Fallout New Vegas

File information

Last updated

Original upload

Created by

CivisRomanus

Uploaded by

CivisRomanus

Virus scan

Safe to use

Tags for this mod

About this mod

10% chance of receiving 1 negative (out of 5) or 1 positive (out of 5) effect instead of only one (vanilla) negative effect. "Water Consumed" stat fix when drinking water items.

Requirements
Permissions and credits
Donations
Requires main game and Lonesome Road DLC.
Mod version: 1.1
-------------------------
What the mod does:
1. You'll have 10% chance of receiving 1 negative (out of 5) or 1 positive (out of 5) effect instead of only 1 (vanilla) negative effect after using Super-Stimpaks.
2. "Water Consumed" Pip-Boy stat will be correctly upgraded after drinking water "items".
Notes:
* If you have "Camel of the Mojave" perk before installing the mod, when you will drink a water "item", "Water Consumed" stat will be upgraded to 100 then, it will count normally (101. 102, etc.).
* If you don't have "Camel of the Mojave" perk before installing the mod, "Water Consumed" stat will start counting (1, 2, 3, etc.) then, when you take the perk, it will be upgraded to 100, then (again!), it will count normally (101. 102, etc.).
3. Super-Stimpaks, Auto-Inject Stimpaks and Auto-Inject Super-Stimpaks will count toward "Stimpaks Taken" challenges.
-------------------------
Super-Stimpaks negative effects (10% chance each):
1. Vanilla effect STR -1, AGI -1/120s
2. AGI -1/30s
3. END -1/30s
4. INT -1/30s
5. PER -1/30s
Super-Stimpaks positive effects (10% chance each):
1. AGI +2/30s
2. Action Points +10/30s
3. STR +2/30s
4. Remove radiation -10/s for 30s
5. Restore health +5HP/s for 30s
Notes:
1. The effects and their duration will not stack, no matter how many Super Stimpaks you shot in a row. If you didn't notice, the vanilla effect of Super Stimpak stacks after shooting them in a row. Consider this as a fix for Super Stimpaks too.
2. If you have mods that allow Super Stimpaks usage on Companions or NPCs, they (Companions or NPCs) will not be affected by Super Stimpak Sicknesses or Buffs, they will be affected only by its healing effect.
3. All water "items" (Dirty Water, Irradiated Water and Purify Water) will modify the infamous "Water Consumed" Pip-Boy Stat.
4. NVDLC04AutoInjectQuest responsible for injecting Auto-Inject Stimpaks, Auto-Inject Super Stimpaks and/or Snakebite Tourniquets will be stopped, if you don't have them in your inventory or you are not in combat. No real need to keep this quest running (in both cases), checking every second if you are in combat, even if you don't have Auto-Inject Stimpaks, Auto-Inject Super Stimpaks and/or Snakebite Tourniquets in your inventory.
The aforementioned quest (0400cdce) will be (re)activated only if you have them in your inventory and you are in combat. Otherwise, it will be stopped.
5. Install the mod after Vendors Containers Respawn Fix - Elaborate Edition.

--------
Warning:
If you uninstall this mod, use console command "startquest 0400cdce" (without quotation marks).
Many thanks and sorry for any inconvenience.
--------
Some extra details:
1. NVDLC04AutoInjectQuest will be stopped by NVDLC04GenericPerkQuestSCRIPT. I also tweaked this script (particularly its "Voracious Reader" routine without introducing extra custom variables).
2. Reduced x10 NVDLC04GenericPerkQuestSCRIPT processing in NVDLC04GenericPerkQUEST. Script processing every second is more than enough for this quest. It runs 150hrs (or more) of your entire gameplay, if you didn't know.
3. Addiction01ISFX image space adapter duration reduced (6s -> 4s). You'll notice it when "Super Stimpak additional efect has worn off" (30s or 120s after injecting a Super Stimpak).
4. Don't bother with Hot Blooded trait. It's rendered useless by NVDLC04AutoInjectQuest.

Credits:
Bethesda/Obsidian.
Me.
Eris and Dysnomia.

Many thanks to:
Nexus - for allowing us shooting Super-Stimpaks and Jets in a row.