Fallout New Vegas
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SHAD0WC0BRA

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SHAD0WC0BRA

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About this mod

This mod converts cigarettes to usable chems in a simple way that reduces conflicts. It does not include any special animations; the usable cigarettes work like any other base game chem, playing a short sound clip when used and immediately applying the effects.

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This mod seamlessly converts any cigarette you pick up or purchase into a usable "chem" version, such that it does not change any of the cigarettes placed in the game world or on vendors until you obtain them (the conversion process is instant and does not alert the player). In addition, packs of cigarettes and cartons of cigarettes can be "opened" at workbenches. Cartons yield 4 packs of cigarettes, an amount that is consistent with the weight and value of the cartons and packs. Packs of cigarettes yield 8 cigarettes (the logic here is that cartons have 40% of the packs that they do in real life, thus packs also have 40% of the amount of cigarettes - this also fits perfectly with the values of cigarette cartons and packs, including the chip values in Dead Money).

When a cigarette is used, a short sound clip of lighting the cigarette is played; it works similarly to other chems from the vanilla game, with no special animations, etc. Like the Coyote Tobacco Chew, the cigarette adds one Perception and one Agility, but for a fourth of the duration (one minute). It also temporarily reduces Endurance by one. It shares the addiction type of the Coyote Tobacco Chew. It does not stack with the Coyote Tobacco Chew (thanks to Nexus user punchbattle).

Although cigarettes may seem plentiful at 32 per carton, their effects do not last very long (one minute by default with a maximum of 160 seconds with the Chemist and Day Tripper perks), and the player might want to be careful how many they smoke. After the 250th cigarette, each additional cigarette smoked has a 1 in 250 chance of giving the player a permanent debuff, a loss of a single point of Endurance. This debuff can only be gained once, so if you do get it, you might as well just keep smoking.

I am considering adding the recipes for opening cigarette packs and cartons to more crafting interfaces, such that you can open your packs at a campfire, etc. instead of exclusively at workbenches. Vote here.

Yes, it is weird that you have to go to a workbench to open the cigarette cartons/packs, but it's the simplest way to make the mod (without completely changing the items).

Also, before anyone mentions this, it certainly seems like the player starts out the game with a lighter, as you don't need to find one to use dynamite, and it's not like every stick of dynamite comes with its own lighter
...

ITEM ID
Cigarette (chem version): XX000ADD

REQUIREMENTS
Only the base game is required.

KNOWN ISSUES
None. Please report any issues in the comments.

CONFLICTS
This mod will conflict with anything that alters the cigarette, the Coyote Tobacco Chew, or the tobacco withdrawal effect. It will not revert any of the bug fixes made by YUP.

INSTALLATION
Put the contents of the mod folder (the folder with the .esp inside of it) into your Data folder, or use a mod manager. To uninstall, delete the mod's file (the .esp) or uninstall using a mod manager.

ADDENDUM
I have made a lot of mods. Because I like to create different versions to give the user plenty of options, it's extremely difficult for me to bundle my mods together. I recommend getting the FNV Mod Limit Fix by iranrmrf, or try using a tool like Merge Plugins by Mator.