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If I cleared out a raider camp at an abandoned satellite station, for example, I didn't only have a bunch of their guns and other junk I could sell for caps, I also had any drugs and booze they were using, or were going to use until I showed up and killed them. Conveniently, raiders who attacked peaceful settlements, are also the most likely to have their own stockpiles of chems. There are more than enough people who deserve to die in the wasteland. I even configured Bill with special sneaking, pickpocketing, and lockpicking skills to make stealing easier, but there was no need. Fallout 4 chems similarly have negative side-effects.Īt first, I thought I'd have to do despicable things to keep up with this habit, murder or rob innocent people like I did at the Drumlin Diner.
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Taking anabolic steroids, for example, can help you grow muscle mass faster, but they can also cause anything from increased aggression to testicular atrophy. There's no denying they'll put you in altered states and can increase performance in a variety of ways, but there are also no shortcuts in nature. On its face, this seems like a pretty fair and responsible way to represent drugs in a game. I don't have the exact numbers for Fallout 4, but in Fallout 3, for example, taking Psycho comes with a 10 percent chance of becoming addicted to the drug, which reduces your perception and endurance stats by one point each. Every time you take a substance in Fallout 4, you risk the chance of getting addicted to it. When all else failed, I did all the drugs at once. They're expensive, but it's not hard to cough up the bottle caps when getting high is your only goal. A store in the game's capital, Diamond City, openly sells most of these drugs. Traders on the road, who are easy to spot from a distance by the sight of their two-headed packing mules, always carry something.
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My beloved Psycho Jet is something I had to cook by myself with a special skill and a chemistry crafting station, but the basic ingredients are all over the place.
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