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Sexout ; Drug Dealers Plugin


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Posted

I can say for certain that the Jet Classic file ITT is fucking brutal. The visual effect that's applied in late-stage withdrawal makes the game nigh unplayable (and it gives me a headache), heh.

 

Erm... on that note, I appreciate that it truly symbolizes how crippling the effects of Jet withdrawal are, but is it possible to use a slightly less headache-inducing effect, dogface? Perhaps if it came and went like a concussion/crippled-head effect... Also, it seems the additional jet withdrawal effects do not appear on the pipboy effects screen.

 

 

Posted

Thanks Dogface for the update! :) I'm using your optional file but I dont see any mention or withdrawal effect left after going to the doc for a dtox cure... Is there any reference' date=' such as a perk or something somewhere?

[/quote']

 

I didn't actually test the doctors cure because I was sure it was working... but if your last hit wore off less than a few hours ago there will be no mention of your Jet addiction in effects until you reach the onset period which gives vanilla penalties. Could you try waiting a few hours (remember to give the script 5 seconds to update) and see if it returns?

 

 

I can say for certain that the Jet Classic file ITT is fucking brutal. The visual effect that's applied in late-stage withdrawal makes the game nigh unplayable (and it gives me a headache)' date=' heh.

 

Erm... on that note, I appreciate that it truly symbolizes how crippling the effects of Jet withdrawal are, but is it possible to use a [i']slightly[/i] less headache-inducing effect, dogface? Perhaps if it came and went like a concussion/crippled-head effect... Also, it seems the additional jet withdrawal effects do not appear on the pipboy effects screen.

 

I can make an optional watered-down version, but the idea was that if you're going to suffer through it you should stock up on food and water and stay in bed for a few days. The visuals effects are excessively crippling, I'll agree, but that's only because I couldn't find a script that would make a giant clawed hand reach out of the computer screen and physically abuse the player until they do some more jet :). Stupid and boring if you're playing casual or vanilla-hardcore, but getting enough food to stay alive throughout your DTs should be a true challenge if you're using extra-hardcore mods like IMCN or Arwen... it'd be a good idea to keep some jet handy in case you have to abort the quitting process and hunt for food. This was my way of removing "cold turkey" as an option for the unprepared, and driving the poor and the needy deeper and deeper into the unforgiving unrelenting embrace of the Jet Mistress.

 

My suggestion is for you to DO MORE JET, YOU WORTHLESS FIEND!

Posted
@ Shantotto, try my Jet Classic optional file and see how long before you sell your AntiMateriel Rifle and Power Armour for Jet. Or simply get a new character, "tmm 1" in the console, fasttravel to the Vegas slums and then "tmm 0"

 

Haha! Oh I'm certain that the effects are severe enough. But I'm more talking about that very first hit. It's pretty rare that I use drugs at all in the game (though I know most people do use them a lot), so it's sorta hard to "justify" taking that first shot. Especially when a character is fairly experienced.

 

But that reminds me, it'd be nice to have drug dealers more spread out across the wasteland. Now, it obviously makes sense that most of that stuff is centered around Freeside/Westside/North Vegas Square (I always loved in Fallout 2 that there were characters whose only function was being drug dealers, standing around in the street-corners selling drugs). I don't know how far you're planning on taking the plug-in but it'd be great to have drugs be actively offered to the player earlier on in the game. Not sure where it would make the most sense to have dealers in that case.

 

Either way, this is a really exciting mod I think. Adds some nice "grit".

Posted

Quest idea for the dealers.

 

I had this idea while watching the Miss Bala movie trailer (http://www.imdb.com/title/tt1911600/). Why not have the player to carry a seal package of illegal drug and deliver it to someone located in a law enforced area such as the Camp McCarran? The character could have a slight chance of getting caught!! The outcome of being caught could be anything ... a stay in prison, a gbang rape, etc.

 

Posted

Dogface,

Noticed that after starting the quest with Marco and then talking to Sarah to start that section of the quest, some of her follow-on dialogue options start to appear in other characters. Specifically, the line your character tells Sarah that starts "I've got some of the ...". I have seen that as an option to tell to MSOAB, Marco and one of the dogs. If you select it (whether you have the drugs or not) it advances the questline when you go back to Sarah.

Posted

Are you gonna post this mod here? :3

 

Sure. Here's a preliminary version I just threw together' date=' works on Jet only. Jet addiction is now permanent, Onset of withdrawals is about 2.5 hours after your last hit wears off, the more severe symptoms come 6 hours after that and lasts around a week. Even if you endure all that, you'll still be stuck with the vanilla jet addiction penalties... until your next hit, at least.

 

 

[/quote']

 

Ok, I've been avoiding this since I had an established PC that I wanted to finish the game with... but now that's done, let's see just how nasty this is. :)

Posted

I'll look at those bugs, but you can consider further development on this stopped while I bang out my addiction overhaul. Anyone who wants to take over on this one can feel free, temporarily or permanently.

 

Anyways, so far in my expanded addictions version I've gone a different route as to how Jet addiction is handled... the effects you get in Jet Classic have been moved to alcohol and opiate addictions, although they have a slower, milder onset but even worse SPECIAL penalties, random bouts of HP drain which is potentially fatal to a starving, dehydrated, injured character, and the nearly-unplayable visual imod ; so your character really should be "put to bed" if you're trying to break your addiction. I'd also like to make the character limp and occasionally skip to 3rd-person to play the "NCR soldiers puking on the strip" or the "general cower" idle, but can't quite figure out how (despite poring over the Sexout scripts).

 

Amphetamine addiction (which includes steady, rebound, hydra, mentat or buffout addiction, and can be obtained or satisfied by any of those) has less penalties but goes for a longer time, to differentiate the spaced "out of this world" experience you get after stopping amphetamine use, from the primarily physical DT's of alcohol and opiates. You should be able to function in amphetamine "withdrawal", but to simulate your break from reality there is minor vision blurring, random speeding up and slowing down of time, and occasional audio hallucinations (feral ghouls, etc... feel free to suggest any other ingame files that will sound creepy or startling and hopefully spook the player into shooting a random friendly NPC). I've also made a bunch of fake copies of regular ingame messages to play (like "Your reputation with The Strip has decreased", "Veronica has been killed", "You have a crippled limb", etc.) to play at random intervals ; to keep the player unsure of anything they're told. I'm also trying to make it so that nearby NPCs will randomly show up as hostile even when they're not, but having no luck on that part. Another feature I'd love to add but don't know how to is to make the player's gun occasionally fire when you have it out and are facing an NPC/creature.

 

Heavy amphetamine addiction comes from the hardcore stimulants ; turbo, psycho, slasher, jet, ultrajet, and rocket. It replaces the same basic formula as regular amph addiction, except onset time is quicker, your time spent in psychosis is longer, and the addiction is permanent. Also, taking non-recreational drugs (all those listed above as amphetamines) will not quite satisfy you, so a Jetfiend will still have minor stat penalties even when high on rebound or steady. Psycho and Slasher, it should be pointed out, are considered speedballs so getting addicted to that gives you opiate and heavy amphetamine addiction, for twice the pain.

 

There's also tobacco addiction, which is a piddling -1 CHR, but takes a full week to break. I added in smokeable cigarettes, so hopefully most smokers will find that living with a nic addiction and smoking before any trade or dialogue is easier than taking the trouble of quitting. Your lung cancer and emphysema will wait until after the game's over :)

 

And finally, caffeine addiction which is a bit of a pathetic joke... a painful 1-hour headache and then it's over. Not even worth thinking about under normal circumstances, but might sometimes come at a very inconvenient time and actually bother you... maybe. I'm leaving it out of the main file because editing nuka-cola and such will cause incompatibilities with other drug/food mods.

 

Actually, now that I think about it I might tone down the alcohol penalties to be more in line with the tobacco and caffeine ones... the DT's only really apply to very-long-term alcoholics. Any suggestions are welcome, btw, whether they're for realism or for game-balance. I'm not an expert on drug treatment/rehabilitation by any means ; I'm in fact basing a lot of this on personal experience instead of scientific fact, so it could end up very biased towards the effects I personally felt rather than the effects that most people feel.

Posted
Another feature I'd love to add but don't know how to is to make the player's gun occasionally fire when you have it out and are facing an NPC/creature.

 

Fallout has a FireWeapon command' date=' used by following the command by the name of the weapon whose projectile you'd like to fire. And if you're willing to reverse-engineer, Project Ultimatum has a feature where if you're pointing a weapon at someone, you gain infamy with that faction. If you could find the code that detects when you're pointing as an NPC, you might be able to have the player's gun randomly go off when doing so.

Posted

Oh holy fucking shit... I can't see a fucking thing with that withdrawal.

 

 

I have to ask, any chance of there being a less severe blur effect in the works?

Posted

Oh holy fucking shit... I can't see a fucking thing with that withdrawal.

 

 

I have to ask' date=' any chance of there being a less severe blur effect in the works?

[/quote']

 

Yeah, it's overly harsh. Let me just tweak it now... and done.

Posted

Ok, it's not so harsh, the "cold turkey" period is about 3 days, and you can (barely, and I mean barely) manage to fight off any attacks as you desperately run for a safe place to quiver in a ball until the withdrawal subsides... but...

 

 

Well, Jet is pretty easy to get... maybe 1 in 10 humans drop it when you kill them, a lot of vendors carry it, and you can always whore the shit out of yourself for a fairly large amount. It's not as bad as it could be.

 

What if there was some way of tracking how many doses of Jet you've had, with some form of tolerance build-up as you take more doses... so that the dose doesn't last as long as time goes by? Say, after 10 doses, each dose only lasts half as long, with a minimum length of effect of, say, 1 hour game-time?

 

Also, maybe a change to the vanilla withdrawal effect... say double it after a week has past since you went through cold turkey, then triple it a week later. Make damned sure you have one hell of a reason to take some Jet, even knowing just how bad the result will be.

 

 

Sure, drugs don't usually work like that... but hey, we want to make sure people become Jet Fiends, don't we?

Posted

I have problems with Sarah's dialogue too. I have a tin full + 1000 caps and she does not heal (drink the tin don't help, the tin stays half full, never empty).

The broken limb with msoab could stop after a while (Sarah don't heal with dog tin quest).

At the end there is no more jet in westside, then no need to stay here, only dixon sells jet. Marco should give an other job/quest and give jet for it.

Posted

While I'm making suggestions... make it so a single hit of Jet gets you hooked... it took 5 hits for my test character to suffer addiction, which doesn't fit with the whole "this is one fuck of an addictive drug!" vibe the plugin is giving regarding Jet.

 

Also, maybe make it so Doc Mitchell had to give you a hit of Jet during his operating on you at the start of the game... that way, you don't have to rely on people taking Jet when they're against drug use in general. (thinking of you there, Shantotto... :P )

 

 

And, maybe it would be worth having all the heavy amp. addictions use a "you've not had any for a while, don't you just love this crippling urge to have some that you've just got?" permanent addiction. A bit like what I suggested before, but maybe have it so that for about 30 game minutes every couple of days, you get hit with the same effect as going cold turkey as an incentive to stay dosed up... just without any kind of warning, since that makes it too easy to work around, and isn't realistic when it comes to extreme cravings.

Posted

While I'm making suggestions... make it so a single hit of Jet gets you hooked... it took 5 hits for my test character to suffer addiction' date=' which doesn't fit with the whole "this is one fuck of an addictive drug!" vibe the plugin is giving regarding Jet.[/quote']

 

I have to disagree, on account of the fact that SexoutRapers uses Jet as one of the random drugs.

Posted

Ok' date=' it's not so harsh, the "cold turkey" period is about 3 days, and you can (barely, and I mean barely) manage to fight off any attacks as you desperately run for a safe place to quiver in a ball until the withdrawal subsides... but...

 

 

Well, Jet is pretty easy to get... maybe 1 in 10 humans drop it when you kill them, a lot of vendors carry it, and you can always whore the shit out of yourself for a fairly large amount. It's not as bad as it could be.

 

What if there was some way of tracking how many doses of Jet you've had, with some form of tolerance build-up as you take more doses... so that the dose doesn't last as long as time goes by? Say, after 10 doses, each dose only lasts half as long, with a minimum length of effect of, say, 1 hour game-time?

 

Also, maybe a change to the vanilla withdrawal effect... say double it after a week has past since you went through cold turkey, then triple it a week later. Make damned sure you have one hell of a reason to take some Jet, even knowing just how bad the result will be.

 

 

Sure, drugs don't usually work like that... but hey, we want to make sure people become Jet Fiends, don't we?

[/quote']

 

Variable tolerance is something I might work in later, but for now I'm having trouble enough with the withdrawal effects. The trouble here is modelling a non-physical addiction. In Jet Classic, Jet addiction functions like a purely physical dependence, but in my advanced addictions it won't ; what you see in Jet Classic is more like how opiate addiction will work... a harsh period of suffering in which you should just go to bed and wait for it to pass. Anyone can understand physical withdrawals, it's just fever, cramps, pain and suffering. If you've had a terrible flu, fever or bout of gastro you have a fairly clear basis for understanding what heroin withdrawal is about.

 

The problem is that there are no really harsh physical DTs when you're in amphetamine withdrawal, yet amphetamines are far more difficult to quit than heroin (Personally, I found quitting heroin to be easy, but I think I was never actually 'addicted' to it, only physically dependant). Amp withdrawal is all about cravings and a change in how you percieve everything, not about physical pain and sickness. Anyone who has tried to quit smoking will have a faint idea of what I'm talking about, but with amphetamines the craving is so strong you make a near-complete lapse out of sanity, you see the world in a whole new light, it's as though all the laws of reality have altered and you're living in a new, horrible dimension. It's extremely hard to even explain what it's like to somebody who hasn't gone through it themselves because there's nothing I can really compare it to, and it's even harder to depict this in a vidya-game world, but I'm trying.

 

I have problems with Sarah's dialogue too. I have a tin full + 1000 caps and she does not heal (drink the tin don't help' date=' the tin stays half full, never empty).

The broken limb with msoab could stop after a while (Sarah don't heal with dog tin quest).

At the end there is no more jet in westside, then no need to stay here, only dixon sells jet. Marco should give an other job/quest and give jet for it.

[/quote']

 

Yeah, there are some major bugs in that last part. I'll try to bang out a bugfix but there'll be no additional quests as right now I'm stuck on my revamped addictions bit.

Posted

While I'm making suggestions... make it so a single hit of Jet gets you hooked... it took 5 hits for my test character to suffer addiction' date=' which doesn't fit with the whole "this is one fuck of an addictive drug!" vibe the plugin is giving regarding Jet.

 

Also, maybe make it so Doc Mitchell had to give you a hit of Jet during his operating on you at the start of the game... that way, you don't have to rely on people taking Jet when they're against drug use in general. (thinking of you there, Shantotto... :P )

 

 

And, maybe it would be worth having all the heavy amp. addictions use a "you've not had any for a while, don't you just love this crippling urge to have some that you've just got?" permanent addiction. A bit like what I suggested before, but maybe have it so that for about 30 game minutes every couple of days, you get hit with the same effect as going cold turkey as an incentive to stay dosed up... just without any kind of warning, since that makes it too easy to work around, and isn't realistic when it comes to extreme cravings.

[/quote']

 

These aren't bad suggestions. Physical addictions like alcohol and morphine require a build-up over time, while meth can hook you on the very first hit. I don't want to make it a 100% chance of addiction, though, because plenty of people can do meth without finding it all that enticing. It would be nice if there was a stat like "willpower" I could use to modify the rate.

 

I'm not going to make it so the player starts addicted to Jet, though. There's not enough in the Goodsprings area, meth can't be used as a medical anaesthetic, and the player should get a choice whether or not to risk addiction by becoming a chemically-fuelled God of War in their gunfights. Personally, I play with lots of hardcore mods that make it impossible to survive more than two or three gunshots, so I find myself having to go Tony Montana whenever I'm faced with more than two or three gun-armed enemies.

 

In the final stage of heavy amphetamine addiction, a sort of "flashback" effect where you relapse into a harsher stage for half an hour or so would be quite realistic.

Posted
Anyone who has tried to quit smoking will have a faint idea of what I'm talking about' date=' but with amphetamines the craving is so strong you make a near-complete lapse out of sanity, you see the world in a whole new light, it's as though all the laws of reality have altered and you're living in a new, horrible dimension. It's extremely hard to even explain what it's like to somebody who hasn't gone through it themselves because there's nothing I can really compare it to, and it's even harder to depict this in a vidya-game world, but I'm trying.

[/quote']

I think I know what you're talking about here... I was on some pretty strong anti-psychotics at one point, and the come-down when they weaned me off them match most of your description there, all except the craving. And yeah, it's bloody hard to explain it to someone who hasn't gone through it... but you managed quite well just then. :)

 

 

 

While I'm here... I think the Jet Addiction plugin might be causing a major memory drain. Without it, I'm running about 2.2GB RAM used... with it, that jumps to 2.7GB. (pretty near the "Hey, I'm gonna crash now" point and slows down Pip-Boy usage)

Chances are it's some interaction with another mod somewhere, but it's certainly that one that's involved.

Posted

The script it set to run every five seconds, so it shouldn't slow your game down that badly. Could you give it a try with all other mods unloaded and let me know how that works?

Posted

These aren't bad suggestions. Physical addictions like alcohol and morphine require a build-up over time' date=' while meth can hook you on the very first hit. I don't want to make it a 100% chance of addiction, though, because plenty of people can do meth without finding it all that enticing. It would be nice if there was a stat like "willpower" I could use to modify the rate.[/quote']

Endurance, maybe? Seems to make sense, but that's just me. (it affects environmental resistances, so is probably the best fit)

I'm not going to make it so the player starts addicted to Jet, though. There's not enough in the Goodsprings area, meth can't be used as a medical anaesthetic, and the player should get a choice whether or not to risk addiction by becoming a chemically-fuelled God of War in their gunfights. Personally, I play with lots of hardcore mods that make it impossible to survive more than two or three gunshots, so I find myself having to go Tony Montana whenever I'm faced with more than two or three gun-armed enemies.

Good point about the starter area... I'd not thought about that.

In the final stage of heavy amphetamine addiction, a sort of "flashback" effect where you relapse into a harsher stage for half an hour or so would be quite realistic.

:D Repeated harsh effects or constantly drugging up... always a good way to be a junkie.

Posted

The script it set to run every five seconds' date=' so it shouldn't slow your game down that badly. Could you give it a try with all other mods unloaded and let me know how that works?

[/quote']

 

I'll throw it on my (almost) clean install, see what it does.

Posted

While I'm making suggestions... make it so a single hit of Jet gets you hooked... it took 5 hits for my test character to suffer addiction' date=' which doesn't fit with the whole "this is one fuck of an addictive drug!" vibe the plugin is giving regarding Jet.[/quote']

 

I have to disagree, on account of the fact that SexoutRapers uses Jet as one of the random drugs.

 

I should ask them to change this, as Jet and Beer aren't really tranquilisers (and date-rape drugs are not usually forcibly applied as you punch a victim to the ground).

 

If they want I could knock up a batch of new chems which work as tranquilisers, sedatives, etc. The type you might sneak up on somebody and inject them with.

Posted

That was quick... nothing but FNV, 1.2GB on max settings, quick travelling to 6 different places. FNV + Jet, 1.5GB on max settings, quick travelling to same 6 places.

 

Both from same save, everything identical. I wonder if it's setting up some kind of conflict with the vanilla game that's chewing up some RAM. (it does alter the addiction of Jet, and stops any Jet addiction counting as something to be cured by Fixer and doctors...)

 

 

I doubt it though... it's probably some quirk that I'm getting.

Posted

I know you're focused strictly on the drugs themselves and the effects at the moment but I'm just brainstorming a bit now...

 

A) It'd be kinda cool if you could effectively be a test bunny at the Red Rock Canyon lab for some crazy new drug, or perhaps some modified versions of existing drugs. For example, they may want to change the way Jet works somehow and they'd need to test it on you (yeah, very thin story but just rambling a bit here, perhaps it could be evolved into something good). Perhaps a hard END check would then determine how well the player character handles this. I dunno. Either way, I think something fun could be done with those guys.

 

B) I can't remember the properties at the moment but it'd be cool if the "Dixon's Jet" item really was even more terrible/dangerous somehow (or the other way around, watered down). And it'd be offered through dialogue so the player couldn't sneak a peek at the stats of thing.

 

Dixon: "Hey, you know I got that sweet Jet you want... But check this baby, I've got something a little bit extra special. You'll fly to fucking MOON with this shit, interested?" He'd try to bullshit the player basically.

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