About this mod
Forces each individual dose of Implant GRX to have its own 24-hour recycle, as opposed to all doses becoming available at exactly midnight. Adjustable.
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Forces each individual dose of Implant GRX to have its own 24-hour recycle, as opposed to all doses becoming available at exactly midnight. Adjustable.
The problem
Implant GRX is a very fun, very powerful endgame perk -- a built-in bullet-time that one can engage at will. Unfortunately, as with Fallout 3's similarly godlike Nuclear Anomaly, the perk seems to have been added in haste, and the end result carries some noteworthy drawbacks.
The most obvious drawback with Implant GRX is the fact that one must use the Pip-Boy to activate it. Happily, mods already exist which attempt to correct for this dealbreaker.
But I have always felt that another drawback with Implant GRX is the dubious means by which the doses of the perk get recycled. What happens is that at exactly midnight -- i.e. the first moment of the new day -- every dose gets recycled in one lump. It doesn't matter whether you used your doses 23 hours ago or two minutes ago; you get them all back at a set time, like clockwork. This behavior simply does not jive with the concept of a brain implant which produces a steady trickle of doses at a rate dictated by the perk's rank.
The solution
The behavior of dose recycling has been changed so that every individual dose of Implant GRX recycles 24 hours after use. If you used a dose at 5 PM, it will become available again at 5 PM the following day. It doesn't matter what pattern of usage you use; doses will return the next day at the same cadence.
A Caveat
It is true that this system causes doses to become, on the whole, less commonly available. For anyone concerned about this, especially if one is already using a lower timescale, I have left a variable available which one may tweak with the console, using this example syntax:
SetGlobalVariable IGRXRHours 12
This example sets the recycle wait to 12 game hours, down from the default of 24.
v1.3: The above and below settings can now be tweaked via a config file. A little tidier than rummaging around the console. Also, this mod no longer edits a vanilla script. Certain other mods also mess with that script, so this became a necessary change.
v1.2: Added a new variable, enacted with the console: set IGRGXAdjust to 1 -- Forces Implant GRX Recycler to adjust its frequency so that a "24-hour cycle" corresponds to the vanilla of 48 minutes, no matter what Timescale has been set to. This will force the availability of implant doses to more closely match the intended vanilla experience of several per hour.
v1.1b: The first version of this mod was left in an interrupted, thoroughly incomplete state (thank you, cancer) and it was essentially nonfunctional.
Notes:
- This mod requires JIP LN NVSE.
- This mod takes pains to minimize changes to vanilla entries. It is thus compatible with Yukichigai Unofficial Patch, for example.
- This mod is fully compatible with jsawyer mod, which also makes changes to Implant GRX.
- If you install this mod but already had Implant GRX as a perk, any already-used doses will recycle using the vanilla behavior. I.e. they will recycle at midnight the following day.
Other New Vegas mods I made:
Bugs:
- Asterra's Many Fixes - Fixes a lot of things not covered by Yukichigai Unofficial Patch.
- Remember Ammo Count On Reload - Prevents the game from fully reloading your weapon every time you load a saved game.
- No More Double Open & Close Sounds - Corrects for longstanding audio bugs associated with opening and closing doors and containers.
- Restoring Hope Quest Morale Fix
- Debt Collector Quest Fix
Personalization:
- Less Constant Music - Reduces the incidence of background music from 100% to 25%.
- Doc Mitchell Easier to Impress - Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale, rather than 1 to 10.
- Snowglobe Tweaks - Minor lore-friendly tweaks to make snowglobes less clunky.
- Show Pickpocket Success Rate - Adds a note to the pickpocket menu indicating the pickpocket success rate for the highlighted item.
- Loot Unconscious Victims - Lets you open the inventory of any equipment-carrying enemy who has been immobilized.
- Asterra's Lore-Friendly Challenges - Adds several challenges aimed at exhausting what the game has to offer.
- Get Both Alien Blaster And YCS/186 - Gives lore-friendly access to both weapons in a single game.
- Implant GRX Recycler - Forces each individual dose of Implant GRX to have its own 24-hour recycle.
- Beyond the Beef Tweaks - Changes to the Beyond The Beef quest aimed at improving options and making the conclusion more fulfilling.
- Empty or Not Empty - Removes the magical ability to clairvoyantly know when containers are empty, until they've been checked.
- Eddie Hears An Explosion - Irons out one of the clunkier moments in the game. (Improved since the first version.)
- Dark Craving - Adds the cannibal addiction feature from Fallout 4's survival mode.
- Legendary Difficulty - Matches Skyrim's "Legendary" settings.
- Higher Female Protagonist Voice
- Higher Voice for Veronica
- Choose Lockpick Or Use Key - Provides the option of lockpicking doors and containers regardless of whether you already have the key.
- Wild Wasteland Checklist - A menu-based, self-updating checklist of all of the Wild Wasteland content.
- Honest Hearts Workbench Crate Luck - The skill book crates in Honest Hearts obey the player character's luck.
- JSawyer Mod Vanilla Number Of Perks - Makes the perk count end at the vanilla 25, rather than JSawyer Mod's 17.
Redacted or redundant due to subsequent osmosis into mods from other authors: