About this mod

Restores how chems worked in the classic games; classic effects have been restored and integrated into the gamebyro engine, all chems always follow up with a temporary withdrawal period, addiction doesn't start immediately and is more significant, you can now overdose on drugs and more...

Requirements
Permissions and credits
Donations
When Bethesda made Fallout 3, they dumbed down chems (they do that a lot with game mechanics) to be nothing but a mere slight bonus with a possible insignificant withdrawal taking chems from being an interesting mechanic and challenge to base your gameplay around to just another "Food" item which creates dissonance with the story as well since you can witness in the quest "High Times" chems have a severe effect on the user but the player can chug themselves full of every single chem known (and unknown) to man and walk it off with a mere -1 Agility; what this mod aims to do is to make chems a more interesting element by restoring the dynamic it had in the classic games while enhancing it to fit into Fallout New Vegas (and 3 if you have TTW).

Update 2.0.2

Added the following into the "Tribal Chems" category which means they're addictive now:
- Healing Powder (10% Addiction chance)
- Leg. Healing Powder (30% Addiction chance)
- Ant Queen Pheromones (50% Addiction chance) 
- Healing Poultice (40% Addiction chance)
- Fiery Purgative (30% Addiction chance)
- Bitter Drink (5% Addiction chance)
- Antivenom (20% Addiction chance)
- Datura Antivenom (50% Addiction chance)

Why?
- to make more use of the "Tribal Chems" category
- to bring survival healing items in-line with Stimpaks since Stimpak Sickness got reworked (See below)


What Changed?

O - Chems

1 - Buffout: (Value: 200)
o - Main Effects
- +50 Overdose (See below)
- +2 Strength for 6 hours
- +3 Endurance for 6 hours
- +2 Agility for 6 hours
o - Withdrawal: Always occurs immediately right after Main Effects wear off but will clear if you consume Buffout again
- -2 Agility for 18 hours
- -1 Endurance for 18 hours
- -2 Strength for 18 hours
o - Addiction: Consuming Buffout has a 25% chance to cause addiction, but addiction only starts if you stop consuming Buffout for 2 days
- -3 Agility for 7 days
- -2 Strength for 7 days
- -2 Endurance for 7 days

2- Jet: (Value: 25)
o - Main Effects
- +20 Action points for 5 minutes
- +1 Strength for 5 minutes
- +1 Perception for 5 minutes
o - Withdrawal: Always occurs immediately after Main Effects wear off but will clear if you consume Jet/Dixon's Jet/Ultrajet/Rocket/Turbo/Jet Fuel/Steady
- -20 Action points for 1 day
- -3 Perception for 1 day
- -3 Strength for 1 day
o - Addiction: Consuming Jet has 50% chance to cause addiction, but addiction only starts if you stop consuming Jet/Dixon's Jet/Ultrajet/Rocket/Turbo/Jet Fuel/Steady for 2 days
- -1 Strength indefinitely (until cured)
- -1 Perception indefinitely (until cured)

3- Dixon's Jet: (Value: 5)
o - Main Effects
- +15 Action points for 5 minutes
- +1 Strength for 5 minutes
- +1 Perception for 5 minutes
o - Withdrawal: Same as Jet
o - Addiction: Same as Jet but with 80% chance instead of 50%

4- Ultrajet (Value: 50)
o - Main Effects
- +50 Action Points for 5 minutes
- +3 Strength for 5 minutes
- +3 Perception for 5 minutes
- +2 Agility for 5 minutes
o - Withdrawal: Same as Jet
o - Addiction: Same as Jet but with 60% chance instead of 50%

5- Rocket (Value: 40)
o - Main Effects
- +40 Action Points for 1.5 minutes
- +2 Strength for 1.5 minutes
- +2 Perception for 1.5 minutes
- +1 Agility for 1.5 minutes
o- Withdrawal: Same as Jet
o- Addiction: Same as Jet but with 60% chance instead of 50%

6- Turbo (Value: 100)
o - Main Effects
- Slow Motion for 3 seconds
o - Withdrawal: Same as Jet
o - Addiction: Same as Jet but with 75% chance instead of 50%

7- Jet Fuel (Value: 50) Rebound Renamed
o - Main Effects
- +5/s Action Points Regeneration for 1 minute
o - Withdrawal: Same as Jet
o - Addiction: Same as Jet but with 75% chance instead of 50%

8- Steady (Value: 35)
o - Main Effects
- +35 Overdose (See below)
- No Weapon Spread for 1 minute
o - Withdrawal: Same as Jet
o - Addiction: Same as Jet but with 90% chance instead of 50%

9- Mentats (Value: 250)
o - Main Effects
- +35 Overdose (See below)
- +2 Perception for 1 day
- +2 Intelligence for 1 day
- +1 Charisma for 1 day
o - Withdrawal: Always occurs immediately after Main Effects wear off but will clear if you consume any Mentats variant
- -2 Perception for 2 days
- -2 Intelligence for 2 days
- -2 Charisma for 2 days
o - Addiction: Consuming Mentats has a 15% chance to cause addiction, but addiction only starts if you stop consuming Mentats for 2 days
- -4 Perception for 1 week
- -4 Intelligence for 1 week
- -4 Charisma for 1 week

10 - Party Time Mentats (Value: 300)
o - Main Effects
- +35 Overdose (See below)
- +2 Perception for 1 day
- +2 Intelligence for 1 day
- +5 Charisma for 1 day
o - Withdrawal: Same as Mentats
o - Addiction: Same as Mentats but with 30% chance instead of 15%

11- Grape Mentats (Value: 250) TTW ONLY
o - Main Effects
- +35 Overdose (See below)
- +5 Charisma for 1 day
o - Withdrawal: Same as Mentats
o - Addiction: Same as Mentats

12- Berry Mentats (Value: 250) TTW ONLY
o - Main Effects
- +35 Overdose (See below)
- +5 Intelligence for 1 day
o - Withdrawal: Same as Mentats
o - Addiction: Same as Mentats

13- Orange Mentats (Value: 250) TTW ONLY
o - Main Effects
- +35 Overdose (See below)
- +5 Perception for 1 day
o - Withdrawal: Same as Mentats
o - Addiction: Same as Mentats

14- Med-X (Value: 25)
o - Main Effects
- +10% Damage Resistance for 1 hour
- +25% Poison Resistance for 1 hour
- +35 Overdose (See below)
- Painkilling for 1 hour (See below)
- -2 Strength for 1 hours
o - Withdrawal: Always occurs immediately right after Main Effects wear off but will clear if you consume Med-X again
- +5% Damage Resistance for 3 hours
- -1 Strength for 3 hours
o - Addiction: Consuming Med-X has a 30% chance to cause addiction, but addiction only starts if you stop consuming Med-X for 1 week
- -5% Damage Resistance for 4 days
- -2 Strength for 4 days

15- Psycho (Value: 400)
o - Main Effects
- +50% Damage Resistance for 4 hours
- +3 Agility for 4 hours
- +80 Overdose (See below)
- -3 Intelligence for 4 hours
o - Withdrawal: Always occurs immediately right after Main Effects wear off but will clear if you consume Psycho/Slasher again
- +25% Damage Resistance for 8 hours
- -2 Intelligence for 8 hours
o - Addiction: Consuming Psycho has a 20% chance to cause addiction, but addiction only starts if you stop consuming Psycho/Slasher for 1 week
- +1 Intelligence for 1 week
- -3 Agility for 1 week
- -25% Damage Resistance for 1 week

16- Slasher (Value: 400)
o - Main Effects
- +50% Damage Resistance for 1 hour
- +3 Agility for 1 hour
- +3 Strength for 1 hour
- +50% Damage for 1 hour
- +80 Overdose (See below)
- -3 Intelligence for 1 hour
- -3 Perception for 1 hour
o - Withdrawal: Same as Psycho
o- Addiction: Same as Psycho but with 40% chance instead of 20%

17- Rad-X (Value: 75)
o - Main Effects
- +5 Overdose (See below)
- +25% Radiation Resistance for 12 hours

18- Alcohol
- Added -1 Perception to Main Effects
- No Withdrawal
- Addiction only lasts 30 minutes

19- Stimpaks
- Reworked Stimpak Sickness (See below)

20- Fixer (Value: 25)
o - Main Effects
- Temporary Addiction & Withdrawal Suppression
- Possible Addiction Cure(See below)

Ant Nectar & Fire Ant Nectar & Hyrda : +35 Overdose (See below) & changed Addiction to (+1 Perc|-1 Cha|-1 Int for 1 day)

O - New Mechanics 

1- Overdose
- Taking Chems Increases Overdose level
- Once Overdose level surpasses the first threshold you start to lose stamina & health.
- Once Overdose level surpasses the second threshold you start to quickly die.
- Formula for the first Overdose threshold = 50 + (15 * Endurance).
- Formula for the lethal Overdose threshold = 100 + (20 * Endurance).

2- Stimpak Sickness
- Using a Stimpak (including Auto-Inject) increases your Stimpak Sickness level by 1.
- Using a Super Stimpak (including Auto-Inject) increases your Stimpak Sickness level by 5.
- Stimpak Sickness only takes effect once your Stimpak Sickness level has surpassed 9 and Stimpaks has worn off for a while.
- When you have Stimpak Sickness you suffer -1 Strength & Agility as well as impaired vision.
- For every second you have Stimpak Sickness a roll is made according to your Endurance and Luck, if you succeed the roll then your Stimpak Sickness drops by 1 level but if you fail you receive 2 points of damage and your Stimpak Sickness level stays.

3- PainKilling
- Crippled limbs debuffs are ignored.

O - Additional Notes
- Different variants of Jet that share the same effects do NOT stack.
- Psycho & Slasher do NOT stack.

O - Optional INI Settings
- bDrunkenMaster: Restores Drunken Master perk from Fallout: Tactics; Alcohol temporarily increases Unarmed skill by 30.
- bClassicChemResistant: Restores Chem Resistant trait from Classic Fallout; +50% Chem Resist | -50% Chem Duration.
- bFlowerChild: Restores Flower Child perk from Classic Fallout; +50% Chem Resist | -50% Addiction Duration (Level 3).
- bChemReliant: Restores Chem Reliant trait from Classic Fallout; -50% Addiction Duration | -50% Chem Resist.

Compatibility
- Fully Compatible with Tale of Two Wastelands
- Requires Patch for Aid Addon by Sweet6Shooter
- Incompatible with Sweet Consumables by Sweet6Shooter
Fixer - Temporary Addiction Removal by pintocat is Reduntant
Recommended Mods
Limitless Stats
Alien Epoxy Fix 
Classic Radiation Sickness
- TTW Classic Bobbleheads 
- Famine or Vicious Wastes to make chems rarer.
Harder Barter
No Cure

How to Add Your Own Chems
- Check Articles



FAQ
Q: Why did you make this mod?
A: Because chems in the base game are just boring and are either used to pass checks, have a little bit more carry weight or to be spammed during intense moments and all behaved the same, this mod breathes life into chems by making them have significant benefits and drawbacks and dividing them into categories to make them further unique just like how fallout 2 & tactics did it.

Q: Why did you change Stimpaks?
A: The only change I made to Stimpaks is to Stimpak Sickness itself which in the base game was exclusive to Super Stimpaks only, all I did was restore how Super Stimpaks worked in the classic games by giving you a quick and immediate recovery but following up with damage, I made the sickness stack and had regular Stimpaks also progress the sickness albeit at 1/5 the rate of Super Stimpaks; the reason behind these changes was because Stimpaks were too much of a crutch in the base game overshadowing any other healing items like healing powder or food, now with this mod Stimpaks are still great! but you might want to use them alongside other healing items to avoid the drawbacks.

Q: Why did you add Overdose?
A: Actually, Overdose was a mechanic in the classic games and since I'm restoring how chems worked in the classic games which is much stronger than in New Vegas it was only natural to restore Overdose as well to avoid the player getting too overpowered, besides since most chems now last for hours you won't need to take them as frequently as before.