Commonwealth Chemistry Expanded


Commonwealth Chemistry Expanded
Better living through post-apocalyptic medicine.

This mod adds several crafting recipes, to improve the variety of consumables available. There are two versions of the mod, to suit your individual preference.

Basic Version:
This version only contains recipes for chems which are found in the base game of Fallout 4, but can’t normally be crafted, such as:

Calmex: +3 AGI, +3 PER, +2x to sneak damage multiplier for 8 minutes.
Daddy-O: +3 PER, +3 INT, -2 CHA for 10 minutes.
Daytripper: +3 CHA, +3 LUCK, -2 STR, for 5 minutes.
Addictol: Cures all addictions. (Found in the Healing tab at chemistry station)
X-Cell: +2 to all SPECIAL stats for 2 minutes.

Full Version:
The full version contains everything from the basic version, plus some new stuff, including my take on some old favorites from Fallout: New Vegas. Currently featured additions:

Rebound: Restores 5 AP per second for 2 minutes.
Turbo: Slows time for 30 seconds.
Rocket: +50 Maximum AP for 2 minutes.
Slasher: +50% Melee damage, +10 Damage Resist, -3 PER for 8 minutes.
Frenzy Gas Grenade: Has a chance to make affected targets attack anyone in sight for 60 seconds. (Grenade tab. This is already in the base game, just requires a very special ingredient that I didn’t see in my first playthrough, so I made a more common version)

Future Plans & Random Thoughts:
In the near future, I’ll probably be adding more of the old stuff from Fallout New Vegas, if I can, like Battle Brew, Healing Powder, Atomic Cocktail, Rushing Water, maybe a less terrible poison dart for the Syringer.

If there’s interest, or if I get the urge to do so, I may add a few completely new and/or combination chems. Turbofury? Calmerex? Ultra-X-Cell? We’ll see. Might tie more powerful chems into higher ranks of chemist.

Once the GECK is out, or I figure out how to do it sooner: I’ll try to tweak Turbo to be more like its original incarnation (short duration, extreme time dilation), and probably try to make other versions of the gas grenade (calm, fear, poison, anti-gravity, who knows).

Personally, I love when fights are tough enough that chems become a critical resource, to be managed and used when needed most. When I started my second playthrough as pure melee, I started looking for a mod that would let me craft X-Cell or Calmex, then decided I’d make it myself. Then I got nostalgic for all my hours in New Vegas, happily swinging Knock-Knock around, while ramped up on half a dozen chems, and decided to see if I could recreate a few of them.

Hopefully you’ll enjoy the mod. If you have any constructive criticism, comments, or suggestions, I’d be glad to hear them.

Note:
This mod was made using FO4Edit, by mostly copying and then tweaking existing entries. It seems cleaner than using TESVSnip, but I’m no expert. It’s probably bad for game/save stability in the long run to use ESP files not made with the official tools. I’ve been as careful as I can, but there’s your warning.


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