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Need some help with making custom addiction curable.


JoeyMcJoeJoe

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I'm making a mod that adds a new chem, and I'm pretty sure I set up the addiction effect properly, but doctors and fixer won't cure it. After looking around I'm pretty sure it's because I need to add the withdrawal effect to "AddictionRemovalEffectSCRIPT".

Is there a way to allow Doctors or Fixer to cure addictions without making hard edits to "AddictionRemovalEffectSCRIPT"?

I'd rather not make any hard edits where possible, so that the mod is as compatible as possible.

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  • 1 month later...

try doing it as making an alternate cure script and place your drug in the alternate script add add another dr maby some "Specialist" there might be a better way tho to get it to work without modigfying it but i dont knwo for sure dmight not be but for sure can do the alternate npc / new script.

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  • 2 weeks later...

try doing it as making an alternate cure script and place your drug in the alternate script add add another dr maby some "Specialist" there might be a better way tho to get it to work without modigfying it but i dont knwo for sure dmight not be but for sure can do the alternate npc / new script.

 

Yeah, that'll certainly work for one of my item concepts, but I will probably just have to use base-game withdrawal effects for the rest.

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  • 2 weeks later...

Ya you could use one or all of the vanilla withdrawal , along with what ever you want to add per new ingestible . By having your new withdrawal have a condition contingent on that withdrawal and a script/quest variable.

Which there is a few ways to do it , and not sure what would be the most stable without testing ... but my first thought is to use perks as the intermediary to add your actor effect withdrawal.

So when you get cured of the vanilla withdrawal ... It will turn off the perk that adds your withdrawal.

And I am guessing a Quest / questScript would be good for giving the player all the hidden perks , and store the variable upon getting addicted to then have the perk check that and the vanilla addiction.

But I am not really sure how to set up that trigger apparatus ... at least without more input details on your mod vision ;)

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  • 3 weeks later...

Ya you could use one or all of the vanilla withdrawal , along with what ever you want to add per new ingestible . By having your new withdrawal have a condition contingent on that withdrawal and a script/quest variable.

Which there is a few ways to do it , and not sure what would be the most stable without testing ... but my first thought is to use perks as the intermediary to add your actor effect withdrawal.

So when you get cured of the vanilla withdrawal ... It will turn off the perk that adds your withdrawal.

And I am guessing a Quest / questScript would be good for giving the player all the hidden perks , and store the variable upon getting addicted to then have the perk check that and the vanilla addiction.

But I am not really sure how to set up that trigger apparatus ... at least without more input details on your mod vision :wink:

 

Are you suggesting that I have the chem(s) give a vanilla withdrawal effect along with the modded one, then have a script remove the modded effect whenever the vanilla one is removed?

 

The mod concept is pretty straightforward: add a few chems to the Mojave (Daytripper, Voodoo, etc.). Ideally they'd function like vanilla chems, with fixer temporarily curing the effects (assuming you have something like YUP installed) and doctors permanently curing the withdrawal symptoms.

 

One of the chem concepts I had in mind (the one I mentioned in my reply to NightmareRex) was Smooch, which according to what little lore we have was curable only with an antidote. I already know how to set all of this up, it's just a short script attached to the antidote item.

Edited by JoeyMcJoeJoe
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Ya you could use one or all of the vanilla withdrawal , along with what ever you want to add per new ingestible . By having your new withdrawal have a condition contingent on that withdrawal and a script/quest variable.

Which there is a few ways to do it , and not sure what would be the most stable without testing ... but my first thought is to use perks as the intermediary to add your actor effect withdrawal.

So when you get cured of the vanilla withdrawal ... It will turn off the perk that adds your withdrawal.

And I am guessing a Quest / questScript would be good for giving the player all the hidden perks , and store the variable upon getting addicted to then have the perk check that and the vanilla addiction.

But I am not really sure how to set up that trigger apparatus ... at least without more input details on your mod vision :wink:

 

Are you suggesting that I have the chem(s) give a vanilla withdrawal effect along with the modded one, then have a script remove the modded effect whenever the vanilla one is removed?

 

Not a script ... but a Perk with a condition of having the vanilla withdrawl effect ... a perk that adds an ability : actor effect

 

The mod concept is pretty straightforward: add a few chems to the Mojave (Daytripper, Voodoo, etc.). Ideally they'd function like vanilla chems, with fixer temporarily curing the effects (assuming you have something like YUP installed) and doctors permanently curing the withdrawal symptoms.

 

Well the point is your new withdrawl ... is not on the doctor fix it scrip ... and I assume you do not want to adjust that script ?

So the perk that adds the ability : withdrawl ... is conditionalized by having one of the withdrawl that the doctor cures.

In essence ... it is not a curable sickness , just a tack on running its own thing / detriments . Using one of the vanilla to stand in for it. Albeit you can reverse it's particular effects ... hence just use one of them.

If that makes sense ???

 

One of the chem concepts I had in mind (the one I mentioned in my reply to NightmareRex) was Smooch, which according to what little lore we have was curable only with an antidote. I already know how to set all of this up, it's just a short script attached to the antidote item.

 

Antidote curing is easy ... just don't put the affliction in the doctor cure all script.

 

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"Not a script ... but a Perk with a condition of having the vanilla withdrawl effect ... a perk that adds an ability : actor effect"

 

Ah, okay, yeah that makes sense.

 

"Well the point is your new withdrawl ... is not on the doctor fix it scrip ... and I assume you do not want to adjust that script ?"

 

Yeah, I know for sure YUP edits the script, but I generally want to avoid hard edits as much as possible, and I imagine any other mod that adds withdrawal effects might make edits to the script already.

 

"So the perk that adds the ability : withdrawl ... is conditionalized by having one of the withdrawl that the doctor cures.

In essence ... it is not a curable sickness , just a tack on running its own thing / detriments . Using one of the vanilla to stand in for it."

 

I understand this part completely.

 

"Albeit you can reverse it's particular effects ... hence just use one of them."

 

I'm not sure I understand what you mean by this

 

"Antidote curing is easy ... just don't put the affliction in the doctor cure all script."

 

Exactly.

Edited by JoeyMcJoeJoe
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"Albeit you can reverse it's particular effects ... hence just use one of them."

 

I'm not sure I understand what you mean by this

 

Saying in your new withdrawl that is tacked on to a vanilla one. If you don't want the vanilla detriments ... use effects that reverse them.

But then that does bring up the conundrum of that one vanilla effect not working correctly by itself.

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