FYI, you forgot to include your changes to regular Jet in your all-in-one plugin.
Great mod, by the way. The effects of Psycho and Med-X in FO4 have always bothered me, and I've always felt that Jet was overpowered, (it is easily the most common chem and the slow time effect can trivialize combat encounters). Making all three more similar to their FO3/FNV incarnations seems much more balanced.
Just a minor nitpick: is there a way to remove the "Slow time for 0 seconds" message box in the inventory, for Jet chems and, strangely, regular Psycho? So far I've noticed all Jet variants and regular Psycho as having this redundant information.
I like your ideas but find it strange that you didn't mod the values on jet buffout combinations same with your psycho mod you left the damage resistance on the buffout psycho mixes don't know if that was intentional on your side.
I guess my brain already had this marked as "fixed" since i already had the effects in my personal patch.esp but you are indeed correct. Sorry that it took so long to get around to fixing it. Jet buffout is now fixed across all of my mods. I took a peek throughout my mods and none of them had damage resistance applied to psychobuff, so i don't know where that's coming from. Even in vanilla, Psychobuff doesn't have damage resistance. But thank you for reporting this. Honestly never would have known if you didn't.
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Great mod, by the way. The effects of Psycho and Med-X in FO4 have always bothered me, and I've always felt that Jet was overpowered, (it is easily the most common chem and the slow time effect can trivialize combat encounters). Making all three more similar to their FO3/FNV incarnations seems much more balanced.
Just a minor nitpick: is there a way to remove the "Slow time for 0 seconds" message box in the inventory, for Jet chems and, strangely, regular Psycho? So far I've noticed all Jet variants and regular Psycho as having this redundant information.