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senterpat

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Hello! I have a great idea for a quest and a backstory, you were a drug mule and courier before you got shot and you were suppose to be making a delivery for a powerful drug lord, the only problem is you forgot everything to do with this shipment and even the client himself.

So when you start selling drugs he quickly hears of your exploits and sends you a warning on holotape which leaves you 2 options, either you work for him and pay back what you owe which is impossible cause of growing interest% you would work for him for life and he would always take a cut of your profits, or you can go up against him and his crew if you choose war he will send Assassins similar to like a talon squad from fallout 3 I loved and hated them showing up,

This quest should be optional of course not everybody likes being randomly attacked It would be realistic though lol.

And if you actually take out the drug lord then you become the new drug lord with a second in command who collects caps and supplies to make more product.

Cause you cant be the boss without getting bloody and dirty!

One mans dream is another mans nightmare!

A pretty neat idea, and it wouldn't conflict with the story I'm laying out right now. I may make a side quest that allows you to join the competition, instead of just taking it over. I'm not sure, I'm still writing, so a lot of story is still up in the air.

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-Snip-

 

And possibly add a "drunken walk" and vomit effect to alcohol if you drink enough (like the drunken NCR people)

 

And you know that "animated stimpack" mod where you inject the skimpack? Maybe your could add that injection animation (or something like it) to some of the IV drugs (like morphine, psycho heroin)

 

Also, could you make it so that that benzos causes your tiredness to temporarily increase on hardcore. And stimulants temporarily make you not hungry (like they already make you not tired according to the other mod)

 

+1 to these, esp the dunken walk. Also if you could include something like what was found in that mod realistic addiction, that'd be awesome in my books.

 

AFAIK Realistic addictions isn't here on the nexus anymore, but it basically decreased the severity of the players addictions over time if you were able to go without using them.

I'm not sure if I could make the player use the drunken walk animation. I'll definitely look into the injection animation though. Probably only have it play in 3rd person though.

 

Realistic addictions is neat, and making for the 6 or so addictions in game was feasible,but it'd be a bit tedious to do it for the 20+ addictions I have now. Maybe once I've finished quests, crafting, and don't have anything else to add to the mod :/

Edited by senterpat
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I'd be willing to do voicework. Also, I have a suggestion - if you could come up with lore-friendly names for some of the new chems? (I renamed Marijauna and Adderall to Smooch and Focus in my merged patch.)

There was actually a long discussion about street names vs real names. In the end the real names won out. I was however planning to make a patch with street names, but that's still further down the road.

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but really, its an alternative universe. i was looking up buffout, to see if it was a slang term for steroids, and turns out, it was a brand name from before the war. so obviously not all info on the pre-war drugs were lost. I think other drugs could follow suit, having their real names.

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If you were really going to do it, it would look something like this:


1. Obtain a compound containing ephedrine/pseudoephedrine

2. Base the ephedrine from the compound

3. Convert the ephedrine into chloroephedrine per the use of chloroform, phosphorous pentachloride, and diethyl ether


Chloropseudoephedrine-HCl [PhChClCHMeNHMe·HCl]:


(a) 60 cc. CHCl3 (chloroform) and 60 g. PCl5 (phosphorus pentachloride) are

placed in a wide-mouth glass-stoppered bottle, and after cooling with ice

40 g. of powdered (-)-ephedrine hydrochloride is added in 0.5 g. portions in

about 10 minutes, shaking vigorously after each addition. The bottle is then

shaken mechanically for 2 hours. The reaction mass is then decanted into a

750 cc. beaker, leaving the excess PCl5 in the bottle. After rinsing with 20ml

chloroform, 500 cc. diethyl ether is added and the product allowed to stand.

The product crystallizes out, is filtered under suction, washed with acetone

and dried in a vacuum desiccator. Yield, 99.4%. A few recrystallizations from

ethanol yields optically pure product.


4. Conversion of the chloroephedrine into methamphetamine per the use of gas-bubbling apparatus, dry hcl, electrolytic cell, DC ammeter, lead ingot, palladium ingot, sodium hydroxide (lye), toluene, and a small quantity of sulfuric acid. (ALL EASILY OBTAINABLE MATERIALS)


- mix up electrolytic solution (add 5 ml sulfuric acid to 100ml water)

- attach ingots to opposite ends of cell to serve as cathode/anode

- add chloroephedrine

- run current through the electrolytic cell using DC ammeter

- pour reaction mixture into separatory funnel, make strongly alkaline using lye

- extract using toluene

- bubble dry hcl through extraction to make methamphetamine hcl

- wash one final time with toluene


(OVERSIMPLIFIED TO AVOID ANYONE GETTING ANY IDEAS!


Voila, real meth production.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


In-game implementation would look something like this:


1. Acquire ephedrine pills, chloroform, phosphorous pentachloride, diethyl ether, gas-bubbling apparatus, dry hcl, electrolytic cell, DC ammeter, lead ingot, palladium ingot, sodium hydroxide (lye), toluene, and a small quantity of sulfuric acid.


Some details about the acquisition of these products:


Ephedrine pills: Use the ones implemented in your mod already. Base them by having a science skill of 40-50 using a chemistry lab.


Chloroform: Buy it from NPC's, find it on raiders/places where you would expect chloroform to be laying around


Phosphorous pentachloride: This should be rare. Find it in places where scientists work/near chemistry labs in game. Alternatively, small quantities should be available once in a while from certain NPC's.


Diethyl ether (AKA ether): Ether, in real life, is easily synthesized by mixing ethanol (present in any alcohol) and sulfuric acid. In game, simply have the player distill any alcohol into ethanol, which then can be made to synthesize ether.


Gas bubbling apparatus: Buy from Mick and Ralph, find at Red Rock drug lab in a box


Dry Hcl, Sodium hydroxide, toluene: These are all commonly available today in any hardware store. The player should be able to find these items relatively easily in any general store/as loot in an abandoned store.


Electrolytic cell: Found at Red Rocks drug lab in a box


DC Ammeter: construct from a fusion cell and energy cells at a workbench


Lead ingot, palladium ingot, sulfuric acid: Buy from Mick and Ralph. (Note: IRL the lead and palladium ingots can be used over and over. Because of this, you should be able to get a large quantity (20-30) for a moderate price (3000 caps for 20-30 of each, palladium ingots are costly)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Okay, so we have all of our necessary precursors, now what?


Steps to synth, using chem lab:

1. Extract ephedrine from ephedrine pills (Science 40) (1 bottle of ephedrine pills = 2g ephedrine base, IRL it's 1.44 but can't do that in-game)

2. Distill ethanol from alcohol (Science 30) (1 bottle of alcohol = enough for one batch, let's call it "1")

3. Synthesize diethyl ether (Science 30) (1 ethanol + 1 sulfuric acid = 1 diethyl ether)

4. Synthesize chloroephedrine (Science 65) (1 diethyl ether + 1 phosphorous pentachloride + 1 chloroform + 1g ephedrine base = 1g chloroephedrine)

5. Synthesize methamphetamine (Science 65) (1 chloroephedrine + gas bubbling apparatus + electrolytic cell + DC ammeter + 1 lead ingot + 1 palladium ingot + 1 toluene + 1 sodium hydroxide + 1 dry hcl + 1 sulfuric acid = 1g methamphetamine hcl)


Purity should scale with science skill, obviously


Low purity = 400 caps/g (65 science)

Medium purity = 600 caps/g (75 science)

High purity = 800 caps/g (85 science)

Ultra-high purity = 1,300 caps/g (100 science)

Edited by GxRay
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Accidental double post.

 

Also, I would like to say the synthesis method for LSD posted earlier in this thread is far from the mark.

 

While it would be possible to implement realistic LSD synthesis in this mod, it would require about 6-8 hours of work, and the amount of equipment and precursors necessary to carry out an LSD synthesis would require hours for the player to gather. Also, it would require a science skill of 100, and making one batch would ruin the fun of the whole game, as 1g of LSD = 100,000 caps.

Edited by GxRay
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Alright, most of that seems doable. Rather than give multiple ingots, I can just make the two ingots a requirement to see the recipe, or I can out them to the recipe output.

I may just make the assumption that the chemistry set already has all equipment needed built in. (gas-bubbling apparatus, ingots, electrolyte cell, and the DC ammeter) Making the recipe require the chemicals only. Seems to only effect the last step, and I think it'd make it easier and more enjoyable. I don't want to make meth cost that much though, as it would be unbalanced.

 

Ethanol, refining this stuff would have been simple in the vanilla game, but making a recipe for the 30+ alcohols I've added would be pretty tedious. So, it could only require one type of alcohol, probably whiskey or vodka, but both of these are considerably rarer than they were in the vanilla game. Ethyl Ether can be used to get high by itself, so I think it'd be realistic enough to assume that some people already refined it, such as the khans or the fiends.

 

So, that's about the only stuff I didn't really like the idea of, but lemme know what you think of that.

Edited by senterpat
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Alright, most of that seems doable. Rather than give multiple ingots, I can just make the two ingots a requirement to see the recipe, or I can out them to the recipe output.

I may just make the assumption that the chemistry set already has all equipment needed built in. (gas-bubbling apparatus, ingots, electrolyte cell, and the DC ammeter) Making the recipe require the chemicals only. Seems to only effect the last step, and I think it'd make it easier and more enjoyable. I don't want to make meth cost that much though, as it would be unbalanced.

 

Ethanol, refining this stuff would have been simple in the vanilla game, but making a recipe for the 30+ alcohols I've added would be pretty tedious. So, it could only require one type of alcohol, probably whiskey or vodka, but both of these are considerably rarer than they were in the vanilla game. Ethyl Ether can be used to get high by itself, so I think it'd be realistic enough to assume that some people already refined it, such as the khans or the fiends.

 

So, that's about the only stuff I didn't really like the idea of, but lemme know what you think of that.

 

Sounds dandy to me.

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Hell, I don't see why not. It fits the mod, I'll probably make a few "wasteland" variants of some booze rather than make the prewar stuff craftable. Brewing also takes a fair amount of time, so I may make each batch take 24 hours to complete, and only one batch at a time.

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