Infos on drugs

nadeauhugo

Author of FOT mod THE SUM
Modder
I'll share here what I learned on drugs kids. Remember, don't try this at home!

First, Addiction could be way more interesting that it is currently used. It could not be used only as Addiction monitoring... Because as soon as the addiction overhead message appear, I am sorry but this is already frustrating (the addiction stat in the character screen is not even there) and personally I often reload the game. "Why am I fucking addicted, I only took this drug once in my life!" haha. That is bad since it is an great part of the game, taking risks, becoming weaker and having to wait until you get back your strength.

1. In Tactics, all addictions have a specific expiration time and no permanent weakness is programmed in the original game. You WILL be cured over time whenever you do and go back to normal.

2. The addiction effect is fixed and will never get worse over time, except if you pile up more than one addiction effects.

3. When making a new drug, you can play with permanent or temporary effects as you like in any section. Like a temporary primary effect, a permanent secondary effect, a temporary final effect and a permanent addiction effect. It's just a checkbox (the first box in the section) you need to check/uncheck.

4. You can set an addiction "top-left window" notification during ANY of theses effects phases, even from the moment the drug was taken, even if the character is not addicted at all. That means that you can use the addiction notification screens to tell the player about any effect you want (drugged, drunk, tired, excited, disease, virus, sleepy, horny, anything). The only downside is that the window will stay there during the whole time the effect is in place. Just add a "1" to the addiction at the end of the effect phase under "Chems".

5. You can set also a withdrawal effect with popup window in any effect phase, just add "1" to the withdrawal line at the end of the effect phase under "Chems" again.

6. Same as for Addiction effect. You are not even obliged to add a "window" notification when it happens.

7. Under the pannel "Chems", either negative or positive number to addictions will add a notification... I tried to give the character 1% chance of cancer when eating food, add cancer as a permanent addiction (1 to Buffout addiction), and remove that 1 with a particular anti-cancer medication. It worked. BUT the bad news is that if you take the medication without actually having cancer at all, your "Buffout addiction" variables go to -1 and the cure actually GIVES YOU "Cancer"... Nothing good to do with that it seems. If you have a solution, I'm all hear.

8. Effect durations and Addiction duration have their specific number limit... I don't know exactly how much, but I think that above 500-600 hours, the effect just consider the duration as 0. I remember having a problem implementing a "one month" drug effect. It didn't work and I had to use two two-weeks effects to make it work.

9. Withdrawal is very nice because it allow you to have a unique window box with the message and image of your choosing linked to some food/drug/water/object taken. If you are not planning on using withdrawal at all in your mod, then you can set it up to some other text, like for example "sick" after eating some spoiled food. Better than just giving -1 to Endurance of course.

10. "Drunk" effect simply don't work at all, it is broken. Don't use it.
 
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