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[Mod][XCL] [0.25.6] Bad Habits: Redux


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[XCL] [0.25.6] Bad Habits: Redux


Bad Habits: Redux
A vices overhaul for X-Change Life: cigarettes, weed, cocaine, mushrooms and ecstasy, each with its own mechanics, art and consequences.
 

What is this?
Bad Habits started life as a small cigarettes-and-weed mod by Melodious Melia. Version 1.0.0 grows it into a complete dependency ladder for X-Change Life. Five substances, two dealers, addiction and tolerance systems, moods, withdrawal, portrait work, live psychedelic visuals, 32 achievements, and one very bad decision available at the club if your wallet is empty.

Nothing here is a reskin of anything else. Each drug has its own arc and its own reason to exist:

  • Cigarettes. Three brands, a six stage nicotine habit that creeps up on you, smoke breaks at more or less every location, and street harassment tuned by a setting. The habit starts as something to do with your hands and ends with you planning your day around it.
  • Weed. Two strains from Callum, the bar dealer. Mellow highs, munchies, and a habit that costs you motivation rather than money.
  • Cocaine. Three grades at three prices with purity to match. While you're up, action points cost half: the drug that gives you more day. Then it wears off, the crash takes the evening back, and a three stage addiction starts taking $40 to $80 a day out of your pocket whether you score or not.
  • Magic mushrooms. Two bags, slow onset, five stages, one whole evening. Live psychedelic visuals warp every image and video in the game while you trip (Full / Capped / Off in settings), and the base characters get dilated-pupil, bloodshot portrait variants by tier. No crash and no addiction: the day after a trip is actually better than a normal day. The catch is a tolerance that makes back-to-back trips a shadow of the real thing.
  • Ecstasy. Three pills from Dolphins to Teslas. Reluctance melts while you're rolling, arousal climbs on its own, and people warm to you twice as fast. The price is a two day comedown where everything is fine and nothing is good. No addiction arc. It doesn't need one.
     

The club dealer
Cash works the Electric Pickle. He sells the synthetics, he remembers you, and he notices what you reach for when you can't pay for it. If that happens, he has a proposition involving one pink pill and a party at his place. It pays exactly the thing you couldn't afford. It is repeatable. It is not a secret what kind of party it is.

 

The scene is a five man group scene built on the game's temporary transformation machinery, with its own filmed media set, an active/passive move economy running on a stamina meter, three finish events, and distinct prose the second time you come back. You have been warned and/or sold.


Also in the box

  • 32 achievements across all five habits, from "Just the One" to the ones you'll have to earn the hard way.
  • 8 settings: per-drug toggles, trip visual intensity, addiction speed, catcall frequency.
  • Sidebar status icons with tooltips for every substance, plus moods for cravings, crashes, comedowns and afterglows.
  • Per-character portrait variants for the ten base player characters in both genders (wired, tripping, rolling).
  • A dealer framework other mods can plug venues into (see the included modders guide).


Requirements & installation

  • X-Change Life 0.25.6 or newer
  • XCL Mod Loader
  • BOTH files: Bad Habits 1.1.0.xcl (the mod, 100 KB) and Bad Habits-Media 1.0.0.xcl (art, clips and audio, 256 MB)


Add both .xcl files to the Mod Loader, rebuild, and play. The loader handles load order automatically. Safe to add to an existing save; state is initialised on the fly and old Bad Habits saves are migrated.
 

Compatibility
Built additively: base passages are wrapped, never replaced, and shared base variables are respected (the mod takes maximums rather than overwriting). No known conflicts. If another mod adds its own venue dealers, or strains, the framework is designed to coexist; modders can wire into it via the included Bad Habits Modders Guide.
 

Credits

  • Melodious Melia: the original cigarettes and weed mod this grew from.
  • Athena: design, code, art pipeline, and the 1.0.0 release.
     

Permissions
Ask before repackaging or porting. Modders are welcome and encouraged to integrate with the dealer framework and the extension hooks documented in the modders guide.
 

The obvious disclaimer
This is fiction for an adult game. Every substance in it is written to cost you something, because that is what makes it a game mechanic. None of it is an endorsement of anything, except possibly not buying the cheap coke.


 

Posted (edited)

I like the way you think. About to try it, thanks.

 

I did get one dead end... in bar as female, got picked up, and afterwards opted for a cigarette; no button to advance. Otherwise all good so far. Paid for some pills in kind in the Electric Pickle, worked fine.

 

One major thing i nearly forgot... not getting any visual effects, setting is on FULL.

Edited by FO4again
Posted
16 hours ago, FO4again said:

I like the way you think. About to try it, thanks.

 

I did get one dead end... in bar as female, got picked up, and afterwards opted for a cigarette; no button to advance. Otherwise all good so far. Paid for some pills in kind in the Electric Pickle, worked fine.

 

One major thing i nearly forgot... not getting any visual effects, setting is on FULL.


I'll have a look at that dead end. You'll only get Visual effects at Stage 2 of the high from the Shrooms and above, and stage 2 is subtle, are you running on the web or are you on the desktop launcher?

Posted
6 hours ago, AthenaWilliams said:


I'll have a look at that dead end. You'll only get Visual effects at Stage 2 of the high from the Shrooms and above, and stage 2 is subtle, are you running on the web or are you on the desktop launcher?

Thanks for your fast reply. Understood. Desktop.

 

You could go so dark with this mod. Thanks.

Posted
8 minutes ago, FO4again said:

Thanks for your fast reply. Understood. Desktop.

 

You could go so dark with this mod. Thanks.


I think it might be a desktop version issue, I don't use it and until its stable I don't plan to test for it, I'd recommend using the web if you want the full exprience

Posted
3 hours ago, FO4again said:

Interacted with Dealer outside club, when finished ended up in the Broken Drum.


Which dealer? Cash only appears inside the Club and Callum should only appear in the Broken Drum, I know the Wharf adds its own dealers

Posted (edited)
1 hour ago, AthenaWilliams said:


Which dealer? Cash only appears inside the Club and Callum should only appear in the Broken Drum, I know the Wharf adds its own dealers

Seriously, there was the weed dealer outside the club on Friday night. What I didn't know was about the Wharf scene... !!!!

 

Ooo? I went to the Wharf on Sunday afternoon, visited the Cabana, met the coke dealer, bought stuff, left him then teleported to the club, on a Sunday. Is it me? Perhaps I've been over doing it and i'm hallucinating?

club dealer sunday.jpg

Edited by FO4again
Posted
2 hours ago, FO4again said:

Seriously, there was the weed dealer outside the club on Friday night. What I didn't know was about the Wharf scene... !!!!

 

Ooo? I went to the Wharf on Sunday afternoon, visited the Cabana, met the coke dealer, bought stuff, left him then teleported to the club, on a Sunday. Is it me? Perhaps I've been over doing it and i'm hallucinating?

club dealer sunday.jpg


Seems like a bug on Wharf's side

Posted (edited)
4 minutes ago, FO4again said:

dead end when in Cabana (evening). New game, just cigarettes, no dealer, chose to smoke. No way to advance. Thanks!

cabana evening no dealer smoking.png

same thing in mall after choosing smoke option. i know, i know, it's bad for me!

Edited by FO4again
Posted
On 8/22/2026 at 4:17 PM, FO4again said:

same thing in mall after choosing smoke option. i know, i know, it's bad for me!


I think this should be fixed in 1.1.2

 

Posted (edited)

Hey Athena, an idea to encourage bad habits could be via interaction with Bar Girls (and maybe even Bruce and Dread). In function of friend score, a girl would offer our MC a line or a toke in the Broken Drum (i imagined Bruce and Dread offering stronger stuff). Also chance of encounter with random Bar Girl in club on dance floor, and being offered a pill. Our MC could also return the favour.

Edited by FO4again
Posted (edited)

Excellent mod. But it would be nice to have it become more punishing later on. I've recently been playing Girl Life a lot. It has both coke and H among other things, and abusing them can lead to a very, very dark downward spiral, that's almost impossible to climb out of. Would like to see something like this here as well.

 

Drugs are no fun, there should be serious long-term consequences to their use. Like, eg. working at Dynapill while stoned all the time should carry some, since someone would notice at some point.

Even asking for "free" samples at the club, and a subsequent scene doesn't seem that bad and carries no long-term consequences.

Edited by belegost
Posted (edited)
1 hour ago, belegost said:

Excellent mod. But it would be nice to have it become more punishing later on. I've recently been playing Girl Life a lot. It has both coke and H among other things, and abusing them can lead to a very, very dark downward spiral, that's almost impossible to climb out of. Would like to see something like this here as well.

 

Drugs are no fun, there should be serious long-term consequences to their use. Like, eg. working at Dynapill while stoned all the time should carry some, since someone would notice at some point.

Even asking for "free" samples at the club, and a subsequent scene doesn't seem that bad and carries no long-term consequences.

I think this mod, like the game, is in early stages. I would also like to see more difficulties (I'd like to see a Reputation system in the base game where wonderful mods such as this one could all tie in and add to the immersion) but remember the choice of drugs in Athena's mod is very different to those of Girl Life. I'd rather see a lowering of inhibitions and some dodgy group encounters personally while under the influence; but that's down to Athena, and they seem to have a lot of ideas and dedication to modding this game. I think effects could include poor performance at work etc. "Drugs are no fun"; we disagree on this point.

Edited by FO4again
Posted (edited)
2 hours ago, FO4again said:

I think this mod, like the game, is in early stages. I would also like to see more difficulties (I'd like to see a Reputation system in the base game where wonderful mods such as this one could all tie in and add to the immersion) but remember the choice of drugs in Athena's mod is very different to those of Girl Life. I'd rather see a lowering of inhibitions and some dodgy group encounters personally while under the influence; but that's down to Athena, and they seem to have a lot of ideas and dedication to modding this game. I think effects could include poor performance at work etc. "Drugs are no fun"; we disagree on this point.

This is just a suggestion for the author to maybe consider if they ever feel like it. I have no expectations or requests regarding anything. This is not my mod and not my vision. Nevertheless I will watch it's development with great interest.

Edited by belegost
Posted
On 8/30/2026 at 11:30 AM, belegost said:

This is just a suggestion for the author to maybe consider if they ever feel like it. I have no expectations or requests regarding anything. This is not my mod and not my vision. Nevertheless I will watch it's development with great interest.


This was a mod I took on under my old mod revival programme and it was originally just weed and cigarettes. I expanded it to coke, shrooms and Ecstasy and added all the Cash stuff. I'm currently in talks with the original creator of the mod and we have some ideas for scenelets, some ranging from funny ones to some dark ones so more content is coming. I did add some negatives such as getting addicted to coke will make your character spend money between time slots to go buy more and things like that with negative status effects if you don't feed your addictions including withdrawl.

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