Fallout 4
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sirkiwibird

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sirkiwibird

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About this mod

Your raider resource generators will now produce all types of chem/booze. Optional choice to add generators to normal settlements

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Did anyone else picture a life filled with varieties of chems and booze pumped into their character non-stop when they first opened up that raider settlement resources tab? I know I did. And then I waited a few days and came back to a couple psychos and vodkas. I gave it more time, and found more vodkas and more psychos. The huge lack of variety was disappointing. As it turns out, chem stations only produce psycho, buffout, and jet, and booze stations only produce vodka. That's it; that's everything they do.

Screw that, I want it all. This selection of modding options brings in all the variety a roided out eye stabber could ever want from the providers of their mind mushing needle slurries. If you choose a non-immersive version of the mod, the pick-me-up stations will now produce overdrive, fury, jetfuel, ultrajet, all mentat types, calmex, daddyo, daytripper, medx, x-cell, and smooth operator in addition to the types of chems they already produced, and booze stations will now produce almost all types of alcohol. Immersive versions of the mod cause the pick-me-up station to produce only the original chems plus overdrive, fury, jetfuel, ultrajet, and smooth operator, and cause the booze stations to not produce wine.
There are also two versions included that add production to normal settlements. The non immersive version of this adds chem stations that produce everything the raider ones do with the exception of smooth operator, but at a reduced production rate and storage capacity. The immersive version adds a med station instead, which produces only medical supplies (ie medx, stimpacks, radx, etc). Production times for both types are two days (the raider versions are at 1 day). I haven't yet figured out how to add the booze station to normal settlements since labor resources appear to work differently, so that is WIP at this point.

There are also optional files which add machines that will produce only a specific chem, for those of you that are especially picky about what you're pumping into your bloodstream. Each optional file includes a machine that will produce only the chem corrisponding to its title, and every optional file is completely stand alone, meaning that if you wanted you could download only a single one of the optional files and none of the main files and it would work just fine. All chems are produced at a rate of 1 every 2 days and building the machines initially requires the ingredients needed to make the respective chem. The ingredients for chems you can't make in vanilla FO4 were based off a mod that adds their recipe to the game.

Chems and alcohol produced are also more/less likely to appear based on their monetary value, so you won't be getting Bobrov's Moonshine as frequently as you'll get a whiskey or beer.


If I have the skill and find the time, I'll also be adding new features, including:
Fixing normal settlement stations to not have settlers shooting up nearby
Changing the Med Station to use a machine that looks medical instead of the normal pick-me-up station
Getting the booze stations working for normal settlements

If you notice any bugs or have an idea of how to get those above upcoming features working, let me know in the comments.


Incompatabilities:
There shouldn't be much that conflicts with this, but if anything does it would be something that removes or changes the name of a chem or alcohol. Otherwise this mod should be totally safe.

Installation:
Only install one of the main files. You may install as many as you like of the optional files. Everything should go in your data folder just like most other mods.

Uninstallation:
Deactivating it through a mod manager should work just fine, as long as anyone using the versions that add on a producer for normal settlements makes sure to scrap the producers they've created in non-raider settlements.