Jambo11 Posted June 29, 2012 Share Posted June 29, 2012 My idea is, IMO, a more realistic approach to the way addictions work in the game. Instead of addictions being little more than a roll of the dice, they should be cumulative. If you take a particular chem too often, you get addicted. If you moderate your chem usage, you don't. Of course, I would make this mod myself, but I can't script to save my life. I'm more than capable of making changes to preexisting scripts, but not make new ones. Any help would be appreciated! Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 30, 2012 Share Posted June 30, 2012 Yea. I just hate that I can be chem free the entire game, take one dose of something and BANG, addicted. Then I savescum it some and can take 20 doses without getting so much as a hangover. Link to comment Share on other sites More sharing options...
betto212 Posted July 2, 2012 Share Posted July 2, 2012 well alcohol is usually slow to addict but morphine is usually fast and crack on the second dose almost 100% will get addiction Link to comment Share on other sites More sharing options...
adman85 Posted July 2, 2012 Share Posted July 2, 2012 There is a "UMON usage monitor effect" effect attached to all drugs, as well as the straight percentage addiction chance, so I think there is a level of cumulative addiction, but I don't know how that effect works as there is no script attached to it.I think it just puts that effect on the player if the drug is used, and if the same drug is used again in its effect time, it reapplies it (and possibly adds cumulative "ticks" each time this happens). That effect possibly just increases your addiction chance.The only thing I personally don't know how to do, would be how to get the game to reckognise which drug is being taken, you could attach a specific effect and script to each drug (as opposed to the player), which worked as a tally, increasing the chance of addiction with each tally it accumulates, but unless you regulate it with a timer, or rest monitor, all drugs would eventually cause an instant addiction when taken because of the cumulative effect. I agree with cyberlazy that when playing you just end up save/loading before popping any drugs, in my experience the withdrawal effects are so harsh that i only ever use the game drugs in times of desperation (popping medX and psycho when in a combat situation that I know I would normally lose for example). There is literally no reason to "recreation-ally" use the games drugs that I have seen, other than to try and buff a skill for a particular situation.I also agree with betto that some drugs would have vastly different addictive effects, and would have vastly different withdrawal effects too. It seems weird to me that the player can go on a six day jet binge, but as long as he keeps huffing jet at every needed interval, he has no ill effects? (effectually no overdose or overuse effects) The vanilla effects do work in the sense of it, but personally I do think the drug system in the game needs an overhaul, with different drugs set to suit different play styles perhaps? That could in effect make the drugs "habit forming" in game as one would get used to the effect and prefer to play like that constantly, for example,Jet increasing movement speed, for those who like to get around the game quicker, orSteady also decreasing sway and increasing vats hit chance, for those who prefer FPS style or the VATS style of gameplayDoing this may weirdly enough just make drug dependencies for players though, so you would have to add overdose chances and overuse effects as well as changing how the withdrawal system worked.All in all it's a pretty big job really, if realism is what you are going for. There are a lot of variables to consider in this particular equation, and you may just end up drawing flak for "promoting" drug use or some such. Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 2, 2012 Share Posted July 2, 2012 I never liked how weak drugs where either, few seemed worth it. 15ap for jet? 40s~2 min for some other drug? What?Id rather like 2~5 minutes for most drugs, and at least 25% bonus to effects or its not worth it to me. I would much rather drugs be MUCH rarer and more expensive to compensate if need be. (or just let everyone be junkies if they want, If the price was high enough it would at least encourage clean players to sell them) Link to comment Share on other sites More sharing options...
betto212 Posted July 3, 2012 Share Posted July 3, 2012 (edited) someone played deus ex with shifter mod ? it added a effect on zime( a drug like crack on your world) zime gaves 30 seconds of slow motion ,but after that a awful vision drawback(the stress on you brain after work at 200%) you could taking another dose. turbo would be interesting like this , powerful effect and awful drawback. Edited July 3, 2012 by betto212 Link to comment Share on other sites More sharing options...
pippinstrano Posted July 10, 2012 Share Posted July 10, 2012 I have a spreadsheet started and some of the logic roughly laid out for lots of new drugs and a replacement for the addictions. Trouble is.....I have no idea how to translate it into the game. I want to use Craft Master (CyberLazy) for the crafting side, and I've got ideas of how Painful Injuries (betto212) would factor in wonderfully. I am able to do thinking on the layout of the ideas a variety of places (riding the train to DC, waiting for my kids to finish their bath, etc), but my time at a machine being able to learn how to mod ends up being rather limited. Any chance folks would be interested in the ideas, given that I can't translate it into a mod myself? Link to comment Share on other sites More sharing options...
ynotdrol Posted July 10, 2012 Share Posted July 10, 2012 How about visual effects too while we are at it? And if you become addicted the effects get worse. http://forums.nexusmods.com/index.php?/topic/725032-drug-visual-effects/ Link to comment Share on other sites More sharing options...
pippinstrano Posted July 11, 2012 Share Posted July 11, 2012 I definitely want to see visuals ;-) Drugs are Bad Mkay shows that plenty of visual effects are available in FONV, to be sure. Link to comment Share on other sites More sharing options...
betto212 Posted July 12, 2012 Share Posted July 12, 2012 (edited) I have a spreadsheet started and some of the logic roughly laid out for lots of new drugs and a replacement for the addictions. Trouble is.....I have no idea how to translate it into the game. I want to use Craft Master (CyberLazy) for the crafting side, and I've got ideas of how Painful Injuries (betto212) would factor in wonderfully. I am able to do thinking on the layout of the ideas a variety of places (riding the train to DC, waiting for my kids to finish their bath, etc), but my time at a machine being able to learn how to mod ends up being rather limited. Any chance folks would be interested in the ideas, given that I can't translate it into a mod myself? im thinking on work on drugs/addiction/medicine or even food . if you want send me the spreadsheet and your idea about the issue ,maybe i could do it . the addicition and effect i know how to mod , the visual and audio effect i would need to learn how to do. Edited July 13, 2012 by betto212 Link to comment Share on other sites More sharing options...
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