Seallv Posted February 20 Posted February 20 (edited) On 5/29/2025 at 6:55 AM, Kurogane0006 said: To remove bugged blur effect without using SISME 0 (because it could disable other screen effect) and work after saving, do this with cmd. type "help drunk imad" look for IMAD: cmc_SLDR_... entries type "rimod <FormID>" with FormID from the entries above or install https://www.nexusmods.com/skyrimspecialedition/mods/93977?tab=description or use my esl flagged esp patch  SLDrunkRedux - Disable Blur Effect Custom Patch.esp 1.09 kB · 142 downloads Unknown variable "imad" for parameter Integer (Optional) - after typing help drunk imad in console. Sisme 0 works, but it removes other overlays, most notably shaders from Cathedral Weathers and atmosphere - like brightens interiors and makes sharper/warmer screen and from Dripping While Aroused - arousal visual effects and Frostfall (and maybe hypothermia not sure) - freezing effects. So i would like an alternative.  I installed this mod (https://www.nexusmods.com/skyrimspecialedition/mods/93977?tab=description), this worked, maybe ill use this.  SLDrunkRedux patch.esp i didnt try it, but i dont understand what it does. Will it always disable all blur effects? Thats not exactly what im looking for too...  sisme 0 still looks like best option unless i want to uninstall the mod.  I have suspision about iNeed mod - theres an option that also offers visual effects and debuffs. So two mods are doing same thing, maybe i should disable visual options and debuffs from one of the mods, but im not sure from which one... I want the debuffs, the animation of stumbling while drunk and approaches from SLDrunkRedux.  EDIT: While i was typing all this and testing that mod you suggested from nexusmods i fasttraveled to a empty, cleared dungeon and left my PC there. Now i fast travelled back to the city and i still have the drunk visual effect. But what makes it even worse - game is still looking for approaches. "Ignoring Gisli. Repeated offender" and "Solitude Guard is thinking about approaching" messages are still coming up. Even tho its been like 15-25 real time minutes and about 10-20 hours in-game, game still thinks im drunk...  EDIT 2: I cannot get rid of this permanent drunk state. I think ill have to uninstall the mod and clean save with ReSaver. Thats the only way i can see i solve this problem.  EDIT3: Its uninstalled, im sorry mod author. I tryed to live with it for 4 playtroughs, about 100-200hours of playtime. Its just not stable enough for me. Its playable, but just not good enough. Edited February 20 by Seallv 2
GownTwiceItself691764 Posted March 4 Posted March 4 if i offer an NPC a drink but then cancel out of the inventory popup it still thinks i offered them a drink and can trigger the script for them to offer me a free drink back when it shouldn't.
LindseyLyn Posted June 19 Posted June 19 On 2/20/2026 at 7:14 AM, Seallv said: Unknown variable "imad" for parameter Integer (Optional) - after typing help drunk imad in console. Sisme 0 works, but it removes other overlays, most notably shaders from Cathedral Weathers and atmosphere - like brightens interiors and makes sharper/warmer screen and from Dripping While Aroused - arousal visual effects and Frostfall (and maybe hypothermia not sure) - freezing effects. So i would like an alternative.  I installed this mod (https://www.nexusmods.com/skyrimspecialedition/mods/93977?tab=description), this worked, maybe ill use this.  SLDrunkRedux patch.esp i didnt try it, but i dont understand what it does. Will it always disable all blur effects? Thats not exactly what im looking for too...  sisme 0 still looks like best option unless i want to uninstall the mod.  I have suspision about iNeed mod - theres an option that also offers visual effects and debuffs. So two mods are doing same thing, maybe i should disable visual options and debuffs from one of the mods, but im not sure from which one... I want the debuffs, the animation of stumbling while drunk and approaches from SLDrunkRedux.  EDIT: While i was typing all this and testing that mod you suggested from nexusmods i fasttraveled to a empty, cleared dungeon and left my PC there. Now i fast travelled back to the city and i still have the drunk visual effect. But what makes it even worse - game is still looking for approaches. "Ignoring Gisli. Repeated offender" and "Solitude Guard is thinking about approaching" messages are still coming up. Even tho its been like 15-25 real time minutes and about 10-20 hours in-game, game still thinks im drunk...  EDIT 2: I cannot get rid of this permanent drunk state. I think ill have to uninstall the mod and clean save with ReSaver. Thats the only way i can see i solve this problem.  EDIT3: Its uninstalled, im sorry mod author. I tryed to live with it for 4 playtroughs, about 100-200hours of playtime. Its just not stable enough for me. Its playable, but just not good enough. O yee, after many playthroughs this alwayyyyyyyyyys happens. The mod gets stuck, breaks, can't be reset, and is just drunk forever. And as for the drunk visual, any mod Ive seen add drunk visuals causes bugs. I always remove them from every mod that adds them, and even have ClaudeAI rewrite and compile scripts for me just to avoid it oftentimes. I didnt with this cuz it wasnt necessary but a lot of things might need rewriting with this. This mod behaves like Claude accidently wrote a billion incorrect hooks, which happens sometimes. But idk. 1
Darkanna17 Posted June 24 Posted June 24 So this mod just causes perma-drunk? It's not the 2000 second drinks? I've been waiting for ages for it to wear off while the whole town um, goes to town. That part I don't mind as much but I'm trying to be treated as a respectable prostitute, damnit! I'm going to have to roll back to before the town bicycle became even more popular. Shame really, a forceful approach that's triggered by booze is a fantastic arrangement, in theory. 1
LynErso666 Posted August 18 Posted August 18 (edited) On 6/24/2026 at 2:29 AM, Darkanna17 said: So this mod just causes perma-drunk? It's not the 2000 second drinks? I've been waiting for ages for it to wear off while the whole town um, goes to town. That part I don't mind as much but I'm trying to be treated as a respectable prostitute, damnit! I'm going to have to roll back to before the town bicycle became even more popular. Shame really, a forceful approach that's triggered by booze is a fantastic arrangement, in theory. Your problem is perfectly understandable and predictable. The original mod by Vinfamy (AND its SE port) relies on heavy, unoptimized Papyrus scripts that run on every game frame while the player is "drunk". This creates immediate script latency, leading to save bloat and stack dumps because this type of scripting can easily be interfered with by even the SLIGHTEST altercation between this mod's scripts and even the vanilla game's scripts and especially exacerbated by mod scipts. I've tested this extensively by itself with its requirements and Sexlab and no other mods, and it functioned semi-ok and even still sometimes lead to stuck states and improperly set globals.  The "permanent drunk" bug is not just a glitch; it is a result of the mod's inability to properly track state transitions. When the script fails to register the "end drink" event due to lag or conflict, the variable "cmc_SLDR_Stage" never resets. Because the code lacks real error handling, lacks timeout failsafes, the player remains stuck in that state indefinitely. That's not all. The mod's legacy code is designed for a less strict script engine. When ported, the stricter engine further exposes inefficiencies, making disaster scenarios far more frequent than in the original version, which I also used years ago back when Vinfamy was still supporting it, so I'm very familar with this mod. The scripts need to be optimized and/or rewritten. This is still the same LE mod it always was where it really counts, and even in its first versions was already suffering in ancient versions of Skyrim script environments. I have written entire new scripts for my personal version of it and I still can't get it to work how vinfamy intended even with new features by the very brave Creek, brave for undertaking this. It's going to cost me actual money to finish fixing it, hundreds of dollars irl, because I'm not good enough to fix these scripts. I know I will eventually tho. Powerful AI is expensive. For 400 a month anyone can have the equivalent of 100 devs at their side, and that's the most reliable thing on the planet for writing comprehensive, efficient, and functional scripts for any script environment in 2026. I've even used AI to reverse engineer and recreate sources of scripts I had no source for. When tested with scripts I had the source for, the REing was nearly identical in every test. Almost gone entirely is even the need for source scripts with that kind of tool. All of this challenge really makes you appreciate even the attempt to advance this mod by modders like Creek and the work put in by thee legendary Vinfamy. Edited September 1 by LynErso666
johnhamm Posted August 30 Posted August 30 Does anyone know if there is a newer/better mod that covers what this one does?
LynErso666 Posted September 1 Posted September 1 On 8/30/2026 at 12:55 PM, johnhamm said: Does anyone know if there is a newer/better mod that covers what this one does? Yes, but not for Sexlab. OStim Drunk Redux is NOT a simple reskin of Vinfamy's work. And I wouldn't say the code is as janky. I only analyzed it for ways to fix SL Drunk Redux. What an utter failure that was. Sexlab Approach Redux by Bakafactory has a built in drinking mechanic that has no interaction with drunk states or alcohol, it uses its own drink MGEFs as well, so that it does not interfere with mods like iNeed. It's rather ingenious really. It's even scripted to understand when you're in an Inn location and proc drunk approaches more often because of it. It's script weight is pretty heavy, not NEAR as heavy as it used to be, and MUCH more intuitive than Baka's previous works in the past. It's a mod that really shows how far they've come. I would try that one if I were you.
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