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Disclaimer: If you already downloaded the file titled Basemental Drugs v1.07, reinstall with the file titled Basemental Drugs v1.07.2 as the clubber trait was not included in the first download.

First things first. The reason this is called v1.07(beta) is that I have not yet added the addiction and OD part to any other drugs than Cocaine and Speed. To be quite honest, it has been an immense workload to get it working properly with those two drugs, and I really need you guys help in testing it out for me before I start adding it to the rest of the drugs.

I have stress-tested it slightly tonight, and altered the issues I came across, but I am sure there might be other hiccups that needs addressing, so please report back if you find anything that seems to not be working as smoothly as it should.

Changelog

Cocaine & Speed

New Icons for all buffs

Stronger buffs on repeated use

Addiction chance

Chance of non-fatal overdose

Chance of fatal overdose

Occasional negative buffs when addicted

Higher metabolism when addicted

Occasional sleepless nights when addicted

Changed amount in ziplock bags

Cannabis

OG Kush uncontrollable giggles is now a Happy Buff

Extras

Snort coke or speed from all sinks

All scripts are now in one file

Entire mod tidied up a bit

No longer possible to sell weed back to dealer for profit

Buy from computer now says "Order Drugs from Dark Web"

Here is a quick rundown on what the actual changes does and the mechanics behind them:

Addiction

Whenever a Sim does more than 1 line of coke or speed without letting the effects wear off completely, there is a small percentage chance of getting addicted. The addiction lasts for 5 days, and if the Sim is not currently on the drug he or she is addicted to, the addiction buff will give out occasional negative buffs that can make life slightly more unbearable. The addiction buff will also make the Sim loose weight and cause some sleepless nights. If the Sim chooses to use drugs while being addicted, the addiction gets renewed and the 5 days start over. If the Sim is carrying the drug he or she is addicted to while having the addiction buff, there is a higher chance of autonomous use of the drug in question.

If the Sim manages to steer clear of the drug for the 5 whole days, the buff will be replaced with a Kicked the Habit buff that will also last for 5 days. If the Sim starts using with the Kicked the Habit buff on, the addiction buff will take its place with a 100% certainty.

Continuous Use and OD

The effect of both coke and speed will now be increased for the second and third line snorted, and also during the Coming Down phase. If the Sim does 3 consecutive lines of coke or speed (regardless of quality) before the Coming Down phase has kicked in, there is a chance of either a non-fatal or fatal overdose.

The non-fatal overdose has a much higher percentage chance to occur than the fatal version. If a non-fatal overdose occurs, the energy of the Sim will be drained and he or she will collapse. If the fatal overdose occurs, well... he or she dies... obviously.

Other

When snorting from sinks, the Sim must carry the cocaine (not in a ziplock bag) in his or her inventory. The line will then be consumed from the inventory. The same rules for addiction, continuous use and overdose applies when snorting from sinks.

The reason behind changing uncontrollable giggles from a playful to a happy buff is that becoming Very Playful might make the Sim hysterical and die from laughter. Hopefully that will not be the case when the buff is a Happy Buff. 

Installation Instructions

Remove all the old Basemental Drugs files, scripts and folders and everything and install this new one. If there are any issues with the following: Snorting from Sinks, Buy Drugs, Sell Drugs, Buy Drugs Online - Place the file titled basementaldrugs.ts4script directly into your Mods folder (no subfolders). The rest can safely stay in the folder within your Mods folder titled Basemental Drugs.

______

Last but not least, I really hope you enjoy the new changes. It might not seem like much in terms of changes in functionality, but for what it is worth it has been more work put into this than anything else I have done mod-wise so far. So(!) please report back after trying it out as I am really eager to hear if it works as intended, and all that jazz.

Files

Comments

Aj the simmer

Awesome just download going to test

Maurena Jade

Yay! So excited to try it later tonight thankyou 💜💜

6918872

The Clubber trait disappeared again :(

HeyItsMissJay

YAAAS! I squealed when I got the email. About to update now and start playing. Thank you! You seriously are my favorite Sims 4 artist! <3

SpreadLoveNotHate

So far so good. My sims had a non fatal over dose, so I had her take a brisk shower and made it go down fast, so that's good as well and I had her try more and now she's addicted to coke for 9 days. So everything is working as you planned for it to.

Lee

Tested with coke. High grade coke worked really well, but the average coke only seems to re-up a +5 confident moodlet - no addiction or overdoses (tested on a teen with 37 doses consecutively and an adult at 51 doses of average coke). All sims experienced overdose and addiction readily with high-grade coke. ETA: Snorting good coke seems to be a prerequisite to the other behaviors. I can do an infinite amount of average coke if all I do is average coke, but if good coke is used at all in the use chain (before coming down), I can get addicted and trigger an OD, even when using average coke.

SpreadLoveNotHate

@Lee wow that's a lot. Lol My sims could only afford the average and she got addicted just by doing around 6 or 7. Your sims must have a high tolerance. Lol

dunte

I can't wait to test it out.

basemental

Hi Lee. I will take a look at this, but this might not be a fluke but rather a game of chance seeing that both the addiction and overdose chance is set by percentage. Lets say (throwing out a fictitious number for the sake of trying to explain this) you have a 10% chance of getting addicted after the 3rd line in a row, and all lines following that line, statistically speaking you should get addicted after 10 lines, but, with percentages you can also be unlucky/lucky (depending on your viewpoint) and not get addicted at all for 40 doses, or get hooked immediately after the 3rd line. I will however have a look at it to make sure that everything is working as it should though, and I really appreciate the feedback on this. Doing more lines of average coke should definitely give more than a +5 confidence boost at least, so I will sort that out.

basemental

Love the creative brisk-shower solution to the problem :)

Lee

I've tried several times now. The odds of 48 (51-3) lines not producing an addiction at 10% chance per line is 0.9^48 which is about 1 in 170. So small but not that small. Adding the 34 chances from the teen you end up with somewhere between 1 and 2 in 10000 - (0.9*82 precisely). Tested some more and still haven't seen it without taking high grade. I'll take another look. Probably a bit easier to trace but the sink interaction isn't available on Dine Out, Fitness Pack, or Parenthood sinks.

basemental

Sounds like something is off here, then. I will definitely sort it out. And thanks a bunch for pointing out the issues with the sinks as well. Feedback like this is exactly what I hoped to get. Thanks!

Ottena Rowe

Sweet I will try it out tomorrow- thanks for all your hard work on making this mod awesome and realistic

basemental

Oops, my bad! I actually forgot to include the clubber trait package in the zip file. I added it now, so download the file titled (beta2) instead for it to be put back in.

Lee

It's the +5 moodlet from average coke (Coked Up +5 - I've always gotten plus 5 out of average coke in the first go, but it's possible that is random as I have very few trials of base state to coke +1). From that moodlet average coke produces only a reup of the +5 moodlet in duration (pushing it back to 2 hours). If you're in that +5 moodlet and take High quality coke it kicks you to a different moodlet, from there you can go a lot of different ways taking average coke, but if you hit the +5 moodlet again you'll be there forever taking average coke. Tested on a new save - with all sinks in a room and otherwise only cocaine. 75 consecutive trials of average coke produced only 2 hour +5 moodlets (no OD and no addiction), then 1 high grade coke produced a higher grade moodlet (+10 I believe). I switched back to average coke, but after two iterations of aveage coke, I hit +5 again, and from there nothing seemed to change. I took another high grade line and this kicked my to +12, and I again switched back to average coke and received addiction two lines later with (at +8 confident). Two more lines later he OD'ed and died (I've seen 5 OD events and had 1 death so that seems to be pretty solid to me - also considering he'd done ~81 lines of cocaine in about 2 hours there's no way he'd be alive in real life).

basemental

Really appreciate you testing it out so thoroughly. Does the average cocaine "glitch" occur only from sinks or when you try taking it from a surface as well? And on a slightly related note, does this also happen with the low quality speed?

Lee

Hadn't tried non-sinks, but it does seem to be different on surfaces (generated a different moodlet profile). Took a while to generate addiction and I didn't do a clean test (of only average coke - sorry got impatient as I've got to head to bed) but it seemed pretty clear average coke from the surface was different from the sink. It's a lot harder to test the surface with a ton of iterations as there's a lot more work to do cocaine from a surface vs. a sink (and Sims 4 inventory management has got to be the worst UX in the Sims 4).

basemental

Yeah I know. But, alright. I will look at the sink tuning for the average coke tonight. Sounds plausible that I might have left something out from it, as I went through the regular object tuning for average coke now and it looks as if it should be tuned properly. Either way, get a good nights sleep and thanks once again :)

poisonivy

Amazing thank you!

Zsakosha Redick

You're awesome babe! Can't wait to test this out!

Eksclusiv

Great Job! However, I've been experiencing a Little bit of Trouble with autonomous behavior. With the new update literally nobody wanted to take Speed nor Coca during my Party. With the last update it was perfect, now every sim ignores drugs.

basemental

Thanks for the feedback on this. I will look into it. I had to alter the autonomy a bit to favour an uncomfortable mood, so an addicted Sim will be more likely to do more drugs autonomously, but I will finetune this further.

Eksclusiv

I see. If you could restore the behavior how it was Prior to the newest release it would be perfect. :) Can't wait for "call to take drugs" (adapted from "call to take meal") or a Group acitvity for all the drugs. Keep up the great work!

Tiffany Feurtado

I love the new update but my Sim did 10 lines of coke and didn't die LMFAOOO

Delores Dodds

I. Killed my SIM of with 3 lines of coke first try lol no problem

Delores Dodds

I wanted to know though if I could put the club trait back in safely when you said pull all old out I did I saved it though

Delores Dodds

Never mind the last dumb question I should have read the top first lol

Jack Gargalino

Ok seems to be an issue with the coming down speed. When you take more speed after getting this, it dosnt seem to go away. Either way great update, but still looking forward to the blunt/joint rolling!

basemental

Hey. It is supposed to go away after the actual high-phase of the speed kicks in, not the coming up phase. Does it not do that, now?

basemental

Seeing that it is a percentage chance, that obviously might happen. And 10 lines of coke over the course of several hours doesn't necessarily mean certain death for all individuals either :)

basemental

Hi Christina. The prices hasn't changed per se. The amount in the ziplock bags have changed though. Previously it was more random, so you could end up with any number between 2 and 6 lines from one bag, whereas now you are guaranteed to get at least 4, very likely to get 5 and if you are lucky you will get 6. Taking that into consideration, you now get more speed or coke for less cash. I am going to add even more drugs contained in the larger bags though, and also up the prices on those items accordingly.

Joe Blow

Hopefull one day we can also sell cocaine and other hard drugs like a real dealer.

Aj the simmer

Hey, yea the addiction and od is not working it could because other mods I have

basemental

Not working is a bit vague. Considering it is indeed working with everyone else that has been trying it, can you elaborate on what isn't working exactly?

Eksclusiv

Do you think it is possible to flag a certain sim as a drug dealer so it will be always possible to buy drugs from him? I like the social Event but sometimes I'd really love to have the possibility to invite my drug dealer to a Party and then buy drugs from him.

basemental

I am sure it is doable somehow. I will look into it. Thanks for the suggestion

TonTada

I keep getting a lastexception file

basemental

Have you tried taking everything except Basemental Drugs out of your Mods folder and place it in a temp folder, start up a new game to see if you still get the lastexception.txt ? If you are not getting the lastexception then, the conflict or lastexception is caused by another outdated or otherwise faulty mod or CC (doesn't have to be a mod at all, but this can also apply to furniture or clothing or whatnot).

Blue Frog

Not sure were to post this but I wanted to ask - Are drugs supposed to remove traits/inhibitions? For example, WhickedWhims has a 'Hate children' trait for females that force male actors to use condoms. It would be interesting if using MDMA would override that trait while under influence for example.

basemental

Hey. I think the Hate Children trait is something that comes with TS4 actually, but I have slowly started to work with Turbodriver (the creator of WW) to make the 2 mods work in conjunction to one another, so I reckon it would be doable for us to turn off the forced condom use from that trait if the Sim in question is rolling on MDMA. Nice suggestion, by the way! Thanks.

TonTada

I did what you suggested and I took out the contents in the mods folder all except yours, and I'm not say anything is wrong except for the lastexception file made, idk I tried looking at it more extensively with xml pretty, but I still don't get it.

basemental

Did you still get a lastexception after pulling out everything else? If you did, please send it to basemental@basementalcc.com - If you didn't get a lastexception it is another mod or CC that is causing the issue. Make sure to update all your Mods to the latest versions and put back a few pieces of CC at a time before starting up a new game to pinpoint which package is causing the issue

TonTada

Okay I removed some stuff and everythings better, lol

Aj the simmer

I dont really know what causing my sim not to get addicted or why the OD is not working . I had my sims snort a full bag of cocaine no Od no addiction.i have the extreme violence mod and I also have the MC Commander mod and I also have the wicked whims mod and I was wondering if one of these could be the reason why the addiction part is not working I have the food interaction mod I had to faster eating mod the iPhone 7 override default phone mod no enrollment into school mod and something else if that's in my folder and I was wondering is that why my addiction thing and my OD thing is not working

Aj the simmer

I download the latest version the addiction is working

basemental

I am sure I can make the vampires immune to it. But, I won't make the OD chance a toggle on off thing. To avoid overdosing, simply stop snorting after the 2nd line and wait until the comedown phase, then you can do more drugs. If your Sim is gonna do 3 or more consecutive lines of coke or speed without waiting for the drug to start wearing off, the chance of a fatal or non-fatal OD will be present