This page was last updated on 30 January 2018, 6:07AM
Changelogs
Version 2.0.3
apparently I made a version 2.0.2 last year and didn't upload or document it. Go me. I'm sure I added/fixed something important. This version adds to that by carrying over some minor things from the unofficial fallout patch. Pretty much just correct sounds when you pick up or use drugs. Not a critical update, but it wraps up a loose end.
Version 2.0.1
Just a quick fix. The chem dependent perks weren't set up right to show up in the perk menu. Sorry.
Version 2.0
Chem duration is now handled by Chem Resistant perks (now 4 levels instead of 2). Chemist perk is exclusively for manufacturing drugs.
Chem Resistant no longer removes or reduces addiction chance. Level 4 actually increases you chance of addiction by 50%, but offers a much greater increase in duration than previous levels.
Party Boy/Girl only offers a 50% reduction to addiction chance.
Version 1.1.2
Refreshing beverage fixed so that it is not affected by chemist perk, as the healing qualities became rather OP.
Jet Now requires Hubflower to manufacture (1 per batch of 5). It was too easy to generate the materials to mass produce this chem for insane profit.
Ultrajet no longer requires Jet as an ingredient since this made no sense. The ingredients for making jet are already in the recipe and the extra ingredients make it a more expensive chem.
Version 1.1.1
This is just a small fix. The utility recipes I added weren't working right. Now they do.
Version 1.1
Added Far Harbor and Nuka World DLC requirements
Made appropriate changes to DLC Chems.
Perk effects changed to increase chem effect duration by 30%, 60%, 90% and 130% for a more steady increase.
All drugs have had their base duration extended even more. Most chems last 10 minutes. Jet lasts 12 seconds and ultrajet lasts 20.
Refreshing beverage restores 2 health and 2 rads per second over 60 seconds. Also changed it so it's duration is modified by chemist. Prior version I made was, not great. Considering how cheap the recipe is for a batch of five, I feel this is good.
Chemist perks now unlock new utility recipes.
Chemist 1 unlocks acid and antiseptic.
Chemist 2 unlocks fertilizer and adhesive.
Rad-X now works for 5 minutes instead of 3.
X-111 compound now has a 10 minute rad resist effect and is lighter (player still can't make it to keep it a quest reward).