About this mod
Adds scaling to Syringes with balance in mind (scales w/Chemist perk). Slightly easier crafting & craft in batches of 4-syringes. Plus new Syringes.
- Requirements
- Permissions and credits
- Changelogs
Some crafting recipes have been slightly altered to make it easier to craft. For example, anti-freeze bottles are no
longer needed. But the components made when scrapping it are needed (2 acid, 2 plastic). You can also craft in
batches of 4-syringes instead of one. Additionally, the Bloatfly Gland and Radscorpion Stinger can no longer
be scrapped and appear in the Inventory Misc tab (like the Stingwing Barb) to avoid accidental scrapping.
SCALING
Syringes now scale with the Chemist perk. Each level of the Chemist perk can increase either the
duration of the syringe, magnitude (strength) of the syringe, or both duration and magnitude.
SYRINGER PROJECTILE
The projectile for the Syringer has been made silent, and can hit targets at further distances.
EFFECTS (V1.1 UPDATE)
Most syringes work on flesh targets. Broken Mask and Inhibitor affects Gen1/Gen2 Synths and Robots/Turrets respectively.
Atonement works only on humans. All syringes do not affect Power Armor and Vertibirds as of V1.1, but will in future
updates. Some effects have been made stronger from the start. Others can be level uncapped at max Chemist.
Details below.
- BERSERK:
Chance to Frenzy target at level 10 or below for 120 seconds.
Level cap and duration increases per Chemist perk.Spoiler:(Chemist-1) Lvl. 24 and 150 secs.Show
(Chemist-2) Lvl. 40 and 180 secs.
(Chemist-3) Lvl. 53 and 210 secs.
(Chemist-4) Lvl. uncapped and 240 secs.
- BLEED OUT:
Does 40 points of damage over 4 seconds to target (can be self-inflicted).
Magnitude increases per Chemist perk.Spoiler:(Chemist-1) 60 points of damageShow
(Chemist-2) 80 points of damage
(Chemist-3) 100 points of damage
(Chemist-4) 120 points of damage
- BLOATFLY LARVA:
Chance on death for target to spawn up to 5-bloatflies within 30 seconds of injection.
Spawning chance increase with Duration, which increases per Chemist perk.Spoiler:(Chemist-1) Within 45 secs. of injectionShow
(Chemist-2) Within 60 secs. of injection
(Chemist-3) Within 75 secs. of injection
(Chemist-4) Within 90 secs. of injection
- DROP-X (idea credit to Moogletron):
Causes target to drop unexpectedly. Can be deadly depending the height of the fall.
- ENDANGEROL:
Reduces target's Damage Resistance by 25% for 120 seconds.
Duration increases per Chemist perk.Spoiler:150 secs.Show(Chemist-1)
(Chemist-2) 180 secs.
(Chemist-3) 210 secs.
(Chemist-4) 240 secs.
- LOCK JOINT:
Chance to Paralyze target for 14 seconds.
Duration increases per Chemist perk.Spoiler:21 secs.Show(Chemist-1)
(Chemist-2) 28 secs.
(Chemist-3) 35 secs.
(Chemist-4) 42 secs.
- MIND CLOUD:
Target at level 10 or below believes player has vanished and has reduced chance
to detect you for 30 seconds. Level cap and duration increases per Chemist perk.Spoiler:Lvl. 24 and 45 secs.Show(Chemist-1)
(Chemist-2) Lvl. 40 and 60 secs.
(Chemist-3) Lvl. 53 and 75 secs.
(Chemist-4) Lvl. uncapped and 90 secs.
- PAX:
Chance to make the target at level 10 or below non-violent for 30 seconds.
Level cap and duration increases per Chemist perk.Spoiler:(Chemist-1) Lvl. 24 and 45 secs.Show
(Chemist-2) Lvl. 40 and 60 secs.
(Chemist-3) Lvl. 53 and 75 secs.
(Chemist-4) Lvl. uncapped and 90 secs.
- RADSCORPION VENOM:
Does 60 points of damage over 4 seconds to target (can be self-inflicted).
Magnitude increases per Chemist perk.Spoiler:90 points of damageShow(Chemist-1)
(Chemist-2) 120 points of damage
(Chemist-3) 150 points of damage
(Chemist-4) 180 points of damage
- YELLOW BELLY:
Chance on hit to cause target at level 10 or below to flee for 30 seconds.
Level cap and duration increases per Chemist perk.Spoiler:(Chemist-1) Lvl. 24 and 45 secs.Show
(Chemist-2) Lvl. 40 and 60 secs.
(Chemist-3) Lvl. 53 and 75 secs.
(Chemist-4) Lvl. uncapped and 90 secs. - (V1.1) ATONEMENT:
Radiation injection that lowers health by 10% of max health over 10 seconds (can be self-inflicted).
Magnitude increases per Chemist perk.Spoiler:Show(Chemist-1) 20% of max health
(Chemist-2) 30% of max health
(Chemist-3) 40% of max health
(Chemist-4) 50% of max health - (V1.1) BROKEN MASK:
Chance to Frenzy gen1/gen2 synth at level 10 or below for 60 seconds.
Level cap and duration increases per Chemist perk.
Spoiler:(Chemist-1) Lvl. 24 and 90 secs.Show
(Chemist-2) Lvl. 40 and 120 secs.
(Chemist-3) Lvl. 53 and 150 secs.
(Chemist-4) Lvl. uncapped and 180 secs. - (V1.1) IMMOBILIZER:
Chance to temporarily cripple target movement for 14 seconds.
Duration increases per Chemist perk.Spoiler:(Chemist-1) For 21 secs.Show
(Chemist-2) For 28 secs.
(Chemist-3) For 35 secs.
(Chemist-4) For 42 secs. - (V1.1) INHIBITOR:
Chance to Frenzy robot/turret at level 10 or below for 60 seconds.
Level cap and duration increases per Chemist perk.Spoiler:(Chemist-1) Lvl. 24 and 90 secs.Show
(Chemist-2) Lvl. 40 and 120 secs.
(Chemist-3) Lvl. 53 and 150 secs.
(Chemist-4) Lvl. uncapped and 180 secs.
Basically remade syringes and their effects so they won't accidentally alter anything else that
the game might use. Also prevents them from being overwritten by anything else using
the vanilla syringes/effects. What can be overwritten is the Chemist perk and Crafting.
Quick way to see if something is overwriting either the Chemist perk and/or Crafting is by
looking at the names of the syringes. All are named as: Syringe - Example. For scaling,
duration and/or strength should change or you can check the Chemist perk as its
description has been altered. Check the images to see how they look.
Future Plans
Possibly add some concoctions for stronger effects/ease of use. Also syringes that can
damage Power Armor, Robot, Turrets, and Gen1/Gen2 Synths.