nice mod for my dumb drug addicted psychopath only downside is that the higher ranks of the perk still require 7 int, is that intentional or did you just missed that?
Chemist is one of the most powerful perks in the game, putting it at slot 1 may make sense in how it is in the real world, but in a game where chems is one of the most powerful consumables, it's kinda ridiculously easy.
I guess it depends on your preference. I prefer being able to roleplay and be as immersed in the game as possible. Nevermind the game rules, I want to go by reality's rules! This mod will in all likelihood (assuming I've got the motivation) be expanded immensely when the Survival changes and GECK comes out. My plans are to make withdrawal symptoms worse (and possibly deadly for Med-X), add hunger/thirst/sleep effects to all of them, and add the ability to receive (sometimes deadly) interactions between drugs. For example, taking Mentats and Med-X could cause your character to get blurry vision, fall and black out, or drop dead.
All of this would be a real pain without the GECK, but once it's all put together I think drugs in the game will be a lot more balanced. That's really my end goal here. While I know that under the current system it's a bit broken, under the lens of role play I think it can be justified. Even more so when I can actually revamp the drug system for my game all together.
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Chemist is one of the most powerful perks in the game, putting it at slot 1 may make sense in how it is in the real world, but in a game where chems is one of the most powerful consumables, it's kinda ridiculously easy.
I guess it depends on your preference. I prefer being able to roleplay and be as immersed in the game as possible. Nevermind the game rules, I want to go by reality's rules!
This mod will in all likelihood (assuming I've got the motivation) be expanded immensely when the Survival changes and GECK comes out.
My plans are to make withdrawal symptoms worse (and possibly deadly for Med-X), add hunger/thirst/sleep effects to all of them, and add the ability to receive (sometimes deadly) interactions between drugs. For example, taking Mentats and Med-X could cause your character to get blurry vision, fall and black out, or drop dead.
All of this would be a real pain without the GECK, but once it's all put together I think drugs in the game will be a lot more balanced. That's really my end goal here. While I know that under the current system it's a bit broken, under the lens of role play I think it can be justified. Even more so when I can actually revamp the drug system for my game all together.
But which perk is now in the 7 Int position?