About this mod
Makes drugs (hopefully) more interesting, and in some cases closer to the lore
- Permissions and credits
- Changelogs
- Donations
- I apologize for my rather... erratic updating. I really should have waited until this mod was in a more finalized for before releasing it. But this version should be the last for a while. There are other things I'd like to do, but I have absolutely no clue how at the moment.
I've always thought using drugs in the 3D Fallout games was... really boring. And while there are plenty of mods that add complicated systems or visual effects to make them more interesting, I felt like it had to be possible to make them better just through the vanilla effects and functions.
So, here it is. This mod aims to make some of the stronger drugs, like Jet and Psycho, far more potent, and potentially, dangerous. Entirely through scripts and effects that exist in the base game. It also aims to add a bit of realism, by adding hardcore need effects to things like Stimpaks. I'm really bad with descriptions, so here's just a full list of the things I've changed:
General
All items now give "empty" versions of themselves. For example, drinking whiskey will leave you with an empty whiskey bottle. All withdrawal effects have been made stronger, as well.
Jet
In Fallout 2, Jet was far more potent than the measly +15 AP we get in Vanilla New Vegas. So I simply added back the effects from that game.
All forms of Jet, sans Dixon's now increase Perception and Strength.
- Standard Jet increases them by 1
- Ultrajet increases them by 2
- Rocket increases them by 1, and also increases Agility by 1
- et addiction can no longer be cured by doctors. You'll need to get your hands on a bottle of antidote. Can be found very rarely in doctors' inventories, and Julie Farkas will always carry 3 bottles.
- All forms of Jet now also decrease sleep deprivation
(interestingly, there was already a specific Jet-designated version of these effects in the GECK. Apparently Bethesda or Obsidian planned it this way originally?)
In addition, I increased the addiction chance from 20% to 30% for standard Jet and Ultrajet. Cause, c'mon, Jet's whole thing is that it's meant to get you hooked instantly. A 20 percent chance was far too small.
Psycho
In the original games Psycho increased your Damage Resistance by 50%. It was meant to, essentially, be like a needle-injected Hulk-Out sort of thing. I have no idea why Bethesda changed it to increase your damage (perhaps because that niche was being filled my Med-X), but, like with Jet, there are effects in the GECK that are made specifically for a Psycho-induced damage resistance.
So, Psycho now:
- Increases Damage Resistance by 25
- Increases Agility by 2
- Decreases Intelligence by 2
Slasher still increases damage, but it now also increases Agility and Endurance.
Med-X
I honestly struggled to figure out a better way to implement effects like Morphine that were better than what Bethesda went with. I came to the conclusion that Bethesda's damage resistance modification was probably the best way, and instead of changing that simply added a few more effects:
- Med-X now increases Endurance by 2 points
- Med-X now allows you to ignore the effects of crippled limbs temporarily.
- Med-X now also damages sleep deprivation in Hardcore mode, since, y'know, painkillers make you sleepy.
Buffout
Buffout now increases Agility.
Stimpak
Let's be honest, Stimpaks make no sense. And that's fine, really, Fallout has a bunch of shit that makes far less sense than a magical juice you inject in your blood that heals all wounds. But, since I have the oppurtunity to change it, I will. Stimpaks have to take that mass from somewhere, so I figure it should be you. Full disclosure, I kinda stole this idea from The Hardcore Stimpak. However, I came up with my own numbers. They're probably far less balanced than theirs, but asking permission is such a hassle.
Anyway Stimpaks now decrease all hardcore needs over time. I may look into changing the balance. For now, though, a Stimpak is gonna make you really wish there was McDonald's in the Wasteland.
Radaway
In the lore, Radaway is described as an extremely potent diuretic. Meaning it, essentially, should dehydrate you.
- Radaway now damages dehydration in hardcore mode.
- Radaway is now addictive. Withdrawal will incur a penalty to rad resistance.
Fixer
Fixer is now actually temporary.
Rebound
For some reason Rebound was linked to Jet addiction, despite it having its own withdrawal symptoms in the GECK. I didn't change those, but I did apply them to Rebound.
DLC Items
Added Stimpak effects to auto-inject Stimpaks, and empty drop effects to items it applied to.
Secret Item
Some... enterprising wastelanders can try some pretty strange things to get their high. Next time you're in a campfire menu, maybe try looking for something new.
And that's it. If there are any requests for tweaks to other chems, or changes to the... changes I've already made, I'll look into them.
Credits
- Bethesda and Obsidian for making the game
- The Fallout Wiki for providing info on drug attributes in the original games
- My mom and dad for giving birth to me
- Me for being born