Fallout New Vegas

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Huerta

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Huerta

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  1. Huerta
    Huerta
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    TLDR: With the new version, reload a save after a restart to keep your recently taken chems. Do not take chems for 6 seconds after restarting the game or you'll waste them.

    New version should fix the lingering detrimental effect from chems, but the fix comes with a couple of downsides:

    • If you saved after recently taking chems (for example buffing before fighting Ulysses), after a game restart, the chems (most) will be removed.
    • This will keep happening for the first 6 seconds after loading a save for the first time (again, game restart)
    • This won't happen if you reload the save.

    About the bug: Somehow, a chem effect can get stuck in your save and on game restart the detrimental effects will apply to the player, and run off after the set time. This doesn't happen after reloading the save.

    About the fix: After a game restart, the mod will monitor player and search for detrimental needs effects for 6 seconds, if found, all chems that can cause it will be removed.
  2. deleted23590599
    deleted23590599
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    Everytime I start the game I get the detrimental effects of mentats. The mentats already worn off a while back but this keeps happening. I realize because im also using aidUI. Is this a load order problem? should this mod go anywhere in particular? fnvedit shows nothing.
    1. Huerta
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      No idea what could cause that. Removing the mod should fix it, and you can add it back again later. Load order does not affect anything in the mod.
    2. deleted23590599
      deleted23590599
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      Ok i'll try that. Thanks.
    3. elam71
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      If it helps, you can reload the same save and it'll remove the mentat after effects, and it won't affect your hardcore stats from that reloaded save.
    4. Huerta
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      Well now I've had this happened to me with Med-X. It's exactly as you say, I even get the 'Chem worn off' message & visual effect. It happens on the first load, reloading the save prevents the effect from appearing. I cannot comprehend why this happens, must be a quirk of how the game handles effects. I even tried with a clean save and the Med-X effect appeared again, so It must be something stored on the save from someting other than the mod. Anyway if anyone finds out the cause of this please let me now. At least is not a big problem.
    5. deleted23590599
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      Yeah, I remember I tried everything. Clean save, disabling all other mods, testing new character with no other mods (it would happen again after I took chems, not the ones from the other character), removed some nvse plugins that were not needed just in case, nothing worked for me. It seemed to do this with every different chem I ever used, not just mentats. Reloading everytime I start playing got annoying fast so after a while I decided to remove the mod, it's a shame because I like the idea. I'll keep tracking it in case you figure out how to fix it. 
  3. Roach1337
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    Coupled with the 'Refined' version of Harder Hardcore Rates, this is a must-have for any hyper-realistic/ultra-hardcore playthrough.
  4. mikeboydus
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    Is there a way for a user to modify this? I really like this idea, but want to tweak some of the effects. 
    1. Huerta
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      There is no way to change it ingame. You can do it in the geck with some knowledge of scripting.
  5. khittyhawk
    khittyhawk
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    I tend to go straight-edge in my playthroughs and installed this mod for funzies. I'm strolling down the Divide, trying to find all the RALPHIE posters, and suddenly - what the heck happened to my sleep level? Why is my bar suddenly halfway gone?

    Forgot I had it installed, heh. Makes the Courier's Mile even more brutal than it already is. Suddenly all that Jet becomes so much more precious.

    (Can you add the detailed chem effects file to the download? I just saved the image into the mod's folder on my computer, but it would be useful to have a available reference file built in)
  6. virtuallyNA
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    I have to say, I really like this mod. It makes hunger, thirst, and sleepiness more of an issue to juggle. I would love to see you expand this to more of the "natural" healing items, like healing powder and the HH tribal chems.
    1. Huerta
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      Thanks, and to everyone that posted some support here.
      I considered adding more effects to other AID items but did not want to make the mod too bloated. Maybe as a separate version some time.
  7. Suspenfrau
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    Finally a way to make me eat those 500+ salient green on my sink fridge
  8. machine012
    machine012
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    Nice! thanks for making this. Giving it a try.
  9. Qolore7
    Qolore7
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    This is really cool, thanks for making it. I've been looking to porting over a bunch of features from FO4 survival mode and this does it perfectly
  10. friendlynonmurderingsort
    friendlynonmurderingsort
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    I like this idea! Maybe adding a medicine/survival perk that lowers the detrimental effects of the chems would be a cool idea and reason to spec into those skills.
    1. mediocreboy
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      this^^^
    2. Huerta
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      I'm reluctant to implement something like this for the following reasons:
      1- I think Survival and Medicine are already worthy skills, specially Survival
      2- It would require a bunch of new code

      I would consider it but no promises.
  11. martilo3
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    Cool idea, taken maybe a bit too far, but il keep an eye out, very interesting and good concept!