Buffs causing other buffs?

Okay, so for my mod, I am revamping how narcotic and stimulant works completely, changing it from flat stat additions over time to buffs, one of the reasons being the former style doesn’t fully affect dinosaurs.

I’m trying to get stimulant to work like an “energy drink”, giving you a boost of energy for a while but leaving you even more tired afterwards. It kind of works if you first increase stat and then decrease them. Order is controlled by the order in which these effects appear in the BP - at least for additive stats like stamina, torpor, hp etc. Not sure if this works the same for damage or speed. Regardless, even if it does, not an ideal setup.

I was trying to use graphs to make a second buff be applied to the player as soon as the first one wears off, but I hadn’t been able to get it to work. Anyone have any ideas?

Hi Sench, perhaps spawn an invisible actor the moment the player uses the item which will last for a certain duration and then on death event trigger the player to use another item auto crafted by your first item but hidden from inventory which will trigger the next buff?

This sounds like way too much work, to be honest.
The only real “problems” with my original method are the fact the icon stays the same the whole time and no message appears when secondary effects kick in.
That said, I have since decided to make the buff work differently, so this is not an issue at the moment.