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Changelogs
Version 1.1.0
Refactor to use KEYWORDS
Version 1.0.1
Fix bug with failure message not showing
Version 1.0.0
Initial Upload
Chemistry Sets are neat, and mods like No More Useless Chemistry Sets - ESPless add more of them to the world, but they are basically free meds and chems. The idea behind this mod is that they should require investment if they are going to be used effectively. Essentially, if you have no science skill, no medicine skill, and are dumber than a box of rocks (1 INT), how the hell do you know how to create perfect stimpaks? This is immersion breaking, makes no sense, and is no risk high reward.
This mod adds more use to both science and medicine, as well as a little bit of INT and Luck, by making them required to be able to produce meds and/or chems. Changes include the following:
Can attempt to create medicine or drugs at any skill level
Creation can fail a. Formula is (Science + Medicine) * (INT/10 + Luck/20) b. Formula must come out to 50 or more to succeed (at 5 INT and Luck, requires Science + Medicine to be 67)
If success, you get between 1 and 6 items based on the formula evaluation.
If making meds, you can get stimpaks, medx, radx, or radaway.
If making chems, you can get psycho, buffout, mentats, rebound, or steady (all vanilla options)
The actual items you get on success are random within the respective list.
Best use of this plugin is to merge it with other stuff so you aren't using a plugin slot for it.
Incompatible with anything that changes GSChemistrySetScript or NVDLC03ChemistrySetSCRIPT
1.1.0 Utilizes Keywords and JIP for easier user customization to the meds/chems you can produce. I have left 1.0.1 up in Optional Files in case anybody doesn't want to use JIP or Keywords (both of which are mods you should already have anyway tbh).