FALLOUT 3
Food and Drug Alteration by FunkmastaD
Fallout 3 » Gameplay Effects and Changes
Added: 21/12/2008 - 04:26AM
Updated: 14/10/2009 - 04:23AM

28 Endorsements

v2.3.2 Latest version

1,075 Unique D/Ls

1,360 Total D/Ls

14,863 Total Views

Uploaded by funkmastad

Description

Last updated at 4:23, 14 Oct 2009 Uploaded at 4:26, 21 Dec 2008

- Update to v2.3.2: Fixed a weird bug where taking chems wouldn't satiate withdrawal symptoms if under the effect of "ignore crippled limbs". Don't know why, exactly, but I found a workaround.

Also, vendors are more likely to sell methadone and super stims now.

Added two chems, tweaked visuals and stats, etc. See changeLog for details

* * * * * * * * Description

This mod consists of four .esps that change how food and drugs work in FO3: Below are the details.


FDA_SlowDigestion.esp:

Overhauls the way food works in FO3. Now, each food item consumed will only heal 1 or 2 hp second for x seconds (depending on type of food). Most of the base numbers I used to determine duration were borrowed/stolen from Xodarap777's Balance Overhaul, with some tweaking.

FDA_BatCountry.esp:

- Adds two new drugs: Methadone (Temporarily cures addictions) and Super Stimpaks (heal crippled limbs, for a price)

- For each chem (not including alcohol) I've added a unique visual effect that, in my opinion, is pretty cool. Also adds visual effects to chem withdrawal.
-Increases the overall strength of all non-medicinal chems - mentats,buffout,jet,med-x (now morphine), and alcohol - including negatives.
- Morphine, scotch, and Vodka now also allows you to 'work through the pain' of crippled limbs (see changelog for details).
- Adds weight to chems (between 0.1 and 0.2)

- Stimpaks no longer heal instantly; still much faster than food, though, if using my SlowDigestion mod. (the overall health gained is much more than vanilla). Stimpaks also NO LONGER HEAL CRIPPLED LIMBS, nor will they increase HP to limbs damaged but not crippled. This is unfortunate, but the only way I have found to prevent stimpaks from healing crippled limbs.
- Stimpaks now DO heal crippled limbs for players with a medicine skill of 75 or more.

Also, all meds now have weight, ranging from .1 to .2 (except for rad-away, which is .5)


FDA_RadEffects.esp: Adds visual effects to each stage of radiation poisoning; mild at the earlier stages, with a sickly crescendo.

FDA_Complete.esp: All of the above, rolled into one .esp. If you choose this, you don't need any of the others.


Note: This mod does not affect leveled lists or drug availability; I personally use XFO's overhaul (loading mine after)


I set this up because I had compatibility problems when using Isathar's Chem Rebalance, weight rebalance mods, and my visual "trippiness" effects, I pretty much copied Ishtar’s stats, with a little tweaking here and there, and added imagespace modifers (pretty colors). So far, my goal has been to have interesting, unique visual effects for each chem.. I tried to make each drug's trip have a fitting feel/flow, without being too distracting (or at least, not debilitating).
I'm pretty happy with the trippy effects for now, but I'm sure I'll be tweaking the visuals for some time still. I usually pop a mentats or some jet before every long trek now, just to keep it interesting.

I'd appreciate any and all input, this is still a work in progress


* * * * * * * to do list

- Implement cross-addictions (Taking mentats and psycho would subdue jet withdrawal while they're both in effect, for example)
- tweak existing visuals some more
- add visual effects to medical drugs (?)
~ Not sure if this is wanted, since my plans would be for the visuals to be somewhat debilitative (Stimpaks should put your out of business for the duration)
-Bad Trips?
~ I've been talking about this since v1 too, but now I'm thinking that to truly give credit to the hellish pit of narcotic despair, I need to use FOSE. I'll hold off on this until A) I know what I'm doing, and B ) FOSE is officially released (that is, not BETA)


• * * * * * * Compatibility

This will conflict (override/be overridden by) any mod that effects weight, worth, or effects of the affected alchemy items, or the effects of withdrawal or radiation poisoning. Any mod that tweaks the effects of chems will override the visual effect.



* * * * * * * Install
Put in data file. check box. Enjoy.
- Uninstall
Uncheck box. Delete from data file. Cease enjoying.

IF you are using the modular version, and decide to use both BatCountry and RadEffects, then load RadEffects AFTER BatCountry (assuming you want Rad-X's new
"Rad-Eye remover" effect)


There should be no problems with saved games, either for installing,
removing, or upgrading.




* * * * * * * Thanks to the following modders whose work I have ripped off in varying degrees:

Xodarap777's Balance Overhaul :
http://fallout3nexus.com/downloads/file.php?id=334

Isathar's Chem Rebalance
http://fallout3nexus.com/downloads/file.php?id=426

everyone on the Bethesda forums



** Changelog:


v2.3.2:
BatCountry
Fixed a weird bug where taking chems wouldn't satiate withdrawal symptoms if under the effect of "ignore crippled limbs". Don't know why, exactly, but I found a workaround.

Also, vendors are more likely to sell methadone and super stims now.

Mentats visual has been tweaked again, in a style somewhat similar to how it was prior to 2.3.

v2.3.1: got rid of "Temp Stim Giveaway"... it was stupid, I forgot to get rid of it. Sorry (worst case scenario, you got free superstims)

v2.3:

SlowMeds.esp has been merged with BatCountry.esp . I've been adding more and more interactions between chems (batCountry) and meds (the ex-SlowMeds), and it can get extremely complicated to implement these in modular form. So...

BatCountry.esp:

- Introduced two new chems: Methadone and Super Stimpaks
- Super Stimpaks: Their main benefit is their ability to heal crippled limbs, with higher base numbers than normal stimpaks (though medical skills no longer help... Fast Metabolism works as normal, though) It is, however, highly irradiated, and you will be disoriented by it's "healing" power's visual effects (for 60 seconds). Rare and expensive, but should be found in vendors' inventories, in a compatability-friendly fashion)

- Methadone: For the duration of this chem, you will not be effected by any withdrawals you have (Stat hits AND visuals). It is, of course, highly addictive...

Please Note: At this time, the Methadone addiction IS healed with all other addictions when going to a doctor, but NOT by the player's chem lab... this is to avoid excessive conflict with Mr. Lab Technician, etc. At this time, neither use nor withdrawal has visuals. this may change, but I'm not sure.


- Now includes all medicinal tweaks of previous releases of SlowMeds...

- If irradiated, you can now pop a Rad-X and the visual effects of your rad poisoning will reduce one level (for the duration of the chem)

- Of course, the visual tweakings have continued. I've re-worked withdrawal
visuals, so it's not quite extreme at all times.
- Usage visuals also tweaked for subtlety (again :P )

I've been getting alot of helpful feedback, and I think I'm at least getting closer to a good fit... let me know how it feels :)

- A few more stat tweaks, mostly making withdrawal a BIT less harsh.



v2.2:

SlowMeds.esp
- Stimpaks now heal crippled limbs for players with a Medicine skill
of 75 or higher. The number's a bit arbitrary, tweaking may be in order


BatCountry.esp

- Morphine's "Ignore Crippled Limbs" duration is now tiered, based on PC's Medicine skill. 0-24 skillpoints: 150 seconds (like in v2.1)
25-49: 200 seconds
50-74: 250 seconds
75+ : 300 seconds (lasts as long as other Morphine effects)

- Scotch and Vodka now also have the same "Ignored Crippled Limbs" effect, except it lasts 100 seconds, regardless of skill.

- Tweaked some chem values (lowered some prices slightly, some minor stat tweaks). The biggest difference to chem effects not listed above is a slight AP reduction during morphine use. This is an attempt to rebalance it for the "ignore crippled Limb" effect.

- Some more visual tweaking, this time focusing on withdrawals. I took the same approach as v2.1, going for a more subtle/less corny feel.

- Also, withdrawal stat effects have been tweaked. Psycho's been made less harsh, others have just been adjusted slightly. Now, drying out from morphine makes you more susceptible to radiation (10% more, to be exact)

Also, very minor tweaking to RadEffects and SlowDigestion.




v2.1:

Batcountry.esp
- Altered some visuals, usually erring on the more subtle side.
- Tweaked some durations: Mentats duration cut to 7 minutes, still much longer than vanilla. Most vary from 3-4 minutes.
- Morphine now allows you to "Work through the pain" of crippled limbs; it temporarily removes the speed penalties of crippled legs. Other effects of crippled limbs (the ones that affect SPECIAL or skill stats) will still be in effect. Please note that this affect lasts 2 minutes, while the other effects of morphine last twice as long. I'd hate to make your game any less painful than necessary, after all...

SlowMeds.esp
- Tweaked stimpak stats. in earlier versions,Stimpaks could get very overpowered with decent medicine skill; the multipliers weren't designed to take duration-based healing into account. I believe I've hit a good balance here, making Medicine a very useful skill to have.
- Tweaked Rad-Away for the same reasons stated above (it is also affected by Medicine skill)

RadEffects.esp
- Not much: tweaked some of the visuals, again, going for subtle.

SlowDigestion.esp
- None. (resisted urge to paralyze player if they swim less than 30 minutes after eating)

v2: added radiation poisoning visual effects, as well as withdrawal effects
v1: Initial release






Feel free to use this in any way you want, just give me credit