Odessa Posted May 14, 2014 Author Posted May 14, 2014 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 --- @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.
TheJuice Posted May 14, 2014 Posted May 14, 2014 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??
Blank666 Posted May 14, 2014 Posted May 14, 2014 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.--@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
Odessa Posted May 14, 2014 Author Posted May 14, 2014 @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.
Blank666 Posted May 15, 2014 Posted May 15, 2014 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.
Odessa Posted May 15, 2014 Author Posted May 15, 2014 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.
Blank666 Posted June 2, 2014 Posted June 2, 2014 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.
Odessa Posted June 2, 2014 Author Posted June 2, 2014 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. ----- 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
lldawg Posted June 2, 2014 Posted June 2, 2014 Why does Odessa always makes the mods I love the most? just why?
ChancellorKremlin Posted June 2, 2014 Posted June 2, 2014 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?
lldawg Posted June 3, 2014 Posted June 3, 2014 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 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.
Odessa Posted June 3, 2014 Author Posted June 3, 2014 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.
Blank666 Posted June 3, 2014 Posted June 3, 2014 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.
Odessa Posted June 3, 2014 Author Posted June 3, 2014 Cool. The hallucinations aren't really quests, they have a chance to trigger during withdrawal and in particular after insomnia. You need to be at withdrawal level 3 or 4.
Blank666 Posted June 3, 2014 Posted June 3, 2014 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.
ChancellorKremlin Posted June 3, 2014 Posted June 3, 2014 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.
RitualClarity Posted June 3, 2014 Posted June 3, 2014 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? It gives a new meaning to "getting high".. lol.
Guest Jezzy Posted June 6, 2014 Posted June 6, 2014 The Jet effects doesnt wears off here. Is there a issue with Arwen Realism tweaks?
Odessa Posted June 7, 2014 Author Posted June 7, 2014 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?
Guest Jezzy Posted June 8, 2014 Posted June 8, 2014 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
Odessa Posted June 8, 2014 Author Posted June 8, 2014 If you take more jet, does it increase from mid high?
Guest Jezzy Posted June 8, 2014 Posted June 8, 2014 If you take more jet, does it increase from mid high? yes it does increase
Odessa Posted June 9, 2014 Author Posted June 9, 2014 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)
Odessa Posted June 10, 2014 Author Posted June 10, 2014 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.)
Blank666 Posted June 11, 2014 Posted June 11, 2014 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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