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Chems

General mod discussion and requests.
Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Chems

Post by Senterpat » Thu Jul 11, 2013 11:38 pm

Hello all, I'm looking for some feedback on some ideas I'm having conflicting feelings about. They concern my chem mod http://newvegas.nexusmods.com/mods/50817/?basically a bltc with new stuff and features.  


Should the drugs be called by the street names? I feel like it would fit a bit better into the theme of fallout. Names like poppers, nexus, blow, purple. Instead of ketamine, 2c-b, cocaine, codeine.  


I'm about to make the hypo overdoses, and it occurred to me that I could just make them into poisons, that can be equipped on any melee weapon. Though you wouldn't get the cool feeling of a hypo in your hand when you inject the poison. But since you just swing the hypo instead of an actual injection animation, it wouldn't be so different. But it would play the inject sound.. I dunno, I'm really on the fence about this one.  


Should the chems not stack? Right now I have it semi realistic, but am not sure if they will be imba. You can overdose though, so you can't take as many as you want.    


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Call me Pat. Senterpat is too much to type.

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MrMedicinal
Posts: 83
Joined: Sat Jun 15, 2013 8:57 pm
Location: Two Sun, Arizona

Personally I'm all for the

Post by MrMedicinal » Fri Jul 12, 2013 12:12 am

Personally I'm all for the street names. (Although not entirely lore friendly) It just makes sense for the setting.


Go for it! 


I like the idea of the dart gun, so if you are going to make heavy doses of drugs into poisons, just don't remove that.


One question, i use the Marijuana Plant For New Vegas mod, http://newvegas.nexusmods.com/mods/38264//? and many people have conflicts with smokeable cigarette mods, is your mod compatible?



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Are there street names from

Post by paragonskeep » Fri Jul 12, 2013 12:19 am

Are there street names from the 1950's? if so I'd use them, if not maybe make a street name that could've been used then? I agree on the overdose and use as "poisons". Can you implement a "cocktail" overdose system that if you take a multitude of different drugs you could also overdose?


Looking forward to whatever you chose to do.


If life is but a test, where's the damn answer key?!?!?

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

@ mrmedicinal the dart gun is

Post by Senterpat » Fri Jul 12, 2013 1:08 am

@ mrmedicinal the dart gun is already in the mod. The only thing I can think of for the marijuana mod is that it changes tobacco withdrawal. Which I'll go ahead and make it so it won't conflict in V4.2


if I'm wrong about the conflict please correct me.


 


@ paragon 


the overdose system is already for multiple chems. For example, taking meth, heroin, and a couple of bottles of liquor will bring you dangerously close to overdosing.


Call me Pat. Senterpat is too much to type.

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MrMedicinal
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 Not entirely sure myself,

Post by MrMedicinal » Fri Jul 12, 2013 2:22 am

 Not entirely sure myself, but I think the conflict is that they implement cigarettes as a recipe ingredient for joints, and the recipes call for misc versions as opposed to the aid version. A possible fix/compatibility patch might call for a workbench recipe to convert consumable cigs back to vanilla (misc) cigs, and vice versa.



Senterpat
Posts: 239
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Ah I see. That's odd though,

Post by Senterpat » Fri Jul 12, 2013 3:01 am

Ah I see. That's odd though, I seem to remember him having rolling papers as an asset in his files when I was looking at it. I wonder why he used cigs for the recipe. That sounds like it'll help with several mods actually. I'll be sure to add that in later updates.


Call me Pat. Senterpat is too much to type.

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MrMedicinal
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Location: Two Sun, Arizona

Yes it was unusual how the

Post by MrMedicinal » Fri Jul 12, 2013 3:18 am

Yeah its unusual (but kind of cool) how the author did this, he actually made the "Box of Rolling Papers", and "Pack of Blunt Wraps"  like portable workbenches that were each made for rolling blunts and joint respectively.


Anyway glad i  could help.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

+1 for street names, but only

Post by plumjuice » Fri Jul 12, 2013 4:00 am

+1 for street names, but only if they're dapper, fallout style, street names, not real ones.


I'd like the chems to stack, but have overdosing somewhat dynamic, eg just because you could take 5 GENERIC at once the first time doesn't mean you wont start frothing at the mouth at 3 this time.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

IMO, street names is they way

Post by dawe1313 » Fri Jul 12, 2013 2:00 pm

IMO, street names is they way to go, i.e. "Jet" or "[i]some unpronounceable latin medical term[/i]"? if you decide to go with street names, don't worry about how 50's-ish they sound. that's the thing with street names, they are constantly changing. 200+ years worth of idiomatic drift means they could be anything.


on the hypodermic question, why not have it all ways? simple 1 to 1 conversion recipes to change them from Dart Gun ammo -> melee weapons -> thrown weapons, with some kind of tag on the end of the name for the different versions, would let the player decide how they want to use them.


by adding them to the NVPoison Form List, that should allow them to be applied to most any weapon that the vanilla poisons can be used on. although, the "applied to weapons" method should be less effective than the "direct inject" via hypo method



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

@mrmedicinal ya that is

Post by Senterpat » Fri Jul 12, 2013 8:20 pm

@mrmedicinal ya that is unusual. He should have made it so the box disappears after you use up the papers as you craft. I may actually talk to him about it and do it for him, as that'd be a bit mmore immersive for both our mods.


@plumjuice ya fallouty names will be what I'm going for. I'm currently compiling a list of possible street names. I'll be posting it hopefully tonight after work and would like everyones opinion. The way it's set up should seem semi dynamic, chemsand alcohol are also tracked seperatly.


@dawes a good idea, I actually already added the syringe weapons last night. But I'm going to do some more research and make some chem poisons probably.


 


Thanks for weighing in guys, its looking like its gonna be street names. The mods pretty much complete, hopefully I'll be starting the ttw version soon so I can play with it. 


 


P.S. sorry about the writing errors, but the sites chat box is pretty crappy on my phone. Took me half and hour to write this.


Call me Pat. Senterpat is too much to type.

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