Fallout New Vegas

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Wardminator

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wardminator

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About this mod

Have you ever found yourself wishing there was a way to produce the chems in the game that you want and not have to run all over the wasteland trying to find them? Have you ever found yourself wanting to become a big time drug pusher, selling drugs to Motor-Runner and his merry band of fiends? Now you can with your very own prewar pharmaceutical la

Permissions and credits
I just spent the last several days tweaking this mod. Everything should work as advertised. It is a very clean mod so there should be very little, if any, conflicts with other mods. I am extremely pleased with the way this mod has turned out. It started out just as a lab to produce the 9 primary chems found in the game. Not only does it do that, giving you the choice of chem you want to produce, it has become a whole lot more. Read the very long description to learn more.

What It Does-

This mod adds a prewar pharmaceutical company to an existing building next to the Basincreek Building in West Vegas. Once entering the building, you will receive the quest that will guide you through gaining access to drug lab. There is a complete back story that goes along with this mod that gives the player a sense of what life at the company was like just prior to the bombs falling and why everything you find in the building exists. There are even a couple of easter eggs around the building that are simply there for amusement purposes.

The Quest -
The primary purpose of this mod is the drug lab which contains 16 chemistry sets. They work on a similar basis as the vanilla chemistry set from Fallout 3, but instead of creating a random drug, you get to choose from 9 different chems you wish to create. The brew time is the same for these chemistry sets as the vanilla ones. Upon entering the building, you will trigger the quest to reclaim the building and it's contents, though you probably won't notice it when the quest triggers. You will be busy. Be sure to bring a lot of firepower with you when you enter the building and I won't elaborate any more on that. Once you have things in hand, you will need to search for clues on how to obtain access to the lab itself. It is locked behind a blast door that can only be opened by accessing the terminal outside the door. I will not tell you any more so as not to spoil your fun, but the quest itself is not that complicated. Simply follow the compass arrow on your HUD. Completing the quest awards 500 experience points.

The Building -
There are two primary areas to the building; the drug lab and the strong room (mini vault). You will gain access to the strong room when you find everything you need to access the lab. The lab, of course, allows you to create chems (Buffout, Fixer, Jet, MedX, Mentats, Psycho, Radaway, RadX, and Stimpaks). There is also a product packaging area in the lab. On a desk is a computer terminal which will allow you to separate and store your chems in shipping crates located on counter tops in the packaging area.

The strong room started out as a prop to the story line, but in creating it, it just kind of took on a life of its own. There is plenty there to make it suitable as a home away from home for the PC, particularly if you have multiple custom followers. There is ample sleeping and living area. The systems room contains a workbench reloading bench, and a repair bench. There is also a weapons locker, ammo and reloading supply storage, and ample storage boxes for whatever your PC may need. There are also latrines with large shower rooms with showers that come on when a character enters. The kitchen area has two non-respawning refrigerators and a cook stove that will show the recipe menu when activated. There is also a food replicator and water purifier. The menu is limited and you are only get three items per choice. Once a selection is made, the replicator has to recharge about 1 day. The items that you can get from the replicator are not generic New Vegas foods. This is a prewar machine that dispenses prewar food. The PC does not take any rads when consuming any foods provided by the food replicator. Using the water purifier is limitless, however. The strong room also has a built in decontamination mechanism. When entering the main entrance and if the PC has any accumulated rads, you will receive a message that the decontamination process is starting. Both the inner and outer entrance doors will lock and the process will start. After a few seconds, the process will stop, the doors will unlock and any accumulated rads will be removed from the PC. So, that means if you eat any irradiated foods while in the strong room, the decontamination process will kick in again when you go to leave.

Custom Companions -
You needn't complete the quest in order to access the two Mister Gutsy companions that lay dormant in the systems room. You will only need to gain access to mainframe and a very high science skill (90+). Once you gain access to the mainframe, you will need to run through the menu options. You will need to run through the sub systems menu a second time before the menu to activate the robots comes up. This will activate both robots and bring them online. However, in order to upload the combat algorithms, you will need a very high science skill, as previously stated. You will be able to interact with both robots without doing this, but you will not have access to their follower dialogue. You can ask for a haircut, a drink of water, and even ask them to clear the remains of the strong rooms former inhabitants, which either one of them will do if you ask them to through their dialogue.

These are very sturdy companions and very powerful, though not overly powered. They are not a part of any creature faction so they will engage anything hostile, though they will not do so unless the hostile target has alerted. When they become companions, the PC will gain a version of the Enhanced Sensors perk just like ED-E. It is not the same perk, however. The perk is their own version of it, but the Enhanced Sensor perk that you gain from them and ED-E is identical. As to whether these two perks will stack is unknown. Their companion wheels do work though the aggression and combat style functions don't work. I tried giving them these functions, but since they are robots, I experienced mixed results. The inventory, follow distance, move away, dialogue, and wait functions of their companion wheel work as they should.
They both have enormous carrying capacity. I don't know how much it is at the moment, but it should be just over 1000. That's a lot, I know, but hey, they're pretty heavy duty robots. They are fully voiced though their dialogue is kind of quirky, if not silly, but what do you expect from a couple of Mr. Gutsy's that have been reprogrammed as service robots. If you are familiar with FO3, then you will notice a definite familiarity about them. I used the dialogue from the butlers in FO3. Their drink supply and hair cutting dialogue is the same.Their follower functions are pretty standard with the exception for changing aggression and combat style. They have two following distances, default and long. When told to wait, they will guard the location in which they are told to wait. When fired, they will spawn to their editor location, the same as vanilla followers do when fired, and they will deactivate. In order to regain them as followers again, you will have to reactivate them at the mainframe in the systems room. If they are active, you can also set the mainframe to deactivate them. One other thing to note. I am not sure what good it does, but these robots are scripted to gain intelligence as the player's intelligence increases. Uploading the combat algorithms in the mainframe nets the player 100 experience points.

Other than that, there is nothing overly special about these custom companions. I added them to the mod to add to the story line. I'm actually not partial to robot companions myself, but they are kind of fun to have around. They aren't very accurate with their plasma casters and their critical chance is around 6%, but they are very durable and can take a lot of damage, making them great as a pair of tanks. I often find myself remaining hidden while watching the two of them work in tandem with one another. It really is kind of neat.

Requirements -
Fallout New Vegas and that's it. There really is no custom content outside of the sit-able toilets used in the strong room latrines. Everything else is generic to the game.

Compatibility -
This mod will conflict with any mod that makes changes to the same building used in this mod. Other than that, there should be no other conflicts. The mod has been cleaned with FNVEdit prior to release.

Known Issues -
Companions will often become "stuck" when inside the cells of the this mod. I have seen this behavior before in other mods and not just my own. I suspect that it has something to do with navmesh generation within the GECK, but I can't say for certain. I have tried many different things to fix this, but nothing has worked up to this point. If characters get stuck or begin "jumping" from place to place within the building, save, exit and restart the game. That should return things to normal.

I have also experienced times when the robots end up falling behind. I think this is due more to the nature of the way Mister Gutsy's behave than anything else. You may need to check from time to time to see if they are still with you. If not, wait a bit, they'll catch up.

It often takes a bit for their follow package to kick in when instructed to follow via the companion wheel. Doing so via dialogue has not shown the same kind of lag time. Why it is like this is unknown.

Installation -
Extract NVDrugLab.esp and all folders to your games data folder. Place a check next to the file in either FOMM or the game launcher.

Uninstall -
Simply delete NVDrugLab.esp and all associated folder from your games Data folder.

Disclaimer -
I created this mod simply because I wanted access to more chems in the game... Lots of chems! I didn't create this mod for the sole purpose of uploading it to the Nexus. The reason why I am is because this mod turned out better than I had intended, so I am sharing it with all of you. Feedback is always welcome and encouraged, but if you don't like any aspect of the mod, please keep it to yourself.