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vTemporalZEROv

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Changes crafting poison darts for the dart gun in Tale of Two Wastelands (TTW). Empty syringes are no longer a problem with this mod. You 100% need TTW as this is made for that, no exceptions. You can now clean and reuse syringes, and use poison syringes made from poisons to actually make the darts.

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Since we are all walking around Okie Dokie'ing after the seeing the TV show, and we are all playing Fallout again, I made some necessary changes to a problem in TTW.

Changes crafting dart variations for the dart gun in Tale of Two Wastelands (TTW) by removing the 1 Empty Syringe per dart when crafting. I play realistically and with hardcore mode, so this is catered to my playstyle and realism, though.. its Fallout.. what is even realistic in this universe?

Darts are sharp tiny projectiles. Syringes and needles inject/drip/squirt liquids onto or into things. You do not need a dart AND a syringe for 1 dart, that isn't how things work. You take a syringe and drip poison onto a dart, or inject it into the dart so it seeps into the point from the base, then you are left with a poison dart and an empty syringe/needle. Welcome to real life.

The old crafting transaction for poison darts were along the lines of:
(number)(darts)
(poison)
(number)(empty syringes)
Equated to (number)(darts)=(number)(poison darts) and it took the poison and syringes.

So 20 meltdown darts would be 20 darts + meltdown + 20 empty syringes. Now... look... I'm no meth maker or scientist... but something ain't mathing correctly here. I get it, the Dart Gun can be cracked as fuck real fast with the right setup and knowhow, butttt I'm js, blowguns and dartguns have existed for a long time, and they are easy to make and use, and the darts for them can be straight up lethal in the right hands so. Would I bring a blowpipe with some poison needles to a gunfight? No sir, but could I and would it be much more efficient in some cases? Yes sir.

I die in a shotgun blast or two, and maybe a max of 4 or 5 shots in my game, as you would realistically. Imma have a cracked ass dart gun if I want one, and now you can too. 

I tried to mix in realism with balance, though balance came second for sure. The new crafting transaction works as such:
(poison)
(empty syringe)
Equates to a single poison syringe.

Then:
(number)(darts)
(poison syringe)
Equates to (number)(poison darts) + (used syringe)

Crazy how if you put something in a needle and use it, its no longer in the needle huh. They tell you not to reuse needles cause obvious reasons, but I HAVE heard of people cleaning and reusing needles and syringes, or just straight not cleaning them and just reusing them, tweakers are fearless, bro.
You can now reuse syringes after sanitizing them, you need a scoop of Abraxo Cleaner called "Scoop of Abraxo" to do so, which is made from Abraxo Cleaner (1 box = 20 scoops). You aren't gonna use a whole ass box of cleaner on one syringe, so I did this instead.

Cleaning the syringe goes as such:
(Used Syringe)
(Scoop of Abraxo)
Equates to one (Empty Syringe).

Poison syringes, cleaning syringes and making scoops all happen at the Workbench under the Chems category. 

Creating the actual poison darts and getting used syringes happen at the normal ammo bench where they are found traditionally in TTW.

Making poisons for the darts hasn't been touched either, so traditionally found at cooking/survival "benches" like campfires and ovens. The recipes and skill requirements have been left unchanged as well.


With the ease of making the darts, their amount per batch has been reduced so less darts are needed per batch in most cases, and so the poison is in most cases half as useful. This does vary for certain poisons of course, and some batches have been increased actually.

The poison darts with originally 3 per batch have been bumped up from 3 to 5 per batch. A 66% increase in efficiency of the poisons. You'll notice it.

The only poisons that stayed at 20 darts per batch are Toxic Waste and Bleak Venom darts. Those are:
(20)(Dart)
(Syringe [Poison])
Equates to: (20)(Poison Darts) + (1)(Empty Syringe [Used])
So these haven't changed except the syringe and poison ingredients changing. You need to clean the empty syringe after to use it again.

If the poison darts before made 3 in a batch, they now make 5 instead, unless it is bleak venom or toxic waste darts, the rest have been cut down to 10 poison darts per batch due to the ease of making the poisons and darts. It is both a big nerf and a big buff to how you make them. You can now use those empty syringes for other stuff like stims and drugs instead of all going into dart gun ammo. They are much more valuable and you have an incentive to use the dart gun more instead of always worrying about making ammo and getting supplies. You still do have to actually make/buy/obtain the poison to make the syringes anyways, that can be tricky in itself.

ONLY HOW YOU MAKE POISON DARTS HAS BEEN CHANGED, nothing else.

If something is going wrong, its not this mod, it is something on your end. Sorry to put it that way, but I'm js, it happens, but this mod isn't breaking your campfires or how you make Abraxo Cleaner with your mods lol, this mod doesn't touch any of that so it just isn't possible.

Load this mod as far down to the bottom of your load order as realistically possible, if you 100% need it to be overruled by another mod in the load order then do so, but know that this mod, if overridden.... is gonna be overridden and might not work. That's how things work. If you take a car and hit someone with it, that person got hit by the car that you hit them with.

If you override this mod in the load order and not all features are working then.. I mean..

Again, you 100% need Tale of Two Wastelands (TTW) for this to even function. I hope it crashes your game when you try to boot it up without TTW.

New items added for reference:
Scoop of Abraxo
Empty Syringe [Used]
Syringe [(poison name)]
Examples: "Syringe [Bleak Venom]", "Syringe [Meltdown]", etc. for each base TTW poison.

Enjoy.