket: +50 Maximum AP for 2 minutes.
  • Slasher: +50% Melee and unarmed damage, +10 Damage Resist, -3 PER for 8 minutes.
  • Catalyst: Doubles the duration of any chem or med used within 60 seconds. (Chemist 1)
  • Steady: Double VATS accuracy for 60 seconds. Highly addictive. (Chemist 2)
  • Turbo: Slows time for 21 seconds, and speeds you up to retain normal movement speed. (Chemist 3)
  • Overload: +4 all SPECIAL stats and +50% damage for 2 minutes. User takes minor damage for 2 minutes. (Chemist 4)

Beverages (Cooking station):
  • Atomic Cocktail: +50 Energy Resist for 4 minutes. 9 Rad damage.
  • Battle Brew: +50 HP Max, +50 Damage Resist, +2 STR, -1 INT for 4 minutes. +40 Max AP for 20 seconds.
  • Absinthe: +2 PER, +2 CHA, -2 INT for 4 minutes. Crafts in batches of 3.
  • Black Coffee: +3 INT, +1 AGI, -1 PER for 8 minutes. Well Rested XP on the go!
  • Nuka Cola: Vanilla item. +10 HP, +20 AP, +5 Rads. Tastes like the real thing!
  • Nuka Cherry: Vanilla item. +25 HP, +50 AP, +5 Rads. Does not taste like the real thing.
  • Nuka Cola Quantum: Vanilla item. +400 HP, +100 AP, +5 Rads. (Science 3 + Chemist 3 required)

Poison Resistance (Chem station, healing category):

  • Antivenom: Increases Poison Resist by 50 for 8 minutes.
  • Blood Shield: Increases Poison Resist by 100 for 2 minutes, and recovers 50 health.
  • Snakebite Tourniquet: Increases Poison Resist by 1000 for 30 seconds.


Medicine:
  • Healing Powder: Heals 36 health over 18 seconds. -2 PER for 18 seconds. Easy to make and crafts in batches of 2.
  • Bitter Drink: Heals 90 health over 18 seconds.
  • Healing Poultice: Heals as much as a stimpack, plus 90 health over 18 seconds. -1 AGI for 18 seconds.
  • RadOff: -200 Rads. Watered down RadAway. When you don't need the real thing, but that red bar is bothering you. Crafts in batches of 3. (Medic 1)
  • Super Stimpak: +75% Health. Heals twice as fast as a standard Stimpak. +50 Max HP for 1 minute. (Medic 2)
  • Regenitol: +1% Health regenerated per second for 4 minutes. (Medic 3)
  • Ultra Stimpak: Heals all damage almost instantly. +100 Max HP for 1 minute. Causes the user to take 2 damage per second for 60 seconds afterwards. (Medic 4)


Fusion Cores:
3 recipes for crafting Fusion Cores can be found in the Utility tab at the chemistry station. They require either Nuclear Physicist 1, Science 2, or Idiot Savant 3. It is around the same cost to buy a fusion core or buy the parts (via shipments) using the Nuclear Physicist recipe. It's more expensive to buy parts and make your own cores through Science or Idiot Savant, but may be convenient if you scrounge a lot of materials.


Gadgets (New category at the chemistry station):

  • Bag Boy: Dampen gravity in your backpack to gain +100 carry weight for 20 minutes. (Science 1)
  • Ward Boy: +25 Damage Resist and + 40 Energy Resist for 20 minutes. (Science 2)
  • Stealth Boy (vanilla item): 30 seconds of invisibility. (Science 2)
  • Mirror Boy: +25% Dodge Chance for 20 minutes. (Science 3)
  • Cloak Boy: Split a stealth boy into 5 units that each only have 8 seconds of invisibility. Intended to be hotkeyed. (Science 3)
  • Shield Boy: Combines Ward and Mirror Boys for +33% dodge, +30 damage resist, and +60 energy resist for 20 minutes. (Science 4)
*** Note: Gadgets give off a small amount of radiation upon activation. Most gadgets require a fusion core to craft.

Grenades & Mines:
  • Frenzy Gas Grenade: Has a chance to make affected targets attack anyone in sight for 60 seconds. (Grenade tab) This is already in the base game, just requires a very special ingredient that I didn't see in my first playthrough, so I made a more readily available version. It's the gift that keeps on giving.
  • Nuka Grenade: Vanilla item. Now craftable at the chemistry station. (Science 3, Demolitions Expert 3)
  • Nuke Mine: Vanilla item. Now craftable at the chemistry station. (Science 3, Demolitions Expert 4)


Syringer Improvements:
  • All syringer darts are crafted in batches of 5, instead of 1 at a time.
  • The syringer itself can be crafted at the Chemistry station (Utility tab).
  • The Bleedout syringes for the syringer are now more powerful, weightless, and stronger versions can be unlocked and crafted with the Chemist perk.
  • Radscorpion Poison syringes now deal more damage over a shorter period of time.

New Syringer darts (Unlocked with ranks in Chemist):
  • Reaper: Deals 8 damage per second for 3 minutes. (can stack with itself)
  • Lumberfoot: Target falls over, taking 100 damage, and becoming confused for a few seconds.
  • Cold Feet: Causes the target to take cold damage and run away for 15 seconds.
  • Squish: Target's damage resistance is lowered by 50%.
  • Sucker Punch: Target is knocked out for 45 seconds, and has a hard time detecting enemies for 15 seconds after waking.
  • Burnout: Target catches on fire, and attacks anything in sight for 2 minutes.


Future Plans & Random Thoughts:
I've managed to add most of the stuff that I wanted for now. I'm going to focus on testing and balancing what's already in the game for a while. I'll most likely add some high grade chems that require higher ranks of chemist at some point.

Once the GECK is out, or if I figure out how to do it sooner: I'll try to tweak Turbo to be more like its original incarnation (short duration, extreme time dilation), and probably try to make other versions of the gas grenade (calm, fear, poison, anti-gravity, who knows).

Personally, I love when fights are tough enough that chems become a critical resource, to be managed and used when needed most. When I started my second playthrough as pure melee, I started looking for a mod that would let me craft X-Cell or Calmex, then decided I'd make it myself. Then I got nostalgic for all my hours in New Vegas, happily swinging Knock-Knock around, while ramped up on half a dozen chems, and decided to see if I could recreate a few of them.


Hopefully you'll enjoy the mod. If you have any constructive criticism, comments, or suggestions, I'd be glad to hear them.


Installation Instructions:
Install using a Mod Manager, or follow the instructions for manual installation here: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation


Special Thanks:
This mod was made with FO4Edit (xEdit) and would not have been possible at this point without it. If you like this mod, please take a second to say thank you to the folks who put the real work in by developing FO4Edit. http://www.nexusmods.com/fallout4/mods/2737/?


Translations:
A Russian translation of this mod is available at: http://modgames.net/load/fallout_4/gejmplej/commonwealth_chemistry_expanded_rasshirenie_preparatov_sodruzhestva/407-1-0-20607