Last updated at 22:33, 2 Oct 2017 Uploaded at 21:57, 20 Mar 2017
What could possibly go wrong?
<<< Requires Eisenwolf's Legacy >>>
Ever been tired of the chem stations being few and far between? Don't wanna spend a fortune of caps on the clinics? Well, this is your lucky day! With this little rudimentary chemistry station you now can craft a few makeshift aid utilities in the middle of nowhere, provided you have the ingredients in your inventory. Now, being makeshift chems means that you have to make some ... okay a few ... ugh okay, A LOT OF compromises regarding things like purity, proper filtering, proper testing of the results ... in other words, the stuff you can mix with this little care package will come at a price, and you'll need to decide on whether the chems are worth it or not.
1. Install Eisenwolf's Legacy (see the link above) and do the small introduction quest if you haven't already. Once it's done simply create a new savegame and log out.
2. Install this mod using NMM and continue from the savegame you just created.
In order to create the chems in the field (you can still craft them at any chemistry station btw), you will need to build something at the Eisenwolf workbench first: the micro chem station. Cobbled together from common chemistry equipment and stuffed into an old first aid kit, this poor man's chem lab has everything you need to create a total of seven aid items. You can find the parts needed for the micro chem station (most notably beakers and test tubes) in schools, hospitals, laboratories, or northern of Fort Hagen in the destroyed military buildings. Just make sure you don't scrap them by accident because you need to build something else.
Not a chem you can use, but pure alcohol is required as an ingredient. You can craft alcohol on any chemistry station using either Vodka or Bobrov's best Moonshine. One bottle of each provides three alcohol.
Slowly removes a small amount of radiation poisoning over time. Additionally it cures infections and removes parasites on survival difficulty. However, the "strange" odor of it (in other words: it stinks like hell!) causes a negative -1 debuff on perception for 30 seconds.
Slowly restores health over time (30 seconds) and restores limbs, but impedes your movement and causes a -1 debuff to agility for 30 seconds as well.
If you need HP yesterday and you got some insect meat in your backpack, this one might be something for you. This contraption resolved some of the proteins in the meat and creates a chemical cocktail, which you then inject into your blood to restore 30 HP. Just don't think of the battery acid you inject in the process as well, and you'll be fine - most likely.
Water purifier bag
Got dirty water? Want purified one? Just dump this little bag into the water and take a refreshing sip. The bag is made of pre-war money, asbestos fibers and lead ...
Kill'em all! Improves your damage resistance, you deal more damage, you might deal critical damage outside of VATS, and time slows down a bit while this chem is active. Addiction risk? Nah, it's totally safe. Erm, apart from the 2 RADs per second chopping off your health bar for the entire duration of the effect, of course.
If you are under heavy fire and need some extra protection, try this one. Reduces incoming damage and provides RAD resistance, but it'll make you hit like a little girl while the effect is active.
If you haven't had night vision and the ability to detect living targets at the same time, you haven't lived! :D
Problem is, this stuff will provide you quite a glass chin, reducing your damage resistance be 50 percent. Better weasel away while you can, hopefully the darkness will protect you.
Feelin' scavvy? Then take a shot! Improves your carry weight by 50, but at the cost of your overall strength. Oh well, trying to bash someone's head in while carrying half of your household on your back is a bad idea anyway...
Need some action points yesterday? Well, can't get more caffeine than with this little gumdrop. Two bottles of Nuka-Cola boiled down for 30 AP out of the box. No, the glowing is totally harmless, and your Geiger counter probably needs a little touch-up.
Commonwealth Hot Rod
Ssssmokiiiiin! Chomp this big boy to improve your smarts and gain a big fat XP boost for 15 minutes, and your charisma won't be too sad either. Your endurance on the other hand - well, that's a different story.
Yo! Be the coolest cat in town when you talk to someone for a good deal or a lock that needs to be picked. Time to chew bubblegum and farm some goods - and we got plenty of gum. :)
Stealth is cool, but sometimes you're just missing a bit more oomph to get the job done with your favorite knife or silenced weapon and you regret that you forgot your heavy hitter under your pillow at home. Good thing you now can take this little equalizer and silently ruin someone's day.
- Replaced Iron Bark with Commonwealth Hot Rod. The anti-staggering effect is not relocated on the Bloodshield.
- RAD-Bull replaces RAD-Shot. Improves carry weight at the cost of endurance.
- Nuka-Bombling now does the same as RAD-Shot did in the previous build. AP gain increased to 30
- Proteine extractor now can be re-used up to 5 times. HP gain increased to 45. Weight increased to 0.2
- Weight of Bloodshield increased to 0.2, mesh has been altered to look like a bloodpack. Added the effect to make the player immune to staggering.
- Water purifier bag weight reduced to 0.1
- Bloodlust weight reduced to 0.1
- XP gain from creating chems in the micro chem station now is equal to the XP gain from a normal chemistry station.
- Fixed an issue which caused the Sneekah chem to replace the Sneak perk.
- cleaned up a bit, but the perk bug still persisted (removed from the nexus for this reason).
- Proteine extractors now provide 40 HP (was 30 HP)
- Added new chems: Iron Bark, Power Mint and Sneekah
- Fixed an issue that caused the player to craft unusable alcohol. This component now properly shows up in the junk section and can be used for crafting.
- Added two new recipes, RAD-Shot and Nuka-Bomblings.
The mod author hereby explains that he takes no responsibilities for any damage caused to any player character by this mod. This includes, but is not limited to, unexpected side-effects like missing hair, blurred sight, loss of teeth, sudden growth of redundant limbs or sudden appetite for human flesh. Any of the aforementioned symptoms can not be directly linked to any products created by this mod and are most likely caused by other sources.