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Eye of Center

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EyeofCenter

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About this mod

Expands the Infirmary + Laboratory and makes using them require Medicine and Science checks.

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Have you ever wanted to make the Medicine and Science skills good for something more than healing buffs and dialogue checks? Have you ever wanted to roleplay a wasteland doctor or a chemist? No? Well I did.

I wanted to make the player feel more like an actual medic or a chemist using the medical gear or the chemistry set in the Megaton House / the Tenpenny Tower Suite. So I've re-written the scripts that control the "Infirmary" and the "Laboratory" so they actually require skill checks to perform tasks. Not having a high enough skill level prevents you from doing certain things.

The "Infirmary" now requires the following skill level in Medicine for the following tasks:
  • Treating Wounds (Restoring Health): 20+ Medicine
  • Treating Injured Limbs: 50+ Medicine
  • Treating Radiation: 30+ Medicine

The "Laboratory" now allows you to synthesize SPECIFIC chems/healing items instead of just giving 1 random chem/healing item. The fact these reactions take an entire day, to me, meant they should also yield more than just 1 of any given drug. But now, the following skill level in Science is also required for the following:
  • Synthesizing Jet (x6): 35+ Science
  • Synthesizing Med-X (x5): 40+ Science
  • Synthesizing Buffout (x4): 50+ Science
  • Synthesizing Mentats (x4): 50+ Science
  • Synthesizing Psycho (x5): 50+ Science
  • Synthesizing RadAway (x3): 70+ Science
  • Synthesizing Rad-X (x4): 70+ Science
  • Synthesizing Stimpaks (x5): 70+ Science
  • Synthesizing Addictol (Curing Addictions): 80+ Science

For consistency, since this mod effectively erases the concept entirely, I've also gone and removed the Wadsworth / Godfrey dialogues explaining the "My Infirmary" and "My Laboratory" devices. And while I was doing this, I went ahead and removed / changed the godawful dialogue where these robot butlers somehow have to explain to the Lone Wanderer how to use a goddamn jukebox or a workbench or a Nuka-Cola machine. James already spends half of his screen time calling the Lone Wanderer an idiot for not staying in a vault where people killed one of his best friends and chased his kid out the door with guns - and that's about as much Fallout 3 logic as I can take.

I'm finally getting around to uploading my old Fallout mods. I can't even say exactly how many years it's been since I've tried making mods for Fallout - and I'm almost certain a lot of these have been done before. The reason I've been avoiding this is because some of these mods were rough-around-the-edges and were always meant for retextures/remeshes/touch-ups/etc. It's been so long since I've even loaded up my Fallout games, so if I've forgotten something then go ahead and tell me in the comments and I'll try to get around to fixing it.



DONATIONS GREATLY APPRECIATED

I just set this all up a minute ago. It all feels very awkward. If you like my content, donations would be greatly appreciated. If not, I understand. This is just a free-time hobby.





INSTRUCTIONS & USAGE

INSTALLATION:
  • Extract the files directly into your Fallout 3 directory

COMPATABILITY:

Never used FO3 - Better Messages myself, but a user tells me it's not working with this mod for obvious reasons. Sounds like an issue that can be fixed by changing the load order. This mod only edits the messages + the scripts + the assets for the "My Infirmary" + the "My Laboratory." If Better Messages changes all the in-game pop-up messages, you should be able to load this mod on top of it by placing it at the bottom of the load order.

If you have FO3 - Better Messages installed, do the following to load this mod on top of it:
  • With the mod installed, go into your FO3 "Data" folder and find "EoCRealScienceRealMedicine.esp"
  • Change the file name to "zzzEoCRealScienceRealMedicine.esp"


MY FALLOUT MODS (MORE COMING LATER)

Fallout 3 Mods:
Fallout New Vegas Mods:
Fallout 4 Mods:
MY OTHER MODS (MORE COMING LATER)