feral Posted April 12, 2015 Posted April 12, 2015 I'm tinkering on a personal plug-in for "Chems, Alcohol and Med" mod, I'm basically just adding quarter use bottles for a more life-like effect. Jack Daniels Jack Daniels - 3/4 Jack Daniels - Half Bottle Jack Daniels - 1/4 I've already created all the extra items, but now I need to go through each of these new items and add all the effects that the existing items have (and adjust the existing items too). Is there a way I can streamline this with some copy-paste action? Or am I stuck with just doing each effect individually for each individual item?
Annabelyoung Posted April 12, 2015 Posted April 12, 2015 If there isn't an option in the MCM menu then unfortunately you are stuck doing it the way you have been..
Guest Posted April 12, 2015 Posted April 12, 2015 Well no you shouldn't redo the effects every bottle. I mean, most of the times effects are generic and you only need to change the "amount" of them - the magnitude and the duration. In this case, you only need to change the ID of the full bottle, it creates a duplicate with the same effects and you only tweak the values. But if the different items give different effects, you'll have to redo them, yes, no other solution. Also, keep in mind that 3/4 of Jack Daniels, and 1/2, and 1/4 and full, they all are different items, will their effects stack? I suggest to test what will happen. If the effect is the same one, probably only the duration will stack, but if during your tests you'll notice that the magnitude will stack too, then this could be a problem.
feral Posted April 12, 2015 Author Posted April 12, 2015 This mod has a BAC monitor script that keeps track of how much the player has drank to apply/remove appropriate visuals, like blurring and split vision for being wasted. And the way the original author built the mod is that they did the liquor items in halves. You consume a full bottle item and then a half bottle item is then placed into your inventory, but you'd have to consume three of these liquor items to really become hammered, which would equate to a bottle and a half of liquor.By creating quarter use items, and copying the effects while adjusting the item output effects accordingly, I'll have achieved my desired effect; and that is not needing to drink a bottle and a half to become drunk. Now before you even finish that bottle of Jack, you're pretty well roasted... Which is a bit more realistic
Guest Posted April 12, 2015 Posted April 12, 2015 I'm not concerned by the negative effects, if they stack, but more by the positive buffs. If it gives +1 STR, it wouldn't make sense that 4 quarters give +4 STR... you can have +1 at the first quarter, but at the third quarter you prolly should have -2 same for charisma, +1 for "smooth tongue" at start, but then after you drink more, it should becomes -1000 because of how annoying and stinky the player becomes
feral Posted April 12, 2015 Author Posted April 12, 2015 I think the only thing that stacks is the BAC monitoring system, everything else is just vanilla effects other than the item replacement script. Your idea is great, actually! But in order to do all that, I think all the buffs and debuffs would have to be written into the BAC script system to apply or remove these buffers as the player's BAC level fluctuates. But all that jazz is beyond my abilities lol. With scripting I just hit it with a hammer and hope for the best!
feral Posted April 14, 2015 Author Posted April 14, 2015 I got it (pretty much) finished, and alot of the added effects aren't vanilla like I had thought. However, they don't stack in the sense if you drink one type that adds +1 strength several times, but if you drink multiple types it does add a bunch of other effects on top of that.
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