An update of Drugs That Make Sense with fixed crafting and Banjaji's Realistic bodily needs compatibility.
This addon contains Drugs That Make Sense that is split into multiple parts. This way you can install it in a configuration that is compatible with Banjaji's Realistic bodily needs. Also, it contains a part that fixes crafting - allows you to craft artefact-based drugs, and fixes crafting of other drugs to make more sense with the changes that original DTMS brought.
Use ModOrganizer2. Drag the archive you've got from ModDB into ModOrganizer. Select the parts you need in BAIN dialog. Read package.txt for descriptions.
0.Base mod - always install this part
1a.Not using Banjaji's RBN v3.8 - install if you don't have Banjaji's Realistic bodily needs
1b.Using Banjaji's RBN v3.8 - install if you have Banjaji's Realistic bodily needs
2.Crafting fixes for base mod - optional (but recommended) part that allows you to craft new artefact-based drugs that original DTMS introduced.
3a.Crafting with Banjaji's CSI v3.1 - install if you installed part (2.Crafting fixes for base mod) and you have Banjaji's Crafting system improvements
3b.Crafting without Banjaji's CSI v3.1 - install if you installed part (2.Crafting fixes for base mod) and you don't have Banjaji's Crafting system improvements
If you have Banjaji's Realistic bodily needs, make sure you're using a version that is compatible with DTMS.
DLTX - Github.com
Original Drugs That Make Sense - Moddb.com
Original Banjaji's Realistic bodily needs - Moddb.com
Banjaji's Realistic bodily needs (compatible with DTMS) - Moddb.com
Banjaji's Crafting system improvements - Moddb.com
Requires DLTX.
This DLTX repack is based on DTMS Update 9 from Sep 4th, 2022.
The compatibility patch is based on BRBN v3.8 from Mar 20th, 2023.
The crafting patch requires BCSI v3.1 from Jan 24th, 2023 or newer.
Same compatibility state as in original DTMS, except that it's compatible with BCSI.
Most of this addon (parts 0, 1a, 1b) is made by vari0us, look at the original mod page for copyright info.
The artefact powderizing code in part (2) is derived from artifex's Anomaly Ballistics Overhaul, see its repository for copyright info - Github.com
Recipes in parts (3a, 3b) are derived from vanilla Anomaly recipes. See Anomaly mod page for copyright info.
Everything else in this addon by real_leaper is marked with CC0 1.0. To view a copy of this license, visit Creativecommons.org
Average
7.84 votes submitted.
Нет бы сделать мод чтобы NPC использовали укрытие в перестрелках, а не бежали под пули, как БАРАНЫ НА ВОРОТА сломя голову . Вы моды которые мало кому интересны выпускаете .
Чел иди кукуху лечи, хватит везде этим кринжом спамить...
Такой мод уже есть - Moddb.com
Yadulin duration is 3250 seconds. seems like a mistake?
This is from original Drugs That Make Sense. vari0us said in the changelog: "update 5: buffed yadulin so it can fill the roll of long-term healer that diclofenac used to fill"
Ah I see, with 5 uses and the speed it heals it def feels overpowered.
But it’s not a problem i already went into the files and adjusted it myself.
Thanks for the reply!
Since this mod comes with a RBN patch, can I use the original version?
The original version of what? Elaborate.
good stuff! I was really procrastinating making an update and I still would like to work on it, but you really improved it with the crafting. There are actually still some buggy things about the drugs that give resistances that I would like to get ironed out.
Feel free to integrate anything I did here into your addon, then notify me, and I'll archive this version.
Also, people are complaining (and I've noticed it myself as well) that yadulin is too powerful. Not only does it heal you very quickly, it also heals your arms and legs pretty well (if you're using Grok's Body Health System) - all the while being relatively cheap and with 5 uses per item.
And some of the recipes that I've changed are somewhat circular (Item A is used to make Item B, and then Item B is used to make Item A). I haven't realized it until I had a closer look at the recipes in-game, but by that point the addon was already released, and I wouldn't have any idea what the fix for the respective recipes would be anyway.
Yeah the yadulin is something I'd really like to change as well. It lasts too long, and you can't use other healing items while it's active (at least in my vanilla version of the game). I don't really know what role I'd like it to fill though, and it feels lame to just make it a copy of another drug.