About this mod
Overhauls existing chem and addiction effects (and adds a few new ones!) to have a more stark impact on gameplay.
- Permissions and credits
MORE IMPACTFUL CHEMS
TL;DR:
Drugs will now mess you up. Greater buffs (and debuffs) are given for each drug, as well as more severe withdrawal effects. Also some new lore-friendly chems from other games were added, as well as consumable cigarettes. Also reduces the amount of chems you find in the Wasteland and increases their value accordingly.
Raison d'être:
This mod started on a whim, when I thought that Nuka Cola Quantum, for its rarity, was thoroughly underwhelming. (20 AP? That's it?) So I quickly changed it in fo3edit and then released it, because why not?
Then I got to thinking, Nuka Cola is kinda weird too. And wouldn't it be neat to have the other flavours in the game? And chems in this game kinda suck. And... and... and... well you get the idea. Went down the rabbit hole and suddenly a whim becomes a week-long obsession, so here we are.
The changes:
(Note that effect duration remains the same as vanilla unless otherwise stated.)
BUFFOUT
vanilla: 20 caps, +2 STR, +3 END, +60 health
modded: 40 caps, +5 STR, +5 END, +100 health, -3 AGI, -5 INT
Withdrawal vanilla: -1 STR, -1 END
Withdrawal modded: -3 STR, -3 END, -3 INT, -5 CHR
JET
vanilla: 20 caps, +30 AP,
modded: 40 caps, +60 AP, +3 AGI, +3 PER, -3 CHR
Withdrdawal vanilla: -1 AGI, -1 CHR
Withdrawal modded: -3 AGI, -5 CHR, -20 AP
ULTRAJET
vanilla: 50 caps, +40 AP,
modded: 75 caps, +100 AP, +5 AGI, +5 PER, -5 CHR
Withdrdawal vanilla: -1 AGI, -1 CHR
Withdrawal modded: -5 AGI, -5 PER, -5 CHR, -40 AP
MENTATS
vanilla: 20 caps, +5 INT, +5 PER
modded: 40 caps, +5 INT, +5 PER, +25 Science, +25 Repair, +10% addiction chance (approximately - the game engine uses its own formula)
Withdrdawal vanilla: -1 INT, -1 PER
Withdrawal modded: -5 INT, -5 PER, -5 CHR
GRAPE MENTATS
Note: with Grape, Berry and Orange mentats, there is no addiction and no negative effects. They are ultra
rare and should feel powerful!
vanilla: 20 caps, +5 CHR
modded: 100 caps, +7 CHR, +50 Barter
BERRY MENTATS
vanilla: 20 caps, +5 INT
modded: 100 caps, +7 INT, +50 Science
ORANGE MENTATS
vanilla: 20 caps, +5 PER
modded: 100 caps, +7 PER, +50 Repair
MED-X
vanilla: 20 caps, +25 Damage Resistance
modded: 40 caps, +50 Damage Resistance, +5 END, -5 AGI
Withdrdawal vanilla: -1 INT, -1 PER
Withdrawal modded: -5 INT, -5 PER, -5 CHR
PSYCHO
vanilla: 20 caps, +25% Damage
modded: 40 caps, +25% Damage, +50 Critical Chance, -50 Damage Resistance, -10 CHR (You're literally going psycho, ppl are scared of you!)
Withdrdawal vanilla: -1 INT, -1 PER
Withdrawal modded: -5 INT, -5 PER, -5 CHR
RADAWAY
Yes, you can become "addicted" (resistant) to Radaway now! Oh, no! :(
vanilla: 20 caps, -50 rads
modded: 25 caps, -50 rads, +5 Rad Resistance
Withdrdawal vanilla: N/A
Withdrawal modded: Radaway will only heal -15 rads, and no longer provides rad resistance
NUKA-COLA
Note that you can suffer from Nuka-Cola withdrawal now! All that caffeine and sugar is addictive, man!
Also note that if you have Moira's food sanitizer, the health bonus increase from 2 additional hp to 10! Cool, dude!
vanilla: restore 10 hp, 3 radiation damage
modded: restore 10 hp, 3 radiation damage, +1 AGI
Withdrawal vanilla: N/A
Withddrawal modded: -1 CHR, -1 AGI
NUKA-COLA QUANTUM
vanilla: 20 radiation damage, +20 AP for a brief period
modded: 30 radiation damage, -10 health, +1 to all S.P.E.C.I.A.L. for a brief period
Withdrawal vanilla: N/A
Withddrawal modded: Nuka-Cola withdrawal (-1 CHR, -1 AGI)
The new stuff:
ADDICTOL
60 caps. Cures all additions.
-30 AP and -30 Damage Resistance for a brief period (equivalent to a drug effect's duration).
CIGARETTE
2 caps.
Effect: +1 CHR
Withdrawal: -1 CHR, -1 LCK
DAY TRIPPER
50 caps.
Effects: +5 CHR, +20 Speech, -5 STR
Withdrawal: -5 CHR, -30 Speech
D.C. VOODOO
50 caps.
Effects: +7 LCK, -20 Science
Withdrawal: -10 LCK, -5 CHR
SLASHER
50 caps.
Effects: +25% Damage, +25 Damage Resistance, -5 CHR
Withdrawal: -3 STR, -5 CHR, -25 Damage Resistance,
STEADY
50 caps.
Effects: +25 Lockpick, +25 Small Guns, +25 Sneak
Withdrawal: -25 Lockpick, -25 Small Guns, -25 Sneak, -5 CHR
X-CELL
75 caps.
Efffects: +2 STR, +2 PER, +2 END, +2 CHR, +2 INT, +2 AGI, +2 LCK
Withdrawal: -2 STR, -2 PER, -2 END, -5 CHR, -2 INT, -2 AGI, -2 LCK
New Nuka-Cola flavours!
Three new Nuka-Cola flavours have been added! Hooray! These are about as rare as Quantum.
Note that their addiction causes the same Withdrawal effects as regular Nuka-Cola, even though the in-game message will say "Nuka Cherry" etc.
NUKA-CHERRY
100 caps
+3 AGI, +3 INT, 15 radiation damage
NUKA-ORANGE
100 caps
+50 Health, +50 AP, +50 Rad resistance
NUKA-GRAPE
100 caps
+30 hp, -100 rads
New addiction mechanic!
If you are addicted to a drug, you're no longer taking it to get high. You just need your fix, man! Thus, you won't get the regular buff from a chem that you're addicted to. All it will do is negate your withdrawal symptoms, and give you a very watered-down version of the original buff, which now lasts half as long as before. Gottta get that next fix, yo!
I won't list them all here, but the buffs (and debuffs) are generally in the same category, but MUCH weaker, since your body chemistry has been all messed up! Gosh!
For example: If you take Buffout while addicted, it will alleviate your Withdrawal symptoms, but it now only gives you +1 Strength and +25 health instead of its massive buffs from before. On the plus side, the negative effects (-5 INT) are also ignored! Yippee!
Loot changes:
Generally speaking, loot doesn't feel impactful when you're constantly bombarded with it. That's why I ALWAYS install scarcity mods whenever I can. (It's hard to get excited about finding Stimpaks when you have 99 of them in your inventory that you never use anyway.)
Stimpak spawns have been significantly reduced throughout the wasteland.
Cigarettes will spawn just about everywhere. They are cheap, have a mild effect, and aren't worth very much (2 caps baseline). This is the one exception to my "less is more" approach, since I figured everyone would be heavy smokers in the Wasteland. (The world ended so might as well have a f*cking smoke, right?)
Vendors will generally have the same(-ish) amount of vanilla chems, and will generally carry the new stuff as well, but random wasteland loot has been significantly reduced. Some NPCs will also drop some of the new items when killed (i.e. raiders), but they are still quite rare. Also we finally know why Ted Strayer is such a chill dude, man! :)
New Nuka flavours will rarely spawn in the vending machines, and in a few other select places.
I'm modding a 17 year old game.
wtf am i doing with my life lol