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New version in OP.

 

- Fixed bug where jet effects did not wear off properly during play- you had to sleep/wait/travel etc.

- Durations are now based on Game/Real time scale, so won't be misbalanced by Project Nevada, etc

- Various rebalancing tweaks, jet AP bonus reduced a little, addiction level is more significant and withdrawal sets in faster

 

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@Blank666: I haven't managed to figure out that bug, but I changed the debug message slightly so its more informative. If you see it again, could you let me know what it says now.

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Now i haven't been playing NV much since I've been doin other stuff,  but I remember reading one of the effects of comedown can be hallucinations.  I'm gonna play again in a few days but I'm real curious about that aspect of gameplay.  What kinda stuff does the PC see,  if anything?  I'd kinda like to see a drug mod that brings trippy gameplay to the wastes (personal tastes n all).

 

Are they severe or subtle??

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I don’t know what you did, but it worked. I’ve tested it and the two post ‘Do you have any jet’ options now work in that the conversation continues and I get the jet. There are some problems after that but I’m not sure if there problems with the mod or with me again.

The main one is if I pick the ‘give 100 caps worth of my stuff’ option then the npc says ok and I get the jet ... but he doesn’t take any of my stuff. Nothing is removed from my inventory and nothing is added to his.

The other problems are a lot more minor. If I pick the ‘take my clothes’ option then I still get the jet but the current equipped clothes are removed from my inventory and the game (I checked the guys inventory and there not there). I can’t think of any clothing that would break the game if permanently removed and I don’t know if there added to some box or vender list or something but I thought you should know. This option also works when wearing no clothes (that’s right, I’m that thorough in testing :/). Finally, the jet the npc ‘gives’ is still in his inventory after he has given it.

Hate to be the guy who does nothing but complain. This is still the most promising New Vegas mod I’ve seen in some time. If you need any more details let me know.

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@TheJuice: The effects I’ve seen at ‘Moderate’ to ‘Serious’ withdrawal have mostly been subtle pallet swapping and screen blurring. I know there are some quests but I’ve only found the ‘Follow the white rabbit’ quest that hints that something ain't quite right no more... My mistake
 

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@TheJuice: there are 5 hallucinations + screen effects. It will be expanded

 

 

Hate to be the guy who does nothing but complain.

 

@Blank666: Thanks for the bug report, its helpful not complaining- its annoying when people don't report the bugs. Will look into it.  The option to give clothes shouldn't appear if you are naked, and they should go to the NPC.. When you chose the '100 caps worth of stuff', did you have much in your inventory? It should choose ammo/aid/misc items valued at least 1 cap, but if you have none of those then nothing would transfer. It may be that the script function I'm using 'rItem.GetValue' isn't working.

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Good to know. I started a new game with all of the item packs active so I do have plenty of ammo and aid items. I don’t have 100 one cap items but I do have 50 2 cap items (10mm ammo) so 100 caps worth of stuff is available. I spent all my money on jet so I don’t have any actual caps.

When it comes to possible conflicts with the other mods I'm using then two things stand out. I have items given at game start that have no value or are classed as quest items in the aid section ([Pip-Boy Readius Options], [WMX Uninstall Menu], :Medical Scanner Plugin:, :Signature Armor Settings:). I also have Project Nevada that changes the worth of items but I have it set to vanilla.

If there’s a way of turning Debug back on then I could give you any errors that come up.

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Debug should be enabled whenever you start a game, theres currently (whiles its WIP) no way to disable it unless you know the console command.

 

The quest aid items shouldn't cause a problem, my script will just ignore them. I am using the NVSE function 'GetValue' to check the value of items, and I think this might not work for inventory references, because it seemed to work before I added that. I should have a new version soon.

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  • 3 weeks later...

Ok, I totally didn’t see the new version out so forgive the late response. I’ve tested it again and found that it’s gone back to what it was before but with a slight variation: first off these no ‘take my clothes’ option, just ‘100 caps’ or ‘100 caps worth of my stuff’. If I don’t have 100 caps then that option disappears if I don’t have 100 caps worth of stuff that option is still available.

No matter which one I pick, nothing happens. No jet, nothing removed but the error code displayed is slightly different from before: “Shake: DPQ – Error, rSeller (<no name>) or iType (1) was unset” if I choose ‘take 100 caps’ option. “Shake: DPQ – Error, rSeller (<no name>) or iType (5) was unset” if I take ‘100 caps worth of stuff’ option.

Another thing I noticed was that other forms of jet (e.g. Dixons Jet) don’t bring up the positive ‘do you have any jet?’ response. Obviously there not in any levelled lists yet so the only way to see this is reveres pick pocketing it on to people. Just something to consider if you go that route.  
 

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Thanks, found the bug- the intended script only got run if they talked to you, not if you started the dialogue. I also added some extra debug and potential error handling, and blocked companions from starting jet conversations. Try this version attached.

 

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Unfortunately the mod usually only checks normal jet for dialogue options, dialogue is kind of messy to make in the GECK, and I think Dixon and Contreras are the only vanilla NPCs to have non-standard jet.

 

The '100 caps worth of stuff' is a little bit rough at the moment, but I've figured out a better method using some NVSE4 which I'll add in tomorrow.

Shake-The-Dope-Out-June-2-2014.zip

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For some reason, I'm not sure this is working for me. Whenever I have it installed, I cannot get addicted to jet. Tried Elliot's and Ronnie's jet about 10x each, and normal jet about 20x times in a row. I know jet is about the easiest substance to get addicted to in a vanilla game, so something is broken at my end. At first I thought it was a conflict with this other jet mod called something like "Drugs are bad M'kay" esp but I turned that off and it still happened. Disabling Shake and in a vanilla game, I was able to get addicted really easily again. Nothing in the console stands out (no errors or anything) and if I did take too much jet at once I'd get an "overdose" message and things like being thrown into the sky, but nothing else.

 

Here is my load order:

 

 

FalloutNV.esm

CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Project Nevada - Cyberware.esp
Project Nevada - Rebalance.esp
oHUD.esm
Caliber.esm
CFWNV.esm
CaliberXgunrunners.esm
CaliberXhonesthearts.esm
WMR.esm
Niner.esm
NVWillow.esp
jokristinascloset.esm
ELECTRO-CITY - Highways and Byways.esm
ELECTRO-CITY - CompletedWorkorders.esm
New Vegas Redesigned II.esm
Lone Gunman's Tools of Trade.esm
JIP Selective-Fire.esm
rePopulated Wasteland.esm
AWorldOfPain(Preview).esm
SpeedyResources.esm
Sexout.esm
SexoutCommonResources.esm
SexoutStore.esm
SexoutSoliciting.esm
SexoutClub.esm
Lings.esm
NevadaSkies.esm
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Uncapped Max Level.esp
PNxEO MCMScriptFixes.esp
DarNifiedUINV.esp
Vurt's WFO.esp
The Mod Configuration Menu.esp
Readius_NV.esp
EVE FNV - ALL DLC.esp
WeaponModsExpanded.esp
WMX-DeadMoney.esp
WMX-HonestHearts.esp
WMX-LonesomeRoad.esp
WMX-OldWorldBlues.esp
WMX-PreOrderPackTribal.esp
WMX-PreOrderPackClassic.esp
WMX-PreOrderPackCaravan.esp
WMX-PreOrderPackMercenary.esp
WMX-GunRunnersArsenal.esp
WMX-EVE-AllDLC.esp
WMX-ArenovalisTextures.esp
GRA WRP Compatibility Patch.esp
The Weapon Mod Menu.esp
CFW-DLC.esp
CFW-PN.esp
CFW-PN-DLC.esp
WMR_Vanilla_R.esp
WMR_DeadMoney_R.esp
WMR_GunRunnersArsenal_R.esp
WMR_HonestHearts_R.esp
WMR_LonesomeRoad_R.esp
WMR_OldWorldBlues_R.esp
WMR_WMX_Vanilla_R.esp
WMR_WMX_GunRunnersArsenal_R.esp
WMR_WMX_HonestHearts_R.esp
WMR_WMX_LonesomeRoad_R.esp
WMR_WMX_OldWorldBlues_R.esp
SunnyCompanion.esp
UnlimitedCompanions.esp
KDC_Companions_Removable_Armors.esp
jokriss.esp
MusicRecovery.esp
Cass Barks.esp
zzClothes.esp
Laurens_Bathroom_poetry.esp
WorkingCrimsonCaravanTraders.esp
Followers Ready To Fight.esp
RHKCompanionCure.esp
SW_Recipes_v07.esp
CONELRAD 640-1240.esp
MojaveExtended100.esp
MojaveExtended20.esp
Machienzo-RadioNewVegasFixv11.esp
StockingsNV.esp
Neckchains.esp
Tess.esp
Tailor Maid - NV.esp
1nivVSLArmors.esp
1nivPNSLPatch.esp
Riot Gear Neck Cover.esp
BoSCombatArmor.esp
sandblasterarmor.esp
ExtendedDialogueVulpes.esp
New Vegas redesigned- Honest Hearts.esp
Voice dissonance fix.esp
NVR- Recommended.esp
RaestlozPCIdles.esp
FeelingIrradiated.esp
The Groovatron NV.esp
animatedPC.esp
Animated Eating and drinking.esp
smokingfollowers.esp
yukonrifle.esp
T3Belts_BootsNV2.esp
SCS - CombatArmour.esp
SexoutCheckMeOut.esp
SexoutZAZ.esp
SexoutClothingEval.esp
SexoutCharacterResize.esp
SexoutPositioning.esp
Sexout-Wear-And-Tear.esp
populatedcasino.esp
SmallerTalk.esp
Roberts_NewVegas.esp
Companion Sandbox Mode3.esp
MojaveDelight.esp
SKS Ren Hair Pack (50%).esp
1CazyTestEsp.esp
Nouk's Hairs.esp
A hair.esp
_Fh hair test.esp
NevadaSkies - Ultimate DLC Edition.esp
 
Total active plugins: 132
Total plugins: 178
 

 
This was with SexoutNG 85, the latest SCR, NVSE Extender 14 and the latest NVSE beta. I realise I'm close to the plugin limit, but everytihng else seems to work fine.
 
Is anyone else specifically having the no addiction issue?
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like being thrown into the sky

I dont know why this happens either. I tried using both jet and ultrajet but it seems like the addiction hook isn't working. Also, after jerking around for a few days outside vault 3, i got up to level 15 tolerance? like past level 10 but still no addiction or cold turkey warnings. Additionally, how do we see our stats for this particular mod? Is there a way i can track the limits and adjust the rates yet? or is it too far in WIP?

 

I just got the hangover warning and began using the drugs on my own. Clever mod!!! It's working  :cool: AS PLANED

 

Nevermind, it went away again. The effects seems to be really random coming and going. My psycho addiction also dropped off the face of the earth as well in the process.

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The mod only affects jet, all other chems are unaffected. Tolerance (addiction) is ten levels, but it is actually 5-15 in terms of the internal algorithm which is what my debug print shows, so level 0 is iTolerance = 5, and level 10 is iTolerance = 15.

 

Jet is highly addictive, but addiction level can only increase once per 2 days (Though I adjust this if you are using non-vanilla timescale). This is intentional- its very easy to become addicted, but you can't become a desperate junkie after 1 bender, its a longer term lifes style thing. I will add an MCM variable at some point, but the whole system is designed to be a slow burner.

 

The idea is that Its very tempting to use lots of jet given the bonuses, and in the short term its mostly a blast, but as you get slowly more addicted, tolerance increases, so you need to take more jet just to get the same effects, while jet duration also decreases and the come downs get worse, so you need to keep taking some just to feel normal. At the same time, the dealers start charging more for jet as you get more dependent.

Withdrawal is a lot worse now (although there are 4 levels), and can't be cured by seeing a doctor, it takes many days of going cold turkey to lose it, and you need to keep yourself away from any temptation. Also, you can currently (I might add a jet antidote late) never get back to tolerance level 0, although level 1 is very mild. So, you can recover, but jet addiction leaves scars on everyone.

 

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The possility of getting thrown into the sky on overdose was unintended (sometimes you just fall over) but I decided to leave it in... I don't know, shall I remove it?

 

All the types of jet should not have any effects listed in the pip-boy (because that only shows simple ingestible effects), if they do then you have a mod conflict.

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I’ve checked the ‘100 caps’ and the ‘give clothes’ dialog options in your latest version and can confirm that there working. The ‘100 caps worth of stuff’ option isn’t working yet as you say (npc took 1 bobby pin and 1 cap for jet) but the items changing hands still works fine.

If you want to put up a spoiler box with the start locations of the hallucination quests I can test them as well. Up to you.
 

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Sorry, got mistaken with another mod that adds a trippy quest to the game.

The hallucination screen effects you mentioned have been working very well. The effects that obscure the screen (like the white out effect) are the right length as they may happen in combat but the effects were you can still see (shaky screen) could be lengthened.

Some other hallucination effects you could use include summoning temporary npc’s like in Vault 106 for a few seconds or having npc’s start conversations with you where you think you heard them e.g. npc - “Looks like you need some jet”, player - “what did you say?”, npc – “nothing, I didn’t say anything”, player - “do you have some jet?” etc.
 

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The mod only affects jet, all other chems are unaffected. Tolerance (addiction) is ten levels, but it is actually 5-15 in terms of the internal algorithm which is what my debug print shows, so level 0 is iTolerance = 5, and level 10 is iTolerance = 15.

 

Jet is highly addictive, but addiction level can only increase once per 2 days (Though I adjust this if you are using non-vanilla timescale). This is intentional- its very easy to become addicted, but you can't become a desperate junkie after 1 bender, its a longer term lifes style thing. I will add an MCM variable at some point, but the whole system is designed to be a slow burner.

 

The idea is that Its very tempting to use lots of jet given the bonuses, and in the short term its mostly a blast, but as you get slowly more addicted, tolerance increases, so you need to take more jet just to get the same effects, while jet duration also decreases and the come downs get worse, so you need to keep taking some just to feel normal. At the same time, the dealers start charging more for jet as you get more dependent.

Withdrawal is a lot worse now (although there are 4 levels), and can't be cured by seeing a doctor, it takes many days of going cold turkey to lose it, and you need to keep yourself away from any temptation. Also, you can currently (I might add a jet antidote late) never get back to tolerance level 0, although level 1 is very mild. So, you can recover, but jet addiction leaves scars on everyone.

 

===

 

The possility of getting thrown into the sky on overdose was unintended (sometimes you just fall over) but I decided to leave it in... I don't know, shall I remove it?

 

All the types of jet should not have any effects listed in the pip-boy (because that only shows simple ingestible effects), if they do then you have a mod conflict.

 

Thanks for explaining Odessa.

 

So if I take 1 or 20 jet before 2 days, it makes no difference in regards to addiction chances, is that what you're saying? I'm going to try and keep a sustained period of jet intake over a few days to see what happens. Will this also work on hardcore disabled, do you know?

 

As for the throwing into the sky hallucination, I loved it, and definitely think it should stay. It pretty much sums up jet - a fast ride that is over far too quickly with deadly consequences.

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Could be- its based on gametime and I believe Arwen does some things to that, although duration should be dynamic adjusted based on the vanilla TimeScale global, if that is what is modified. Does it wear off if you sleep/wait for a few hours?

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Guest Jezzy

Could be- its based on gametime and I believe Arwen does some things to that, although duration should be dynamic adjusted based on the vanilla TimeScale global, if that is what is modified. Does it wear off if you sleep/wait for a few hours?

No, it never wear off. My character is Mid high on jet all the time lol

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Could you try switching to this attached version, it spams the console with some information every 5 seconds. Load your game where the jet high is stuck and type into console:

 

scof "shake.txt"

 

Then after a couple of minutes, quit and you will find a text file "shake.txt" in the same directory as your FNV .exe, (not in /Data), can you upload that to me?

 

(outdated attachement removed)

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New version in OP

 

  • - Fix for jet withdrawal conversations
  • - Fix for non-vanilla timescale jet durations being reversed (shorter/longer)
  • - Minimum time between tolerance increases now partly random.
  • - Tweaks to non-vanilla timescale affects on withdrawal/cold turkey durations.
  • - Now adapts if other mods cause backwards time travel. (Will still cause some confusion, but backwards time travel is a dirty thing to do that will confuse a lot of mods and some vanilla scripts. I highly discourage it.)
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I’ve still got problems when using the ‘100 caps worth of items’ option.  Really weird, it takes only single things (e.g. 1 cap, 1 bobby pin), only from the misc menu (as far as I can tell) and is quite specific as to what it takes (1 ashtray is fine but a chessboard, no thank you).

I don’t know how easy it would be as I can’t mod even a little bit, but couldn’t you make them into temporary merchants that just sell their jet or something? Everything else I’ve seen works just fine.

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