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Multi use alcohol


samoja

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I dpn´t know how many people can drink a full bottle of whiskey and still stand but i am sure it ain´t that many, i would like for strong alcohol (like Whiskey, Vodka and Tequila) to be converted so that each bottle has certain number of doses or "shots", like 20 perhaps, but you would have to carry a shot glass with you, and wine to be converted to have 4 or 5 glasses in a bottle, beer is fine as it is since most people drink the whole beer at once.

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Hmmm, all the consumables are one use, but maybe you could have a script (it's turned into an effect) that could keep count (var) and add the bottle back into your inventory until that var exceeds a number (like 20 in your example of whiskey). But you'd probably have to reduce the effect or balance it somehow since you'd be essentially be giving away 20X the haul with each whisky bottle.

 

Kinda trivial, but you could make various bottles that range from the liquid being full to empty. I'v imported bottles of consumables in blender and I think they exported fine.

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Yeah that´s the idea. There are already multiuse water flasks on the nexus, i am guessing they have a separate flask for each stage of consumption and just consume the original and give you one stage lower, as for balance, i believe there are drunk effects on the nexus, maybe it could be added in, like for example you consume one or two shots and you will be fine, consume four shots and your vision gets blurry, consume six shots and you start wobbling around and your mouse sensitivity goes trough the roof, consume half a bottle and you keel over in a ditch for some 7 in game hours (time skip) but if there are enemies present the time does not skip, but rather you lay there as they keep shooting at you until they kill you.

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There are already multiuse water flasks on the nexus, i am guessing they have a separate flask for each stage of consumption and just consume the original and give you one stage lower,

could you link to one or two.

 

I think a script base effect is the way to go, you have the normal/typical base effect and add a bottle with one less dose upon consumption. This is a better solution than my first post because it will apply to everyone. That way a NPC/companion can't swig your whole bottle of whisky in one gulp (although I don't know if npcs/companions ever drink alcohol.....maybe Cass does?)

 

as for balance, i believe there are drunk effects on the nexus, maybe it could be added in, like for example you consume one or two shots and you will be fine, consume four shots and your vision gets blurry,

Hmmmm right off the top of my head I can't think of a way to check how many doses are taken (ie stacked effects) to create greater and greater inebriation effects, but with script base effects just about anything is possible. JIP has a get effects base function, but it's an nth and I'm not sure how to determine what index to check against (because the player can have a lot of simultaneous effects on all the time). A real scripter could probably put it together without much pain, but it'd probably be a headache for me to stumble through.

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There are already multiuse water flasks on the nexus, i am guessing they have a separate flask for each stage of consumption and just consume the original and give you one stage lower,

could you link to one or two.

 

I think a script base effect is the way to go, you have the normal/typical base effect and add a bottle with one less dose upon consumption. This is a better solution than my first post because it will apply to everyone. That way a NPC/companion can't swig your whole bottle of whisky in one gulp (although I don't know if npcs/companions ever drink alcohol.....maybe Cass does?)

 

as for balance, i believe there are drunk effects on the nexus, maybe it could be added in, like for example you consume one or two shots and you will be fine, consume four shots and your vision gets blurry,

Hmmmm right off the top of my head I can't think of a way to check how many doses are taken (ie stacked effects) to create greater and greater inebriation effects, but with script base effects just about anything is possible. JIP has a get effects base function, but it's an nth and I'm not sure how to determine what index to check against (because the player can have a lot of simultaneous effects on all the time). A real scripter could probably put it together without much pain, but it'd probably be a headache for me to stumble through.

 

https://www.nexusmods.com/newvegas/mods/37960/

 

Here you go.

 

Also i found this drunk effect on the nexus:

 

https://www.nexusmods.com/newvegas/mods/41443/

Edited by samoja
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Here you go.

OK, I'll take a look at em. Did you want to revise any of the values for the drinks. For instance a fifth, is 25 shots, a pint is 10, and I'm thinking it's closer to a fifth than a pint. I'll need those values for the models.

 

Well, those shot glasses seem rather large, t think 20 shots would be fine, saying they were a bit bigger then normal shots, i know it may not matter but 25 seems a bit too much, but 15 seems too little, 20 sounds about right to me, nice number.

 

EDIT: hm, or maybe we could go with 1.5 ounce shot that comes up to 16 shots, that could be good.

Edited by samoja
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