Fallout 4
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sirkiwibird

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sirkiwibird

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8 comments

  1. Ausarq23
    Ausarq23
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    finally now i have a consistent source of chems for my junkie raider
  2. Albucius
    Albucius
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    Great mod,thanks,and endorsed.
  3. MadMAX713
    MadMAX713
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    an awesome mod, really. i am currently playing an overboss raider character, and it is so nice to stop in at one of my outposts, and head to the pick-me-up, and find a container stuffed with good chems. now, when there is a crowd around the pick-me-up, it makes sense, and i quickly join the crowd too haha. if i had to make any suggestions, how about this idea, 2 tiers of stations. one without the barbed wire and spikes, produces simple chems like psycho and jet, and a second higher tier station (with the spikes) that produces calmex, overdrive etc, but requires like wasteland warlord rank 3 or something. this way, outposts will get more benefit while settlements still get the station, but it would never be as efficient as if it was a raider outpost instead of a settlement. does that make sense? anyway, just a thought, use it or do not, it is a great mod either way

    great mod, works as advertised
    1. sirkiwibird
      sirkiwibird
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      Thanks, I appreciate the positive review. The version of the mod that adds the stations to normal settlements already places a limit on the ones in settlements. In that version, pick-me-up stations in raider settlements produce daily but pick-me-up stations in normal settlements produce every other day. Also, there is a point where the stations will stop producing chems if you have not emptied them, and the normal settlement stations reach that point sooner so you won't come back to as many chems if you've been gone a while. However, the variety of chems produced is the same. I appreciate the suggestion, but a big part of why I made this mod was to give easier access to rarer chem varieties to make it possible to play a character that is an addict/regular user of rarer chems (like a daytripper addict, which is a chem that vanilla FO4 makes quite hard to get access to). I wouldn't want to limit the types of chems in a way where you could only get a certain type of chem from raider settlements, as this would force these types of characters to become a raider boss, which may not necessarily fit with the character.
  4. Qsandas
    Qsandas
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    Would the med stations possibly be able to produce Survival Mode items such as antibiotics and herbal supplements? (especially the latter as they're a pain to gather resources for)
    1. sirkiwibird
      sirkiwibird
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      I'll try and get them to next time I work on this, but my gut would say it won't let me do that. Actually, the med stations that exist in the current version of this mod don't produce the full variety of things that I put in the leveled list they pull from in the creation kit. For some reason, there is a restriction on what the pick-me-up stations can produce that seems to be limited to things that count as drugs, but oddly enough it doesn't restrict producing drugs beyond the ones Bethesda put in there by default. I haven't been able to find what is setting that restriction but as soon as I do I'll change it so that med stations produce anibiotics/supplements, and I'll also make a pick-me-up that makes booze to act as a bandage solution to whatever is causing booze stills not to work in normal settlements.
  5. NTG3255
    NTG3255
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    First comment!


    Also I really like Piper being drugged up. Do make sure though that if ur doing drug animations, u also make the effects appear i.e. drugged up Piper better be doing 25% more dmg
    1. sirkiwibird
      sirkiwibird
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      This mod only expands the variety of drugs that pick-me-up stations produce and, depending on the version you downloaded, adds machines for your normal settlements. If you mean the animations I mentioned, what I'm talking about is removing the animations that cause normal settlers to shoot up (not going to stop the raider ones from doing it though). But now that you bring it up I really do like where you're going with this; if I get the time not only to finish up this mod but also make a new one I'd for sure consider trying to add drug usage to followers. It might be beyond my current ability to mod but I think adding drug usage to followers would be a great way to add some more strategy to follower gameplay, especially early game when drugs are rare. Might not make sense lore-wise to see some followers get up to that but I've got to admit that seeing that normally good-girl reporter shooting up at the machines gives me a bit of cynical satisfaction.