Required for the 'Wasteland Venturers Sim Settlements 2 Addon Pack' patch.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
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Changelogs
Version 1.1.1
(Tales from the Commonwealth) Forwarded UFO4P Fixes to Bomber Ultrajet.
(South of the Sea - Atomic Embrace) Fixed so the effect actually works as intended for MoThEr's Milk.
Version 1.1.0
Added patch for "South of the Sea - Atomic Embrace" to "Main Patches".
Added patch for "New Recipes 2" to "Main Patches".
Added patch for "Commonwealth Chemistry Expanded" to "Other Patches".
Added "South of the Sea - Atomic Embrace" to StoryWealth patch.
Added "New Recipes 2" to StoryWealth patch.
Removed "Church of Atom Overhaul" from StoryWealth patch.
Changed "Church of Atom Overhaul" patch from "Main Patches" to "Other Patches".
Version 1.0.0
Initial release.
Immersive Animation Framework (IAF) - Slow Time
To prevent the "Slow Time" effect from starting before you've visually consumed the chem, IAF modifies the vanilla Slow Time effect script to do nothing and then uses a quest to apply the effect to the player. The problem here is that this only works for the vanilla chems using Slow Time. Any mod added chem that uses Slow Time will just not work.
What I did was that I made a custom script that mimics this effect and then applied it to various mod added chems. This requires direct patching, but does fix the issue.
To see currently supported mods, check the requirements tab.