About this mod
This mod serves to diversify various alcoholic and soft drinks by offering them more unique identities and to ensure they wont be as irrelevant in your playthrough.
- Requirements
- Permissions and credits
- Changelogs
This one is a little different from my other works, but ever since I've gotten Cass as a companion, I started paying more attention towards the various alcoholic beverages in the game due to her perk, and noticed that most of them offer basically the same +1 to STR & CHA while reducing INT with little variation to reflect their unique identities.
For instance all alcohol reduces INT to signify being drunk, yet somehow has absolutely zero effects on a character's AGL or PER.
Which I don't know about you, but I think being inebriated would surely have an effect on your motor fuctions, or that different alcohol would have varying degrees of making you drunk and maybe simply being drunk isn't enough to make you attractive.
Or that because Whiskey Rose only give certain drinks added bonuses, you will only ever use a few select drinks despite Whiskey Rose removing the negatives of all alcoholic beverages.
Whatever the case, if you ever felt that not all Alcohol was created equal, this is the balance mod for you.
I also started paying attention to the various sodas ingame, particularly the realization that I've never once in my playthrough popped open a single Nuka-Cola or Sunset Sarsaparilla. And unfortunately for them, there's no Whiskey Rose Perk to make them worth carrying along my adventures.
So now I've also added additional interactions between the Old World Gourmet perk from Dead Money with a lot of these beverages, I've always felt that Old World Gourmet as a perk isn't as valuable of a pick as it could be, so now one additional goal of this balance mod was to make it worth a lot more.
Picking Old World Gourmet will now allow you to:
- Heal from Alcoholic beverages, and more from Sodas.
- Restore Dehydration or remove the risk of it from both Sodas and Alcohol.
- Sodas no longer give RADs. (except for irradiated sunset sarsaparilla)
Requirements
- Dead Money for the Old World Gourmet perk.
- Honest Hearts for Wasteland Tequila.
Installation
You can just install this with your mod manager or manually place it in your Data file in your game's root directory. It's a very basic .esp file.
Note:
- As this mod only affects Vanilla ingestible stats, it should be compatible with just about anything so long as it doesn't manipulate the specified drinks.
- It was also made with YUP in mind, so you should definitely load this underneath YUP as it is already technically patched for it.
- If you load it above YUP or any other mods that alter these specific drinks, expect it to not have any changes.
00 - Uniquely Balanced Beverages is the Main File, it combined all two esps into one single esp.
There are also alternative versions for use with zzjay's Alcohol Bottles OVERHAUL and Nuka Cola World, needless to say you'll need the models provided by those two if you want to use those.
If you like one of these changes but not the others, you have the option to pick and choose which part to download as there are optional downloads that target only parts of the mod or specific sets.
Table of Contents
*Note:
- Unlike my other Uniquely Balanced mods, this Table of Content will have a unique way to structure information about EFFs and interactions.
- BAD: refers to Effects that can be removed by Cass' Whiskey Rose perk.
- ROS: refers to having the Whiskey Rose perk from Cass.
- PRK: refers to having the Old World Gourmet perk from Dead Money.
Alcohol
*The difference between Alcohol and Chems is that Alcohol boosts SPECIAL and lasts longer.
*There are two types of Alcohol, 'Old World' and 'Wasteland'.
*Alcohol under 'Old World' are affected by Old World Gourmet and 'Wasteland' Alcohol won't.
*Old World Gourmet will give all 'Old World' Alcohol +1 CHA and healing.
*The idea for +1 CHA is that unlike before, you're able to properly savor your cold hard drink with the right etiquette.
*All Alcohol will now be affected by Whiskey Rose.
*Bonuses given by Whiskey Rose will typically be helpful in combat.
*All bonuses given by Whiskey Rose are to help steer each drink into fulfilling a specific playstyle and role.
*Irradiated alcoholic beverages wont give any healing.
*The 'Food Items' Flag was removed from most of the beverages in this table due to balancing issues caused by high Survival skill.
*However certain milestones in the Survival skill will still improve some effects gained from these drinks.
*The Milestones are lvl 50 and lvl 100 of your Survival skill.
*There are levels of Drunkenness I use to measure how strong a drink is, these level are:
- Tipsy: [PER -1]
- Drunk: [PER -1, AGL -1, INT -1]
- Wasted: [PER -2, AGL -2, INT -2]
*In addition, Alcohol will also now increase your SLP penalty without Whiskey Rose for Hardcore players.
*Drinks affected by Old World Gourmet will give +1 CHA, restore HP, and cost no DHY for Hardcore players.
*Beer is the cheapest and most common drink here, putting its VAL at 5.
*Beer is somewhat of a light drink compared to the others, giving it one of the lightest penalties at only -1 PER and +5 to SLP.
*Beer's focus is on offense, increasing STR by 2 at the cost of its defense.
*With Whiskey Rose it can have the highest Damage Boost of them all.
*If you invest in Survival, this Damage Boost will increase by 10% at lvl 50 and lvl 100, culminating at a whopping +40% Damage Boost.
*Likewise, your STR bonus will also increase by 2 at each milestone of your Survival skill.
Beer:
- VAL: 2 > 5
- EFF : [STR +1, CHA +1, INT -1] > [STR +2, +20 DHY]
- BAD: [PER -1, SLP +5]
- ROS: [DMG +20%]
- PRK: [CHA +1, NO DHY, HP +2(10s)]
- EFF : [RAD +10, STR +1, CHA +1, INT -1] > [STR +2, +20 DHY, RAD +10]
- BAD: [PER -1, SLP +5]
- ROS: [DMG +20%]
- PRK: [CHA +1, NO DHY]
*Vodka is a bit more exotic compared to Beer, giving it 15 VAL.
*Vodka is a much stronger drink than Beer, giving it a penalty of -1 to PER, AGL, and INT, along with +10 to SLP.
*Whereas Beer is focused on offense, Vodka is entirely on defense, giving it +2 END.
*Vodka heals +2 HP more than Beer with Old World Gourmet to help reflect this difference.
*With Whiskey Rose, Vodka will raise your DT by 3 like one level of the 'Toughness' perk.
*If you invest in your Survival, the DT bonus will increase by an additional +3 at lvl 50 and lvl 100, culminating at +9 DT.
*Likewise, your END bonus will increase by +2 at each milestone of your Survival skill.
Vodka:
- VAL: 20 > 15
- EFF : [STR +1, CHA +1, INT -1] > [END +2, +20 DHY]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DT +3]
- PRK: [CHA +1, NO DHY, HP +4(10s)]
*Scotch is a strong drink like Vodka, giving it the same -1 to PER, AGL, and INT with +10 SLP.
*Scotch is a bit of a balanced drink compared to the other two before, it boosts both STR and END by a modest +1.
*Scotch heals the same amount as Vodka with Old World Gourmet, but does so in a quicker burst.
*With Whiskey Rose, Scotch has a preference towards defense, giving it +20 to DR.
*This DR bonus will increase by +10 with each milestone in your Survival skill at lvl 50 and lvl 100.
*Likewise your STR and END will both increase by +1 per milestone of your Survival skill.
*Jake Juice is included because it frankly is just another variant of Scotch.
*Due to its uniqueness however, it has +1 min to its DUR and costs 30 caps.
Scotch:
- VAL: 10 > 20
- EFF : [STR +1, CHA +1, INT -1] > [STR +1, END +1, +25 DHY]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DR +20]
- PRK: [CHA +1, NO DHY, HP +8(5s)]
- VAL: 10 > 30
- DUR: 4m > 5m
- EFF : [STR +1, CHA +1, INT -1] > [STR +1, END +1, +25 DHY]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DR +20]
- PRK: [CHA +1, NO DHY, HP +8(5s)]
- EFF : [RAD +10, STR +1, CHA +1, INT -1] > [STR +1, END +1, +25 DHY, RAD +10]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DR +20]
- PRK: [CHA +1, NO DHY]
*Absinthe is a bit of a special drink, giving it slightly unique properties compared to the others.
*It's a drink with the unique properties of offering a 'high', greatly increasing your perception and the cost of being 'slow'.
*To reflect this, Absinthe will increase PER by +2, at the cost of -1 INT and -15 AP.
*As a somewhat medicinal drink, it will also give +10% PSN Resist, and has one of the highest healing with Old World Gourmet.
*With Whiskey Rose, Absinthe will have the same effects as Steady with reducing weapon spread.
*Investing in your Survival skill will only show benefits for your PER and PSN Resist bonuses at lvl 50 and lvl 100 of your Survival skill.
*PER is increased by +2 and PSN Resist another +10% per milestone of your Survival skill.
Absinthe:
- VAL: 20 > 30
- EFF : [PER +1, CHA +1, INT -1] > [PER +2, PSN Resist +10%, +20 DHY]
- BAD: [INT -1, AP -15, SLP +5]
- ROS: [Reduce Weapon Spread]
- PRK: [CHA +1, NO DHY, HP +10(5s)]
*Wine is considered a more sophisticated and classy drink compared to the others, putting its VAL at an exceptional 60.
*Due to this consideration, its focus is less on combat and more on utility, offering +2 to CHA while reducing Dehydration at the cost of only -1 PER and +5 SLP.
*Wine also has one of the best interactions with Old World Gourmet.
*Old World Gourmet will give +10 Speech like a magazine, while increasing the effectiveness of reducing Dehydration to -30.
*It also has one of the longest duration for healing at +2 HP for 20s.
*Investing in Survival will increase the CHA bonus by +2, along with boosting the Dehydration and Healing bonuses at lvl 50 and lvl 100 of your Survival skill.
*With Whiskey Rose, you will gain +1 LUK from drinking Wine.
*I figured that as a drink typically reserved for a high class experience, it would see its place in either a lot of gambling, or getting 'lucky' in a romantic setting.
*Also Luck counts towards boosting your combat as it's a compromise that technically boosts both combat and utility.
*Drugged Wine is a unique variant found during the 'Beyond the Beef' quest, it's essentially Wine spiked with Med-X.
*To reflect this, it will have the benefits of Med-X, while also knocking someone out cold.
*In this case, it's giving a nasty -4 to PER, AGL, and INT as well as +200 to SLP.
*Also it lasts for twice as long as regular Wine and heals the highest at +2 HP(50s).
Wine:
- VAL: 10 > 60
- EFF : [STR +1, CHA +1, INT -1] > [CHA +2, -15 DHY]
- BAD: [PER -1, SLP +5]
- ROS: [LUK +1]
- PRK: [Speech +10, -30 DHY, HP +2(20s)]
- VAL: 10 > 60
- DUR: 4m > 8m
- EFF : [STR +1, CHA +1, INT -1] > [DR +25, CHA +1, PER -4, INT -4, AGL -4, +15 DHY, SLP +200]
- PRK: [NO DHY, HP +2(50s)]
*Rum & Nuka and Atomic Cocktails were drinks I initially didn't think to include, but since alcohol was used in its creation they technically belong here.
*Rum & Nuka as its name suggests, is a mix of Rum and Nuka Cola. As there is no Rum, I had to get creative with the Alcohol side.
*The Rum part will boosts STR and END by +1, while reducing PER by -1. I figured it's probably not as strong a drink due to being dilluted.
*As for the Nuka part, regular Nuka Cola is considered with some differences.
*It will give +10 to AP, +3 RAD, and -5 to SLP. Just like the Rum side, its sugary power is also somewhat diluted and isn't nearly as effective.
*However with Whiskey Rose it gains +20 DR similar to Scotch and +1 to STR.
*But unlike Scotch, the DR bonuses don't scale with your Survival at each milestone.
*Instead, at lvl 50 and 100, both STR and END is increased by +1, and the AP boost is increased by +5.
*Atomic Cocktail is a mix of Vodka and Nuka Cola Victory, and Mentats.
*The effects given by the Mentats are obvious enough, with it increasing both Energy and Fire resistance by +25.
*With Whiskey Rose, you gain the +3 DT from Vodka, and +10 AP from Nuka Cola Victory.
*I wanted to lock its combat effectiveness behind Whiskey Rose, as it is now technically an alcoholic drink so even its boost from Nuka Cola is included.
*Unlike the others, Atomic Cocktail is still flagged as a 'Food Items' and will scale naturally with your Survival skill. No milestone here.
*I just couldn't be bothered with manually giving bonuses and checking for conditions and the effects aren't too extreme to warrant it.
Rum & Nuka:
- EFF : [STR +1, INT -1, RAD +3] > [STR +1, END +1, AP +10, -5 SLP, RAD +3]
- BAD: [PER -1]
- ROS: [DR +20, STR +1]
- PRK: [CHA +1, -10 DHY, HP +3(20s), NO RAD]
- VAL: 25 > 40
- EFF : [+25 Energy Resist, +25 Fire Resist, +30 DHY, SLP -100, RAD +10]
- ROS: [DT +3, AP +10]
- PRK: [CHA +1, NO DHY, NO RAD]
*Whiskey retains a special position here, being the prominent choice for a balanced drink.
*As a balance but somewhat strong drink, it boosts both your STR and END by 1 at the cost of -1 PER, AGL, INT, and +10 SLP.
*And with Whiskey Rose, it boosts both DT and DMG respectively at +2 and +10%.
*With each milestone of your Survival skill at lvl 50 and lvl 100, Whiskey's STR, END, and DT will be boosted by 1, and DMG by 5%.
*Overall it's not crazy at what it does, but maybe that's just what Cass needs to take the edge off, and what you might need for every situation.
*Dixon's Whiskey is a special variant that only he sells.
*Unlike regular Whiskey, it's a shoddier version that costs cheaper but is worse overall.
*In addition to the higher addiction already present, Dixon's special brew will give you a worse hangover at -2 to PER, AGL, and INT.
*Just like its price being half as cheap, it also lasts half as long, making it so even with Cass' help you're better off drinking regular Whiskey.
Whiskey:
- EFF : [STR +1, CHA +1, INT -1] > [STR +1, END +1, +25 DHY]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DT +2, DMG +10%]
- PRK: [CHA +1, NO DHY, HP +2(10s)]
- EFF : [RAD +10, STR +1, CHA +1, INT -1] > [STR +1, END +1, +25 DHY, RAD +10]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DT +2, DMG +10%]
- PRK: [CHA +1, NO DHY]
- VAL: 10 > 5
- DUR: 4m > 2m
- EFF : [STR +1, CHA +1, INT -1] > [STR +1, END +1, +35 DHY]
- BAD: [PER -2, AGL -2, INT -2, SLP +10]
- ROS: [DT +2, DMG +10%]
- PRK: [CHA +1, NO DHY, HP +2(10s)]
*Meaning you can't heal from these, and if you're on Hardcore, their DHY penalty will always be present.
*'Wasteland' drinks are typically stronger than regular drinks, but they typically need to be crafted and aren't as commonly found.
*Moonshine is a bit of a special drink, it's technically an 'Old World' drink, but due to its nature of being made by bootlegging, what Moonshine you find out in the Wastes are most definitely not from the Old World and are a Wasteland specialty.
*Also, the one Cass makes for you uses Fission Battery and Mutated Mutfruit, it definitely is not meant for a sensitive tongue, or gut rather.
*Due to its relative rarity and potent properties, it has 50 VAL, and due to its size, it has 3 WGH.
*As a really strong drink, its duration lasts twice as long as a regular one and it gives -2 to PER, AGL, INT, and gives +50 to SLP.
*Its potency however gives it +2 to STR and END.
*With Whiskey Rose, it gets twice the effect of Whiskey at 20% Damage and +4 DT.
*With each milestone in the Survival skill at lvl 50 and 100, both STR and END is increased by another +2, and you gain an additional +5% Damage and +1 DT.
*In the end it has both the SPECIAL bonuses of both Vodka and Beer, but still below their DT and Damage bonuses.
Moonshine:
- VAL: 20 > 50
- WGH: 1 > 3
- DUR: 4m > 8m
- EFF : [STR +2, CHA +2, INT -1] > [STR +2, END +2, +50 DHY]
- BAD: [PER -2, AGL -2, INT -2, SLP +50]
- ROS: [DMG +20%, DT +4]
*Wasteland Tequila is sort of a Wasteland mirror to Whiskey.
*It has the balanced properties of Whiskey, with a bonus +1 to END and a dash of PSN resist from using Nevada agave fruits in its recipe.
*It has the same Whiskey Rose bonuses at +2 DT and +10% DMG.
*Investing in Survival will yield +1 to STR, END, DT and +5% DMG and PSN Resist per milestone at lvl 50 and lvl 100.
*Large Wasteland Tequila is just Wasteland Tequila but BIG.
*It's twice as heavy and valuable, and its effects lasts twice as long at 8 mins.
*Due to being a stronger drink and likely having twice the alcohol, its PER, AGL, INT and SLP penalty has been doubled.
*But not all effects are doubled though, it may boost STR and PSN Resist by twice its amount, but END is only increased to +3.
*With Whiskey Rose, its boost to DT is at +3, and DMG doubled at +20%.
*Like its regular Wasteland Tequila counterpart however, its Survival boost will only increase its DT, STR, and END by +1, but PSN Resist by +10%.
Wasteland Tequila:
- EFF : [STR +2, CHA +1, INT -2, PSN Resist +5%] > [STR +1, END +2, +15 DHY, PSN Resist +5%]
- BAD: [PER -1, AGL -1, INT -1, SLP +10]
- ROS: [DT +2, DMG +10%]
- VAL: 20 > 40
- WGH: 1 > 2
- DUR: 4m > 8m
- EFF : [STR +3, CHA +1, INT -3, PSN Resist +10%] > [STR +2, END +3, +25 DHY, PSN Resist +10%]
- BAD: [PER -2, AGL -2, INT -2, SLP +20]
- ROS: [DT +3, DMG +20%]
Sodas
*For regular Sodas like Sunset Sarsaparilla and Nuka Cola, they give their AP boost for only 1 min.
*Advanced Sodas get 2-3 min, with the highest at 4 min for Quantum.
*Sodas dont last as long as Alcohol, and are generally weaker, but has far less penalties and more accesible benefits.
*Due to its association with the Old World, Sodas now benefit from the 'Old World Gourmet' perk.
*With Old World Gourmet, Sodas will heal for more and no longer give RADs, or cost Dehydration for Hardcore players, but instead reduces it.
*Unlike Alcohol, Survival skill will not boost Healing the same way for Soda, and can only be boosted via Old World Gourmet interaction.
*Sunset Sarsaparilla was always this less radioactive 'healthier' choice for softdrink compared to Nuka Cola.
*Because of this, they give half as much AP as a regular Nuka Cola and costs half as much DHY. *all this with no added radioactives!!!*
*With Old World Gourmet, Sunset Sarsaparilla will reduce DHY by -20 and heal 1 extra HP.
*With each milestone in your Survival skill at lvl 50 and 100, the AP boost will increase by another +5.
*Irradiated Sunset Sarsaparilla is just like regular Sunset Sarsaparilla, only that it gives +10 RAD and gives no healing.
Sunset Sarsaparilla:
- VAL: 0 > 10
- DUR: +1m
- EFF : [HP +2(25s), +5 DHY] > [AP +5, +5 DHY, HP +2(25s)]
- PRK: [-20 DHY, HP +3(25s)]
- VAL: 0 > 5
- DUR: +1m
- EFF : [HP +2(25s), RAD +10] > [AP +5, +5 DHY, HP +2(25s), RAD +10]
- PRK: [-20 DHY]
*Nuka Cola has double the AP boost of Sunset Sarsaparilla and lowers SLP by -15, but gives +3 RAD and double the DHY for Hardcore players.
*With Old World Gourmet however, most of these issues are gone and you can see why Nuka Cola was a fast favourite in the Old World.
*With each milestone in your Survival skill at lvl 50 and 100, the AP boost will increase by another +5.
Nuka-Cola:
- DUR: +1m
- EFF : [HP +2(25s), +3 RAD, +10 DHY, -15 SLP] > [AP +10, HP +2(25s), +10 DHY, SLP -15, RAD +3]
- PRK: [NO RAD, NO DHY, HP +3(25s)]
*Ice Cold and Victory Nuka-Cola are both 'advanced' versions of Nuka Cola and have their DUR last a min longer.
*It never made sense to me that Ice Cold Nuka-Cola would increase DHY, even if it's a sugary drink, a cold softdrink under the Mojave heat would surely do more good than harm. To remedy this, Ice Cold will now reduce DHY by 10 at least now.
*Due to it containing 120% of the recommended daily allowance of sugar, Ice Cold reduced SLP by 60, and gives +5 more AP.
*With Old World Gourmet, Ice Cold heals +1 HP more than Victory at +5 HP(20s), and its DHY bonus is boosted to -30 DHY.
*Victory Nuka-Cola is more of a direct upgrade to regular Nuka Cola.
*It retains the +10 AP but lasts a min longer, and lowers SLP by double the amount at the cost of +5 more DHY.
*The idea for Victory is to give its drinker a 'burst' of energy by increasing AGL by 1.
*This has a side effect however as it makes the drinker harder to concentrate lowering PER by 1. *you're basically tweaking, at least that's how I'm explaining it*
*With Old World Gourmet, Victory gives no RAD or DHY and have its Healing increased by +1 HP.
*With each milestone in your Survival skill at lvl 50 and 100, the AP boost will increase by another +5 for both Ice Cold and Victory.
Ice Cold Nuka-Cola:
- VAL: 20 > 40
- DUR: +2m
- EFF : [+4 HP(20s), +10 DHY, SLP -60, +3 RAD] > [AP +15, HP +4(20s), -10 DHY, SLP -60, RAD +3]
- PRK: [NO RAD, -30 DHY, HP +5(20s)]
- DUR: +2m
- EFF : [+3 HP(20s), AP +10, PER -1, +10 DHY, SLP -15, RAD +10] > [AP +10, AGL +1, PER -1, HP +3(20s), +15 DHY, SLP -30, RAD +3]
- PRK: [NO RAD, NO DHY, HP +4(20s)]
*Both Nuka-Cola Quartz and Quantum are the more radioactive variants of the Nuka Cola line.
*As the closest of the Nuka-Colas to Quantum, Quartz lasts an additional +1 min compared to other Nuka Colas.
*Due to Nuka-Cola Quartz being made of 3 Nuka-Colas, it now has the proper 3 times as many RADs instead of +10.
*Quartz also now gives +15 AP like Ice Cold, and reduces SLP by -30 like Victory.
*With Old World Gourmet it gains the same amount of healing as Victory.
*With each milestone in your Survival skill at lvl 50 and 100, the AP boost for Quartz will increase by another +5 .
*Quantum is the rarest Nuka Cola in the Wasteland, putting its VAL at 90.
*As the most radioactive Nuka Cola drink, Quantum gives 4 times as many RADs but gives +25% Energy Resist as a side effect.
*Quantum's effects are quite similar to Atomic Cocktail, with the exception of giving DT and Fire Resist.
*Quantum has the highest AP boost of them all at 20, and gives +1 AGL like Victory but without costing PER.
*However as a cost, Quantum is the only Soda that will not give any healing whatsoever.
*With Old World Gourmet, its high RADs will no longer be an issue, and Healing increased to +4(20s).
*With each milestone in your Survival skill at lvl 50 and 100, the AP boost for Quantum will increase by another +5 , and Energy Resist will increase to 50% and 75% accordingly like the boost from Atomic Cocktail but without the constant scaling.
*Originally I planned to give Quantum an AP boost that can reach +40 AP with lvl 100 Survival, but that seemed a little too overpowered especially since the only other item that boosts this much is 'Ultrajet' and it has a nasty drawback of incurable addiction.
*Even though Quantum is exceptionally rare, that still doesn't quite measure to Ultrajet's penalty so have a compromise at +30 AP and +1 boost to AGL instead.
Nuka-Cola Quartz:
- VAL: 40 > 85
- DUR: 2m > 3m
- EFF : [Low-Light Vision, DT +2, +10 DHY, -15 SLP, HP +3(20s), RAD +10] > [Low-Light Vision, DT +2, AP +15, +10 DHY, -30 SLP, HP +3(20s), RAD +9]
- PRK: [NO RAD, NO DHY, HP +4(20s)]
- VAL: 30 > 90
- EFF : [RAD +8, AP +20, +10 DHY, -100 SLP] > [AP +20, AGL +1, Energy Resist +25, +20 DHY, -100 SLP, RAD +12]
- PRK: [NO RAD, NO DHY]
*1.1 Update was a nightmare to make, as Survival skill really messed the balance of the drinks, so I had to disable the scaling but wanted to keep bonuses from high survival.*
*The end result was me having to manually modify each drink's Object Effect to include conditions for both milestones in the Survival Skill, drastically increasing the amount of work I had to do.*
*You ever tried doing more than 10 Object Effects in FNVEdit that constantly conflicts? My eyes hurt.*
*I also had plans for putting all the Drunk debuffs under perks that a script would give the player instead of being part of the drink.*
*But I came up with that after I already took... 42 Screenshots of each drinks in 4 separate conditions. I refuse to go through that again, this will be the last update of this scale*