amcclell Posted March 13, 2010 Share Posted March 13, 2010 I'm messing around with chems a bit, to see if I can make addictions work more like in fallout 1 and 2 where you could have them wear off if you go cold turkey. I'm not 100% sure if just modifying the duration of the "Addiction" parameter of the withdrawal disease effect will work, but I figure that's the simplest thing to try first. One thing I'm not sure about is the units for duration - seconds is obvious, but are the minute, hour, and day options real-time or game-time based? I run with my timescale modded down to 1:5 real:game rather than the default 1:30, so I want to make sure the duration lasts the amount of game-time that I'm intending (Rather than having something last 7 days REAL time, for instance). Additionally, this isn't as important but since it's related and I just thought of it, I might as well ask. If I give an addiction a duration, will that duration be refreshed if I use the chem again? For a random example, if the addiction has a duration of 10 hours, will it only last 10 hours from the initial addiction, or will that timer be reset if I use the chem again to counter the withdrawal? If it's the former, I might need to look into scripting to make it so that addictions will only wear off in time if I go cold turkey. Also, I'm aware that someone's made a mod that does something similar to this, but it has a bunch of other modifications to chems that I don't want, and it only affects vanilla chems, while I'm using better living through chems and would like those addictions to work properly as well. Link to comment Share on other sites More sharing options...
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