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Changelogs
Version 2
tweaks recipes (read description)
fix mentats recipes that was being invisible
make static->activator swap script stronger and safer
add option to move homemade flamer fuel recipe to chem lab
add option to distribute empty jet and empty syringes items into leveled lists to make them less rare (enabled by default)
add option to be able to use the chem labs as craft stations while keeping their default script available (and make it the default one)
plenty script optimizations here and there
Version 1.1
add option to include stimpak and/or hydra recipes into chem lab without the need to put the iMoveRecipes variable to 2
also improve script a bit
Version 1
should fix english translation not applying properly
Simple as that. Transform statics chem labs into usable ones and do drugs! I'm still feeling unsure on recipes. Please, don't hesitate to give me some ideas.
Use the .ini file to tweak the mod. By default, Chem recipes from vanilla game, DLCs and mods will be moved to the Chem Lab. Note that the mod will by default keep the vanilla activator functions (giving you free chems) but you can disable that. Compatible with any static chem lab added by any mod while the meshe used for it is the vanilla one.
Note about the iNeedPerk setting: while zero, no perk are required to use Chem labs. If set to 1, the player will need the vanilla 'Chemist' perk (requires Level 14, Medicine 60). If set to 2, the player will need a mod-added perk called 'Narco-chemist'. This perk needs Level 10, Medicine 50, Science 25.
There are also option to include stimpaks recipes, vanilla chems recipes (as Hydra and Nuka Colas) and Homemade Flamer Fule recipes to the Chem Lab.
Recipes:
Buffout[x2] (Science 50 + Ant Nectar + Yeast + Maize[x2])