There's a lot of praise for this mod in the comments, and I agree with them all! One thing I didn't see mentioned was how much this affects difficulty, unlike any other survival mod. I love getting 'trapped' somewhere with stress and then a dragon shows up (of course) and I can't regenerate stamina or magicka, and I can't just drink a frickin potion. ahh this mod is so very fun, and has been in my load order since 21' and I don't ever see it leaving. The best of your several great mods! Thanks
So I made a patch to make it work with Bruma (more or less I think) but it doesn't work until I start a new game. Just thought I'd leave this here for anyone pulling their hair out after adding the keywords.
im making a patch for CACO right now. ill probably put it up in next 2 or 3 days depending on how much time i have to work on it. its not hard just tedius to have to copy paste into script section of plugin.
bah just noticed its in script also. that take longer then as my source folder is trashed so no idea if i can even compile it
was hours overdue for sleep there. but now that im awake i tried various things and cant get it to work direct patch of item keyword = no message ingame that stress goes down when use a partial item tried using KID to add the keyword= still nothing ingame.
for kid i tried
Keyword = DIO_IsAlcoholic|Potion|FoodDrinkWineAltoA1 (is one of the partial drinks) Keyword = DIO_IsAlcoholic|Potion|VendorItemDrinkAlcohol
kid says that it added the keyword but ingame still nothing. the reason i was thinking they hard coded is due to the DrinkItOff_Quest script showing a defined list for drinks.
Oh gotcha. There's a pre-defined list that it checks, and I believe that if that fails, it looks for the DIO_IsAcoholic keyword. You may want to try it on a new game just to see if that's affecting it. I'd do a direct patch to start to and make sure the new plugin is enabled in your LO. I've totally forgot that in the past.
so I looked through the script and the problem seems to be that when the script is checking the keyword, it's using the objectref, not baseobject. I changed that bit of the code it works out pretty neatly.
The code in question: change the line 129 to If AlcoholList.Find(Alcohol) >= 0 || akBaseObject.HasKeyword(DIO_IsAlcoholic)
+If you are using OCF, using ocf_alchdrinkalcohol keyword covers all of CACO's alcohol too! ++Thanks FarmingDarkness for the wonderful mod!
I won't be "patching it" because that keyword is from another mod. You'll have to do your own edits if you want that. Just add a ref for ocf_alchdrinkalcohol and add || akBaseObject.HasKeyword(ocf_alchdrinkalcohol) to that line.
have you tried it with mod added drinks to see if ti works thou? as i had posted before i had tried with kid and with adding the keyword to the drink in a patch and it never picked up that the drink was meant to work with DIO
I can confirm that the stress reduction does not work for CACO items after using KID to distribute DIO_IsAlcoholic (presence of keyword checked with console). The stress reduction did work with the script fix suggested by jagerguy, however. Thanks, and of course thanks to FarmingDarkness for the mod!
change the line 129 to If AlcoholList.Find(Alcohol) >= 0 || akBaseObject.HasKeyword(DIO_IsAlcoholic)
I've been having an issue where no matter how much combat stress i have, I'm unable to regenerate any magicka or stamina. Even having 6 points of stamina or magicka regen reduction makes the regeneration stop completely.
Can you make a "Keyword" Only Edition, no HardCodet Item Alteration per Skript. And can you make 3 Keywords 1. Small Alcohol (Small Stress reduction), 2. Great Alcohol (Bigger Stress reduction), 3. Drugs (Greatest Stress reduction) - so the User can per KWD or manual Keyword giving working - I have the complication with Drink Overhauls Aka "Gourmet" in backHead.
Don't comment much, but I had to say: As a JoJo's Bizarre Adventure fanatic, the string DIO_IsAlcoholic is absolutely hysterical to me and I will giggle about it for weeks to come. Thank you for the mod, I look forward to the excuse to visit every pub in Skyrim in an alcoholic pilgrimage.
255 comments
The best of your several great mods!
Thanks
I have to guess and wait 3-5 hours or just go to sleep sometimes.
Amazing mod
I'll do more testing.
bah just noticed its in script also. that take longer then as my source folder is trashed so no idea if i can even compile it
direct patch of item keyword = no message ingame that stress goes down when use a partial item
tried using KID to add the keyword= still nothing ingame.
for kid i tried
Keyword = DIO_IsAlcoholic|Potion|FoodDrinkWineAltoA1 (is one of the partial drinks)
Keyword = DIO_IsAlcoholic|Potion|VendorItemDrinkAlcohol
kid says that it added the keyword but ingame still nothing. the reason i was thinking they hard coded is due to the DrinkItOff_Quest script showing a defined list for drinks.
The code in question: change the line 129 to
If AlcoholList.Find(Alcohol) >= 0 || akBaseObject.HasKeyword(DIO_IsAlcoholic)
+If you are using OCF, using ocf_alchdrinkalcohol keyword covers all of CACO's alcohol too!
++Thanks FarmingDarkness for the wonderful mod!
|| akBaseObject.HasKeyword(ocf_alchdrinkalcohol)
to that line.Edit: I must have already added this fix and never submitted it because its already in my code. I'll submit it soon.
I Like the Idea from Stress
Thank you for the mod, I look forward to the excuse to visit every pub in Skyrim in an alcoholic pilgrimage.