Better Medicine
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 15/04/2010 - 03:00PM
Updated: 20/04/2010 - 06:53AM
Description
Last updated at 6:53, 20 Apr 2010 Uploaded at 15:00, 15 Apr 2010
Better Medicine by MangoMan (Dave Cousineau) v1.3
======================================================
Installation:
=============
Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader. There is also two texture files that need to go in Fallout3/Data/Textures. It should make it there if you extract everything to Fallout3/Data.
Update History:
===============
v1.3
- My fix for Doctors Barrows and Cutter should now actually work.
- The Slow Release Super Stimpak magnitude was too low; increased it by 50%. The Slow Release versions now do half as much healing per second while lasting three times longer.
v1.2
- I realized that not only can you be eligible/ineligible for a perk based on your buffs/debuffs, but depending on your intelligence modifiers, you might also gain more or less skill points on a level up. To correct this I have made an effect that temporarily sets your statistics to their base values during any level up, so now only your base statistics will count towards perks and skill points, as it should be.
v1.1
- Forgot the two textures for Jet Antidote (sorry my mods don't usually contain graphics).
- The duration of Jet and Ultrajet was only 30 secs, not 60.
v1.0
- Initial Release.
Description:
============
This mod replaces my original Stimpak Nerf mod. The main idea was to get rid of stimpak's instant limb de-crippling effects, and over time this mod has grown to include much more. Details follow.
Note: My "Skill Cap" mod is particularly recommended for use with this mod.
Stimpaks:
=========
(Vanilla stimpaks are overpowered. At almost any moment, you can stop time, and instantly and completely heal yourself, including removing cripple effects with just one use of them. Since there are so many stimpaks, this means you almost never have to really suffer the effects of your injuries, or ever worry about dying, as long as you are ready to hit the pipboy key. This was the initial reason for this mod.)
- Regular stimpaks heal just as much as before, just not instantly. Heal is over 5 secs normally, or 3 secs with Fast Metabolism. You still get 20% more healing value with Fast Metabolism.
- There are now also "Slow Release Stimpaks", "Super Stimpaks", and "Slow Release Super Stimpaks". Super Stimpaks heal much more damage, but cause minor tissue damage that lingers once the initial effect wears off. The slow versions heal about 3x slower than the regular versions, but give a little more healing in the end. They are useful, since you will not necessarily be taking huge amounts of DPS, and using a regular stimpak could be wasteful.
- Super and Slow Super Stimpaks only start showing up at level 10.
- The four kinds of stimpaks cannot be stacked. They override each other as follows: Super Stimpak overrides Slow Super Stimpak overrides Stimpak overrides Slow Stimpak. This way you always have the option of increasing your healing per second, but only at the expense of losing some of the effect of the weaker stimpak. All of the tissue damage will still take effect for the super stimpaks. The effect listing of the stimpaks will appear blank for any item that will not have an immediate effect.
- Stimpaks no longer do any healing to limbs. *Even if you click on a limb to heal it!* Maybe you will find that annoying, but there is no way around it. Clicking on a limb will have the same effect as using a regular stimpak.
- The effects do not "stack", though they do "chain". In other words, if you use 10 stimpaks at once, you will not get 10 stimpaks of healing in 5 seconds, you will get the same health-per-second as 1 stimpak, but it will last for the next 50 seconds. If you use 10 Super Stimpaks at once, the tissue damage will begin at the end of the first stimpak's duration, and continue 10x longer than if you had used one.
Bandages:
=========
- There are now Small, Medium, and Large Bandages available for purchase from doctors, found in medkits, and in some other minor places. These replace the limb healing effects of the vanilla stimpak.
- If M is your medicine skill, each body part has an M% chance of being healed with each use of any bandage.
- If a use of a bandage successfully heals a body part, it will be healed M (1-100) for Large bandages, M/2 (1-50) for Medium bandages, and M/4 (1-25) for Small bandages. (Note that each limb always has 100 maxhp).
- In other words, if you have 50 Medicine, using one Medium Bandage has a 50% chance of healing your head 50/2=25, a 50% chance of healing your left arm 25, etc...
- You will be notified upon de-crippling a limb, and upon any actual healing done. Overhealing will not be mentioned. If all of your limbs are fully healed and you use a bandage, no healing will occur.
- Note that bandages are healing only your limbs (including torso and head). No healing is being done to your actual hitpoints. If you are being killed, bandages will not help.
Resting:
========
- You no longer receive limb healing from sleep, even sleeping at home. If you have damaged limbs, you must either use bandages, or visit a doctor.
Doctors:
========
- I have fixed doctors Cutter and Barrows, who before would refuse healing if you had 100% health, even if you had broken limbs.
Chems:
======
- I have changed the chems to match their Fallout 1 and 2 effects as closely as I could, which are IMO superior.
- Many of the chems now have a "crash" effect that begins when the buff wears off. Crashes can be removed by taking more of the chem, by simply enduring their effects, or by sleeping them off. You *can* suffer crash and withdrawal symptoms simultaneously. Taking more of the chem temporarily removes both crash and withdrawal. Crash goes away in time, withdrawal does not.
- All of these effects are on scripts, which has some important effects:
- +/- Endurance effects will now modify your current and maximum HP (20hp per END). This means Buffout still gives you +60 hp, but only if you don't already have lots of endurance.
- the (+) and (-) symbols will not show up beside your stats for scripted effects.
- if you decide to deactivate this mod in the future, you *must* remember to have no effects on your character for any save you want to load. Any of these effects that are in effect when you deactivate the mod will take effect permanently. The description of the mod contains a reminder.
- Buffout Effect: +2 STR, +3 END, +2 AGL, 4 minute duration
- Buffout Crash: -2 STR, -1 END, -2 AGL, 12 minute duration
- Buffout Withdrawal: -2 STR, -2 END, -3 AGL, half as addictive
- main difference is the agility, the crash, and the addiction rate.
- Jet Effect: +30 MAX AP, +1 STR, +1 PER, +5 AP/sec, 60 second duration. (short duration because this is a VATS item).
- Jet Crash: -30 MAX AP, -3 STR, -3 PER, -2 AP/sec, 30 minute duration.
- Jet Withdrawal: -1 STR, -1 PER, permanent unless you find a Jet Antidote. Vanilla addiction rate.
- it has harsh side effects, but can be used to great effect in the heat of battle.
- Ultrajet Effect: +60 MAX AP, +2 STR, +2 PER, +10 AP/sec, 60 second duration
- Ultrajet Crash: -60 MAX AP, -4 STR, -4 PER, -3 AP/sec, 30 minute duration
- Ultrajet Withdrawal: -30 MAX AP, -2 STR, -1 PER, -2 AGL, not permanent, vanilla addiction rate (which is very low).
- The Ultrajet effect overrides the Jet effect, so you can't double the benefits, although you could have crash and withdrawal from both simultaneously.
- (Jet and Ultrajet last approximately 60 real-time seconds. The durations for other chems are actually the durations listed in the GECK, which in practice last about 25% longer in real time. The value listed in the GECK for Jet and Ultrajet is really 48secs. Note that the AP/sec effect *is* time accurate.)
- Mentats Effect: CHR +1, INT +2, PER +2, 16 minute duration
- Mentats Crash: CHR -2, INT -2, PER -2, 48 minute duration
- Mentats Withdrawal: INT -3, AGL -2, 30% as addictive as before
- (berry, grape, and orange mentats are unchanged)
- Psycho is considered "medicine" meaning it's effect will increase as your medicine skill increases.
- Psycho does not have a crash, and instead has a second stage reduced effect.
- For some reason the negative intelligence effect won't show up in the description.
- Psycho Stage 1 Effect: +15-45 damage resistance, +2-6 AGL, -2-6 INT, 2min 40sec duration
- Psycho Stage 2 Effect: +9-27 damage resistance, -1-3 INT, 2min 40sec duration
- Psycho Withdrawal: -2 INT, 40% as addictive as before
- NukaCola is now technically addictive, but the withdrawal has no adverse effects aside from "You crave another NukaCola", (from Fallout 1&2).
Med-X:
======
- Med-X is significantly different now. I got a bit creative, since Med-X did not exist originally, and Psycho already increases damage resistance. I went with the idea that these are syringes of unknown meds, and so these are a completely luck-based buff.
- 95% of the time, med-x just mods one of your stats for 4 minutes. The stat is random, though is never luck. The magnitude is based on your medicine skill, and whether it is a positive or negative change is based on your luck. You have a (luck * 10)% chance of a positive effect. With medicine 100, luck 10, you would be guaranteed a 4 minute +10 buff to a random stat (95% of the time anyway). If you get "No Effect" then either your medicine skill is zero, or the chosen stat could not be either buffed or debuffed any further (it was either 10 or 1).
- The other 5% of the time, something else will happen. The worst and best effects will only happen with a luck of 1 or 10. Your head might explode, you might halucinate, you might grow breasts, etc... There are a couple ways to get a "No Effect" here too, but much less likely.
- Some effects will be instantaneous, and some will last for 4 minutes. If it was instantaneous, you can use another Med-X, otherwise using another Med-X will have no effect, not even extending the duration. If using a Med-X will have no effect, it's effect list will be blank, otherwise it will show ???.
Radiation:
==========
- Let's face it, radiation is cool, but was extremely inadequate in vanilla. Much better now:
- Doubled the amount of water radiation. (Also, 'terrible' water sources heal just as much as others now, so you actually have a reason to consider drinking them.)
- Reduced the effects of RadAway and Rad-X.
- Rad-X is no longer "medicine" (it's a pill anyway, not a syringe), and always gives +25 radiation resistance. As before, multiple usage increases only the duration, not the effect.
- RadAway is now a "heal over time" to prevent reaching insane amounts of rad healing per second by consuming vast quantities at once. You can now mitigate a maximum of 3 rads/sec with radaway, meaning that large radiation sources can be very dangerous, especially if you start noticing your strength dwindling away from the sickness, and can no longer run.
- 1-49 medicine: heals 1/sec for 30 secs
- 50-99 medicine: heals 2/sec for 30 secs
- 100+ medicine: heals 3/sec for 30 secs
- RadAway is now also addictive. It has a simple 10% chance of addiction per use, which is the same as alcohol. (this is from Fallout 1 and 2).
- RadAway Withdrawal: -20 Radiation Resistance
- Radiation sickness is now WAY worse than it was:
- 200 Rads: All Stats -1 (not luck for any of these)
- 400 Rads: All Stats -3
- 600 Rads: All Stats -5, 1HP/sec damage if HP > 33%
- 800 Rads: All stats -8, 2HP/sec damage till death
- also, these are on scripts so the endurance loss will affect your HP totals.
- you also glow at 600+ and melt at 1000, but it's not very amazing, and doesn't work properly with 1st person. If you play in 3rd person it will look cool.
Withdrawals:
============
- You can now find a Cleanser med that you can use to remove withdrawal symptoms in the field. It is less common than the other items, and is mostly found in medkits.
- Using a cleanser will give a medicine skill % chance to remove each of the withdrawal symptoms, except for jet withdrawal.
- You can also find Jet Antidote, which will remove jet withdrawal, although it is even rarer than Cleanser.
Alcohol:
========
- Only one major change to alcohol: overdose. I thought of overdosing on all chems, but really there is no reason to take tons of them. Except for alcohol. Normally if you find 50 beers on the ground, and you don't want to carry them all, you can just drink all 50. Well, not anymore.
- The amount of alcohol you can drink is determined by your *base* endurance. If you drink more than that value, you will pass out for about a half hour (game time). Each drink beyond that will deepen your coma, and if you manage to drink more than twice your base endurance, you die.
- Beer and Wine are considered 1 drink, whereas Vodka, Whiskey, and Scotch are considered 2.
- Note that the counter is *only* reset when the alcohol effect wears off, *not* when you wake up.
- You are warned for each alcoholic beverage you consume that is beyond your pass-out limit, so if you die, it's probably your own fault. Be careful not to drink much in combat because you won't wake up by taking damage. Theoretically you shouldn't drink too much when standing next to a cliff either, since you could pass out and fall off. Other than that, if you have 1 base endurance (rather unlikely), you would die without warning if you drank one beer or wine followed by one vodka, whiskey, or scotch. (1 is not more than your 1 endurance, so no message, but then 1+2=3 which is more than twice your endurance.)
- I also added the proper pickup/putdown sounds for beer.
Further Comments:
=================
- Remember that while stimpaks are now a heal-over-time, all food and drink are still instant-healing. Not sure if I'll change that in the future. So far it's rather convenient to have a few NukaCola's to down if I get too low on HP. Not sure if I am for or against that...
Conflicts:
==========
- This will definitely conflict with UPP - Beverage Perks, and any mod that changes at least any of the following: alcohol, chems, radiation sickness, water radiation, stimpaks, withdrawals, some parts of the "doctors" quest (unlikely), and the "you are cripploed" message. Best bet is to load the mod that you prefer last.
- While I recommend UPP (ultimate? perk pack) by TheFakeEmpire, I don't actually recommend UPP - Beverages specifically, (or UPP - Experience Perks either). The other parts are great though, with minor modifications.
======================================================
Installation:
=============
Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader. There is also two texture files that need to go in Fallout3/Data/Textures. It should make it there if you extract everything to Fallout3/Data.
Update History:
===============
v1.3
- My fix for Doctors Barrows and Cutter should now actually work.
- The Slow Release Super Stimpak magnitude was too low; increased it by 50%. The Slow Release versions now do half as much healing per second while lasting three times longer.
v1.2
- I realized that not only can you be eligible/ineligible for a perk based on your buffs/debuffs, but depending on your intelligence modifiers, you might also gain more or less skill points on a level up. To correct this I have made an effect that temporarily sets your statistics to their base values during any level up, so now only your base statistics will count towards perks and skill points, as it should be.
v1.1
- Forgot the two textures for Jet Antidote (sorry my mods don't usually contain graphics).
- The duration of Jet and Ultrajet was only 30 secs, not 60.
v1.0
- Initial Release.
Description:
============
This mod replaces my original Stimpak Nerf mod. The main idea was to get rid of stimpak's instant limb de-crippling effects, and over time this mod has grown to include much more. Details follow.
Note: My "Skill Cap" mod is particularly recommended for use with this mod.
Stimpaks:
=========
(Vanilla stimpaks are overpowered. At almost any moment, you can stop time, and instantly and completely heal yourself, including removing cripple effects with just one use of them. Since there are so many stimpaks, this means you almost never have to really suffer the effects of your injuries, or ever worry about dying, as long as you are ready to hit the pipboy key. This was the initial reason for this mod.)
- Regular stimpaks heal just as much as before, just not instantly. Heal is over 5 secs normally, or 3 secs with Fast Metabolism. You still get 20% more healing value with Fast Metabolism.
- There are now also "Slow Release Stimpaks", "Super Stimpaks", and "Slow Release Super Stimpaks". Super Stimpaks heal much more damage, but cause minor tissue damage that lingers once the initial effect wears off. The slow versions heal about 3x slower than the regular versions, but give a little more healing in the end. They are useful, since you will not necessarily be taking huge amounts of DPS, and using a regular stimpak could be wasteful.
- Super and Slow Super Stimpaks only start showing up at level 10.
- The four kinds of stimpaks cannot be stacked. They override each other as follows: Super Stimpak overrides Slow Super Stimpak overrides Stimpak overrides Slow Stimpak. This way you always have the option of increasing your healing per second, but only at the expense of losing some of the effect of the weaker stimpak. All of the tissue damage will still take effect for the super stimpaks. The effect listing of the stimpaks will appear blank for any item that will not have an immediate effect.
- Stimpaks no longer do any healing to limbs. *Even if you click on a limb to heal it!* Maybe you will find that annoying, but there is no way around it. Clicking on a limb will have the same effect as using a regular stimpak.
- The effects do not "stack", though they do "chain". In other words, if you use 10 stimpaks at once, you will not get 10 stimpaks of healing in 5 seconds, you will get the same health-per-second as 1 stimpak, but it will last for the next 50 seconds. If you use 10 Super Stimpaks at once, the tissue damage will begin at the end of the first stimpak's duration, and continue 10x longer than if you had used one.
Bandages:
=========
- There are now Small, Medium, and Large Bandages available for purchase from doctors, found in medkits, and in some other minor places. These replace the limb healing effects of the vanilla stimpak.
- If M is your medicine skill, each body part has an M% chance of being healed with each use of any bandage.
- If a use of a bandage successfully heals a body part, it will be healed M (1-100) for Large bandages, M/2 (1-50) for Medium bandages, and M/4 (1-25) for Small bandages. (Note that each limb always has 100 maxhp).
- In other words, if you have 50 Medicine, using one Medium Bandage has a 50% chance of healing your head 50/2=25, a 50% chance of healing your left arm 25, etc...
- You will be notified upon de-crippling a limb, and upon any actual healing done. Overhealing will not be mentioned. If all of your limbs are fully healed and you use a bandage, no healing will occur.
- Note that bandages are healing only your limbs (including torso and head). No healing is being done to your actual hitpoints. If you are being killed, bandages will not help.
Resting:
========
- You no longer receive limb healing from sleep, even sleeping at home. If you have damaged limbs, you must either use bandages, or visit a doctor.
Doctors:
========
- I have fixed doctors Cutter and Barrows, who before would refuse healing if you had 100% health, even if you had broken limbs.
Chems:
======
- I have changed the chems to match their Fallout 1 and 2 effects as closely as I could, which are IMO superior.
- Many of the chems now have a "crash" effect that begins when the buff wears off. Crashes can be removed by taking more of the chem, by simply enduring their effects, or by sleeping them off. You *can* suffer crash and withdrawal symptoms simultaneously. Taking more of the chem temporarily removes both crash and withdrawal. Crash goes away in time, withdrawal does not.
- All of these effects are on scripts, which has some important effects:
- +/- Endurance effects will now modify your current and maximum HP (20hp per END). This means Buffout still gives you +60 hp, but only if you don't already have lots of endurance.
- the (+) and (-) symbols will not show up beside your stats for scripted effects.
- if you decide to deactivate this mod in the future, you *must* remember to have no effects on your character for any save you want to load. Any of these effects that are in effect when you deactivate the mod will take effect permanently. The description of the mod contains a reminder.
- Buffout Effect: +2 STR, +3 END, +2 AGL, 4 minute duration
- Buffout Crash: -2 STR, -1 END, -2 AGL, 12 minute duration
- Buffout Withdrawal: -2 STR, -2 END, -3 AGL, half as addictive
- main difference is the agility, the crash, and the addiction rate.
- Jet Effect: +30 MAX AP, +1 STR, +1 PER, +5 AP/sec, 60 second duration. (short duration because this is a VATS item).
- Jet Crash: -30 MAX AP, -3 STR, -3 PER, -2 AP/sec, 30 minute duration.
- Jet Withdrawal: -1 STR, -1 PER, permanent unless you find a Jet Antidote. Vanilla addiction rate.
- it has harsh side effects, but can be used to great effect in the heat of battle.
- Ultrajet Effect: +60 MAX AP, +2 STR, +2 PER, +10 AP/sec, 60 second duration
- Ultrajet Crash: -60 MAX AP, -4 STR, -4 PER, -3 AP/sec, 30 minute duration
- Ultrajet Withdrawal: -30 MAX AP, -2 STR, -1 PER, -2 AGL, not permanent, vanilla addiction rate (which is very low).
- The Ultrajet effect overrides the Jet effect, so you can't double the benefits, although you could have crash and withdrawal from both simultaneously.
- (Jet and Ultrajet last approximately 60 real-time seconds. The durations for other chems are actually the durations listed in the GECK, which in practice last about 25% longer in real time. The value listed in the GECK for Jet and Ultrajet is really 48secs. Note that the AP/sec effect *is* time accurate.)
- Mentats Effect: CHR +1, INT +2, PER +2, 16 minute duration
- Mentats Crash: CHR -2, INT -2, PER -2, 48 minute duration
- Mentats Withdrawal: INT -3, AGL -2, 30% as addictive as before
- (berry, grape, and orange mentats are unchanged)
- Psycho is considered "medicine" meaning it's effect will increase as your medicine skill increases.
- Psycho does not have a crash, and instead has a second stage reduced effect.
- For some reason the negative intelligence effect won't show up in the description.
- Psycho Stage 1 Effect: +15-45 damage resistance, +2-6 AGL, -2-6 INT, 2min 40sec duration
- Psycho Stage 2 Effect: +9-27 damage resistance, -1-3 INT, 2min 40sec duration
- Psycho Withdrawal: -2 INT, 40% as addictive as before
- NukaCola is now technically addictive, but the withdrawal has no adverse effects aside from "You crave another NukaCola", (from Fallout 1&2).
Med-X:
======
- Med-X is significantly different now. I got a bit creative, since Med-X did not exist originally, and Psycho already increases damage resistance. I went with the idea that these are syringes of unknown meds, and so these are a completely luck-based buff.
- 95% of the time, med-x just mods one of your stats for 4 minutes. The stat is random, though is never luck. The magnitude is based on your medicine skill, and whether it is a positive or negative change is based on your luck. You have a (luck * 10)% chance of a positive effect. With medicine 100, luck 10, you would be guaranteed a 4 minute +10 buff to a random stat (95% of the time anyway). If you get "No Effect" then either your medicine skill is zero, or the chosen stat could not be either buffed or debuffed any further (it was either 10 or 1).
- The other 5% of the time, something else will happen. The worst and best effects will only happen with a luck of 1 or 10. Your head might explode, you might halucinate, you might grow breasts, etc... There are a couple ways to get a "No Effect" here too, but much less likely.
- Some effects will be instantaneous, and some will last for 4 minutes. If it was instantaneous, you can use another Med-X, otherwise using another Med-X will have no effect, not even extending the duration. If using a Med-X will have no effect, it's effect list will be blank, otherwise it will show ???.
Radiation:
==========
- Let's face it, radiation is cool, but was extremely inadequate in vanilla. Much better now:
- Doubled the amount of water radiation. (Also, 'terrible' water sources heal just as much as others now, so you actually have a reason to consider drinking them.)
- Reduced the effects of RadAway and Rad-X.
- Rad-X is no longer "medicine" (it's a pill anyway, not a syringe), and always gives +25 radiation resistance. As before, multiple usage increases only the duration, not the effect.
- RadAway is now a "heal over time" to prevent reaching insane amounts of rad healing per second by consuming vast quantities at once. You can now mitigate a maximum of 3 rads/sec with radaway, meaning that large radiation sources can be very dangerous, especially if you start noticing your strength dwindling away from the sickness, and can no longer run.
- 1-49 medicine: heals 1/sec for 30 secs
- 50-99 medicine: heals 2/sec for 30 secs
- 100+ medicine: heals 3/sec for 30 secs
- RadAway is now also addictive. It has a simple 10% chance of addiction per use, which is the same as alcohol. (this is from Fallout 1 and 2).
- RadAway Withdrawal: -20 Radiation Resistance
- Radiation sickness is now WAY worse than it was:
- 200 Rads: All Stats -1 (not luck for any of these)
- 400 Rads: All Stats -3
- 600 Rads: All Stats -5, 1HP/sec damage if HP > 33%
- 800 Rads: All stats -8, 2HP/sec damage till death
- also, these are on scripts so the endurance loss will affect your HP totals.
- you also glow at 600+ and melt at 1000, but it's not very amazing, and doesn't work properly with 1st person. If you play in 3rd person it will look cool.
Withdrawals:
============
- You can now find a Cleanser med that you can use to remove withdrawal symptoms in the field. It is less common than the other items, and is mostly found in medkits.
- Using a cleanser will give a medicine skill % chance to remove each of the withdrawal symptoms, except for jet withdrawal.
- You can also find Jet Antidote, which will remove jet withdrawal, although it is even rarer than Cleanser.
Alcohol:
========
- Only one major change to alcohol: overdose. I thought of overdosing on all chems, but really there is no reason to take tons of them. Except for alcohol. Normally if you find 50 beers on the ground, and you don't want to carry them all, you can just drink all 50. Well, not anymore.
- The amount of alcohol you can drink is determined by your *base* endurance. If you drink more than that value, you will pass out for about a half hour (game time). Each drink beyond that will deepen your coma, and if you manage to drink more than twice your base endurance, you die.
- Beer and Wine are considered 1 drink, whereas Vodka, Whiskey, and Scotch are considered 2.
- Note that the counter is *only* reset when the alcohol effect wears off, *not* when you wake up.
- You are warned for each alcoholic beverage you consume that is beyond your pass-out limit, so if you die, it's probably your own fault. Be careful not to drink much in combat because you won't wake up by taking damage. Theoretically you shouldn't drink too much when standing next to a cliff either, since you could pass out and fall off. Other than that, if you have 1 base endurance (rather unlikely), you would die without warning if you drank one beer or wine followed by one vodka, whiskey, or scotch. (1 is not more than your 1 endurance, so no message, but then 1+2=3 which is more than twice your endurance.)
- I also added the proper pickup/putdown sounds for beer.
Further Comments:
=================
- Remember that while stimpaks are now a heal-over-time, all food and drink are still instant-healing. Not sure if I'll change that in the future. So far it's rather convenient to have a few NukaCola's to down if I get too low on HP. Not sure if I am for or against that...
Conflicts:
==========
- This will definitely conflict with UPP - Beverage Perks, and any mod that changes at least any of the following: alcohol, chems, radiation sickness, water radiation, stimpaks, withdrawals, some parts of the "doctors" quest (unlikely), and the "you are cripploed" message. Best bet is to load the mod that you prefer last.
- While I recommend UPP (ultimate? perk pack) by TheFakeEmpire, I don't actually recommend UPP - Beverages specifically, (or UPP - Experience Perks either). The other parts are great though, with minor modifications.



