Stims and Chems Syringer Ammo

Fallout 4 Mods |

Stims and Chems Syringer Ammo

What in the World?! (new stuff below)

Indeed! Why would you possibly want a ranged Stimpak? Wait…are you said “ranged STIMPAK”?! And now it becomes clear. Aww yeah.

Like all of the Syringer ammo, it serves as a support option but it’s not for your enemies! Nay, it’s for your bestest travel buddy! BUT it does work on your enemies…so don’t miss.

In it’s present state, it’s…effective. Make it at the Chemistry Bench under Syringer Ammo, load it into a Syringer and
you’re ready to shoot people in the butt with Stimpak Syringes!

It costs the same amount to make as a regular Stimpak, and will still only supply you with one Syringe. I figured this would be appropriate, as it is a very powerful ‘weapon’ under the right circumstances.

However, the experimental nature of the weapon confuses all but the most forgiving souls, your Companions. Allies (like your Settlers, Faction buddies) are also pretty forgiving, maybe a few special NPCs that you can shoot a couple times before they get mad.

What I mean is, if you shoot a random (Neutral) person with it…they think you’re attacking them. The nerve! (Some folks are fine with that, it makes sense so it’s going to stay that way…options are good things!)

Suffice to say it works, but not like I want it to just quite. You can bolster your Companion/Allies from afar (handy for ranged characters) but it’s not a picker-upper like the regular Stimpak. If they go down, they’ll stay down until you’re out of combat or Stimpak them close up. This is actually handled via Quest Dialogue, strange space magic as far as I’m concerned. I found the entries, just have no idear what to do with them!

I want that function for these syringes, I also want it to heal any Neutral and/or random person without them turning hostile. But I’m afraid I don’t know how that system works, getting a better idea though. When I do figure it out, it’ll be a new ammo type, so the Stimpak Syringes that you know and love will remain the same. Making the ammo was the easy part!

Some interesting discoveries in that direction with help from the kind folks in the Comments section. Not quite there yet though! You can be sure I’ll be searching for a solution, but any ideas would be greatly appreciated!

I hope you enjoy this strange new way to support your Companion in combat!

Introducing: Med-X, Pyscho, and Overdrive Syringes!

That’s right, now you have to think about what you want to shoot your buddies in the butt with, hmm! You know what I think of options though. Special thanks to Whybother123 and FantilSwift for mentioning it, present for you! By the way, if you have other suggestions just let me know.

Med-X Syringe – +25% Damage Resist for 5 Minutes.
Psycho Syringe – +25% Damage and 25% Damage Resist for 5 Minutes.
Overdrive Syringe – +25% Damage and 25% Critical Chance for 8 Minutes.

Note that these are the same values as the ones that you take. I know you do, you can’t hide your addiction from me! Actually on that note, there is no addiction effect on these since ya can’t shoot yourself with them.

Minor crafting changes were made:
You can now make 5 at a time for the appropriate cost if you use the Optional .esp.
Stimpak Syringes – Require 1 Stimpak to create.
Med-X Syringes – Require 1 Med-X and 1 Steel to create.
Psycho Syringes – Require 1 Pyscho and 1 Steel to create.
Overdrive Syringes – Require 1 Overdrive and 1 Steel to create.

The reason I altered the recipes was a double whammy. You could have a boatload of these things from your travels and not be able to use them to create Syringes. In addition, Overdrive in particular requires the Chemist Rank 1 perk to make. Sure, I could add a Condition…or skip it and still have it gated.

The Chem Syringes have 1 Steel added because they aren’t made with it, and a Syringe is partly metal. The Stimpak Syringes don’t, because the Stimpak itself is made with 1 Steel.

Installation/Uninstallation:

Download and install via NMM, or manually place TGL’s Stimpak Syringe Ammo.esp in your Data folder and edit your both your Plugin.ini and Loadorder.ini to include the .esp.

To uninstall do so via NMM, or remove TGL’s Stimpak Syringe Ammo.esp and delete it from your Plugin.ini and Loadorder.ini.


Credits: TheGreenLion
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