Fallout New Vegas

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MadCat221

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Madcat221

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About this mod

Acids, Bases, Blow up in your faces!

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Author: MadCat221 ([email protected])

Version: 1.0


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1. INTRODUCTION
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SCIENCE! The ability for Humanity to investigate, understand, and apply knowledge to degrees unseen anywhere else in the Animal kingdom has enabled us to not just better adapt to our environment, but to adapt our environment to us.

However, in Fallout: New Vegas, it seems that tribal remedies are somehow vastly more powerful than the bounties of science. It seems like Science has lost its ability to analyze and refine what nature shows us.

I say screw that. Give Science (and medicine too!) its power back. To that end, I have created a fourth category of crafting station, the Chemistry Set.

In the base game and DLCs, I have converted all static chemistry sets to crafting stations, and converted the "My First Chemistry Sets" that produce stimpaks or chems into the same. Additional chemistry sets were added for better access coverage as well.

Several chem and aid recipes have been re-categorized to use the Chemistry Set crafting station as well. Basically, all but Hydra (as that's by canon a tribal remedy).

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2. INSTALLATION
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1) Copy all files inside the Data folder to your Fallout New Vegas/Data folder (sans this Readme)
2) Open your favorite mod manager.
3) Activate "Chemistry Set Crafting Station.esm".
4) Activate "Chemistry Set Crafting Station DLCs.esp" if you have all four world content DLCs (Dead Money, Honest Hearts, Old World Blues, Lonesome Road).
5) Activate "Chemistry Set Crafting Expansion.esp" if the below detail overview seems like something you'd like. It requires Honest Hearts, Old World Blues, and Lonesome Road. Leveled item list merging may be required (IE: Bashed Patch).

This mod is fully compatible with Lucky 38 Suite Reloaded V3. Their use of the original FO3 "My First Chemistry Set" handily made it possible to alter the chemset in the new suite to this without actually directly altering any refs in that mod, as that chemset isn't used anywhere in FONV and is a leftover from FO3.


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3: CHEMISTRY SET CRAFTING EXPANSION
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Making use of the fact that it's an ESM (for others to use the chem set system I made as well), I have made several alterations and additions to ingestibles. Namely, to give more oomph to Science/Medicine curatives, and to nerf Survival, the designer's pet skill they bias so heavily towards, so it doesn't hog Medicine's (and secondarily Science's) limelight anymore.

1: New chem lab recipes for various chems that the main game missed: Med-X, Buffout, Rad-Away, Steady, and Rebound. All craftable at the chem set.

2: Doctors bags, Hydra, Healing Poultice, and Daturana will no longer heal limbs while in combat. For DocBags, you will recieve a notification "You can't stitch yourself up now! You're in a fight!" and get your docbag back. For Hydra, Poultice, and Daturana, the effect simply won't work. If you want an explanation as to why, just say that various stress-related hormones (like adrenaline) caused by being in combat negate their effect.

3: Med-X will now allow you to disregard the effects of crippled limbs for 30 realworld seconds (wheras the base 25% DR boost is 240 seconds). Unlike the limb restoration effects, this *can* be used in combat. Since you're more likely to use it now, addiction chance has been reduced.

4: Antidotes. Instead of just purging the poison, Antidotes will make you outright immune to animal poisons for a time. The antidote will only work against one specific type of poison, and will not protect against the wound inflicted by the stinger or fangs or whatever. There is no addiciton chance, so shoot yourself up without worry. Available through crafting (empty syringe + bits from the venomous creature in question) or purchase from medical goods vendors.

5: Empty syringe return. Stimpaks, Super Stimpaks, Med-X, and Antidotes has a 25% chance (or at least that's what the script should do) to return an Empty Syringe.

6: Crafting Stimpaks now require 2 of each ingredient (aside from the syringe). It's distilled and concentrated from those ingredients, so more should be needed than what is in Healing Powder. You can also distill healing powder directly into Stimpaks as well: two powderpacks plus a syringe yields a stimpak. High science skill required.

7: Bitter Drink now has (temporary) detrimental effects. It's a tribal curative, so it shouldn't be distilled of the negative effects that Healing Powder still has. In addition to the Perception hit akin to Healing Powder, the absolutely awful taste of it gives you a stomach ache (-1 END for a short while). Bitter, no? Like Stimpaks, it now requires two of each reagent (but still only one bottle).

8: Brahmin Milk. Mentioned a few times, but never actually seen. In FO3, it's an ingredient for Moira's anti-rad cocktail you gulp down after the Radiation exploration mission. With this mod, you can now buy it off some food vendors, or find it in fridges. Gulp it down heartily (complete with hearty gulp consume sound effect!), and you get a fair bit of rehydration, a small bit of hunger-sating and healing, and a modest bit of irradiation purging. It's also an ingredient in homemade Rad-Away (added by this mod).

9: Salient Green recipes are now Science instead of Survival, and need a chem set. Hey Survival! You had your limelight in Honest Hearts! Stop hogging Science/Medicine's limelight in Old World Blues! Sheesh. How does survivalism help know how to manipulate plant phlebotinum anyway? it's SCIENCE, not Bear Grylls.

10: Snakebite Tourniquet's poison resist is removed, so it is now just an auto-use poison remover. If you want immunity, try out the antidotes.


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4: CREDITS
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LadySinestro for the Brahmin Milk Bottles mesh: http://www.nexusmods.com/newvegas/mods/54536/?
The3rdType/DekoMan91 for the Milk Bottle inventory icons from Misc Items Icons: http://www.nexusmods.com/newvegas/mods/34737/?