I liked it without the lowered int because from what I've read that Idiot Savant doesn't work unless your int is at least 1 and I had a character with int 1 at the time. Though I suppose I could always up my character's int just a little bit, then she'll also be using the booze to keep her int at 1 or 2 instead of 2 or 3. So while I'm not like I want it with the int hit back, if you make a version that has the normal int hit (not a boosted/doubled one) I would use it.
Anyway, I noticed that this doesn't work with Functional Displays, DEF_INV / DEF_UI, and (sort of) Valdacil's Item Sorting. If you're not interested in making a version of this mod that works with such a specific set of other mods, do you mind if I upload one then?
Don't know if you're still active with this mod but I found a bug. Rather minor but i tohught you might want to know. The "special" dialogue you get when drunk doesn't work with better alcohols activated. It's the dialogue such as when you greet people or interrupt them (skipping npc dialogue) - like "YOU!" "Heeeey" etc.. As I said rather minor but still one of those small little details that's rather nice to have.
If you're still interested in knowing why DrScandi, it's not a bug as such, but more of a side effect...
Those drunk dialogues (which I absolutely hate by the way, I've actually modded them out of my own game completely ), have a condition that the player must have the reduced intelligence effect you get from drinking alcohol, which this mod removes as one of its features, and so the dialogue never triggers because the effect is never applied.
Going to give this a try with my new character! Looks good and perfect that it works with chemistry expanded! I hope you consider making a optional one with intelligence hit as well Will this cause any conflicts with sorting mods (Valdacil's Item Sorting - http://www.nexusmods.com/fallout4/mods/3877/?) since it changes the stats/duration? Presuming I skip your sorted and weight version ofcourse. Or is it just enough to follow your advise in the description to load Better Alcohol last and there wont be any problem?
I actually found this mod when I was looking for a mod that changes the withdrawal symptomps. To be more precise I was hoping there was some mod that makes the negative stats effect from withdrawal to kick in after you've been "sober" a longer time. So instead of getting the negative stats straight after the alcohol wears off (with your mod that would be 10 minutes), it kicks in after 24 hours (in-game) off not drinking anything. But i guess this isn't possibly without the geck and to do this now you'd need to make the alcohol actually last a whole day which ofcourse isn't what i'm after,
The purpose would be for melee focused characters who doesn't go high in charisma to take the party boy perk to resist addiction, instead you'd have to make sure you have a supply of alcohol everyday to keep your addiction fed, which would work if it takes a day for the withdrawals to kick in. Essentially it adds an endurable challenge to play as an alcoholic... Anyway, just throwing it out there if you might find it interesting
Yea, I'd like a version with the intelligence hit. Was mostly dissapointed in how short they make alcohol last in vanilla. So with a stronger and longer laster effect I Personally prefer the intelligence hit
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Anyway, I noticed that this doesn't work with Functional Displays, DEF_INV / DEF_UI, and (sort of) Valdacil's Item Sorting. If you're not interested in making a version of this mod that works with such a specific set of other mods, do you mind if I upload one then?
Don't know if you're still active with this mod but I found a bug. Rather minor but i tohught you might want to know. The "special" dialogue you get when drunk doesn't work with better alcohols activated. It's the dialogue such as when you greet people or interrupt them (skipping npc dialogue) - like "YOU!" "Heeeey" etc.. As I said rather minor but still one of those small little details that's rather nice to have.
When I disable Better Alcohols it works.
Those drunk dialogues (which I absolutely hate by the way, I've actually modded them out of my own game completely ), have a condition that the player must have the reduced intelligence effect you get from drinking alcohol, which this mod removes as one of its features, and so the dialogue never triggers because the effect is never applied.
I hope you consider making a optional one with intelligence hit as well Will this cause any conflicts with sorting mods (Valdacil's Item Sorting - http://www.nexusmods.com/fallout4/mods/3877/?) since it changes the stats/duration? Presuming I skip your sorted and weight version ofcourse. Or is it just enough to follow your advise in the description to load Better Alcohol last and there wont be any problem?
I actually found this mod when I was looking for a mod that changes the withdrawal symptomps. To be more precise I was hoping there was some mod that makes the negative stats effect from withdrawal to kick in after you've been "sober" a longer time. So instead of getting the negative stats straight after the alcohol wears off (with your mod that would be 10 minutes), it kicks in after 24 hours (in-game) off not drinking anything. But i guess this isn't possibly without the geck and to do this now you'd need to make the alcohol actually last a whole day which ofcourse isn't what i'm after,
The purpose would be for melee focused characters who doesn't go high in charisma to take the party boy perk to resist addiction, instead you'd have to make sure you have a supply of alcohol everyday to keep your addiction fed, which would work if it takes a day for the withdrawals to kick in. Essentially it adds an endurable challenge to play as an alcoholic... Anyway, just throwing it out there if you might find it interesting