Real Science and Real Medicine - Skill-Based and Expanded Infirmary and Laboratory
⚪ Last updated 2024Preview

🔍 Analysis
- 🏆 #83 of 258 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Expands the Infirmary + Laboratory and makes using them require Medicine and Science checks.
Have you ever wanted to make the Medicine and Science skills good for something more than healing buffs and dialogue checks? Have you ever wanted to roleplay a wasteland doctor or a chemist? No? Well I did.
I wanted to make the player feel more like an actual medic or a chemist using the medical gear or the chemistry set in the Megaton House / the Tenpenny Tower Suite. So I've re-written the scripts that control the "Infirmary" and the "Laboratory" so they actually require skill checks to perform tasks. Not having a high enough skill level prevents you from doing certain things.
The "Infirmary" now requires the following skill level in Medicine for the following tasks:
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[]Treating Wounds (Restoring Health): 20+ Medicine
[
]Treating Injured Limbs: 50+ Medicine[]Treating Radiation: 30+ Medicine
The "Laboratory" now allows you to synthesize SPECIFIC chems/healing items instead of just giving 1 random chem/healing item. The fact these reactions take an entire day, to me, meant they should also yield more than just 1 of any given drug. But now, the following skill level in Science is also required for the following:
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[]Synthesizing Jet (x6): 35+ Science
[]Synthesizing Med-X (x5): 40+ Science
[]Synthesizing Buffout (x4): 50+ Science
[]Synthesizing Mentats (x4): 50+ Science
[]Synthesizing Psycho (x5): 50+ Science
[]Synthesizing RadAway (x3): 70+ Science
[]Synthesizing Rad-X (x4): 70+ Science
[]Synthesizing Stimpaks (x5): 70+ Science
[]Synthesizing Addictol (Curing Addictions): 80+ Science
For consistency, since this mod effectively erases the concept entirely, I've also gone and removed the Wadsworth / Godfrey dialogues explaining the "My Infirmary" and "My Laboratory" devices. And while I was doing this, I went ahead and removed / changed the godawful dialogue where these robot butlers somehow have to explain to the Lone Wanderer how to use a goddamn jukebox or a workbench or a Nuka-Cola machine. James already spends half of his screen time calling the Lone Wanderer an idiot for not staying in a vault where people killed one of his best friends and chased his kid out the door with guns - and that's about as much Fallout 3 logic as I can take.
I'm finally getting around to uploading my old Fallout mods. I can't even say exactly how many years it's been since I've tried making mods for Fallout - and I'm almost certain a lot of these have been done before. The reason I've been avoiding this is because some of these mods were rough-around-the-edges and were always meant for retextures/remeshes/touch-ups/etc. It's been so long since I've
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[]Synthesizing Jet (x6): 35+ Science
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Eye of Center
- Version
- 1.0
- Downloads
- 270
- Endorsements
- 14
- Category
- Gameplay Effects and Changes
- Created
- 5/4/2024
- Updated
- 5/4/2024
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