![]() ![]() Originally posted by Bigfootstoe:My problem is that even pawns with super high mood who are in the honey moon phase seem to allways start mental breaking at halfway out of the addiction This is where you end up having to make your pawns prisoners until they are no longer addicted, then have to recruit them all over again hoping that they don't get beaten up too badly, shot while trying to escape, or actually escaping. If it goes far enough (berserker and such), you might want to have a few sturdy brawlers and a very fancy cell prepared for them (alternatively, if you have mods that add those, any sort of tranquilizers/non-lethal weapons may work) so that you could temporarily arrest them or down them if they go psycho bonkers crazy (which they might, they might, and it's not impossible for people IRL do that, too, if they're suffering the effects of withdrawal and don't have high enough willpower). ![]() In-game, it might be easier to cope with them if you can either monitor your pawns constantly to prevent them from doing bad things (if they have Pyromaniac trait, for once). With many drugs, in real life, this part is the most problematic one to cover, and it indeed causes "real" equivalents of mental breaks IRL, too. Originally posted by Bigfootstoe:My problem is that even pawns with super high mood who are in the honey moon phase seem to allways start mental breaking at halfway out of the addiction Well, that's the withdrawal syndrome for you. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |