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DavidTheFalcon

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DavidTheFalcon

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12 comments

  1. zrovihr
    zrovihr
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    • 3 kudos
    whats the percentage to get addicted with stimpacks?
  2. Bakedheadhunter
    Bakedheadhunter
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    • 0 kudos
    I get a message/sound when i become addicted to medicine but it doesnt show up in my status effects?
  3. Imposter2000
    Imposter2000
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    • 1 kudos
    only installing cause of the bomb explanation. Endorsed.
  4. tim906
    tim906
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    Hey,
    could you make a version without the "(Aid)"-prefixes?

    I really love thismod, but it is kind of annoying to have exactly 5 items in my whole inventory with these prefixes^^
    And I can't remove them myself, because my CreationKit won't let me load multpible masters :(
    1. DavidTheFalcon
      DavidTheFalcon
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      No, I use Valdacil's naming conventions as default. Just edit the ini for CK to allow multiple masters or use TES5Edit which is much better for this kind of work anyway.
    2. tim906
      tim906
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      • 0 kudos
      I've already tried the .ini-way, but thanks for the TES-tip!
    3. tim906
      tim906
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      • 0 kudos
      Worked, thanks again

  5. Ablaze666
    Ablaze666
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    If a mod makes survival harder, I'm all in. Thank you David.
  6. Volbrand
    Volbrand
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    this is right up my alley. read the title and it was already in my load order for survival. I had an idea I was posting about on the forums trying to get some info on it, was thinking you might be the person to discuss it with. I wanted to see about making a mod that creates addictions that work like thirst/hunger/sleep. Basically, you take it a few times, no big deal but the more you use it, the more the debuffs increase and the more you have to use it to stay "normal" been looking at the HC needs stuff but seeing as how I'm a super noob when it comes to the CK, I can't really make heads or tails of it. Was wondering if you had any tips or could point me in the right direction of where to start.
    1. DavidTheFalcon
      DavidTheFalcon
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      • 120 kudos
      Honestly, the way addiction works is a bit mystery to me so I only expanded the one addiction according to the vanilla structure and even so I had some issues with new effects not working for some reason. I do not think you can make it so need to take more doses of an addictive item to get rid of the debuff (not without remaking the addiction system from scratch).

      I think increasing the debuffs should be relatively easy in theory (unless you have troubles with effects not working like I did but who knows what caused it). If I were you I would try creating a GlobalVariable for each addiction, then a Quest that has a script which tracks player using chems based on addiction keywords and increases the corresponding GlobalVariable by a value everytime a chem is used.

      Then just filter the Magic/Spells section for "AbAddiction", you duplicate the effects you want to increase and give the different magnitude and conditions (Eg. Reduce Strength by 1 if the GlobalVar is less than 10, reduce it by 2 if it is between 11 and 20, reduce it by 3 if the GV is 21 and more.)
    2. Volbrand
      Volbrand
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      I'm a complete noob when it comes to the CK but I got a reply on the forums as well about it and I think it looks like using quest stages is my best bet. Gonna have to figure out how to do it, but thanks for the tips, that really helps a lot.
  7. carnagefiend
    carnagefiend
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    This mod made me do some research, actually, because I didn't think that something like RadAway could cause addiction. Turns out I was wrong! In fact, in Fallout 1 and 2 you could become addicted to it!

    In fact, Med-X is supposed to have NOT been addictive in Fallout 1 and 2 but it was in 3 because they were going to call it Morphine instead... but several countries have bans on use of opioids in games because they're addictive drugs.

    So, in the end, this mod is actually pretty plausible. Feel a little iffy about stimpaks, but it's a minor detail. Kudos!