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There could also be some perks that play into chem addiction/recovery time (e.g. it masks your withdrawals symptoms for a day or something. Obviously the duration of Fixer would be drastically increased, e.g.
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Fixer will halve or totally mask the withdrawal symptoms while also speeding up your recovery time by a bit. Fixer won't cure you outright, but it will make your recovery easier, i.e. Now to cure your addiction you can go cold turkey and just sweat it out (which will take longer the higher the tier of your addiction is) or you can use Fixer. Now, I know that IRL drugs actually get weaker at the same concentration as your body gets used to it, so this isn't exactly true to life here – but it is a game after all, and I think this is an interesting trade-off from a gameplaye perspective as well as providing unique roleplay opportunities (could even have people react to your addictions, or have unique dialogue for this, etc.). Tiering up would occur by feeding your chem addiction over a period of time. But after heavy consistent use you can "tier up" your Psycho addiction such that the chem gives you a 50% damage boost, but now the withdrawal is -2pts in Strength instead of 1pt (or whatever the values ought to be set at for balance purposes). regular Psycho use increases damage by 25%. However, the higher your addiction tiers up the more debilitating your withdrawal symptoms are (up to 100% more debilitating). I'd start by making it such that if feed your addiction to a chem the effects of that chem become stronger for you as you 'tier up' your addiction (up to a max of say 50% increased effectiveness).
Fallout 4 cure addiction plus#
Solution: impossible to instantly cure chem addictions, plus adding more interesting mechanics in relation to chem addiction. Problem: It's way too easy in vanilla FO3/FNV/FO4 to pay a small amount of caps and have the addiction cured.