I feel like the mysterious serum alone should only remove the effect temporarily, as both you and the Cabot's need regular doses to keep the effect.
You should be able to craft a permanent cure with Curie's knowledge (say a holotape once full affinity is reached), various plants/antimicrobial (she says the only reason she can't create more is that the organic material need has decayed) a stimpack, some med-x, some buffout, radaway and some addictol (to counteract mysterious serum dependency in the chem) And it should require science 2 and chemist 2 and make the player very hungry, very thirsty and extremely fatigued as the healing process was taxing on the body. The cure was developed to cure all disease and contains radaway, so the player should be cured, healed and rad-free.
I feel like this is the perfect excuse for a followers of the apocalypse quest mod in which they analyse Curie's data and tell you what you need to fetch for them to extract the ingredients from and synthesise a cure.
It should be noted that the "normal" serum used by the Cabots is extremely diluted; during the series Jack is lowkey terrified of the prospect of raiders once you recover some undiluted vials for him.
Indeed. I don't know what mod adds it but in my game I have 'Vault 81 Cure (fresh)' in my chem bench. But it's far too easy to create, I would have it need max Chemist, max Science and Curie's affinity perk- and that is before I get into my updated recipe ingredients.
Andre Michaud doesn't require regular doses to stay alive if you used mysterious serum to cure him in Far Harbor, and whatever he had seemed far more severe than a -10 HP debuff.
Not disagreeing that you should also be able to replicate the cure, but the game already established you can use mysterious serum to permanently cure a mysterious disease.
Three minutes after I realized that I contracted the disease, I said to myself: "Wait! I still have a lot of syringes of Mysterius Serum! Take this stupid, genetically modified disease created by Vault Tec!"
Ten minutes later: "Dear Bethesda, how is it possible that you insert into the same game an apparently incurable disease (with conventional medicines) and an incredible substance of extraterrestrial origin created by an alien civilization with a far more advanced technology than our ( and that guarantees me a superhuman strength, almost-invulnerability, resistance to radiations and, potentially, immortality and eternal youth) and not to think that the substance may be used to treat the disease?".
I have some knowledge of modding and programming but I have never created mods for Bethesda games, but I swear: If this mod was not already created, I would have done it myself.
Or you can like, tell the dr that you will give him the serum and before he stops saying the next line you take out your intenvory and drop the serum, wait till he finishes the line and he will walk away and give the serum to the kid, then pick up the serum, mission complete, you're cured too, this actually works, I did it in a playthrough...
Edit: I meant cure, not serum, the mole rat disease cure..
This mod aims for people (like me) who didn't realized they had an incurable disease for like 3 days an didn't want to restart that all only because of the disease.
There is a mod for this already that lets you wear a hazmat suit or PA to avoid being poisoned by the molerats so you don't need the serum at all it is hosted here on nexus.
I don't quite understand why people here are giving the author crap and other mods that prevent this when if you'd bother to read/playthedamngame you'd understand the purpose of the mod.
All we have here is a dude who wants an alternate route to getting rid of Herpagonisyphilaids, that is also immersive.
I am assuming the author does not want to "give anything away", but NO description of how to do it is a red flag for me. I'll wait on the Dl till somebody gives it a shot.
It is a nice idea, but I don't think I would give the kid the cure if I would at the same time finished the Cabot house in the needed way. It is not in the mindset of the same character. I think I would used the cure myself.
you can get a several serums (11-12) even if you do it the 'needed way' that prevents infinite serums
Spoiler:
Show
One at Parsons Creamery that requires a charisma check to keep, Four on Berserk raiders in Parsons State Insane Asylum during the quest, Three on a tray in Lorenzo Cabot's chamber at the end of the quest, Five on Lefty- the boss at the end of the quest.
You have to finish the Quests from house Cabbot. Regardless on how you deicide you should get at least on mysterious serum at the end. It is very powerful and that's why I thought it should cure that damn mole rat disease.
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You should be able to craft a permanent cure with Curie's knowledge (say a holotape once full affinity is reached), various plants/antimicrobial (she says the only reason she can't create more is that the organic material need has decayed) a stimpack, some med-x, some buffout, radaway and some addictol (to counteract mysterious serum dependency in the chem)
And it should require science 2 and chemist 2 and make the player very hungry, very thirsty and extremely fatigued as the healing process was taxing on the body.
The cure was developed to cure all disease and contains radaway, so the player should be cured, healed and rad-free.
I feel like this is the perfect excuse for a followers of the apocalypse quest mod in which they analyse Curie's data and tell you what you need to fetch for them to extract the ingredients from and synthesise a cure.
Sorry my imagination got away from me xD
I don't know what mod adds it but in my game I have 'Vault 81 Cure (fresh)' in my chem bench.
But it's far too easy to create, I would have it need max Chemist, max Science and Curie's affinity perk- and that is before I get into my updated recipe ingredients.
Not disagreeing that you should also be able to replicate the cure, but the game already established you can use mysterious serum to permanently cure a mysterious disease.
(Imagine her with the ancient crown artefact, too powerful lol)
Three minutes after I realized that I contracted the disease, I said to myself: "Wait! I still have a lot of syringes of Mysterius Serum! Take this stupid, genetically modified disease created by Vault Tec!"
Ten minutes later: "Dear Bethesda, how is it possible that you insert into the same game an apparently incurable disease (with conventional medicines) and an incredible substance of extraterrestrial origin created by an alien civilization with a far more advanced technology than our ( and that guarantees me a superhuman strength, almost-invulnerability, resistance to radiations and, potentially, immortality and eternal youth) and not to think that the substance may be used to treat the disease?".
I have some knowledge of modding and programming but I have never created mods for Bethesda games, but I swear: If this mod was not already created, I would have done it myself.
Edit: I meant cure, not serum, the mole rat disease cure..
All we have here is a dude who wants an alternate route to getting rid of Herpagonisyphilaids, that is also immersive.
By the way this works wonderfully, endorsed!
One at Parsons Creamery that requires a charisma check to keep, Four on Berserk raiders in Parsons State Insane Asylum during the quest, Three on a tray in Lorenzo Cabot's chamber at the end of the quest, Five on Lefty- the boss at the end of the quest.
But I'll stick with player.removeperk 23aec1 for now.
Option A: 12 Serum's and that's it
Option B: Unlimited but only one at the time