Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Arpaleggia

Uploaded by

Arpaleggia

Virus scan

Safe to use

9 comments

  1. boomdaddymaxwell
    boomdaddymaxwell
    • member
    • 8 kudos
    Its a simple idea, but could the canceling of chem effects that radaway does be applied to blood packs and stimpacks as well?
  2. explodingsheep
    explodingsheep
    • supporter
    • 1 kudos
    If your still updating this, could you patch it for use with Better Chems that comes in the Better Locational Damage mod? I'd really like to actually OD on jet, seeming that I can find Raiders dead across the Commonwealth dead with Jet beside them.
    1. Arpaleggia
      Arpaleggia
      • member
      • 9 kudos
      Done
  3. SUSKA
    SUSKA
    • member
    • 1 kudos
    I like the idea too but I believe that far better would be to add special perks with SPECIAL penalties for taking more doses of chems or even mixing them up. Something like taking 3 doses of buffout and getting penalty to carrying capacity because your muscles are tired or getting a -100% hp because you mixed 3 doses of buffout with psycho during 24 hours interwal.

    Of course what could be even better is to have stealth addictions like you take jet, the game makes a dice roll and you get addicted but you don't take any immediate penalty or notice and instead you get debuff after let's say 3 days. That way you can't save-scum. Of course removal of Addictols and price increase for detox at doctors would be very much welcome. Like you pay 10 caps for that luxury. In Fallout 1 and 2 if you got addicted then you were done unless you endured detoxification for over few months. I understand that Auto-doctors can heal that stuff but 10 caps for that service is just insulting.

    Last thing, drugs should provide more powerful buffs and become weaker if you are addicted (it is very common that a drug-addict needs more of the stuff to get into euphoria) and increasing penalties for lack of drug consumption (like periodic damage, Depth-of-Field changes, random sounds imitating hallucinations).

    These are all ideas for this mod. I think that drug usage isn't fleshed out in this game which is a huge shame.
    1. Arpaleggia
      Arpaleggia
      • member
      • 9 kudos
      I love these ideas and perhaps periodic damage could come into play at some point. I have to admit, rad damage is a rudimentary method...

      However, I set out to achieve a mod that made chems much more dangerous, knowing to some degree what I'd have to do (i.e. add rads, interrupt spell effects), and I am happy enough with the result.
      Due to this, my lack of knowing how I'd implement some aspects; e.g. increased chem buffs and expensive doctors are easy, stat penalties and visual changes using the UMON not so much, that's script country; and the stress of life things, I am unfortunately not currently invested in making either a new version or mod which incorporates that which you bring forth.
      For someone with more knowledge, time, ambition, and the belief that drug usage in Fallout 4 falls very short in terms of nuance, these suggestions would make for a great starting point.

      Many thanks for your input. Although I won't make use of it (yet), it is not without value
  4. patryks
    patryks
    • supporter
    • 1 kudos
    I love this idea. I've been looking for something where I really have to manage the side effects of positive chems/aids. You get an immediate buff that helps you win a fight, but you're going to pay the price very shortly after. However I found that using rads can be problematic. Is the RAD damage fixed amount per chem? or does it scale? My level 100 char when I take 1 psycho jet I took rad dmg equal to about 65% health. Which is a lot of rads for a single use. On my char I don't have RAD protection because rads are already too weak. I haven't tried it on a lower level char.

    What are the indented amount of health that chems take? What is your vision?
    1. Arpaleggia
      Arpaleggia
      • member
      • 9 kudos
      The idea is that you can take a few before you kick the bucket. Hit the Jet 9 times and you're dead. Try to drink 17 beers one after another, say goodnight.

      I've set things as 60 rads per 5% addiction and there is no way to resist the rads (yet!). Psycho Jet is a chem that has 15% addiction, thus a base of 180 rads. Bear in mind that Chemist increases the amount of rads as it keeps the chem going longer. At maximum perk level, the amount of rads is multiplied by 3, so one Psycho Jet will apply 540 rads, i.e. 54% health gone. Have two super-long Psycho Jet trips without detoxing/cleansing/etc. and you're a goner.

      When I have more time to play around with the CK, I want create an overdose resistance that is applied the higher the player's endurance is, make it something like: have 7 jet at 1 END (reading base stat only) until the next brings death, but 16 at 10 END. This resist would also be used in the Chem Resistant perks (renamed Substantial Willpower for now because the player doesn't resist the negative chem effects, just their craving for chems) and the Blood Cleanser Power Armour Mod.

      My vision is to make chems have reasonably heavy negative effects beyond the measly draw backs of addiction stat debuffs, which are pathetic for what are essentially short-term but dramatically enhancing drugs.

      Glad you love the idea by the way, thanks for trying out and giving feedback!
    2. patryks
      patryks
      • supporter
      • 1 kudos
      I think right now the only problem is that the rad amount is static. Basing it off end will help, but I think you have to factor in level as well. That still will only work with vanilla health formula. This part might need some scripting, but if you can base it off total health that would work best. So basically you do rad damage equal to say 2 times addiction level or something like that. This will give it a consistent experience no matter what level or health scaling is used.

      Alternatively you could add an effect that drops endurance or health, but without that UI feedback I think these types of mods have a lot less of an effect. To the player it just seems like you take more damage. But you don't "feel" like you're suffering from negative effects of a chem.
    3. Arpaleggia
      Arpaleggia
      • member
      • 9 kudos
      I aim to adhere to your ideas to some extent in a future update. I'll be giving Chem Resistant its old name back, with resistance to chem rads.
      I'll also make higher Endurance stats reduce chem rads and give the blood cleanser PA mod additional chem rad resistance to the player, as mentioned in my previous reply.

      The reason I used rads to begin with is to instil the idea that chems toxify the body; not in an entirely similar way to rads, but; in a way that causes damage to one's health.
      Because the amount of rads has a proportional relationship with health, both conventional rads and those added by chems will always rob the player of a proportion of their health, no matter the level.
      1000 rads will kill even a level 500 character, but resistances will reduce the rads taken so it never comes to that.
      I understand you may already know, I just want to make sure we're both privvy as to how rads work.

      For the stat debuffs you mentioned, perhaps run Classic Radiation Poisoning by TheIrontoads alongside this mod. Now that I've found it, I will be, just to make life extra hard for myself. On top of potential chem addictions, these two mods on Survival mode would begin steering us in the direction of some kind of nightmare mode.