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 :)
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
You can tab out to stop the smoking animation, but the larger point still stands. I'm having to stop and smoke a cigarette every 3 minutes in real time. It's frustrating. Looks like the only thing running the nicotine patch is a script. Is there a way to add something in xEdit to change the amount of time between smokes? I just tried changing the effect duration with xEdit from 300 to 1200, but that didn't change the duration between smokes.
The last test I just tried had me pulling out a smoke right as a raider was pointing his gun at my head. It didn't go well. This is a cool mod, but it could use some tweaks. A combat detector (which is a thing in other mods), or some other way to make this thing not force stop my game every three minutes would be really helpful. This is intended to be constructive criticism, because you've done a hell of a lot more with this mod than I'm capable of doing, and your work is appreciated.
I would like to use the smokable cigarettes, but I also find the constant stopping annoying. One solution would be to set the search probability from 10 to 1 percent, but I don't know where to do that in xedit. I can't find the position for it. Another solution would be to make the frequency adjustable separately for cigarettes. Because even the maximum setting is not enough for a smooth playing style.
PS: I was able to implement solution 1 with the help of an AI. I drastically reduced the likelihood of addiction to cigarettes. I limited the cost of the doctor to 1000 caps. I also looked to see if there was a natural withdrawal option, i.e. simply time without drugs. But I didn't find anything there. For me, this is a workaround to be able to play smoothly. An extra setting time for the time my character has to smoke would be the optimal solution.
PPS: What's strange is that the cigarettes are still active, apparently as an addiction, even though I used a save that doesn't involve an addiction. Why is that? Unfortunately, the patch is probably not usable for me, I have removed it for the time being.
Cant seem to make this work. Installed with Vortex. Not showing up in MCM. I see it as installed and enabled in mod list and plugin is also enabled. Dunno.
EDIT: Yeah, this d-----s downloaded the wrong file. Disregard. Enjoy your day!
I have a problem with this mod. I uses Sex Attributes mod wich can make your character addicted to sex. Sex addiction is treated as chem addiction by this mod and player starts to take random drugs.
Does this mod work with only hard chems or also alcohol? I have been playing with it for some time now and my character is a raging alcoholic, but the mod doesn't seem to be doing much so far
Has anyone tried using this with Addiction Overhaul? That mod makes addiction ratings decay over time so if you wait a long enough time between chem use, you are less likely to become addicted. Would love to combine the two if possible.
Hi, absolutely essential mod for me, thank You. There is one issue with new version of AAF. New version dont use doppelganger mechanic anymore, so my character takes drugs durning AAF animations. itls immersion breaking ;) Any chance to fix this?
I started getting addicted to nicotine because I saved with them a bit too often in survival mode. Gave the cigarettes to codsworth to stop the constant smoke breaks, but now my character started to take psycho and jet, and got addicted to them, too. Meanwhile I got medicine addicted because of stim-pack-spaming (thanks medicine-addiction mod) because my character was weakened by all the withdrawal symptoms and also realistic survival-damage-mod. Spent all my leftover caps on addictol but it did not help because I was too far in. Now I am a multi-addicted gollum with most stats at one, stumbling through the commonwealth with constant seizures, doing errant jobs for the chem pushers in goodneighbour and Diamond city, selling the junk my settlements need for upgrading, and working towards the chemist perk rank 2, just to build a secret jet-lab in vault 111 (with the "chem-cookers" mod) to finally pay the 2500 caps for the addiction cure, start a new life and be friends with Codsworth again, who despises the path I went down. Thank you a lot for this mod <3 best playthrough I ever had.
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
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
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!
65 comments
YOU NEED TO DO THE FOLLOWING THING :
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 !
The last test I just tried had me pulling out a smoke right as a raider was pointing his gun at my head. It didn't go well. This is a cool mod, but it could use some tweaks. A combat detector (which is a thing in other mods), or some other way to make this thing not force stop my game every three minutes would be really helpful. This is intended to be constructive criticism, because you've done a hell of a lot more with this mod than I'm capable of doing, and your work is appreciated.
One solution would be to set the search probability from 10 to 1 percent, but I don't know where to do that in xedit. I can't find the position for it.Another solution would be to make the frequency adjustable separately for cigarettes. Because even the maximum setting is not enough for a smooth playing style.
PS: I was able to implement solution 1 with the help of an AI. I drastically reduced the likelihood of addiction to cigarettes. I limited the cost of the doctor to 1000 caps.
I also looked to see if there was a natural withdrawal option, i.e. simply time without drugs. But I didn't find anything there.
For me, this is a workaround to be able to play smoothly. An extra setting time for the time my character has to smoke would be the optimal solution.
PPS: What's strange is that the cigarettes are still active, apparently as an addiction, even though I used a save that doesn't involve an addiction. Why is that?
Unfortunately, the patch is probably not usable for me, I have removed it for the time being.
EDIT: Yeah, this d-----s downloaded the wrong file. Disregard. Enjoy your day!
I uses Sex Attributes mod wich can make your character addicted to sex.
Sex addiction is treated as chem addiction by this mod and player starts to take random drugs.
Any way to fix that?
There is one issue with new version of AAF.
New version dont use doppelganger mechanic anymore, so my character takes drugs durning AAF animations. itls immersion breaking ;) Any chance to fix this?
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
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!
As for the voices, you can disable them via mcm config