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This page was last updated on 08 January 2019, 8:24PM
- Changelogs
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Version 9
- Tested all junknado bug reported cells with no mods, and with my full load order, problem seems to be resolved...
Spelling corrections pointed out by humantis.
Fixed doctor addiction curing script.
Fixed stimpack addiction.
With the exception of Ultrajet, all addictions will fade with time. The amount of time varies, the quickest is 2 game days, the longest is 14 game days.
New recipes to refine ant and fire ant nectar from their meat.
Replaced the NCR money in the dealers breifcase in the Yangtze shack with the proper version.
Fixed the alcoholic trait.
Added a MCM option to disable food healing.
Fixed weapon syringes being removed from inventory when equipped.
Added Roach guts to Legion Chem list.
Added Vanilla chems to some Leveled lists that I had missed.
Added some of the chems added in the last version to leveled lists.
Fixed the mobile home not appearing initially.
Fixed the key not appearing in Old Lady Gibson's inventory.
Fixed the Corvega shaders.
Fixed the small "floater" next to head when smoking in 3rd person.
Cleaned up the mod in FNVedit.
Fixed a NavMesh error causing issue near Nipton.
Added new conditions to remove current stop from mobile home list.
- Tested all junknado bug reported cells with no mods, and with my full load order, problem seems to be resolved...
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Version 8d
- -Fixed dual sounds playing when using pipe or bong.
-Fixed lucky lighter not giving luck boost.
-Fixed pipes and bongs not working through the lighter menu.
-Fixed "**** was equipped" message appearing when using pipe or chems.
-Fixed issue making player have to close and reopen pip boy to see new chems made with the inhaler or spoon.
-Fixed some conditions on menu buttons.
-Fixed basic planter showing up as the wrong model in havok mode.
-Fixed wrong message displaying when already smoking and trying to smoke.
-Fixed inhalants relieving morphine addiction.
-Fixed doctor bags not letting you heal more then 1 limb at a time.
-Fixed Hash Oil Recipes being labeled as Hash
-Fixed couple of typos.
-Redid the way the stimpak option was handled, should no longer cause any conflict with items requiring stimpacks.
-Stimpak: redid the duration of the visual effect, the visual effect now scales with your medicine skill, at 100 medicine you will no longer recieve the effect at all.
-Changed super stim debuff to occur after the chem has run its course, the debuff will stack with stimack addiction if you have it. Also changed the way the super stimpack visual effect functions, instead of a lengthy, initial visual effect, you'll get several shorter visual effects over the course of two minutes. Both the duration of the visual effect and the frequency they occur at are based on your medicine skill.
-Increased rarity of Ultra Stimpacks.
-Decreased rarity of Focus.
-Reduced value and duration of the skill boosts from Dexedrine.
-Changed fixers script, it said Temporarily Removes Addiction, but it doesn't come back at the end of the effect (vanilla issue) It will now add back any addictions you were suffering from. Any addictions you get while using fixer will be ignored until the chem wears off.
-Added the dummy effect to ultra stimpacks to prevent them from giving you addiction right after effect ends.
-Lighters with fuel or Matches may now be found with cigarettes in loot.
-Reduced cigarette weight.
-Added New Nuka Brands, from older games, lore, previously created player flavors, as well as a couple of my own.
-Added Nuka Chilling Vending Machines in mobile home, and select vanilla locations.
-Added New Sunset Sarsaparilla Brand Products
-Added new chems: Suboxone, Anascorp, Methylphenidate, Roach Guts, Crack Cocaine, Steroids, Nutroids, Hydrazaline
-Added new recipes: Dexedrine, Anascorp, Roach Guts, RadAway, Nukas, Sunsets
-Added new recipes that can only be unlocked by taking certain chem mixtures all but one require three different types of chems, one requires six: Supersonic, Powerball, Focus Hexad, Triple A, Juice,
More details:
Subuxone - Permanently removes addiction.
Anascorp - Cures poison and inoculates against poison for set time.
Methylphenidate - Increases action points, perception, and lockpick.
Roach Guts - Heals radiation, can be found on rad roaches or crafted from radroach meat.
Crack Cocaine - Replaces PCP in instances it was referred to as crack and had PCP, PCP is now a seperate chem.
Steroids - Increases carry weight, str, and 5% melee/unarmed damage, reduces charisma.
Nutroids - Increases health, endurance, reduces damage to limbs and reduces intelligence.
Hydrazaline - Vasodilator, increases duration of other chems greatly, but guarantees addiction. Will also expel any chems from your system when the effects end.
Nuka Flavors: Black, Burst, Cherry, Clear, Diet, Frost, Fusion, Heat, Pulse
Sunset Products: Sunset Sarsaparilla Power Tonic, Dried Sarsaparilla Roots, Sassy Sunset Sarsaparilla (alcohol mix), Sunset Sarsaparilla Slim, Sunrise Sarsaparilla, Sweet Apple Sarsaparilla.
Recipes for Nuka are spread across the Wasteland, the clear and a couple of other formulas require are in the Capital Wasteland, so they require TTW. Nuka chemist can also be taken to brew them, having the recipe and the perk will increase the output.
Recipes for Sarsaparila are in the Sunset Reward room, so you'll need the blue star caps before you can brew them.
Nukas are almost all addictive, and all share Nuka Withdrawal.
Sunset Sarsaparillas may be addictive, generally caffiene.
- -Fixed dual sounds playing when using pipe or bong.
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Version 8
- Added tribal/natural type medicines and chems to Legion chem list.
Fixed button on planter seed list that may have been preventing the third page option from showing
Fixed mutfruit plants not showing fruits.
Fixed mutfruit growing stage from shrinking when it was supposed to grow.
Fixed missing mesh in starter player home.
Fixed peyote plants giving poppy buds.
Fixed basic planter having the wrong mesh when empty
Fixed missing lightbox mesh in mobile player home.
Fixed landscape texture issue outside Nipton.
Fixed planter stage causing crashing.
Changed generic cigarettes to Big Boss (vanilla brand name)
Changed some wording in messages.
Redid lighter functionality, mostly the same, main changes are:
-Additional menu, allowing you to select what you smoke.
-Brand button still remains, but will automatically open packs or cartons if you have one.
Fixed starter player bugged gun cabinet.
Fixed issue with chems smoked through the pipe or bong not being addictive.
New chem: Brown-Brown, Nuke
Brown Brown is a mixture of cocaine and gunpowder, the nitroglycerine in the gunpowder expands the blood vessels, allowing for a more intense high.
Nuke is a unique chem, that can only be found in one place. Schematics can also be found, allowing you to craft more.
Nuke is potent, increasing your combat ability greatly, however overdosing is easy, addiction is guaranteed, and addiction can't be treated, you have to wait for the chem to leave your system. (5 days)
Cleaned the mod in FNVedit
Cigarettes will now say what skill it is they increase.
Changed skill requirements on some chem recipes, changed from all science to science, survival, or medicine, based of the type of item.
Added formula requirements to some chem recipes (schematics)
Epinephrine will now reduce your charisma instead of endurance, making it a more potent chem for combat
Added the mask body slot to the list of helmet types you can't smoke with.
- Added tribal/natural type medicines and chems to Legion chem list.
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Version 6.7b
- Fixed Gaz not having an inventory.
Fixed Gaz dialogue issue.
Fixed planter crashing? Wasn't an issue for me, but hopefully should resolve it..
Fixed new planter changing size when adding fertilizer.
Fixed new planters inventory items all having the same script, resulting in them turning into metal planters if you have more then 5.
Added MDMC, or bk-MDMA, can only be crafted, requiring MDMA and Blue sky meth. The effects
V6.7a Changes
Fixed Vendor Dialogue
Fixed some Dexedrine items still being named amphetamines.
You now how to finish smoking a cigarette in order to increase the counter.
Freeside door should finally be easy to activate.
- Fixed Gaz not having an inventory.
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Version 6.7a
- Fixed Vendor Dialogue
Fixed some Dexedrine items still being named amphetamines.
You now how to finish smoking a cigarette in order to increase the counter.
Freeside door should finally be easy to activate.
- Fixed Vendor Dialogue
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Version 6.7
- New in 6.7
More precise collision data on some of the chems.
Changed the scripts handling some items switch outs to prevent game freezing when getting several at once.
Added suffix to herbal tea based off the strain so you can tell which you have.
Added suffix to lighters so you can tell which you have.
Lighters can now be repaired with other lighters.
Added new sound for no ammo with lighter.
Added message for if you lose a box of matches when you dont have a lighter.
New recipes - Multivitamins, hash oils, ultrajet, N20, afterburner gum, voodoo, smooch rolls
Lighter requirement added to cookspoon, if using matches the chance to lose th matches is higher then smoking.
Flamer fuel requirement added to some scripts that were missing it.
Fixed an issue with the button on the truck in Nelson not working properly.
Few small edits to the player home.
Fixed a couple triggers on the player home aqcuisition.
Fixed issue with Stimpak option not showing up in MCM menu.
Improved Zabbots growshop to look more business-y.
Packed in some missing textures. (Picture frame, planter icon, cave fungus icon)
Fixed ownership in growshops, can't just loot them anymore.
Added in fertilizer functions, fertilizer will increase the yield of plants.
Greatly increased cost of fertilizer.
Added weight and value to planters.
Reduced the yield of marijuana plants.
Added 7 more options for growing plants. I think you can now grow any plant with the exception of apple trees and the other fresh foods that don't have plant models. I may end up doing them eventually.
Added new chem strain: Focus, came across an icon for it in the fallout BSA. Tried to look it up, couldn't find any info on what it was intended to be, so I made up what it is:
Focus is a syrupy amphetamine based concotion. It was marketed in several different colors, each increasing different skills. Focus can also be administered through the inhaler, which will shorten the duration, but slightly increase the magnitude and increase a special as well.
Planters, pipes, and bong menu will now show the amount of each option you have.
Fixed issue with 3rd person option not working properly.
Smoking Heroin through the pipe will no longer give you a syringe.
Three new planter models added.
Made a new model for the mobile home interior with more precise collision data.
Tweaked the inventories at the growshops, better chance for planters/fertilizers.
New visual effect for ant nectar.(was in the vanilla files, I don't know why they cut it.
New inhaler item, works like a pipe or bong, using it will present a menu that gives you the options of what to fill it with.
Inhalers can be filled with: Wonderglue, turpentine, flamer fuel, focus.
Drugs taken through the inhaler have a shorter duration, and a higher OD risk, however they are not addictive.
Fire Ant Nectar and ant queen pheromones will now alleviate Ant Nectar Addiction.
Several chems can now be injected through hypos.
Fixed Bennies Lighter not being the usable version.
Added empty needle return to some injectables that were missing it.
Changed "Amphetamines" to Dexedrine, didn't make since to have adderall and then amphetamines.
Redid the cooking spoon, can fill hypos or syringes with a wider variety of chems. Generally speaking, syringes utilize drugs, hypos have more healing items, can also create OD syringes with the spoon now.
Edited the pickable cave fungus mesh so it stands out a bit from the static variants.
Added Guards to the growshops.
Added Map Markers to the Growshops.
Fixed Freeside Growshop door.
Removed distilleries from truck bed in player camp, there's still one in the interior. Also deleted a couple of accidental duplicates.
Added fast travel markers to the where ever the mobile home is parked.
Fixed the effect counter for cigarette brands on the inventory item.
Added new khan dealer at the Red Rock Lab.
Fixed an issue with teaching Jack at the Red Rock Lab how to make meth.
Update function handling helmets preventing smoking, should now work with any helmet from a mod, DLC, or TTW that uses the mouth object body slot.
Trying to smoke a cigarette but not having lighter fuel will no longer destroy the cigarette.
The player mobile home is far away, and takes a long time to get to. So I added a "starter" player home in Goodsprings. They house is free, provided you can find the key. (or pick the lock) The mailbox outside the house hints to the keys whereabouts. (You won't have to travel far)
Increased rarity of chems in leveled lists.
Added Smooch, can be rolled into paper and smoked, cooked into bread, or eaten directly. The taste is foul when eaten directly, causing puking even among ghouls. As a result eating raw smooch results in a health debuff that doesnt occur when smoked or baked.
Added Voodoo, can be crafted at the chem lab. Voodoo is a powerful chem, lasting for 30 minutes. The chems negative effects last twice as long, and the chem stays in your system for a full day, increasing your chance of overdosing on it, or any other chem.
Can now deliver meth to the dealer in Novac (John E.) and the Khan dealer at the Red Rock Lab (Gaz)
Made another attempt at the overdose scripts, hopefully they'll work for everyone this time.
New media reference added. Somewhere along the I-15.
Metal spoons will now turn into a cooking spoon only if you don't have one in your inventory already.
Added more swag growing wild around the wasteland. Also fixed placement on a couple of vanilla items that were floating or poorly placed around the weed plants.
Added animations when using cigarettes, syringes, hypos, or alcohol. This feature is still experimental, everything works fine, but it only play the animation if the item is hotkeyed, and cigarettes have the animation and the one in your mouth. disable it in the MCM menu if you don't like it.
Added condition to some chems visual scripts to prevent visuals if Thorazine is in your system.
Added new med Ultra Stimpack, another item from fallout Tactics. Ultra stimpacks are highly addictive, potent healing items, they heal 120 HP immediately, 100 AP immediately, as well as additional 120 over 2 minutes. They will also heal your limbs over time. Hardcore effects apply, they will not restore your limbs, and restore 240 over 2 minutes, the first 15 seconds heals much faster though. However once those two minutes are up you'll suffer disorientation, as well as health lose(120 dmg over 2 minutes and stimpack sickness.
Doctors Bags now give you a +10 medicine boost for about 30 seconds, inspired by the old doctor bags. Hardcore players will no have limbs restored over time instead of instantly.
Smoking cigarettes through the lighter wasn't increasing your brand count, it's been fixed.
Smoking cigarettes through the lighter will no longer show the chem has worn off message as soon as it lights.
- New in 6.7
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Version 6.6
- New in Version 6.5
New chems/items -
-Hash Oil - refine from hash.
-Shrooms are now a drug seperate from cave fungus. Cave fungus has returned to its vanilla state.
-Bongs - Bongs can be used to smoke marijuna, hash, hash oil, and tobacco, unlike the pipe the effects magnitude stays the same, however the duration is doubled, at the cost of 1 bottle of water. Dirty water will cause slight radiation damage.
-Tea - tea can be chewd, brewed, or used to refine a caffiene pill. Tea can be brewed with shrooms or marijuana as well.
-Poppy Bud - weak opiate, better used to craft other chems.
-Aloe Leaf - weak healing item, can be refined into other chems/meds
Chem changes
-Jets Recipe has been changed, all you need now is brahmin fertilizer and empty jet inhalers.
-Marijuana and hash's durations are now varied, based off the quality of the pot.
-Cigarettes skill effect is no longer at a set 5. You now have to pick your brand, as each brand now has no starting skill boost to begin with. As you smoke a counter will go up, for every 4 cigarettes of 1 brand you smoke, you get +1 to that skill. Smoking any other brand will reduce the count for your brand by 1. The skill boost now caps out at +10 at 40 cigarettes. Cigars and cigarillos are exempt from this, they have a set effect and do not effect brand counters.
(The change is not yet reflected in display, it still says +5 skill for now, the actual number will show up in your effects tab tho. I'll fix later but it's tedious. :P) (Once it's fixed it will work fine with whatever your current brand level happens to be.)
-Chems found in containers are now 10% rarer.
-Iodine is now an ingestible, and will grant you immunity to rads for a short time.
New Features -
-MCM option now available for stimpack addiction
-MCM option now available for third person visuals
-New plants - several new plants have been spread across the wasteland, mostly the are components for other chems. (new plants are poppies, aloe vera, tea bush, cave fungus, and shrooms)
-Lighters - Lighters are a new tool, ala real smokes. Lighters are found in the weapons section, equipping a lighter and "firing" it will present a menu that allows you to access your pipe, bong, rolling, or light a cigarette. The lighter can be hotkeyed, and it also uses up 1 flamer fuel each time you light it.
Lighter Requirements(MCM optional) - Cigarettes, joints, blunts, pipes, and bongs will require you to have a lighter before you can use it. Matches can also be used, but they have a small chance to be destroyed (run out) each time.
-Growing - Grow a variety of plants, including all the plants added by this mod and several vanilla plants used for brewing alcohol.
Growing works as follows: when you get a planter you can drop it from your inventory, and set it up to your liking. Plants will grow straight out of it, so it its at a weird angle the plant will grow at that angle.
Activating the planter will give you a menu: Add fertilizer, pick up, or straighten. Straighten will set the rotations to 0, straightening the planter, pick up will, of course, pick up the planter, and add fertilizer will let you fill your planter with dirt, or one of the new fertilizers.
The fertilizers will speed up the growth of the plants the first time, the don't effect the respawn speed (I mostly just wanted to add some brahmin poop to the game for the jet recipe)
After the planter has soil you can plant a seed, water it, and watch it grow! takes 4-7 days to fully mature depending on fertilizer.
Once the plant is grown you can harvest it, and wait for it to respawn clear the planter and return the planter to its misc item form.
*A note about planters, in order to prevent players from accidentally losing planters, you can only have (5) in your inventory at a time. Any more then that and they will turn into a planter token basically, which will show up in your inventory under Planter (Extra) They will automatically be converted when you drop a planter to plant. Conveniently this also prevents you from ever having to scroll back to only drop 1.
Recipes for more vanilla chems. Steady, psycho, morphine.
Player Home - A place that has all the new crafting stations, plenty of safe storage, some bells, some whistles. I actually like the house, and may upload it as a seperate mod. They house can be moved around and parked at several locations.
The key to the home has to be purchased from Old Lady Gibson, and the house can't be moved until you track down the truck in Nelson. (Find the growshop)
(I plan to add another 7 or so locations the player can travel to, just haven't decided where yet, if you have a request, go ahead I'll probably add it)
Bug fixes -
Cigarette carton and pack normal maps redone, fixing the glitchy look for some people
Pipe redone, looks much prettier now, pipe buttons also fixed.
Papers will be returned when exiting menu now, will also no longer be used up when rolling blunts
Chem Weight option in the MCM menu is now functioning properly.
Fixed the Overdose syringes that were being removed when they were equipped.
Stevens quest will no longer start itself when you hack the terminal in the embassy.
Fixed some issues with Holdout, Motor-Runner, and Dixons new dialogue.
Cigarettes that you stop smoking can't be dropped, if you do drop them they are destroyed.
Butanes collision has been improved.
Random stuff
Just for the kicks of it I added in some pipe and bong texture variants, as well as a larger pipe and 3 styles of bongs. Just thought it'd be fun for people to pick their favorite piece :P They all show up in the menu the same, the only way to tell the color is to drop it into the world.
Same for lighters, I added several different variants so you can pick your favorite lighter. I also integrated Benny's Lucky Lighter, so the lighter you recieve from Jessup in Boulder City is unique, and will increase your Luck by 1 anytime you smoke.
Papers, bongs, pipes and lighters have been merged into the leveled lists, there is a small chance to find them anywhere you find loose tobacco or marijuana. The only guaranteed place to find them is the new dealers.
- New in Version 6.5
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Version 6.5
- New in Version
Few bug fixes:
-fast travel/wait/resting issue has been resolved
-psycho speed boost has been nerfed
-paper disappearing when leaving rolling menu without rolling fixed.
-fixed buffout error
New Features:
-Harvestable peyote plant two new models for peyote plants, as well as a new model for the ingetible.
-Quit smoking - activating a smokable in the pipboy will put out, allowing you to equip helmets without waiting.
Changes:
-Visuals will only appear in first person mode.
-Papers and smoking pipe have been integrated into the leveled list.
-Modified visual effects for super stim and stimpaks.
Misc details:
Both peyote plant models give one sample of peyote, the one with two flowers will give two samples if your survival skill is higher than 50.
Putting out a smokable will cancel is current effect, and place a different, weaker effect on you that last for a short time. (ie nicotine staying in your system)
The visuals in first person mode is still in alpha, though any errors won't break your game, it will just play the visuals. Let me know if you find any chems that play visuals in third person.
- New in Version
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Version 6.4b
- Undid FNVedit cleaning, as it was causing a CTD on load.
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Version 6.4a
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-Fixed Steven's quest.
-Fixed cigar/cigarello models not having havok data when dropped.
-Reassigned some meshes for new chems that I hadn't done yet.
-2CE and 2CI have new meshes
-Blunts and joints both have new world and smoking models.
-Cigarillo pack mesh added, I'll likely make a new one, I don't really like the current one.
-Hard alcohols are now drunk a half bottle at a time, half bottles have the same effect and half value/weight. Half bottles can also be found anywhere alcohol is found. (forgot to mention this in the last update) This update adds an inventory refresh so you can see the half bottle without having to leave your pipboy.
-Fixed John E's (Novac Dealer) inventory.
-Added AI packages to John E. Around noon he'll head over and hang out behind the Novac Motel for a few hours, the rest of the time he's at his house.
-The stimpaddict traits damage health effect will only take place if your moving,allowing you to sleep and wait again.
-Epinephrine's speed boost was nerfed, it was almost uncontrollably fast. Reduced by 65%.
-Drug Overdosing is working properly again.
-Drug overdose relate messages will no longer appear if it's turned off. Same with alcohol.
-Recleaned with FNVedit
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Version 6.4
- No longer requires any DLC!
All replaced alcohols and cigarette packs have been reverted back to vanilla to help with compatability. Now (thanks to borrowing some of Gribbleshnibit8's coding from Nuka Cola Enhanced, alcohol and cigarettes will be replaced when loading a new cell. This means it will be different on each playthrough. For now items that have a chance to be replaced are cigarettes, mentats, vodka, whiskey, beer, and wine. Other chems will be added to this feature, but for now the hand placed ones remain.
Menu added, requires MCM to set, if you don't want to get MCM you can still modify your settings with the console. (ask for commands if desired, I don't want to type them out if I dont have to.)
MCM options include:
Toggle Visuals ( 2 options, one for chems, the other for alcohol)
Toggle New Drinks ( May be buggy on a existing save game.) ( If you leave it on for awhile, then turn it off, you may still see new drinks in cells you've already entered, picking them up will revert them to a vanilla drink)
Toggle Cig Brands ( 2 options, one turns off completely, the other cig packs around the wastes to have brands, but will all be reverted to generic once picked up)
Toggle chem weight
Toggle overdose (2 options, one for chems, blah blah alcohol)
Other misc features
Some named NPC's have been added to the world with schedules and all. Most will be used for the main quest, but for now they'll just add a bit of life to the Mojave.
Changed Patricks name to Zabbot. Because he looks like a friend of mine.
A new radiant delivery has been added to Zabbot, he'll only ask once you've found and returned his stash.
A new dealer NPC has been added. Steven can be found at the NCRCF, wandering around cell block b and the courtyard. He sells pain pills. Also has a new marked quest.
Various balance changes.
Alcohol no longer scales with your survival.
Cigarettes now only give a +5 boost to a skill instead of +10
Pipe smoking meth, hash, or weed will use the best version on hand.
Chems smoked through the pipe have been weakened by 30%.
Some small edits to recipes, mainly removing redundancies.
The new variants of meth have been integrated into the leveled lists.
New function added that lets you craft at any static chem lab or distillery, will work with any added by a mod unless they made a new object for it.
Psychos damage boost now only effects melee/unarmed damage. You also get a move speed and unarmed/melee attack speed boost.
Med-X renamed morphine.
Buffout now directly effects you carry weight if your strength is 10. Also added a visual effect.
A pretty big expansion on the weed side of things.
Variants to weed added, 5 strains available from swag to jack herer.
Hash added, can be smoked or eaten, can make out of weed at the chem lab.
Rolling papers added, acts similar to a pipe, using it will bring up a menu to choose what to roll. You can roll blunts, joints, and cigarettes.
A cooking spoon has been added, acts similar to the pipe and papers, use it to choose what drug you want to cook. Cooking drugs drops the duration and increases the magnitude, though not as drastically as pipe smoking. Drugs that can be melted into syringes: Buffout, Oxycodone, Hydrocodone, Meth, Cocaine, Heroin, Adderall, Stimpacks(needs healing powder) All cooked chems require a syringe or hypo to craft.
Cooking spoons replace metal spoons, if for some reason you need a metal spoon, you can "clean" them at the workbench
Some script optimizations.
Visuals added to jet.
You can teach Jack in Red Rock Canyon to make meth. Will only be available once you can craft blue meth, req. science 100.
Added a suffix to the dart gun to help you distinguish from other mods with dart guns.
Dart Gun and hypos added to casino holdout lists, dart gun is only advanced holdout list.
Changed the effect on certain chems that damage the player, no longer player the player injury sound.
Some chems effect named were reworked, chems that had effects like "sedation" or "stimulation" will now say "Increase Action Points" or "decrease action points" I found it was a little hard to keep track of what was what. Anything with a vague name like that is visual effects only.
New locations added, will be used for quests later on, for now they are available for exploration.
A few more perks/traits have been added.
New dealer in Novac, stays near his house just north of novac, before Old Lady Gibsons
Recipes for Overdoses have been modifed so you can tell what effects they have. - Meth recipes have been changed, now require a larger number of some of the components.
- No longer requires any DLC!
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Version 6.3
- Fixed missing tramadol icon
- Fixed Patricks dialogue not working
- Fixed multivitamins spelling error
- Changes in New version 6.3
-Pipe smoking added - just use the pipe from your aid section and choose which chem you want to smoke. Smoking chems are more effective, but wear off quicker. A general rule of thumb is that they have 3x the effects, and 1/5 the duration (Applies to both positive and negative effects). They still carry the same overdose potential of not smoking, but it's easier to OD due to the shorter duration.
-Pipes have a small chance to spawn vendors that have chems, a sure one can be found in Patricks shop outside Primm
-A portable chem set has been added, to allow you to cook at mod added homes. At the moment the only place to get it is The Lab (a basement located in the gun nut house in Nipton)
-Cigarillos added, no custom model for the pack yet.
-A few more items had misplaced texture/mesh paths
-Quest fix for Patricks quest, option to complete wasn't appearing.
-I'll kudos people who upload cool pics of the mod in action.
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Version 6.1
- Methamphetamines can be crafted now, a pound at a time. The quality of meth is dependant on your science skill.
A level 10 perk with a 50 science requirement that allows you to produce more meth has been added.
Ingredients for meth have been added to the leveled lists, and distributed around the wasteland. There are over a dozen of each item placed in the world, and more can be found in containers.
Additionally, you can also create the compounds yourself, turning meth cooking into a highly profitable business. Matches can't be crafted, but are more common then the other ingredients.
All recipes are located at the chem lab for convenience.
Brake Fluid - 1 motocycle hand brakes.
Butane - 20 Flamer Fuels *Careful with butane cannisters, they are explosive.*
Anhydrous Ammonia - 1 Fission battery and 1 radscorpion gland
Iodine - Rad-x and Radaway
Hydrochloric Acid - 1 Cazador poison gland and 1 Purified Water
Lye - 1 Detergent and 1 Abraxo
Ethyl Ether - 1 Maize and 1 Motorcycle gas tank
Ephedrine can't be synthesized, but you can refine mentats to make pseudoephedrine, which can't be taken directly, but just as useful for cooking.
Oxycodone and Hydrocodone have also been added.
- Methamphetamines can be crafted now, a pound at a time. The quality of meth is dependant on your science skill.
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Version 5.4
- 5.4
Changed beers to have a shorter duration then hard liqour.
More balancing of effects and prices.
Added new chems.
Bug fixes.
Cleaned a couple of dirty edits.
Added stimpak addiction.
- 5.4
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- Author's activity
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January 2019
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08 Jan 2019, 8:24PM | Action by: senterpat
Attribute change
Summary changed.
Description changed.
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08 Jan 2019, 8:15PM | Action by: senterpat
User submitted image verified
Nipton GrowOp WIP
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- Mod page activity
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April 2024
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23 Apr 2024, 3:06AM | Action by: Wubwubmagic
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'CAM - Chems Alcohol and Meds'
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21 Apr 2024, 4:47PM | Action by: Buckeroo
Endorsed
'CAM - Chems Alcohol and Meds'
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20 Apr 2024, 6:58PM | Action by: brandonrm
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'CAM - Chems Alcohol and Meds'
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20 Apr 2024, 3:03AM | Action by: RiotousHail7599
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'CAM - Chems Alcohol and Meds'
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20 Apr 2024, 12:54AM | Action by: Wubwubmagic
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'CAM - Chems Alcohol and Meds'
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19 Apr 2024, 8:35PM | Action by: thatoneguy1337
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'CAM - Chems Alcohol and Meds'
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19 Apr 2024, 11:53AM | Action by: Arim3L
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'CAM - Chems Alcohol and Meds'
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18 Apr 2024, 7:57PM | Action by: EmperorChaka
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'CAM - Chems Alcohol and Meds'
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18 Apr 2024, 9:43AM | Action by: EEECyTsE
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'CAM - Chems Alcohol and Meds'
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17 Apr 2024, 2:19PM | Action by: Cinnaspice
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'CAM - Chems Alcohol and Meds'
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17 Apr 2024, 12:24AM | Action by: DeIiriant
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'CAM - Chems Alcohol and Meds'
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16 Apr 2024, 3:28PM | Action by: EmperorChaka
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'CAM - Chems Alcohol and Meds'
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16 Apr 2024, 3:18PM | Action by: pentacletorn
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'CAM - Chems Alcohol and Meds'
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16 Apr 2024, 12:15AM | Action by: manning129
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'CAM - Chems Alcohol and Meds'
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15 Apr 2024, 9:50AM | Action by: Milkshake12
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'CAM - Chems Alcohol and Meds'
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12 Apr 2024, 1:35AM | Action by: falloutModder89
Endorsed
'CAM - Chems Alcohol and Meds'
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03 Apr 2024, 1:50PM | Action by: thatoneguy1337
Tracked
'CAM - Chems Alcohol and Meds'
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03 Apr 2024, 12:47PM | Action by: TTNaschCo
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'CAM - Chems Alcohol and Meds'
March 2024
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28 Mar 2024, 7:00PM | Action by: MilfHunter14881
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'CAM - Chems Alcohol and Meds'
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25 Mar 2024, 7:02AM | Action by: BillyStacks14
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'CAM - Chems Alcohol and Meds'
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