Fallout 4
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FroZenGuard

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56 comments

  1. FroZenGuard
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    If you already have a save with deep addiction and you want to update / add patch compatibility
    YOU NEED TO DO THE FOLLOWING THING :


    • First of all load your save before updating / adding patch
    • Cleanse yourself of all effects added by this mod (simply by consuming the chem you're addicted to, do so for every addiction)
    • Save your game then exit
    • disable deep addiction then launch your game then your save
    • Wait for ~15-20 sec and then save and exit
    • Update the mod / add patch
    • You're good to go :)

  2. TheDrZhark
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    Can't play with this, I just get randomly addicted to DaddyO. Absolutely no idea how. Got nothing in my inventroy, cured addiction multiple times. I sit idle and wait and boom, instantly go to the worst effect.

    Edit: drinking Nuka cola makes me addicted to DaddyO. Not sure why

    Edit2: DaddyO addiction just comes out of nowhere constantly. Go to a doctor, get cured, wait and literally do nothing, DaddyO addicted
  3. krautgandalf
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    Just adding to the number of people who'd like to have a patch for smokeable cigars and are too unexperienced to do it on their own.
    1. FroZenGuard
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      I'll look into it then :)
    2. krautgandalf
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      thanks a lot man!
    3. temberwolf95
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      Yay!!!!!!
    4. FroZenGuard
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      Noooooowwwww hereeeee it iiiiiiiiiisss,
      I didn't make the smoke be inside the snowball effect which I think is suited only for chems, but if you really want it to be inside the snowball effect I'll do it :)
      As for Smokeable cigars there is only one addiction which is nicotine, so joints / cigars / cigarettes will be like they are the same, I did some priorities so : Joints then cigarettes then cigars

      sorry to have taken 100 years to upload it.. I was only lazy :)

      Enjoy !
    5. krautgandalf
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      you.are.awesome!
    6. MisterKen
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      Sadly the auto use thing for smokeable stops the character dead and forces animations. I could be in the middle of a gun fight and just decide to pit one up, which has happened quite a lot. I don't see an option in that mod to disable animations from playing at all (which would be weird anyway since it's one of its primary purposes), so I just decided to stop picking up cigarettes and cigars for now. My character can snowball from that. lol
  4. gb75
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    I'm an Xbox player who would like to bring this mod to the attention of the community to find a modder who can port it to bethesda.net. May I have your permission? Thanks in advance for your reply
    1. FroZenGuard
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      I'm sorry but no, I don't intend to make it available on bethesda.net even if someone esle port it.
    2. boxerbeast1
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      oof
  5. Aen9ine
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    Great concept, I really want this, but it's not working. Not even in vanilla without other mods. My character never took a drug automatically.

    Tested by loading a save right outside of V111 and created without mods. Added psycho with console, took a bunch until addicted, waited for it to wear off, and then waited… and waited… and waited… I'm thinking this mod has a requirement being overlooked.

    UPDATE: I got the auto-consume to trigger, need to test how… I'll be back with an update. As a side note, anyone using MGEF Condition Bug Fix won't get withdrawal effects suspended when taking chems… It's a bug in that mod.

    I'll also need a way to disable Nora sounds, it's a nice detail, but my character has a custom pitched voice, I use Player Voice Frequency. Probably can either recompile or place empty wavs in their place, no big deal.

    Thanks a lot for the mod. One way or another I'll get this to work hahah.

    Update 2: Alright, not sure what changed, but it works as advertised. I did uninstall MGEF… but maybe it was just my impatience. Doesn't matter. Really love this mod, super underrated. Thanks again!
    1. FroZenGuard
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      Thanks a bunch :)

      As for the voices, you can disable them via mcm config
  6. stemquin
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    I want to say i luv your mod

    one thing i noticed that after playing for like 100-140+ hours with it active one day, she went chem crazy. didnt matter if used adictol, doctor, radscorpion omelets she would just relapse with no chems in my inventory. i had to do a full reset where i saved, disabled, waited and saved again. she wouldnt go more than 5 min with out getting readdicted 

    After using this mod for an entire playthrough the blur can get really bad if you dont have chems even if you set it 30, the relapse mechanic is insane wish it wouldnt be soo quick after getting off the chems, spent an hour farming in the glowing sea for a egg cure my addiction no chems in my pocket addicted to something i dont even have on me lol. 

    would like to see some sort of quit cold turkey effect where your toon can get off chems by not using them, but have higher chance of getting readdicted if used again, with super punishing effects that are brought on by withdrawal symptoms.

    thank you 
    1. FroZenGuard
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      Normally doctors will clean you of all your addictions by reseting the addiction value to -70 (for exemple "AddictionJet") this mod uses this value to calculate the time needed for the next chem injection, so the higher the faster and if the value < 100 it'll not trigger.

      I think your issue will most likely be from another mod modifying the doctors cures effect, I tested it myself and all the addiction value were back to -70 and no more taking chems.
      I do have some issue with cigarette and joints the value isn't reset which is not so problematic as it is not in the snowball effect.

      The main goal of this mod is not to get addicted :) (or at least feel like addicted) that's why after playing a while your character will take chems more and more, but if it needs a "minum time" which you could edit, this might be an idea.

      As for the addictol it will only cure minor addiction aka low addiction value, that's why it didn't work
  7. jbwenu
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    I'm a bit confused.  I installed this and Animated Chems Redone, as well as the patch to run them together.  I easily got addicted to Alcohol and Daytripper after a few uses of each.  However, I have yet to auto-use anything, and have seen no visual effects from either mod (other than there being an animation of me actually using the chem, which is what Animated Chems Redone does, as I understand it).  I've changed the MCM menu settings for auto-use several times, and slept/waited for as long as a couple of days.  After resetting the menu, do I need to exit and reload a save?

    Maybe I'm not understanding how this mod is supposed to work.  Do I need to continue to manually use them to increase the addiction level and/or see visual effects, or avoid using them after becoming addicted?  The visual effects are supposed to happen when I'm basically going through withdrawal, right?  Is that only at higher addiction levels?  Or do I possibly have a conflict going on?

    I actually don't know if a mod exists that does what I'm wanting.  When addicted (and preferably under the influence) I'd like my vision to be blurry, my character to be slowed or stumbling, etc.  I'm not talking about a penalty to a SPECIAL score, I mean the screen gets a little blurrier than normal and it's harder to walk straight, aim, etc.
    1. FroZenGuard
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      If you use a chem you're addicted to it will reset the time needed for the effect, so you only need to wait as the time is decreased for each use of a chem be aware that waiting / sleeping will not work as it is in a script that's running each 9 sec so the time you can see in the graph is play time (see the graph in the desc to know how long it'll take).
      That will be the issue.
      Alcohol isn't supported in this mod only the chems.
    2. jbwenu
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      Thanks!  I'll give it another try.

      When you say game time, does the fact that I have my game set where 1 minute of real time = 5 minutes of game time (instead of the default 20) slow down the time for the various stages to work?
    3. FroZenGuard
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      Yes exactly, basically it's 1/20 but if you set it to 1/5, you're running the script 4 times slower (it will take 4 x more time to trigger), you have a MCM config to adjust it, frequency of auto use, decrease it and you'll get more frequent use, increase it then you'll get less use, this slider is proportionnal.
  8. CirnoNeuron
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    I seem to have developed a Psycho addiction that even a double trip to the doctor can't fix. always comes back a severely addicted. all other addictions were taken care of with refreshing beverage.

    Edit:  Besides not being able to kik my Psycho habit, a random Buffout addiction appeared, I have nothing but some donuts and coffee in my inventory so no feeding my habit. how is this happening.
    1. FroZenGuard
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      Don't have a clue for your issue.. I tested it myself and there was no problem, maybe another mod is responsible for this ? (maybe a mod which reworks chems / addiction)
      As for the buffout I don't have a clue either since I didn't apply vanilla addiction, the only feature is the snowball effect which will equip another chem if you don't have the one in need in your inventory.
  9. Kibella
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    Hi. Your mod works great, but I have a small problem with it. In about 10 minutes my character has consumed almost all the drugs. As for me this is quite a frequent use, can you please tell me what I can change, to slow frequency of automatic use?
    1. FroZenGuard
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      Hi,

      As for your request I've recently uploaded a new version (V1.2.0) which include a MCM config to adjust the frequency of the auto-use feature :)
      So to slow it down you'll have to increase the value (default 10).
    2. Kibella
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      Wow, thank you so much!
  10. RubberDuck001
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    Sadly it doesn't appear to be working with MAIM 2... Or am I doing something wrong?

    I noticed that this mod adds certain keywords to vanilla chems (and MAIM overrides them), so I created a patch which combines MAIM 2 and Deep Addiction's values for Ingestibles, got addicted to Jet, Nicotine (Smokeable Cigars - Cigarettes - Joints) and Morphine (Med-X, but it's Morphine in my game due to MAIM 2).

    You mentioned the formula for how often the Player consumes certain chem, but never gave any numbers. I don't care about formulas, give me the proper numbers!
    After picking up Jet addiction, I played for over 24 in-game hours. In that time I did all sorts of stuff - waiting, sleeping, combat, exploring, looting, etc.. Not once did my character automatically consume the addicted chem(s), nor did I receive any notification about it (I have about 20 Jet chems in my inventory at the moment).

    Looking at the graph you provided I take it my character should've consumed (at least) 1 Jet chem in those 24 hours, correct? If I'm correct, then the issue has to be either the conflict with MAIM 2 and/or my custom timescale (Dynamic Timescale). Would you consider removing the formula and replacing it with MCM Slider? That way we'd be able to customize how frequently each addiction tier (level) automatically consumes chems. It'd make it simpler and it wouldn't need to calculate anything - it'd be just a timer.

    Finally, regarding custom, mod-added chems - you should definitely handle them somehow.
    I think you should add a new addiction type/list for such items, if possible. That way the ingestible object you're addicted to is automatically consumed no matter what it is/what it does.

    Looking forward to hearing from you! Keep up the good work!
    1. FroZenGuard
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      Adding a slider is a good idea ! I don't play with time scale so I don't have that perspective.

      The script is called every gametime(0.05) which correspond to 9 seconds (0.05 x 3600 = 180 in game sec | 20 in game sec = 1 real sec so 180 / 20 = 9 real sec) so if you have a timescale of 10/1 instead of 20/1 (default game) it'll take double time.
      I don't think anything could cause an incompatibility with this script, the only variable I'm taking from the game are the abAddicton value, and I hope other mods don't erase it or I'm done for.

      Taking a chem you're addicted reset the timer so if you took some jet 10 sec before you should normally take one, well you're not going to, that
      could be the "issue" but if you didn't use a single time jet after being addicted I don't know why it didn't trigger. (that is use to prevent double use of a chem, ex you take psycho and 1sec after, the script execute and bam you take a second psycho)

      Handling modding chems would be awesome but I don't know if it would be possible taking my skills in consideration XD, but that's a hugely great idea ! But I would have to rewrite everything so :(

      Techincally how does it works :
      1 - the script loop every GameTime(0.05)
      2 - If you have an addiction value > 100 (which is when you're addicted) it'll calculate with the formula
      3 - It'll compare the calculated time value with a "counter" variable which is incremented by 0.05 each loop
      4 - If the counter variable > calculated time then it'll either equip a chem if you have one or add you effects

      Thanks anyway for your feedback !
    2. RubberDuck001
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      Hey, thanks for the reply! I forgot to mention something and that could very well be possible incompatibility...I'm using Immersive Animation Framework (IAF).

      Could it be related to not consuming items automatically? I'm also using Active Effects On HUD, and noticed that whenever I consume Jet, first it plays a chem animation and then the chem effect (10 seconds) - is that what's happening here?

      A patch for IAF would be much appreciated as I use a lot of other mods that play very well with IAF and it gives me very immersive experience.
    3. RubberDuck001
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      After fiddling with the mod a bit, I still wasn't able to find the exact culprit for it not working properly.

      Dynamic Timescale could seem problematic at first, but it wouldn't prevent the mod from automatically consuming chems the player is addicted to. Depending on configuration, it should either increase or decrease the time it takes for auto consumption to trigger, that's it.

      Immersive Animation Framework, though... Well it could very well be the cause for this issue. Sadly, I cannot test this without IAF as my game crashes if I disable it due to having a bunch of patches and mods that rely on it (+, I don't really want to get rid of it as I like it).
      If you have some time, download IAF and see how your mod plays with it. If auto consumption doesn't trigger (and you have IAF installed and activated) - it's most likely the culprit, in which case the patch would be needed. Unfortunately, I don't know how to create a patch for IAF as the procedure is a bit different. Perhaps you could contact the IAF author(s) and ask for help?

      Your mod seems too good not to have. However, and in my particular case, it only really changes two things - it makes the addiction cure from doctors expesive (2 500 caps) and it makes Addictol useless.

      Really hoping you could do something about this as I'd really, really love to use Deep Addiction properly!
    4. FroZenGuard
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      I tested it with IAF and it worked perfeclty... so I don't know why it didn't trigger for you...
      The auto-use feature is compatible with everything since the script don't take any references, I do have F4SE, maybe it's a requirement ?
      That bothers me why it didn't work for you especially since I don't find any possible incompatibilities with it.

      what my code do (I simplified it but you can check it out in DeepAddiction.psc in Scripts\Source\User it's like a txt file)

      If Timer < Counter

      Game.GetPlayer().EquipItem(Chem, False, True)

      EndIf


      Chem will be the potion type for example "Jet", we're talking about the editor ID not the name, so even if the chem is renamed that would change nothing.

      The problem you're having here is the script not working at all, because if you have a mod which replaces all intances of in-game Chem by new instances my script wouldn't be able to equip you Jet since you have (for ex) "IAF_Jet" instead of "Jet"(i'm talking about the EditorID) but the script will then add you the effect of not having the Chem on you, but it didn't.

      Just for tests did you try to create a new game to see if it works ? just add 150 Chem eat them all and wait for ~2min max and it'll trigger (with a default time scale).
      A debug option would be to see your abAddiction value type in the console Player.GetValue abAddictionJet if it is <100 well my script won't execute (for the Jet part) because an addiction begins when your value is > to 100, but maybe you have a mod that alters the incrementation ? (the default value for chems is 25 for each use)

      see below the GameTime needed to autouse a chem for each use (it begins at 5 since your abAddction value must be >100, and each chem will add 25)

      5 - 16,66
      6 - 15,38
      7 - 14,28
      8 - 13,33
      9 - 12,5
      
      I hope it'll help you.

      As for IAF I'll make a patch :)
    5. RubberDuck001
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      I tried with starting a new game as suggested, and I still can't get it to work.

      That being said, there's a fatal error - when I enter Player.GetValue abAddictionJet in console, I get the error that it cannot find that Actor Value. It simply doesn't exist in my game. This is really weird.

      How do we proceed from here?
    6. RubberDuck001
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      Update!

      The mod still doesn't work on my end, but have found something... Entering the command you suggested Player.GetValue abAddictionJet didn't return anything as it doesn't exist. However, entering Player.GetValue AddictionJet returner the value of 165.00.

      I'm not really familiar with Papyrus, so correct me if I'm wrong, but as far as I can tell, you specify it properly in the script:
      ;Addiction
      ;ActorValue
      ActorValue PROPERTY AddictionJet auto

      Why it doesn't work is beyond me. I'll try moving the plugin to the bottom of my load order and see if it makes a difference. If it does, I'll surely report back to let you know.

      In the meantime, any tips/suggestions are more than welcome!
    7. FroZenGuard
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      mb for the mistake :D
      As for load order I don't think it will help but why not.

      Do you have F4SE ?

      The script is based on a "quest" (empty quest) maybe the quest wasn't initialized at first, try to add it through console "DeepAddictionQuest"

      SetStage 01000F99 10 or

      ResetQuest 01000F99

      My "quest" don't have any stages but it will normally initialized it, i hope.

      If it didn't work deactivate the mod, open your savegame where you took the 150 chems then wait for 10 sec then save & quit, after that reactivate the mod and open the save, maybe this could help ?

      EDIT : Are you on the last version of this mod, the first one did miss some parts :) the functional version right now is V1.1.1
    8. RubberDuck001
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      Hmmm... I've got F4SE installed as it's mandatory for pretty much anything nowdays. My F4SE is up to date as well.

      I checked the quest and it's running, but for some reason it's at stage 0. I'll try reseting it and set it to stage 10 manually if the reset doesn't help.

      I don't think cleaning my save with the method you recommended would have any effect, but I should give it a shot nonetheless.

      Oh, and yeah - I'm running Deep Addiction v1.1.1.
  11. vaultbait
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    Looks great, can't wait to try it!

    I also play with Chem Visuals so I'm curious to see if it conflicts in some way.
    1. FroZenGuard
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      Thanks :)
      if it's not compatible I could make a compatibility for it, I didn't knew that mod, might be interesting to mix this one with AC and this mod.
    2. Brennus411
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      NACX has that kind of stuff built in. I don't think the visual effect is dependent of the chem you take, but it sure changes with the quantity of chems ingested. To me i does the trick and i guess it doesn't conflict with anything
    3. vaultbait
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      Yeah, I finally got around to taking a look, both DeepAddiction.esp and the DrugEffects.esp from Chem Visuals append an effects entry to many of the vanilla ALCH records, so depending on which one you load last the other's effects won't get applied in-game. I think a trivial plugin to merge the lists on those so their IDs don't clash would be all that's needed?
    4. Fushigirsu77
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      Brennus411, the visual in NAC X is dependent on the chem you take, actually. They all kind of do different visuals and some don't do any visuals, like med x I think which is just a pain killer, ones that make sense basically. Buffout gives its own almost dog vision effect which I'm not sure if it makes sense because I think it's supposed to be steroids but it's interesting tbh