About this mod
Brings Moonsugar, Skooma and Salmo's famous sweetrolls from Tamriel to the world of Fallout 4, with a voiced protectron vendor and some other silly things. Requires only the base game. Obviously not lore-friendly.
- Requirements
- Permissions and credits
- Changelogs
He sets his little stand in the northwest part of Diamond City.
Each sweetroll made by the legendary baker Salmo restores 20 AP instantly, and for 5 minutes it provides disease resistance against insomnia, weakness, fatigue and lethargy; it also increases max HP for 20 points but decrease Charisma for 1 point. All effects are stackable, so you could buff yourself enough to go on a brawl with a deathclaw at lv1, but good luck passing any speech checks in that state.
…but you have already seen the title, and you know it doesn't just end here, right?
Some mysterious ingredients are conveniently brought to the Commonwealth along with the sweetrolls. Those things called “moonsugar” damage your Intelligence when eating raw; however, a “recipe book” resting in the mysterious vendor’s stand is rumoured to record the secret behind those things. Nobody can actually decrypt those funny letters though.
Except the Sole Survivor.
During your sleep in Vault 111, you had a dream. You were with those… cat people, who gifted you the knowledge to their language and wisdom. Picking up the “recipe book” would activate the knowledge, and you know what to do with the moonsugar.
SKOOMA TIME.
You can now use two units of moonsugar to craft one bottle of skooma. For 30 seconds, skooma increase your Strength by 1 point and makes you move (not run, however; it only applies when you are not sprinting) 25% faster, while decreasing your Intelligence and Agility by 1 point each. Like Oblivion, the effects are all stackable; unlike Oblivion, there is no limit on how much you can consume, so well… you know the drill. You can also get addicted to it, but folks in the commonwealth don’t really know what the hell this thing is in the first place, so they don’t really consider it as drink/chem. OK, look, I know it makes little sense but I just don’t want Cait to hate me guts alright.
There is a problem however. When you are running too fast, it’s easy to cripple your leg jumping from one point to another. Without some sort of protection (e.g. the Freefall Legs), sometimes you run so fast you just instantly kill yourself. But that’s not gonna stop you.
With some adept chemistry knowledge (rank 1 Chemist perk), you can use one bottle of skooma and one unit of moonsugar to make one bottle of SUPER SKOOMA. This baby has DOUBLE the effects of normal skooma (so +2 STR, -2 INT, -2 AGI, +50% movement speed; all last for 60 seconds), and buffs your Acrobatics (-33% falling damage, *2 jumping height; also for 60 seconds).
Now go out and explore the whole Commonwealth at lv1. Oh, and don’t cuss at the mysterious vendor. If you stumble across his totally not obvious supply portal, don’t use it as a skooma den and leave the poor guardian bot alone.
What this mod adds to the world:
1. Consumables
Salmo’s Sweetroll: +20 AP; -1 CHA, +20 Max HP for 5 minutes; (hardcore mode) resist insomnia, weakness, fatigue and lethargy for 30 minutes. Base value: 30. Counts as food.
Moon Sugar: +50 HP for 10 seconds (+5 HP per second), -1 INT for 30 seconds. Base value: 10. Counts as food.
Skooma: +1 STR, -1 INT, -1 AGI, +25% movement speed for 30 seconds. Addictive (30% chance) but DOES NOT count as alcohol/drug. Base value: 25.
Super Skooma: +2 STR, -2 INT, -2 AGI, +50% movement speed, -33% fall damage, +100% jump height for 60 seconds. Addictive (40% chance) but DOES NOT count as alcohol/drug. Base value: 50.
Skooma addiction gives you -2 CHA and -2 INT. The addiction follows vanilla behaviours, so you can take perks (Chem Resistant) to prevent it, or treat it normally (Addictol, see a doc etc).
Most effects are exclusively introduced in this mod with stackable behaviour (see the 3rd image in the mod page), are independent from vanilla records, and thus won’t be affected if you are using other mods that modifies vanilla effects. The exceptions are those found in Moon Sugar (which uses vanilla restore HP and reduce INT effects thus being unstackable) and two effects found in Salmo’s Sweetroll:
+20AP: uses vanilla MGEF RestoreActionPoints (00047668).
Diseases resistance for hardcore mode: uses vanilla MGEF HC_Herbal_Stimulant_Effect (00249F9B) and HC_Herbal_Anodyne_Effect (00249F9C).
2. NPCs
Mysterious Vendor: protectron, sells Salmo’s Sweetroll and Moon Sugar. Only trades items under “food” category. Voiced. Found in Diamond City.
Eastern egg NPC: protectron, found in the test cell.
3. Misc. items
Khajiit Wisdom: a skill book that grants you the perk with the same name. Found on the unique vendor stand in Diamond City.
Mysterious Vendor's Backup Data & Mysterious Vendor's Data: holotapes crucial in constructing the unique vendor protectrons in your settlements.
Mysterious Bar: passively provides the same income and happiness as vanilla level 2 workshop bars. Not assignable, expected as a cosmetic furniture.
Console list: lists the FormID of most items introduced by this mod. Should be handy in case you want to use console commands to add some to your inventory (note that you DO NOT NEED to use console commands; you won’t be missing anything as long as you have
4. Recipes
Skooma: 2* Moon Sugar for 1* Skooma. Requires Khajiit Wisdom perk. Crafted on the chemistry station under “Khajiit Lab” category.
Super Skooma: 1* Skooma and 1* Moon Sugar for 1* Super Skooma. Requires Khajiit Wisdom perk and rank 1 Chemist perk. Crafted on the chemistry station under “Khajiit Lab” category.
Mysterious Vendor's Data: 1* Mysterious Vendor's Backup Data for 30* Mysterious Vendor's Data. Requires rank 2 Hacker perk. Crafted on the chemistry station under “Khajiit Lab” category.
Mysterious Vendor: 2000* caps, 1* fusion core and 1* Mysterious Vendor’s Data for one duplication of Mysterious Vendor in your settlement. Shares the same AI and vendor chest with the one in DC. Under Stores – Food and Drink in settlement menu.
Mysterious Bar: 3* steel, 5* wood. Requires rank 2 Local Leader perk. Under Stores – Food and Drink in settlement menu.
5. Worldspace
Diamond City:
Mysterious Vendor and his vendor stand are located at the north part of the city, near the green wall Abbot has been working on.
He drops the holotape "Mysterious Vendor's backup data" after being killed. He is not included in the Diamond City faction so the guards won’t bat an eye on your cold blooded murder of this honest robot merchant.
Test cell:
Accessible only through console command coc SalmoTestCell. One of the optional files also provides a hatch behind the vendor stand in DC for direct access to the cell.
Originally being used to spawn the unique vendor chest (so that the vendor will actually sell something), it now serve as a half baked easter egg with some random items, a chemistry station and the eastern egg NPC. This NPC is not aggressive (so you can safely steal shits in the cell) and will only initiate dialogue if you drink a bottle of skooma or super skooma.
A chest stores the console note and 5 Mysterious Vendor's Backup Data in case you don’t feel like murdering the vendor protectron. There is also a trash bin near the chemistry station as my personal dumping site. The vendor chest is physically visible but not lootable, in case you feel naughty. The vendor chest refreshes its stock every 24 hours (same as other vanilla vendor stocks).
Optional files
Test cell gears
Designed for people who don’t use console commands. It does two things:
1. introduces a hatch behind the vendor’s stand in DC and a door in the test cell so you can travel to/from the test cell.
2. removes the console list from the test cell chest.
I also use xEdit to add some items introduced by other mods in this chest as a quick start stash. Note that the file I upload DOES NOT contain any other modded contents and dependencies; you can use xEdit to add other mods as masters and dump whatever you want to SalmoCellContainer (xx068572).
BGM for test cell (PLEASE READ if you intend to use it)
If you installed the optional BGM file, some familiar tones will play when you are in this cell. I use it for personal leisure while going through holotapes and notes in my inventory.
NOTE: the file DOES NOT contain the actual music. You HAVE TO find 5 tracks in your installed copy of The Elder Scrolls IV: Oblivion, convert them from .mp3 to .wav, and place the converted tracks in the designated folder in this optional file.
The tracks in question are town_01~05, found in Oblivion\Data\Music\Public. Place converted .wav files at SalmosSweetrollBGM\music\Salmo's. DON’T rename the files.
Most modern music players should have the function of converting common audio formats. I personally use foobar2000. You can also use audio editors like Audacity or dedicated media converters.
NOTE 2: place this file AFTER the main file and the Test cell gears optional file. Assuming you use both optional files, your load order should look like this:
Salmo's Sweetroll.esp
Salmo's Sweetroll-Test Cell Gears.esp
Salmo's Sweetroll-BGM for test cell.esp
Silent Protagonist Patch
Does what you’d expect. This mod has full voiced dialogue, which means that the player character’s lines are also voiced. This optional file mutes the player character a la Silent Protagonist.
I also modified some dialogues so that it would make more sense without your voice, whether you are using vanilla dialogue UI or overhaul like Extended Dialogue Interface. Note that I only tested with vanilla and XDI.
This file itself does not have dependency on Silent Protagonist, but the blank voice files are borrowed from that mod. You are also expected to use this file only if you use Silent Protagonist.
Requirements
This mod has no dependencies other than the newest version of Fallout 4.
This mod is made after the introduction of header version 1.000000, so outdated versions of Fallout 4 are not able to load this mod. This means that Fallout 4 VR users won’t be able to use this mod without some workarounds. From my previous experience, such workarounds are often hit-or-miss; I won’t be having a VR headset with me for quite a while, so I can’t provide any support on that.
Compatibility
I tried to make this mod in the least invasive manner, but some edits to the existing worldspace can’t be avoided.
However, it should be safe enough to use with other mods that modify the same cell (00000F94 DiamondCity), since all I did was placing some objects to a supposedly non-populated area; worst case scenario you could get some funny clippings.
I tried to run Diamond City Expansion with this mod and found no conflicts. Note that I only tested it in a dedicated test character; I don’t use that mod in my own playthroughs.
Items introduced in this mod uses a lot of vanilla keywords. I expect below potential incompatibilities from overhaul mods that introduces their own keywords and overwrite vanilla behaviours:
1.consumables (sweetroll, moonsugar, skooma) being left out of item sorting mods. You can easily patch them up by adding dependencies and applying newly introduced keywords. Personally, I prefer leaving them as-is; I use Simplified Sorting and I have no problem with a handful of modded consumables being left out.
Mortercotic introduced a patch for this mod in LOST AWKCR VIS-G Patches.
2.constructive workshop objects (co_SalmoBot xx0424FB and co_BarSalmo xx0424FD) missing after installing workshop overhauls that re-arrange workshop menus and keywords. For example, I had this problem running Workshop Rearranged with some other mods; however, the keyword I use in this mod (WorkshopRecipeFilterVendor02Bar 00118F68) is unaffected and functions as normal without patches.
Should you run into such incompatibility issues that are not covered by instructions from the other mods involved, use xEdit and you should get a good idea on how to solve them; they are usually quite straightforward. Post in this mod page if you need further assistance.
Installing/uninstalling
It's a pretty simple mod so you shouldn't have any issues properly installing it. Nevertheless I recommend using a modern mod manager like Mod Organizer 2.
This game does not introduce any new scripts if that's what concerns you. Uninstalling mods mid-playthrough is never encouraged, but I'm fairly confident that this mod won't somehow screw up your game (could always take more input on that from professionals though). I reinstall this mod in the middle of a playthrough regularly for adjusting and testing.
Obviously, always follow the safe approach: leave the Diamond City area, preferably get rid of all modded items along with their active affects including addiction, save your game, disable the .esp file, load the game, save the game, delete the mod after you're confident nothing is going wrong. I won't be held responsible for your screwing up precious saves as a result of rash uninstalling of mods, but I'm more than happy to investigate if that somehow happens.
Sidenotes
Try not to drink too much skooma and move around. Undesired clipping issues aside, the game isn't exactly made ready to load different areas in a very short time as a result of your moving at a ridiculous speed. Drinking tens of skooma then flying around never crashed the game for me, but loading areas in the open worldspace can be VERY slow (sometimes going over a minute) even with an SSD. As a reference for your normal playthroughs, I usually drink 3-7 bottles of super skooma for exploring the world with little to none visible issues.
The mysterious vendor copies you construct at workshops sometimes derp out and refuse to open up the dialogue UI after greeting you. I haven't figured out how do address this bug, but having him greet you himself (instead of hitting the talk button yourself) should makes everything normal. Staying back then run at him usually works, or you could re-enter the area. They never stay broken in my game.
Credits
Software used
Should’ve taken a note on this, sigh. Hopefully I’m not missing any.
Creation Kit and xEdit for the main job
GIMP for editing textures
Material Editor for editing .bgsm files
BSA Browser for importing resources
BodySlide and Outfit Studio, NifScope, Blender for converting meshes
JPEXS Free Flash Decompiler for editing .swf files
Resources used
Most assets are taken from vanilla Fallout 4. A couple of voiced lines and models are extracted from the Far Harbor DLC. Meshes and textures for the sweetroll are extracted and converted from vanilla The Elder Scrolls IV: Oblivion, along with some voiced lines. The perk icon is edited from the Friend of the Night perk in Fallout: New Vegas.
Special thanks
Bethesda for making this piece of art called Fallout 4 that we all love and hate.
All the people who work on above games and expansion packs.
The Fallout and Elder Scrolls communities that keep these series alive and inspire me to make this silly mod.
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You may find some young scrolls references, among others, in this mod.