Seems like even with bFullAddictionClearDoctor=1 doctors won't cure addictions vanilla style, but one at a time per addiction cure shot (i.e 50 caps for Doc Mitchell). I'm wondering if this is intentional or not, since I've found no information of such in the description.
If it is, it would seem to me a better way to implement it is to simply calculate the price of all addictions combined and have the doctor charge upfront for all of them. The current way just wastes your time since you have to sit there and wait for those hard coded fade-ins and outs when using doctors services.
Just the other day thought about the addiction system and the guy in Julie Farkas's quest told he needs at least TEN Fixer doses to get through initial addiction withdrawal symptoms, which makes you wonder why gameplay-wice curing the addiction is so quick and easy (there are of course, understandable considerations for mechanics' fun and annoyance factors).
Not every player would want it, but it could be an interesting addition, especially in hardcore mode. Cycle of misery and poor luck go hand, so perpetually addicted character could work thematically. If, say, addiction withdrawal timer was a week and every day
The other thought I had is that maybe Luck attribute could play a higher role in your chance to develop an addiction, a small daily chance to shorten or lengthen the timer (with text messages informing player of their condition), the Endurance attribute (and check if you've got related perks) could speed up or slow down your recovery, while having a companion or two and your relationship with them could ease your withdrawals somewhat. Or, notably, make them harder if you have none.
I'm no modder, tho, and don't know a single thing about scripting, so this is just idle chatter. Hope it might inspire someboby. ¯\\_ (ツ)_/¯
Additionally, there could withdrawal symptom delay period, modified by Endurance or maybe make it a perk. That, is after effect wears off, the withdrawal wouldn't immediately kick in, giving a player time to find a fixer... or a fix. An option to keep playing and RPing with the addiction on, rather than nullifying at the earliest opportunity.
I wanna suggest a feature for your addiction system, i’ve just been thinking how addiction works realistically. I think it would be better if fixer’s woozy visual effects were applied instead to withdrawal effects. Fixer instead would relieve it. I think it would motivate players to use fixer or the drug that they’re withdrawing from. I’ve personally avoided using fixer because of woozy effects from vanilla new vegas.
Didn't realize for a good while this was a Hardcore specific feature.
The balance of the normal mode is pretty broken being able to just sleep off all your damage, would it be possible to patch this mod to work for it as well or is there something preventing that?
All of the features in the mod are able to be turned on and off.
You probably also need to disable passive health regeneration to get what you're after, since otherwise the player can just wait for 24 hours and get all their health back, even with bad END.
ngl i love the idea that you have to use fixer for 3 days to get rid of an addiction but if i have to see the fixer effect one more time im going to kms
I was using half of the mods that inspired this on already. So it's so cool you overhauled them that well and streamlined all the coding. I don't see the moment when this mod will be not in my modlist. Thank you!
If you're taking feature requests, I would be grateful if you'll consider a couple of suggestions:
1. I really dig your realistic approach to the rad decay i.e. that it's dependent on a person's metabolism. So I thought: maybe the perk Fast Metabolism should also help with it? Maybe as a flat bonus to decaying when PC has the perk.
2. Previously I was using Well Rested Overhaul by miguick because I like the idea that Well Rested can be given only after a good sleep and not just a nap. Unfortunately it's not fully compatible with Sweet Healing Systems because they're both rewriting WellRestedMessageEffectSCRIPT. Maybe you'll consider integrating Well Rested Overhaul into Sweet Healing Systems? This way the mod will encompass everything about the sleep. Don't sure about permissions for Well Rested Overhaul though. And otherwise I obviously will be thankful for the patch.
If you've read this wall of text, S6S, thank you for your time!
I'm using FNV version of the mod. But I still appreciate how are you willing to engage with and listen to your users. It's an additional work on your part.
I hope your mental health will be in the best state as it could be, always ❤️
My addiction to Coyote Tabacco doesn't seem to be curing after abstinence, while addictions to other chems are working as intended. Would this be something I can easily check/fix in xEdit?
eidt: ok I did eventually recover from addiction but this took a lot longer than the other ones. It took more than/at least 10 days
47 comments
If it is, it would seem to me a better way to implement it is to simply calculate the price of all addictions combined and have the doctor charge upfront for all of them. The current way just wastes your time since you have to sit there and wait for those hard coded fade-ins and outs when using doctors services.
If it's not then, well, guess I found a bug.
And will this mod interact with mod added addictions?
edit: its fixed, thanks 👑
Not every player would want it, but it could be an interesting addition, especially in hardcore mode. Cycle of misery and poor luck go hand, so perpetually addicted character could work thematically. If, say, addiction withdrawal timer was a week and every day
The other thought I had is that maybe Luck attribute could play a higher role in your chance to develop an addiction, a small daily chance to shorten or lengthen the timer (with text messages informing player of their condition), the Endurance attribute (and check if you've got related perks) could speed up or slow down your recovery, while having a companion or two and your relationship with them could ease your withdrawals somewhat. Or, notably, make them harder if you have none.
I'm no modder, tho, and don't know a single thing about scripting, so this is just idle chatter. Hope it might inspire someboby.
¯\\_ (ツ)_/¯
An option to keep playing and RPing with the addiction on, rather than nullifying at the earliest opportunity.
thanks!
I just.. can't figure out why sleeping still heals me fully?
The balance of the normal mode is pretty broken being able to just sleep off all your damage, would it be possible to patch this mod to work for it as well or is there something preventing that?
You probably also need to disable passive health regeneration to get what you're after, since otherwise the player can just wait for 24 hours and get all their health back, even with bad END.
If you're taking feature requests, I would be grateful if you'll consider a couple of suggestions:
1. I really dig your realistic approach to the rad decay i.e. that it's dependent on a person's metabolism. So I thought: maybe the perk Fast Metabolism should also help with it? Maybe as a flat bonus to decaying when PC has the perk.
2. Previously I was using Well Rested Overhaul by miguick because I like the idea that Well Rested can be given only after a good sleep and not just a nap. Unfortunately it's not fully compatible with Sweet Healing Systems because they're both rewriting WellRestedMessageEffectSCRIPT. Maybe you'll consider integrating Well Rested Overhaul into Sweet Healing Systems? This way the mod will encompass everything about the sleep. Don't sure about permissions for Well Rested Overhaul though.
And otherwise I obviously will be thankful for the patch.
If you've read this wall of text, S6S, thank you for your time!
I'm using FNV version of the mod. But I still appreciate how are you willing to engage with and listen to your users. It's an additional work on your part.
I hope your mental health will be in the best state as it could be, always ❤️
eidt: ok I did eventually recover from addiction but this took a lot longer than the other ones. It took more than/at least 10 days