This page was last updated on 20 June 2024, 3:06PM
Changelogs
Version 1.05
Fixed an issue with survival mode conflicts. Normally I test in normal mode so some issues eluded me when playing in survival mode.
Might require a clean save to fix a potential holotape issue which causes it to no longer function.
Version 1.04
Reworked (again)(this is getting comical): no longer has a multiplier for consumables. Instead, the options for additional consumable rads range from 5 to 50 rads in increments of 5.
Hid the radiation damage perk to stop it from showing in the perk section of the Pipboy menu.
This change was necessary to scale properly with the Lead Belly perk line. Now, instead of simply damaging the player's rads actor value, the script casts a spell that is subject to the ingested radiation resistance provided by Lead Belly. This was a bit of an oversight on my part.
Version 1.03
Discovered an issue with the mod multiplying healing done by irradiated consumables, instead of just the rads portion of the effect.
Reworked again: now adds additional radiation damage upon ingestion of an irradiated consumable. Settings can be adjusted anywhere from 0 (off) to 100 additional rads per item consumed.
Consumable options split into two parts; one for the multiplier and one for the base rads.
Default consumable amount is +10 additional rads per consumption.
Values are no longer represented in the items themselves because the effect is provided via script now instead of perk.
Version 1.02
Corrected issue with distribution of the holotape upon starting a new game.
Version 1.01
Mod reworked: now allows players to select between default (1x), all the way up to 10x in 1x intervals for both environmental and consumable radiation levels.
Added settings to the holotape to allow adjustments to both options separately.
The mod will automatically update the UI for consumables in the base-game only. DLC will not be affected as I don't want to require DLC for this mod unnecessarily. Not updating the UI after changing the consumable radiation level will cause the rads on consumables to read the same as the previous radiation level unless the item is dropped and picked back up. This only applies to items currently in the player's inventory and is only a visual issue; the effects will still use the correct values. This is only a minor issue and nothing to be concerned with.