Mktavish Posted June 27, 2017 Share Posted June 27, 2017 Whew! glad you got it ...Thanks for the work towards forum posterity :thumbsup: Link to comment Share on other sites More sharing options...
Crowley9 Posted June 27, 2017 Author Share Posted June 27, 2017 Thanks for the work towards forum posterity :thumbsup: Is that a pun on how I made multiple edits to my previous post instead of making each bit a new post? Link to comment Share on other sites More sharing options...
Mktavish Posted June 29, 2017 Share Posted June 29, 2017 Thanks for the work towards forum posterity :thumbsup: Is that a pun on how I made multiple edits to my previous post instead of making each bit a new post? A pun as in making fun of you ? No , not at all.If anything Its making fun of me , because I wasn't much help except to confirm that mod's method was broke , and the one I suggested was also broke.You did all the work in figuring out how to do it , then posted it here to help others. Which is a good thing !Forum Posterity :wink: Link to comment Share on other sites More sharing options...
Crowley9 Posted July 1, 2017 Author Share Posted July 1, 2017 (edited) Oh, I didn't think you were making fun of me. I tend to be fairly pun-minded when it comes to humor. Anyway, I've got all the addictions set up to pass with time. I'll tweak things a bit here and there and then release the mod. Add some minor visual effect when the addiction ends, change the script for doctors curing addictions to just have the effect of taking a few doses of Fixer and such. Personally I am glad I can do that without actually altering the dialogue to minimize any potential conflicts with other mods. That will cause some disparity between dialogue and the effect, but that is acceptable for me. Edited July 1, 2017 by Crowley9 Link to comment Share on other sites More sharing options...
Crowley9 Posted July 16, 2017 Author Share Posted July 16, 2017 While trying to polish up my mod, I ran into a problem. Something I did with the addiction seems to have broken Fixer. It does show "Temporary Addiction Removal" in the list of status effects, but it does not override the actual addiction penalties. Examining Fixer in GECK (with the permanent addiction removal bug fixed) only has it connected to a script that handles the visual effect. I suspect how it affects the actual negative effects of the addiction is somehow hardcoded, but how? Link to comment Share on other sites More sharing options...
Mktavish Posted July 16, 2017 Share Posted July 16, 2017 (edited) Try a toggle archive invalidation ... turn it off / on But your save you have been testing with may just be tainted ... make new save. Edited July 16, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Crowley9 Posted July 17, 2017 Author Share Posted July 17, 2017 None of that helped with the issue. I did some testing with removing and adding bits, and it seems if I add a new Base Effect to an addiction, Fixer stops working on it. I still suspect this behaviour is hardcoded. However, this is easily circumvented. Instead of setting the addiction timer to begin when addiction starts, I instead set it to begin when the effect of the drug ends, with an added check whether the player has a corresponding addiction. Link to comment Share on other sites More sharing options...
Mktavish Posted July 17, 2017 Share Posted July 17, 2017 LOL ... glad you figured it out again :teehee: Link to comment Share on other sites More sharing options...
Crowley9 Posted July 29, 2017 Author Share Posted July 29, 2017 Shameless self-promotion: I finally published my mod. http://www.nexusmods.com/newvegas/mods/63611/? Link to comment Share on other sites More sharing options...
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