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Removed unused code that was leftover from a disabled visual hallucination
Added sanity effects to all the Mentats variants (Berry, Party Time, etc.)
Version 3.1.1
Fixed a critical issue with "bModOn" setting
Version 3.1
Reduced the likelihood of one visual hallucination that was happening way too often
Added some location-related sanity modifiers (being in unpleasant places will worsen your sanity and vice versa)
Fixed generic sounds not being affected by the [Chances] settings in the INI
The mod now keeps track of what was the last visual hallucination, so you will no longer experience the same hallucination 50 times in a row
Shortened the duration of Antipsychotics effect
Slightly increased the positive impact on sanity when hardcore needs are low
Slightly decreased the effect karma has on sanity
Fixed script related to Randall Clark not working correctly (the voices will no longer talk as if they have no idea who it is when you discover his body even though they should)
Various other tweaks and improvements
And maybe some other stuff that I forgot to write down idk
Version 3.0.3
fixed "bModOn" and "iStaticMentalState" settings not working correctly
it was because of a typo
lol
sorry
Version 3.0.2
HOTFIIIIIIIIIIIIIIIIIIIIX
It really fixes some stuff, I promise
No, really, it does
Trust me
Ok, if you must now, I just added like 3 or 4 tiny lines of code to the visual hallucinations script
Version 3.0.1
Fixed some missing textures and meshes
APPLE BOTTOM JEANS
BOOTS WITH THE FUR
(with the fur)
Version 3.0
Added compatibility for "Better Cigarettes - B42 Inject" (because built-in support for 3 separate cigarette mods apparently isn't enough)
Completely rewrote visual hallucinations code, improving stability and eliminating common bugs
Optimized pretty much all scripts, which should greatly decrease their runtime and improve overall performance
Added sanity effects to cybernetic implants (including cyberpsychosis inspired by CP2077), comes with built-in support for "Cyberware 2281"
Removed one rare visual hallucination that was causing crashes
Added new visual hallucinations
Made visual hallucinations rarer
Fixed antipsychotics sometimes not showing up in the Campfire crafting menu
Added NVSE plugin check to make sure users have all requirements installed
SUP NVSE and KEYWORDS are no longer required
Added patch for Simple Diseases (adds sanity effects to diseases)
Added built-in support for Wash Yourself (dirt level affects sanity)
Version 2.2.1
Fixed 'Rum & Nuka' and 'Ant Queen Pheromones' not affecting sanity even though they should
Fixed hallucinations sometimes not despawning when they should (I think)
Version 2.2
Added console print upon succesful leveled list integration of Antipsychotics
Fixed antipsychotics only preventing auditory hallucinations, but not visual ones (now they prevent both)
Optimized all code related to Antipsychotics
Sanity Status Effects are now enabled by default, turn them off in the INI if you don't want them
Various other script optimizations
Slightly lowered the frequency of low HP voices
Version 2.1.1
Minor script improvements
Added sanity modifier to Claustrophobia
Version 2.1
Fixed hallucinations attacking/getting attacked by NPCs
Adjusted the chances of hallucinations happening
Added "Intimacy Overhaul" patch
Version 2.0.1
Made some adjustments to visual hallucinations code, implemented better actor cleanup
Version 2.0
Added DLC-specific sounds and voices that'll start playing after completing them
Added option to disable the buff to SPECIAL stats while mentally stable, but keep the debuffs while Mentally Unstable, Deranged or Insane
Added a huge amount of new sanity modifiers (such as completing companion quests, having sex or killing people)
Added a few new specific voices reacting to in-game events
Added option to disable the OWB script which pauses MSS while you have the Brainless perk
Added a new option to the INI that let's you control how kills and murder affect your sanity
Added more variations to some specific voice lines that'll change depending on karma, completed quests, current companions, etc.
Added support for "Animated Cigarettes Lite" mod
Added the Wild Wasteland corner message to all Wild Wasteland events
Added antipsychotics to more leveled lists, so they should be slightly easier to find (new game required for this to take effect)
Added the option to craft Antipsychotics at a campfire
Removed debug mode, it was mostly useless anyway
Removed "bAlwaysInsane" setting and replaced it with "iStaticMentalState", which allows you to be always Insane, always Deranged or always Mentally Unstable
Removed unused sounds
Changed the way generic voices/sounds are played. Instead of being on a timer, they will now play randomly (the chance of them playing is configurable)
Made a lot of script optimizations, greatly improving performance and efficiency
Tweaked/balanced sanity modifier values
Fixed some voice lines triggering retroactively (when they shoudln't) after antipsychotics wear off
Increased default values for sanity thresholds
Normalized volume across all sound files (or at least tried to)
Merged the config INI into the main file, since some users were having trouble with it as a separate file
Support for other mods is now handled through the main plugin instead of scriptrunners
SUP NVSE and KEYWORDS are now required
Version 1.4.1
Fixed a critical issue with OWB script
Version 1.4
Fixed sounds "stacking up" while in menu and then playing all at once
Fixed "bAlwaysInsane" getting overridden by Old World Blues script
Changed the way alcohol affects player's mental state
Switched global variable from integer to float, allowing for more precise sanity calculations
Adjusted volume of some sounds
Slightly increased the chances of Antipsychotics spawning
Tweaked the values of some sanity modifiers
Added more sanity modifiers
Added dozens of new generic and low HP voice lines
Added more information to Debug Mode while "bAlwaysInsane" is set to 1
Added 'Base Object Swapper" patch
Created FOMOD installation
Version 1.3.3
Fixed looping sounds in Dead Money and Honest Hearts
Fixed 'OnDying' event handlers not working correctly
Version 1.3.2
Fixed an oversight in the script that caused the player to go instantly Insane when entering Nipton (lol)
Version 1.3.1
Fixed some sanity events and voices not triggering
Fixed an issue that caused some events and voices to trigger retroactively when installing mid playthrough
Version 1.3
Added multiple new voice lines
Various script optimizations and improvements
Changed the way low HP voices are played, they should no longer play annoyingly often
Added support for mods: Hit - Drugs, Aid Addon, A Smoke Before the Storm, Light Up and Smoke Those Cigarettes, Casa De New Vegas
Added a Debug Mode, which should help with identifying issues (bDebugMode in the INI)
Tweaked values of most sanity modifiers
Changed some default values in the INI
Added a few new sanity modifiers
Improved readability of the INI
Version 1.2
Optimized scripts
Fixed an issue that caused the mod to randomly stop working for some users
Packaged loose files into a .bsa to improve performance (and to avoid spoilers from audio file names lol)
Added multiple new sanity modifiers (check the guide in Articles for specifics)
Rebalanced all modifiers, the progression of your (in)sanity should be much slower now
Version 1.1
Remastered audio mixing on every single voice line
Moved a portion of the scripts to event handlers, which is more efficient
Added a new option to the INI that allows you to bypass the sanity system and be always "Insane" no matter what
Added a few new voice lines
Moved the INI to a separate file
Version 1.0.1
Fixed a minor conflict with TTW that caused the player to always be "Mentally Unstable"
Tweaked some values for Sanity increases/decreases. It shouldn't be hilariously easy to become "Insane" anymore.
Added some customization options for Low HP sounds/voices (check pinned comment for details)
Mental Stability System is a relatively complex mod that introduces a Sanity mechanic into the game. Various in-game events and factors will affect the player's sanity, both positively and negatively. Once your sanity wrosens beyond a certain threshold, you will start hearing voices and even experience hallucinations. The voices will sometimes talk nonsense, but other times they will be directly talking to you or reacting to your actions and other things happening in game. The worse your sanity gets, the more intense, aggressive and frequent the voices become. That's the basic idea, anyway. But if you want to know more, keep reading this description. There's also a thorough guide talking about pretty much every feature of this mod in the Articles section. It's not necessary to read it to understand the Mental Stability System, because I'd say pretty much everything in this mod is intuitive, but it's still usefull if you want to know the details of how the system works.
The Voices- As mentioned above, you will start hearing voices when your sanity gets bad enough. There are basically 3 main voices that you will be hearing (with some others chiming in here and there) with over 300 unique voice lines. And all of them are voiced by real voice actors that I hired specifically for this mod, no AI was used.
Sounds- Alongside the voices, you will also sometimes be hearing various creepy sound effects. There are almost 100 unqiue sound effects in total.
Visual Hallucinations - With the 2.0 update came various visual hallucinations, but revealing their specific nature here would kinda spoil the experience. If you find out they're not your cup of tea, you can turn them off in the config file.
Cyberpsychosis - Introduced in version 3.0, this feature makes it so cybernetic implants affect your sanity. If you have too many of them, you can start experiencing cyberpsychosis during combat (inspired by Edgerunner perk from Cyberpunk 2077).
Antipsychotics - This mod also introduces a new aid item called Antipsychotics. As the name suggests, it is there to help you manage your degrading sanity and keep the voices silent. They come with scripted LL integration and are craftable.
Self-contained- Basically the entire mod is self-contained. By that I mean almost no vanilla records were touched and it should be compatible with pretty much anything. (There are some minor caveats though, so check out COMPATIBILITY near the bottom of the page.)
DLC included - The mod was made with all DLCs in mind, so the voices will also be reacting to events in all four main DLCs.
Customizable - Almost every feature can be turned on/off or at least customized in some way. All of these options can be found in the config file called "MentalStabilitySystem.ini"
B42 Descriptions support - Items added by this mod come with descriptions for Xilandro's B42 Descriptions aka Pip-Info
Simple sanity indicators- There are basically 4 mental states and each of them has a perk and a actor effect (comes with a debuff to SPECIAL stats, can be turned off), so you can always easily check what your current sanity is. There will also be a corner message every time your mental state changes.
Support for mod-added aid items - I'm slowly working on making other mods work with/take advantage of Mental Stability System. Look at the COMPATIBILITY section for details.
Base Object Swapper support- This mod also comes with a optional Base Object Swapper patch that gives a 20% chance for Mentats to be swapped for Antipsychotics.
Installation with a Mod Manager is highly recommended. But if you insist on installing this manually for whatever reason, the just drop everything from the archive into your Data folder. Also, it's not strictly required and everything should theoretically work fine either way, but it is highly recommended to start a new game after installing this mod.
COMPATIBILITY
Almost no vanilla records were edited in the making of this mod, with the exception of a few scripts and dialogue topics related to prostitutes. I needed to edit them directly to attach a sanity improvement to them (this causes conflicts with Intimacy Overhaul, but a patch is provided). Other than that, I also needed to place a few triggers in the worldspace and some interior cells for some of the voice lines, so some conflicts might show up in xEdit, but that shouldn't matter. Just load the conflicting mod after mine and everything will be fine. For TTW players: Tale of Two Wastelands version of this mod has its own mod page. For DUST players: You might be able to load your game with Mental Stability System installed, but it won't be working as intended because it heavily relies on vanilla quests and story events.
Built-in Support
Hit - Drugs - All drugs added by this mod now have an effect on your sanity. Some positive, some negative.
Aid Addon - Combat Stim moderately worsens your sanity, Afterburner Gum slightly improves it. (maybe some other items too, I don't remember lol)
Deranged Courier - Another atmospheric audio mod for those who don't want to have a moment of peace while playing.
Killing Costs Karma - Or any other mod that attempts to improve the half-assed vanilla karma system.
F.A.Q.
The mod doesn't work! Wtf? I'll gladly help you with whatever issue you might be having, but when you're reporting a bug, try to give me as much information that might be relevant as you can.
I don't like (insert feature here). Will you remove it pls? Nah. Seriously though, whatever it is that you don't like, chances are it can be disabled or tweaked in the config file.
Can you make a version that doesn't require DLCs? Can I? Yes. Will I? Nope.
How do I know if the mod is working or not? You should automatically be assigned a perk based on your current sanity level, so check your perks and see if there's one of the following: 'Mentally Stable', 'Mentally Unstable', 'Deranged' or 'Insane'.
I'm getting a "config file missing" message. What's up with that? The mod always checks if the INI config file (MentalStabilitySystem.ini) is present in your installation. If it doesn't find it, the warning message will be triggered. So if you're getting this message, it either means you forgot to download the INI or you have it installed incorrectly. But if you're certain you did everything right, then you should also check if you have all required mods updated, including xNVSE itself. And if even that doesn't help, then the issue is most likely in your mod manager.
Why are the icons so big? / Why do the icons look zoomed in? If the perk and/or item icons look way too big for you, that means you're probably still using vanilla UI for some reason. Please install Vanilla UI Plus or any other UI mod that supports HD textures.
CREDITS AND THANKS
ProfMajkowski - Script, code, implementation, sound effects, textures, play testing