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Author notes
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File credits
Ruadhan2300, creator of the Mad Science mod The 3rd Type, DekoMan91, Jesus H Christ, and Dakota, for their involvement in making the Misc Item Icons mod, some assets from which are used in this file.
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Changelogs
Version 2.1
Fixes an error from 2.0 where I forgot to actually remove the creature edits I intended to from the main .esp. Said bug had the effects of making it nigh-impossible to find Scrap Metal or Electronics on broken robots. Removing the creature record edits also allows mods like YUP to apply bugfixes to robots (e.g. making them immune to poison) without additional patching.
Version 2.0 TTW Patch
Fixes a circular leveled list for Mothership Zeta drones.
Fixes Point Lookout Sentry Bots still not dropping Mad Science components.
Makes most Mad Science components usable as Rock-It Launcher ammunition.
Version 2.0
Removed almost all edits to vanilla Creature records from both the main Mad Science plugin and this patch. EDIT: due to an error this change is not actually included in 2.0. It is present in 2.1.
Vanilla Death Item lists for each different robot type have been modified to include their normal drops plus the Mad Science additions. That should allow killing them to gain components as normal, but with WAY fewer changes to vanilla records, as well as being immediately compatible with mod-added creatures that use the vanilla Death Item leveled lists.
Added Mad Science components to the Death Item list for Roboscorpions.
Made it less likely that certain robots would drop as many Mad Science components due to excessiveness.
Changed 40mm Pulse/Plasma and 25mm Timed grenade recipes to craft their GRA counterparts instead, for the sake of simplicity. As such, patch now requires GRA.
Crafting Timed 25mm Grenades now requires two Long-Fuse dynamite instead of regular Dynamite, since it produces a whopping 10 timed projectiles from 2 fuses.
Recipes for Frenzy, 40mm Pulse, and 40mm Plasma Grenades no longer yield Rifle Powder Jars, but instead just directly give the amount of powder the jars contain.
Added Tanned Green Gecko Hide as a repair option for the Mad Science Suit.
Revised the text of all notes, took care of lots of typos, redundancies, grammatical errors, etc...
Frenzy Grenades no longer affect characters marked as Essential. No more invulnerable NPCs hostile to everyone, or companions going on a rampage when you fire them! Hardcore Mode players will still need to keep their aim in check, however...
Frenzy Grenades' increased melee damage side effect no longer benefits the player character.
Frenzy Grenades now display a message noting the target has been frenzied upon hit (and the target isn't essential or the player).
Moved recipes involving crafting or converting 25mm or 40mm ammo to the Reloading Bench.
Shortened some ammo crafting recipe names so they hopefully only take up one line now.
Breaking down Gauss Rifles now yields (among other things) a Plasma Injector instead of a Laser Capicitor, matching the recipe for crafting them.
Breaking down Plasma Pistols yields an Accelerator Coil instead of a Focusing Array, matching the breakdown recipe.
Adjusted all vanilla energy weapon weapon crafting recipes to require slightly more special components than their corresponding breakdown recipes, to prevent cheesing repairs. The number of expensive/rare components(Tesla Capacitors/Coils, Recharger Units) required remains the same. For the most part, so do the number of menial vanilla components(scrap metal/electronics).
More components are required for crafting the Plasma Caster, in addition to the aforementioned rebalance. It was a little to easy to weave straw into gold with only a few Plasma Pistols.
Added recipes for crafting and breaking down Multiplas Rifles and GRA Laser/Plasma Pistols.
Added Mad Science perk requirement for crafting Plasma Rifles, to match other MS recipes for crafting energy weapons with similar firepower.
Made breaking down Recharger Rifles yield fewer valuable components and many more cheap components, since they're much heavier than Recharger Pistols but otherwise entirely inferior.
Added a condition to the Psychic Catapult recipe requiring Rex's Brain to only be visible if you're carrying said brain -- since there's only one of that item, the recipe doesn't need to be visible when you've already used/lost it, don't have it yet, etc.
Made the other Psychic Catapult recipe actually yield a Psychic Catapult instad of a Tau Rifle.
Shortened Lobotomizer perk description so it should hopefully fit in the level up window.
The Lobotomizer perk will no longer allow you to loot Tesla Coils off of your personal Lobotomite Minions.
It's now possible to repair numerous gadgets that formerly had no repair options/were repaired by Recon Armor -- such as the Robot IFF Transceiver -- with some misc. components (Scrap Electronics, Conductors, Sensor Modules, or Fission Batteries)
Removed unnecessary capitalization for Bio-restorative Module.
Resla Roil to Tesla Coil conversion recipe now requires OWB to be started or for the player to be carrying at least one Resla Roil to be visible.
Rebalanced the values of most new misc. components -- generally, common components (Accelerator Coils, Focusing Arrays, Laser Capacitors, etc.) are worth a decent chunk less. Tesla Coils and Capacitors now have a significantly higher value, as they rare (that and the Tesla Coil was only valued at 0 because it's a holdover Quest Item from Broken Steel). Saturnite Ingots had their value reduced by 90% (2,000 -> 200) and were made 35 lbs, like the Gold Bars in DM (and at least these bars have a large world model). I'd call it balanced as they are only used in a small handful of instances, but all the bars in the game are in the same place and weigh basically nothing. With how little purpose the material served before, it was basically like walking out of the Big MT with 100,000 caps in Saturnite alone -- like the tricks people do in Dead Money.
Seriously reworked the Tesla Rifle, which was comically overpowered. Balance changes include ammo cost 1 -> 4 (its note said it would be an ammo hog. Magazine size adjusted appropriately), skill req. 20 -> 45, critical damage 120(!!) -> 35, critical % multiplier 7.5(!!) -> 1.5. It has been given a electric damage over time effect (8/2s) similar to the Tesla Cannon's. It can now be repaired with Tesla Cannons in addition to the original option of Plasma Rifles. Cosmetic changes include a more fitting Pip-Boy icon, its new object effect also displays its Increased Critical Chance & Damage, addition of a sound effect for hearing it fired in the distance, and having it explode limbs instead of dismembering them upon/after death(based on its critical kill effect).
Changed the models and Pip-Boy icons of most components for the sake of flavor and variety.
Added the Laser Pistol(GRA) and Custom Laser Pistol for MS to the regular Laser Pistol repair list so they may both be used to repair all other Laser Pistol variants.
Version 1.0
"Mr Steel" robots renamed to "Mr. Steel", in order to match a fix from TTW and YUP while keeping the robots' Mad Science-related drops
Mad Scientist Scrubs can no longer be repaired with Leather Armor, Recon Armor/Helmets, Duct Tape, or Lead. Duct Tape and Lead are too common(1 scrap metal = 200 lead), and Lead is extremely lightweight. Other options, such as radiation suits, tanned gecko hide, lobotomite outfits, etc. still remain.
Mad Science 25mm and 40mm grenades were added into the ammo list alongside GRA variants of 25mm and 40mm grenades. This patch therefore requires GRA, but now certain grenade ammo will be usable again that wasn't before.
Lobotomite death message has been changed from "A Lobotomite has died" to "One of your lobotomites has died!"
Robot IFF Transciever message changed from "Robot IFF Transciever is now Active" to "Robot IFF Transciever now active!" The message for taking it off has been changed similarly.
All notes, schematics, and workbench recipes have had their "[Mad Science!] - " prefix removed, as I felt it was redundant most of the time.
All components recipes had their " - [Component]" suffix removed.
Breakdown recipes had their " - [Breakdown]" suffix removed and were renamed to just be "Breakdown x" instead, similar to the vanilla game.
Note and recipe names changed to match the items they create (e.g. if the weapon is named "Holopistol" and the recipe refers to it as a "Holo-Pistol", the recipe will be changed to say "Holopistol".
Notes that include schematics have all been renamed to mention they contain schematics.
The "Mad Science - Ammo/Consumables" crafting category has had the "Consumables" part taken out, as I don't think any consumables/aid items made it into the mod.
Grenade ammo variants were renamed to match the conventions of the vanilla game(e.g. "25mm Incendiary Rounds" to "25mm Grenades, Incendiary"). 40mm Plasma/Pulse Grenades were suffixed with "[MS]" to help distinguish them from the very similar variants added by GRA.
Accelerator Coil recipe clarified to show it only makes one Accelerator Coil.
25mm Grenade(Gauss Launched), and all its recipes and variants, were renamed to 25mm Gauss Rounds to help clarify they aren't usable for grenade launchers.
Tesla Coil recipe renamed to clarify that it's a conversion from the Vanilla Resla Roil mod from OWB.
Hopefully nothing else that I forgot, but this patch sat on my hard drive for a while before I finished up working on it.
Ruadhan2300's Mad Science mod is a favorite of mine. It's wacky, creative, and does a lot of those things that originally left you wondering, "If they had x and y technologies, why didn't they just do z...?" However, a number of things it does stick out from the rest of the game for me, so I got to work in FNVedit. On top of that, I was generously given permission to release a patch :)
Overview
This mod aims to make Mad Science a more immersive and convenient experience, starting with proofreading all of its (rather interesting) notes and lopping off the "Mad Science! -" prefixes constantly reminding you, "Hey, you're playing with this mod!" Many more robots can drop Mad Science components now, including formerly overlooked robots from DLCs, and even other mods assuming they use the appropriate vanilla Death Item lists. Speaking of Mad Science components, those have received adjustments have more reasonable cap value (some raised, others lowered), as well as some variation in models and Pip-Boy icons instead of all being Tesla Coil clones. Lots of recipes have been revised, with changes such as moving many ammo recipes to the Reloading Bench, reducing component yielded by breakdown recipes slightly so you can't use them to cheese repairs, fixing a Psychic Catapult recipe erroneously yielding Tau Rifles, and many other changes. Nerfed the Tesla Rifle so it's no longer a craftable developer weapon.
All five main DLCs (in other words, everything but Courier's Stash) are now required to use this file. If for some reason you don't have all of them but you do have GRA, version 1.0 from the old files will work but obviously be missing many features.
Exact Changes
You can find a rather painstaking and dry list of my changes in the Logs section of this mod page. Maybe even more dry than this description!
Possible Future Plans and Ideas
Short-term Goals:
Add appropriate weapons to Casino holdout formlists. Figure out how people do this via script so I don't have to change the record as it's often already changed by other things that would need patching.
Long-term Goals:
Rebalance the whole lineup of equipment as most of it is hilariously overpowered like the Tesla Rifle was.
"Reach" Goals:
Finish notes such as the one for the Holorifle, which is only half-made. Unfortunately, I don't know if I've got the creativity to do that.
Consider rewriting some notes to match up with the story of TTW, and make a more comprehensive TTW patch. My character will pick stuff up in the Capital Wasteland and start talking about the Mojave, a place they've never been! Haha.
Special thanks to Ruadhan2300 for making the Mad Science mod, and for granting my request to release a patch for it!