If you face a freeze game issue (about 10 seconds after loading a game), install the mod again on a clean save. It should reset everything and fix the issue. This issue could occur when updating the mod and loading an old save.
I tried it on my current save. The auto-forced chem mechanic worked great. But, when frenzy triggered it would freeze the game. I tried turning off frenzy animation and sound, but that didn't help. Got the same freeze result several times. I had changed frenzy chance to 100 to test it. I could use the mod without frenzy on though.
I currently have JIP 56.78 and haven't updated to 56.81 yet as it had some issues apparently and I'm still in the middle of a run.
What you were talking about is not the frenzy effect. It's just the withdrawal state. The mod is checking when you are in withdrawal state and then try to use an item. If no item is owned, then it plays the animation. The frenzy effect is additional to this (triggers a red screen and effects) but I'm not sure it is working well. If you have any issue, just disable it in INI
Got it. I do go into Frenzy mode sometimes with this and get buffs etc. Seems to happen when in combat. It's cool, I just wasn't quite sure why it starts when it does. Thanks for fixing it, it's a fun mod.
I love the ideas of both this and your No Cure mod, but it simply doesn't work for me at all. The visual effect change does work, but the auto-consume, frenzy etc can't seem to trigger, and No Cure doesn't make addictions pass. Did something break with the latest NVSE or could there be some incompatibility somewhere?
It's been a couple of months since I touched my FNV save but I remember trying both those mods and neither working. Is No Cure working for you right now?
Yes, it should but you're not the first reporting it as not working anymore. Could be because some functions changes into newest JIP, I have to investigate but didn't find the time right now.
Added this to my load order recently and it's been a lot of fun! I abuse chems a lot so having harsher penalties for not getting clean is super cool. Thanks for the mod! Endorsed!
Hi, thanks a lot for this mod! It's one I actually requested a while ago on the forums so I'm really happy to see it be made.
I'm really sorry to have to ask, as I'm fairly certain I'm just being dumb, but I was hoping I could get some clarification on the "AutoConsumeFailRestTimer" setting. The description says that it resets the "number of hours spent in withdrawal after an unsuccessful auto-consume attempt", I was just hoping to get confirmation on what an "unsuccessful auto-consume attempt" is.
I assume this means an attempt in which the auto-consume function was triggered, but you didn't have the item in your inventory. I just wanted to check though before I stray from the default settings.
> I assume this means an attempt in which the auto-consume function was triggered, but you didn't have the item in your inventory. That's it ! I really have difficulties trying to explain this feature in english and I'm very surprised nobody ask me for clarification till now XD.
The auto-consume chances are separate in some stages. Each stage have its own % chance to launch an auto-consume example : Level1 Level2 Level3 Level4 Level5
With AutoConsumeFailRestTimer set to 1, after an "unsuccessful auto-consume attempt" at level 3, you will get back to level 1, reducing the chance of an auto-consume attempt next time (admiting you configure Level 1 to have less chance than Level 3) If AutoConsumeFailRestTimer set to 0, you will stay at level 3, not reducing the chance of an auto-consume attempt next time, and allow the mod to reach level 4, level 5 more easily.
Thank you so much for responding (especially so quickly!), yes that's perfect thanks. I wanted to disable the reset just because (along with the 'Addictions Pass with Time' mod), it better suited the way I wanted addiction to work, and I just wanted to be 100% sure I'd understood the setting before I messed with it. Thanks again for the response, I really appreciate it :D
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It should reset everything and fix the issue.
This issue could occur when updating the mod and loading an old save.
I currently have JIP 56.78 and haven't updated to 56.81 yet as it had some issues apparently and I'm still in the middle of a run.
The frenzy effect is additional to this (triggers a red screen and effects) but I'm not sure it is working well. If you have any issue, just disable it in INI
bUseIndividual = 0
fMinDelayBetweenAC = 1
fMaxDelayBetweenAC = 1
fChancesOfAC =100
fMaxChancesOfAC = 100
bChancesMultiply = 1
bChancesReset = 0
fEnduranceMatters = 0
fChemResistPerk = 0.8
bInCombatAC = 0
iNoAnimIngestOnAC = 2
bMessageAC = 1
bBadEffects = 1
bGoodEffects = 1
bHandleTimeBounds = 1
iFrenzyStartChances = 15
iFrenzyStopChances = 30
fFrenzyLowHPMultCh = 1.5
bFrenzyWhenCritState = 1
iFrenzyDelayBetween = 3
bWithdMessage = 1
bWithdSound = 1
iWithdAnimation = 666
bFrenzyMessage = 1
It's one I actually requested a while ago on the forums so I'm really happy to see it be made.
I'm really sorry to have to ask, as I'm fairly certain I'm just being dumb, but I was hoping I could get some clarification on the "AutoConsumeFailRestTimer" setting.
The description says that it resets the "number of hours spent in withdrawal after an unsuccessful auto-consume attempt", I was just hoping to get confirmation on what an "unsuccessful auto-consume attempt" is.
I assume this means an attempt in which the auto-consume function was triggered, but you didn't have the item in your inventory.
I just wanted to check though before I stray from the default settings.
That's it ! I really have difficulties trying to explain this feature in english and I'm very surprised nobody ask me for clarification till now XD.
The auto-consume chances are separate in some stages. Each stage have its own % chance to launch an auto-consume
example :
Level1
Level2
Level3
Level4
Level5
With AutoConsumeFailRestTimer set to 1, after an "unsuccessful auto-consume attempt" at level 3, you will get back to level 1, reducing the chance of an auto-consume attempt next time (admiting you configure Level 1 to have less chance than Level 3)
If AutoConsumeFailRestTimer set to 0, you will stay at level 3, not reducing the chance of an auto-consume attempt next time, and allow the mod to reach level 4, level 5 more easily.
Is it more clear ?
I wanted to disable the reset just because (along with the 'Addictions Pass with Time' mod), it better suited the way I wanted addiction to work, and I just wanted to be 100% sure I'd understood the setting before I messed with it.
Thanks again for the response, I really appreciate it :D
You're amazing.
Would it also be covered by this mod?
EDIT: aaaand i can't read.