I tried making med-x craftablefor my game, well it worked fine except it gave 1000 poison resist instead of 250, couldn't figure out why did you have the same peoblem, if so how did you fix it.
I have unofficial patch, the med-x you find is at 250 resist only the one made craftable by me has the 1000 resist. Well one way to find out what i did wrong download your mod and open it up in xedit. Thankyou for the reply.
From what I can see in xedit it was done the same way and in your mod it shows the same as the one i did (only made med-x wanted to craft it) https://www.nexusmods.com/fallout4/images/269308 screenshot, on left its correct, in category it says 1000 for 5 min put at bottom of load order also. Who knows its a Bethesda game. I'm not a modder anyway just tinker around with xedit when i get the chance, drive a truck over the road 7 days a week no wifi on truck yet only get to mess with it every 3-4 weeks when i go home. like this mod though in my opinion these should have been craftable in vanilla game anyway, like to see if i could make hydra for limb resto in this game.
-Vault 81 Cure, I imagine it should require max Chemist, max Science and Curie's affinity perk (Combat Medic?). ?It could use expired versions as a base, it is an apocalypse after all, but they are finite. ?But it should definitely require something Cvrie didn't have in the lab. -Prevent, MacCready sent the last dose to his son and rightfully so, but there must be records on their server or in paperwork. ?It could eliminate survival mode diseases for around two days, act like two Rad-X for four hours and it should ?make you immune to poison for twelve hours. -Tinker Tom's shot, just for fun, would be awesome if the was a Syringer version that is super effective on Synths.
but ignore me, I ramble. what im really looking for is a mod that allows you to mix the mysterious serum with Mama Murphy's chems so she doesn't die after her last mission.
?-Vault 81 Cure, I imagine it should require max Chemist, max Science and Curie's affinity perk (Combat Medic?). ?It could use expired versions as a base, it is an apocalypse after all, but they are finite. ?But it should definitely require something Cvrie didn't have in the lab. -Prevent, MacCready sent the last dose to his son and rightfully so, but there must be records on their server or in paperwork. ?It could eliminate survival mode diseases for around two days, act like two Rad-X for four hours and it should ?make you immune to poison for twelve hours. -Tinker Tom's shot, just for fun, would be awesome if the was a Syringer version that is super effective on Synths.
Oh, those chems. I avoided those because they're quest related, but it would be easy to add them as crafting recipes, yeah. I don't think I really want to do that for the purposes of this mod, but it's a simple process I can relate to you. The easiest way is to just open up any other chem recipe in the Creation Kit (will usually start with "co_chem" or something like that), duplicate it, open up that duplicate, set it to make whatever item you like, and then fool around with the requirements if you want.
I liked that you locked some of these behind Chemist perks. It makes them more of a challenge to construct and is lore friendly. What about also tying Addictol, Med-X, and Rad-X to Medic ranks?
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From what I can see in xedit it was done the same way and in your mod it shows the same as the one i did (only made med-x wanted to craft it) https://www.nexusmods.com/fallout4/images/269308 screenshot, on left its correct, in category it says 1000 for 5 min put at bottom of load order also. Who knows its a Bethesda game. I'm not a modder anyway just tinker around with xedit when i get the chance, drive a truck over the road 7 days a week no wifi on truck yet only get to mess with it every 3-4 weeks when i go home. like this mod though in my opinion these should have been craftable in vanilla game anyway, like to see if i could make hydra for limb resto in this game.
thanks for sharing your work m8
Have you considered any others?
?It could use expired versions as a base, it is an apocalypse after all, but they are finite.
?But it should definitely require something Cvrie didn't have in the lab.
-Prevent, MacCready sent the last dose to his son and rightfully so, but there must be records on their server or in paperwork.
?It could eliminate survival mode diseases for around two days, act like two Rad-X for four hours and it should ?make you immune to poison for twelve hours.
-Tinker Tom's shot, just for fun, would be awesome if the was a Syringer version that is super effective on Synths.
what im really looking for is a mod that allows you to mix the mysterious serum with Mama Murphy's chems so she doesn't die after her last mission.
Oh, those chems. I avoided those because they're quest related, but it would be easy to add them as crafting recipes, yeah. I don't think I really want to do that for the purposes of this mod, but it's a simple process I can relate to you. The easiest way is to just open up any other chem recipe in the Creation Kit (will usually start with "co_chem" or something like that), duplicate it, open up that duplicate, set it to make whatever item you like, and then fool around with the requirements if you want.
I'll just hope for them as Misc items I can drop and use as clutter, I'm happy with no practical use.