About this mod
Fix for ingested chems with similar effects not stacking (ex. CQB-X, Red Trench, Amp, etc).
- Requirements
- Permissions and credits
- Donations
See screenshots.
Long story long:
The chems with similar effects (ex. +n% increased melee/ranged/raw damage etc.) will not stack their respective effects.
They will nullify their own similar effects so that only the last effect will be active.
This mod fixes that. You will no longer waste chems for increased similar effects (except movement speed).
Installation:
1. MO2 users - install the mod and fire the game.
2. Vortex users - install the mod then add *SFCivisChemsEffectsStackBugFix.esm to your plugins.txt file.
New in version 1.2:
Reinstated the original movement speed calculation to avoid:
1. the unrestrained movement speed increase if you ingested the same Chem in a row (ex. 20 Amps ingested)
2. animation glitches if your character is moving too fast.
New in version 1.1:
1. Removed some redundant condition which made the increase +40% ranged damage chem to misfire.
2. Removed the redundant conditions from other chems as well.
3. Added increase accuracy, reduce movement noise, persuasion and restore power chems to the fold.
Notes:
1. For +n% increased damage chems the effect is multiplicative not additive.
If you take all related +n% increase damage chems in a row, your weapon damage will increase ~ x5.51 (100 -> 551!)
2. The +n% increase speed effect is additive not multiplicative. You will get a nice walking animation if you take different chems with this effect.
3. This mod will be further boosted if you install these mods:
SF Civis Perk Stealth Speed Gradually Increased
SF Civis Perk Faster Movement Speed Cheetah
SF Civis Low Level Weapons Damage Increased
Have fun abusing chems.
In virtual life, that is.
Many thanks to:
Bethesda.
TON 618. Not a chem.
Me.
Nexus - for allowing us getting suffocated by virtual chems.