[RELz] Gabriels Chems Tweak

Post » Tue Aug 09, 2011 5:29 pm

I was bored and decided to play around in GECK and finished a mod in doing so.

I changed the values of chems to be more brutal.
Since Stimpaks cost 200caps (at base) you are less likely to buy a crapload of them whenever you see a doctor.
Because of this (hopefully) Survival will be better, you might be more inclined to eat stuff and drink water.
And crafting stimpaks will now be more convenient than buying them. (I've added 'empty syringes' to Fiend loot lists)
Then we have radiation which will be slightly more inconvenient.
Like let's say you're going to go to Vault 34, then you better have saved a lot of radaways found during your journeys or you have to spend a fortune on radaways to survive it.

I don't expect the mod to be perfect but hopefully it will make other healing options more viable than spamming stimpaks.

And hopefully it will make players use doctor services more often. (Though when I figure out how to change the dialogue services then I'm SO gonna tweak the crap out of them too. :evil: )

Aaaaanyway, give it a try I guess.

Mod: http://www.newvegasnexus.com/downloads/file.php?id=43326
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Tue Aug 09, 2011 3:48 pm

In my experience you don't need to buy stimpacks due to Sunset Sarsaparilla (and nuka-cola to a lesser extent) healing so much and being everywhere, by the time you need them you've gained enough from loot :shrug: I don't think i've bought a single stimpack when food healing has not been disabled :lmao:

Still a chem rebalancing mod would be welcome, so good luck with your modding efforts :)
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Tue Aug 09, 2011 3:08 pm

Some simple tweaks, but now that I think about it even with barter tweaks Stimpacks are dirt cheap compared to what they should be, considering their supposed to be very effective healing drugs.

The title had me expecting something more substantial, though.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Tue Aug 09, 2011 5:34 am

Sorry about that then. :P
Though the mod might be fleshed out more once I wrap my head around stuff.
Just started a couple of weeks ago and apart from creating new NPC's I haven't really done much.
So much to learn yknow.
Might raise Stimpaks to 250 or even 300 and raise their healing effectiveness.
Though like someone who commented on Nexus mentioned: There's still a loooot of chems loot in the gameworld.
So it might become unbalanced.
So playtest then tweak, playtest then tweak and so on until it's finally finished.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm


Return to Fallout: New Vegas