So I wanted to make the drunk visuals last as long as the alcohol, like it is with Absynthe. I loaded the mod in GECK and found "LapDrunk001SFX", "LapDrunk002SFX", "LapDrunk003SFX" and "LapDrunk004SFX" under Special Effects\Imagespace Modifier. I right-clicked them and chose edit, in the now opened window, I changed the value under "Duration" at the bottom of the window to a higher number and pressed apply. After that I closed the window, pressed the "save"-button and closed the GECK.
Now when you look at the esp, it has a new change date, so the changes were saved, but when I load the game, nothing is different. The first stage of being drunk lasts a little over 20 seconds, just as before. So clearly my changes had no effect.
Is anyone experienced enough to tell me, why my effects don't last longer? Have I changed the wrong values? (It was the only thing I could find that made sense.)
I've been trying to do the same. Increasing the duration of the effect does nothing as the effect only triggers a script that increases lapdrunklevel variable and starts a quest to determine what ImageSpaceModifier to use. The problem must be with the quest script since the effect does work for about 20 or so seconds like you stated, then fades back to normal. I'm not sure how to fix it since reducing the lapdrunklevel decrease value doesn't seem to affect it. If you managed to fix this, please let me know!
Also a little late, but if you're still interested in making the effects last longer, in the script "LapDrunkQuestScript" the line:
if LapDrunkLevel > 0 set LapDrunkLevel to LapDrunkLevel - 0.033
The .033 is the variable you want to change. The script runs every second and removes .033 from your drunk level. 1/0.033=30.30 so the effect lasts 30.3 seconds I've got mine set to last roughly an hour in game, but it will depend on your games timescale. Good luck.
Also the actual screen blur effect itself has a roughly 30 second duration, so it will fade out and back in if the total duration is longer than that. You can probably just edit the duration directly on the effect, but I just use those as the moments of drunken stupor that my character will remember.
I've used this mod for many years, even back on Fallout 3 (or whatever its equivalent was, I believe it was an older version of this mod by the same author though), and I love it. However, I've recently noticed a somewhat game-breaking bug associated with this mod.
So, first of all, the description is a bit incorrect. It does in fact modify the stats of some chems, or at least to my knowledge, one of them: jet. When taking jet, it'll cause your character's physical running speed to increase dramatically at the cost of eating away at your action points. This in and of itself doesn't bother me. I've actually grown accustomed to it and enjoy strategically using this effect, and I've been aware of this speed-changing effect for years.
Now where the problem comes in, is when taking this while your limbs are crippled. I like to play very brutal hardcore runs, where I may be left damaged, irradiated, etc, for long spans of time without any immediate ways of healing those negative stat debuffs. Being crippled obviously negatively affects your character's movement abilities, and brings your running to a crawling halt. So naturally, taking jet which artificially speeds you up for a short duration of time, is a pretty useful and handy strategy.
However, when taking jet while crippled, it'll increase your run speed as usual, but once it begins to wear off, it'll attempt to "restore" your character to its original state before taking jet. This causes it to repeatedly "re-cripple" your limbs over and over again without stopping, and the only way to resolve this issue is to use the 'player.resethealth' command in order to remove your crippled stat effects entirely, which is pretty disruptive to organic gameplay.
I believe this conflict occurs due to the fact that jet in this mod modifies your character's base run speed stat, and then has trouble re-applying your original running speed once the effect wears off. Normally, it doesn't seem to have an issue with this, because it's usually re-applying your character's standard speed to a non-crippled character. I think that's why I haven't noticed this issue occur in the years I've used this mod, I just happened to be in an in-game location where doctor bags are incredibly scarce and I have to just power through my crippled status until I can find some.
Sorry for the TL;DR, I typically like to diagnose and fix my own mod conflicts through the GECK the best I can, but in this case I may need someone who is more proficient in scripting than I am to look into this more. I doubt the original author of this mod still lurks around here or offers support, so I'm open to help from anyone who has the time and interest to look into it.
works just fine for me. I've been crippled several times while on jet and nothing like what you're saying has happened to me. What type of impact/skeleton are you using? I've stopped using Immersive Hit Reactions and everything like that and my issues in this game have gone way down.
This mod is incompatible with Old World Blues, it removes the health bonus from alcohol upon taking the Old World Gourmet perk, totally kills the game for my hobo playthrough.
While this is like 3 years later, I don't really care ( I'm a necromancer ):
ARVSPEX - The information is accurate, but incomplete. Halothan is correct. This is an issue with how plugins work in the ESP\ESM system. You can't simply change\add something, and just have that simple change. So while this mod doesn't edit the actual stat values and only adds an effect, Dead Money also simply adds "an effect ( Perk effect )", which means last plugin loaded wins, which will be this one ( since it's an ESP, dead money is an ESM, always loaded first ).
This also means any mod that DO alter the drugs\alcohol in anyway ( such as jsawyer making them restore, rather than drain hydration ) is inherently incompatible. Have to pick one.
--
Anyway, I've made a patch for the DLCs and JSawyer.
I love this idea. I don't think the author knew that mentats is supposed to be analogous to modafinil, ritalin etc. Gonna try to make an edit based on this scene: https://www.youtube.com/watch?v=xP-ZwmCPBAs
can you remove effect that splits the image on screen in two (cave fungus, alcohol, some others) beacuse i cant see sh*t and instead of taking advantage of the drug's effects i have to stand around and wait for it to wear off beacuse i cant do anything
81 comments
I loaded the mod in GECK and found "LapDrunk001SFX", "LapDrunk002SFX", "LapDrunk003SFX" and "LapDrunk004SFX" under Special Effects\Imagespace Modifier. I right-clicked them and chose edit, in the now opened window, I changed the value under "Duration" at the bottom of the window to a higher number and pressed apply. After that I closed the window, pressed the "save"-button and closed the GECK.
Now when you look at the esp, it has a new change date, so the changes were saved, but when I load the game, nothing is different. The first stage of being drunk lasts a little over 20 seconds, just as before. So clearly my changes had no effect.
Is anyone experienced enough to tell me, why my effects don't last longer? Have I changed the wrong values? (It was the only thing I could find that made sense.)
I've been trying to do the same. Increasing the duration of the effect does nothing as the effect only triggers a script that increases lapdrunklevel variable and starts a quest to determine what ImageSpaceModifier to use. The problem must be with the quest script since the effect does work for about 20 or so seconds like you stated, then fades back to normal. I'm not sure how to fix it since reducing the lapdrunklevel decrease value doesn't seem to affect it. If you managed to fix this, please let me know!
if LapDrunkLevel > 0
set LapDrunkLevel to LapDrunkLevel - 0.033
The .033 is the variable you want to change. The script runs every second and removes .033 from your drunk level.
1/0.033=30.30 so the effect lasts 30.3 seconds
I've got mine set to last roughly an hour in game, but it will depend on your games timescale. Good luck.
Also the actual screen blur effect itself has a roughly 30 second duration, so it will fade out and back in if the total duration is longer than that. You can probably just edit the duration directly on the effect, but I just use those as the moments of drunken stupor that my character will remember.
If I drink vodka, I can wait for 24 hours, and even sleep, and the visual persists. It is not like this with drugs, only the alcohol effect.
So, first of all, the description is a bit incorrect. It does in fact modify the stats of some chems, or at least to my knowledge, one of them: jet. When taking jet, it'll cause your character's physical running speed to increase dramatically at the cost of eating away at your action points. This in and of itself doesn't bother me. I've actually grown accustomed to it and enjoy strategically using this effect, and I've been aware of this speed-changing effect for years.
Now where the problem comes in, is when taking this while your limbs are crippled. I like to play very brutal hardcore runs, where I may be left damaged, irradiated, etc, for long spans of time without any immediate ways of healing those negative stat debuffs. Being crippled obviously negatively affects your character's movement abilities, and brings your running to a crawling halt. So naturally, taking jet which artificially speeds you up for a short duration of time, is a pretty useful and handy strategy.
However, when taking jet while crippled, it'll increase your run speed as usual, but once it begins to wear off, it'll attempt to "restore" your character to its original state before taking jet. This causes it to repeatedly "re-cripple" your limbs over and over again without stopping, and the only way to resolve this issue is to use the 'player.resethealth' command in order to remove your crippled stat effects entirely, which is pretty disruptive to organic gameplay.
I believe this conflict occurs due to the fact that jet in this mod modifies your character's base run speed stat, and then has trouble re-applying your original running speed once the effect wears off. Normally, it doesn't seem to have an issue with this, because it's usually re-applying your character's standard speed to a non-crippled character. I think that's why I haven't noticed this issue occur in the years I've used this mod, I just happened to be in an in-game location where doctor bags are incredibly scarce and I have to just power through my crippled status until I can find some.
Sorry for the TL;DR, I typically like to diagnose and fix my own mod conflicts through the GECK the best I can, but in this case I may need someone who is more proficient in scripting than I am to look into this more. I doubt the original author of this mod still lurks around here or offers support, so I'm open to help from anyone who has the time and interest to look into it.
...is erroneous information.
And the Old World Gourmet perk is from Dead Money.
ARVSPEX - The information is accurate, but incomplete. Halothan is correct. This is an issue with how plugins work in the ESP\ESM system. You can't simply change\add something, and just have that simple change. So while this mod doesn't edit the actual stat values and only adds an effect, Dead Money also simply adds "an effect ( Perk effect )", which means last plugin loaded wins, which will be this one ( since it's an ESP, dead money is an ESM, always loaded first ).
This also means any mod that DO alter the drugs\alcohol in anyway ( such as jsawyer making them restore, rather than drain hydration ) is inherently incompatible. Have to pick one.
--
Anyway, I've made a patch for the DLCs and JSawyer.