Development of this mod is dead at the moment but at some point I might take up unofficial ownership of it (where the author hasn't given explicit permission but can have the files taken down if they don't like it.) I asked Shywinds if He'd let me take over but he's never gotten back to me so I'm pretty sure he's stopped working or caring about this mod all together.
Won't be starting unofficial support any time soon but My goal will be to streamline the mod a little (Add realistic progression for Jet variants etc.) and maybe combine the mod with some others I've taken ownership of. Feel free to keep posting ideas here because I may eventually get to them someday.
{2021} Chem Ideas:
(DroTX) - Prevents user from becoming addicted to any chems taken during TOXIX's 10 minute duration.
i know this is old but it feels dead the best way i can think is just remake the mod your self and add a few more things this mod did not add. im someone that hated how short the Chems lasted im someone that rather have something last at lest 20 mins or so, long enough to last a area or a attack so ur not getting addicted to said chem.. and use base game models or something..
First time back here in a long time. A lot happened in real life and had to focus on other things in the meantime since my last post here. I don't know if I'll get the chance to learn modding in Fallout 4 in the future and I'm not as excited about modding as I used to be... It's anybody's guess what will happen in the future....
Some more ideas while I'm at it.
A Mod Configuration Menu
MCM settings for each Vanilla Chem and Modded Chem, which would allow players to customize the duration of Chems effects, Addiction Chance, Addition Chance Cooldown (How long it takes after taking a chem to reduce the addiction chance down to a safe-ish level).
How about having the option to choose how long you want each chem to last some do 30 seconds come on give me 30 mins for each one that would be sweet! Why nor an hour to 3 hrs turn them on and off via pip boy make a whole playthrough on all chems choose addiction off and on Add this feature to your chems and the old ones as well. Just wow!
is there a mod that add chems like Hydra & Doctor Bag to heal broken limbs? man I hate bethesda for not doing something like this, survival mode my ass!! a mod that add Hydra would be perfect>O<
I was a big fan of CAM in New Vegas and this seems like a good start if not a worthy successor to it. There was no better playthrough I had in NV than my bat-swinging, meth-head berzerker. The problem with CAM, though, was that it tried to be a part of every bit of the game, leading to major bugs, but this mod has all I need.
As for suggestions, "Afterburner Gum" would be a good addition, and lore friendly to boot. Maybe with effects similar to psycho or jet and a high addiction chance.
Not quite sure as to what direction you wish to go in terms of new chem suggestions; true-to-lore or true-to-life...
LORE: become a regular reader with the various fallout wiki sites to understand the chems used in past games. BRING THEM ALL BACK!!! Not to mention fun little reads in-universe... like how the guy who invented jet in Reno was stabbed by a jet addict sometime after creating it... think that was fallout 2 or after.... anyway....
LIFE: Consider the legal/illegal chems of today's cities that fallout focuses on and more. You have several areas in California, Nevada, Colorado, New Mexico, Texas, DC, Maine, Maryland to gather inspiration from.... and not a single one of these states is free from their own chem problems... Consider researching real-life chems used in the medical field. From Trauma/emergency to basic mental health. there are hundreds of chems right there to pull from...
On a final personal note... i would love to see the survival/non-survival chem and first aid system overhauled to behave VERY similar to MGS3 Snake Eater. including rotting food, splints, styptic, disinfectant, etc... that would be awesome. not asking it of you per say. i'm just stating my ideal "survival" experience... I don't know if you own a copy of fallout 3 by chance, but if you do, consider peeking into the Masters/Plugins of the "Fallout Wanderers Edition" or FWE mod with FO3Edit... had some true-to-life chems such as Alprazolam (xanax)...
I hope this helps in some way, shape, or form... I wish you good luck on your modding adventure...
I think adding visual effects would be a cool idea for this mod! Like, here's a few ideas or examples
Jet based drugs (Jet, Ramjet, Turbojet, Turboramjet): Everything becomes sharper and clearer with some motion blur around the edges. Double Tap: Same thing as Jet based drugs Mentat drugs: Same thing as Jet based drugs Daddy O, Mommy-O, Nanny-O, etc: Everything becomes colorful, bright and more vivid, similar to how LSD and Magic Mushrooms act in real life. Tripper based drugs: Everything becomes foggy (like the Far Harbor radiation spring trip) and also becomes darker yet colorful. This is similar to dissociative drugs (PCP, Ketamine, Dextromethorphan, etc) Damage bonus drugs (Psycho, Bloody Maria, Fury Load, Grognak's Wrath): Everything becomes very blurry around the edges to simulate Tunnel Vision experienced while under the influence of stimulant based drugs:
Those are my ideas, thanks for creating this awesome mod!
Awesome mod. But I really would like a VIS compatibility option. Valdicil's item sorting is great and it would be awesome if your mod sorted correctly to the chem and aid folders
Would it be hard to make a compatibility patch between this and Valdicil's sorting mod? I kinda want to start testing my knowledge of Fo4Edit and then only thing stopping me from downloading this is I use Valdicil's Sorting.
109 comments
Won't be starting unofficial support any time soon but My goal will be to streamline the mod a little (Add realistic progression for Jet variants etc.) and maybe combine the mod with some others I've taken ownership of. Feel free to keep posting ideas here because I may eventually get to them someday.
{2021}
Chem Ideas:
(DroTX) - Prevents user from becoming addicted to any chems taken during TOXIX's 10 minute duration.
Some more ideas while I'm at it.
A Mod Configuration Menu
MCM settings for each Vanilla Chem and Modded Chem, which would allow players to customize the duration of Chems effects, Addiction Chance, Addition Chance Cooldown (How long it takes after taking a chem to reduce the addiction chance down to a safe-ish level).
As for suggestions, "Afterburner Gum" would be a good addition, and lore friendly to boot. Maybe with effects similar to psycho or jet and a high addiction chance.
EDIT - made an uploaded VIS patch
LORE: become a regular reader with the various fallout wiki sites to understand the chems used in past games. BRING THEM ALL BACK!!! Not to mention fun little reads in-universe... like how the guy who invented jet in Reno was stabbed by a jet addict sometime after creating it... think that was fallout 2 or after.... anyway....
LIFE: Consider the legal/illegal chems of today's cities that fallout focuses on and more. You have several areas in California, Nevada, Colorado, New Mexico, Texas, DC, Maine, Maryland to gather inspiration from.... and not a single one of these states is free from their own chem problems... Consider researching real-life chems used in the medical field. From Trauma/emergency to basic mental health. there are hundreds of chems right there to pull from...
On a final personal note... i would love to see the survival/non-survival chem and first aid system overhauled to behave VERY similar to MGS3 Snake Eater. including rotting food, splints, styptic, disinfectant, etc... that would be awesome. not asking it of you per say. i'm just stating my ideal "survival" experience... I don't know if you own a copy of fallout 3 by chance, but if you do, consider peeking into the Masters/Plugins of the "Fallout Wanderers Edition" or FWE mod with FO3Edit... had some true-to-life chems such as Alprazolam (xanax)...
I hope this helps in some way, shape, or form... I wish you good luck on your modding adventure...
Jet based drugs (Jet, Ramjet, Turbojet, Turboramjet): Everything becomes sharper and clearer with some motion blur around the edges.
Double Tap: Same thing as Jet based drugs
Mentat drugs: Same thing as Jet based drugs
Daddy O, Mommy-O, Nanny-O, etc: Everything becomes colorful, bright and more vivid, similar to how LSD and Magic Mushrooms act in real life.
Tripper based drugs: Everything becomes foggy (like the Far Harbor radiation spring trip) and also becomes darker yet colorful. This is similar to dissociative drugs (PCP, Ketamine, Dextromethorphan, etc)
Damage bonus drugs (Psycho, Bloody Maria, Fury Load, Grognak's Wrath): Everything becomes very blurry around the edges to simulate Tunnel Vision experienced while under the influence of stimulant based drugs:
Those are my ideas, thanks for creating this awesome mod!