Ashra XIII Posted November 2, 2014 Posted November 2, 2014 Heh, six months you say? Thanks for your suggestion, but I think I've learned to recognize the signs of soon-to-be-abandoned mods. Hehe yes it does have all the signs of being abandoned, but it's not always the case... mod authors get burned out and/or overwhelmed and quit working on the mod for awhile, but sometimes they re-find their inspiration and come back to it. Other times, someone else picks up the reins and re-builds the mod or creates additions to it. It's impossible to tell, but for those of us who can't create, all we can do is hold out hope.
Content Consumer Posted November 2, 2014 Posted November 2, 2014 Heh, six months you say? Thanks for your suggestion, but I think I've learned to recognize the signs of soon-to-be-abandoned mods. Hehe yes it does have all the signs of being abandoned, but it's not always the case... mod authors get burned out and/or overwhelmed and quit working on the mod for awhile, but sometimes they re-find their inspiration and come back to it. Other times, someone else picks up the reins and re-builds the mod or creates additions to it. It's impossible to tell, but for those of us who can't create, all we can do is hold out hope. I tend to think Guffel has put this mod on hold for a while while he works on Dangerous Nights. This post (on DN) from October 8: " I will take a break from DN and concentrate on Skooma Whore for the next weeks. Then I plan to start over with Dangerous Nights somewhere in the future. I want to write it completely anew from scratch and prepare the basis for new features. " Seems to indicate that the few weeks of development on Skooma Whore are up and now he's back to Dangerous Nights. It's tough to be patient - Gods know I am waiting with baited breath for a couple of mods to update - but we must endure. We must persevere. We must hunt down Guffel and chain him to a computer, depriving him of food and sleep, until the mod is updated. No! Bad CoCo. We must simply wait.
bjornk Posted November 2, 2014 Posted November 2, 2014 I admire your optimism, but I've seen quite a bit of mod authors here, who basically vanished into thin air without even leaving a "goodbye" message. Not that I care, but I just didn't want to install the beta, if there was a newer version coming along soon. That's why I asked about it.
originalwankster Posted November 3, 2014 Posted November 3, 2014 Assuming the withdrawal effects are actually applying, they could be a bit more descriptive in the Active Effects tab. All there is is the name of your current stage and a description, and it shows up even when high on skooma, so it's impossible to actually know when you're feeling withdrawal effects.
magicrealm Posted November 5, 2014 Posted November 5, 2014 game is umplayable with the negative effects. you get mana Regeneration debuff that makes mana crawl like old everquest. i cutted all Magnitude in ck down to Zero and Play without negative effects at all. therefore i placed a perk Point scirpt in it. so you get a perk Point for each skooma and no negative effect. thats not the end of my Story. i use the milk economy mod to "do as if" the milk cleans the skooma. finally from brothel to the next City into prison overhaul. i attach the mods Version wihout negative effects here. of course you still get the addiction Levels. if you want the perk Point added, you need the mod perk Point potion from nexus to get the script for perk Point. just install that mod as usual. Price of skooma is raised to 1000g Basic. thats 3000g vanilla. it is not meant to buy the skooma.. SexLabSkoomaWhore.esp
Ashra XIII Posted November 6, 2014 Posted November 6, 2014 This is some sorta crazy world... magicrealm is contributing? Cynicism aside, I want to make sure I understand the changes: So there are no negative effects to skooma, but the addiction levels are there? If that is the case, what do addiction levels cause other than the ability to go to the brothel at the end? We're talking about a drug here, shouldn't there be negative effects? Maybe I'm misunderstanding, and you left in negative effects for addiction, but only took out the effects of the drug wearing off? I'd like more explanation. Milk cleanses skooma, which means it does what? Does it wipe out your addiction level? If so, what's the benefit of that if there are no negative effects? I would think that if you are going to link it to Milk Mod and have milk wipe out negative effects, you would have wanted to leave in negative effects. Again, I may be misunderstanding. Can you elaborate more on the sentence: 'from brothel to the next City into prison overhaul'? Did you link this mod to Prison Overhaul, and if so how does that work? Does your ESP require Prison Overhaul as a master?
Earen Posted November 6, 2014 Posted November 6, 2014 looks interesting, what about decrease price in four or three times? We need more "opium of the people" ;D
harry_weener2 Posted November 7, 2014 Posted November 7, 2014 I like this mod very much. Some suggestions: - Increase client count to skooma reward slowly over time. Gilfre will make you even more addicted, but later only show up every 4th, 5th, ... 10th client and give you a new bottle - She will not give you skooma all the time. Sometimes a bottle of wine or beer, sometimes a bread or an apple (for RNDi / Need users). Sometimes maybe even a few coins.
Golgo13 Posted November 8, 2014 Posted November 8, 2014 I can't tell from the description if there's any way to be a "responsible" Skooma user. Is there any cooldown period during which your body clears the drug from your system, preventing you from moving on to the next stage? And, is there any way to suffer your way through withdrawal to accomplish the same end? I realize that most users of the mod will probably be in an hurry to get to the brothel stage; but, from a role-playing perspective, I'm wondering if the 'toon shouldn't at least have a chance to hope to avoid ending up/staying there from the start.
Ashra XIII Posted November 8, 2014 Posted November 8, 2014 I tend to play exactly as you describe... as a functioning user who might suffer from some effects, but isn't *trying* to get to the brothel, just using skooma because it gives her such an edge in combat. In my games, trying to be just a functioning user is a little tough, because it's so useful for the stamina regen, but it soon becomes more essential when the withdrawals hurt stamina regen, making it more important to take skooma in a fight that goes on too long. Thus the slippery slope...
Jayleia Posted November 8, 2014 Posted November 8, 2014 I can't tell from the description if there's any way to be a "responsible" Skooma user. Is there any cooldown period during which your body clears the drug from your system, preventing you from moving on to the next stage? And, is there any way to suffer your way through withdrawal to accomplish the same end? I realize that most users of the mod will probably be in an hurry to get to the brothel stage; but, from a role-playing perspective, I'm wondering if the 'toon shouldn't at least have a chance to hope to avoid ending up/staying there from the start. Yes, you can set a decay rate for the "drug pool" in the MCM, once you get to a level of addiction, suffering withdrawal until its cleared will restore you to normal. Shrines/Cure potions do not help...you gotta get through it on your own. And no, so far, I've only taken a bit of skoom, the penalties are too severe for me if you get too far in...but its always there waiting...just like the real specter of addiction.
Nepro Posted November 9, 2014 Posted November 9, 2014 Can you please add (maybe optional addon) support for male or female players where you can pimp other NPCs by giving them skooma and whoring them in the brothel or streets? Something like first get them addicted then make them work in brothel so they can earn skooma. Dunno if they can help, two mods about prostitution: SexLab TDF Prostitution and Pimping (the former "Aggressive Prostitution") v2.1.0.0 http://www.loverslab.com/files/file/403-sexlab-tdf-prostitution-and-pimping-the-former-aggressive-prostitution-v2100/ RadiantProstitution Tweaked - prostitution in taverns http://www.loverslab.com/topic/24450-radiantprostitution-tweaked/
moonbreeze Posted November 10, 2014 Posted November 10, 2014 Brilliant idea. I believe player can get addicted easily if the effect of skooma is stronger, such as no cold down dragon shouts or 50% immunity to physical damage.
Krazyone Posted November 12, 2014 Posted November 12, 2014 I like the idea of this mod, but from what I've read... there isn't enough of a need to be an addict. I have an idea, that is nasty and will up the stakes. BANDIT DRUGGING... How about when you get attacked, if they win, they drug you with it and have sex with you. (DEVIOUS DEFEAT MOD) DRUGGED IN YOUR SLEEP... You wake up feeling funny, you've been drugged and raped in your sleep, you may be pregnant, you are mildly addicted. (DANGEROUS NIGHTS MOD) SLEEPING IN THE WILDS IS RISKY... Sleeping outdoors can get risky, as with dungeons. Bandits can drug you, Chaurus can leave you with skooma ridden sperm inside you, adding to your addiction. Just the sperm, as their spit is normal. LONG TERM EFFECT... The drug is in your system for an extremely long time, about 30 days in game. DRUGGED AGAIN... You get attacked by bandits again, and they drug you again and have sex with you. ADDICTED... You get more addicted the more you get raped, your vision occasionally blurs at higher drug dependency, you stagger occasionally. DRUG DEPENDENCY... On higher dependency, your stamina bar and health bar is permanently, and gradually reduced for a amount of time according to your addiction. Low addiction 30 days game time. Mid addiction 60 days game time. High addiction is 90 days game time. SKOOMA ADDICT... At high addiction, with your health bar and stamina bar at 50%. Your vision occasionally blurring, occasional staggering. You will find it more realistic and quite a challenge to do just a single mission. I know what you are thinking, I will just carry some skooma around with me. You could do that, but you will be adding to your addiction, as well as reducing your stamina bar and health bar by 1% when each dose ends. PICKPOCKETING... I know, I'll just pick pocket some pockets to get skooma and gold. Your a shaking addict, picking pockets with your shaking hands is not a good idea, 10% pickpocket chance... DEATH... You think you could just sleep it off, it doesn't work that way. You need to reduce the levels in your system, with a Skooma reduction potion. It's really expensive to buy, especially if you are a skooma whore, he doesn't want you to leave. Or if you can get the recipe, you can make it in a standard cookin pot, with some very hard to get ingredients. DOSE LENGTH... A dose should last a full day at least, depending on your addiction level. PRICES... Dealers selling skooma will notice your addiction amount and up the price considerably. ( I know you already do this, and its a great idea ) Low addiction level 1 is 50 gold coins. Low addiction level 70 is 250 gold coins. Mid addiction level 1 is 200 gold coins Mid addiction level 70 is 700 gold coins High level addiction level 1 is 500 gold coins High level addiction level 70 is 1500 gold coins Alternative is sex acts according to your level low addiction is 2 sex acts for 1 skooma Mid addiction is 4 sex acts for 1 skooma High addiction is 8 sex acts for 1 skooma if Skooma whore then you only do 4 sex acts for 1 skooma. But as a skooma whore, you will have to deal with your pimp giving the orders. If you fail or don't comply you will be penalised by owing him money, that you have to pay off before you get your skooma. This could be Skooma whore quests, travelling to a location to whore yourself out to someone. BAD SKOOMA WHORE... You become a skooma whore and don't do as you are told, or decide to leave without permission. Then he will stop dealers selling to you, until you return. On your return, you will get further penalised with more debts, and he may give you some extra drug that will make you even more in need of him. Maybe another addictive drug, that will further hamper you. Probably Moon Sugar, that will pacify you, ridding you of the power to run. As well as weakening you, making your sword attacks do less damage, your shield defences weaker. MOON SUGAR... A pacifying drug, it dopes you up. You can't run, you can only walk... 50% less Melee damage, 50% less shield defence. Duration = 12 game hours, it seriously messes you up. I apologise if you have this stuff in the game already, I haven't played the mod yet, as I just wouldn't take the drug just for fun in the game, trying to see how addicted I would get. I need a reason to play the mod, the bandits drugging you would be a good incentive. Playing the part of a victim, just trying to survive each day... DEVIOUS DEFEAT MOD gets you raped and bound when defeated in battle... DANGEROUS NIGHTS MOD makes sleeping very dangerous, with location based chances and an MCM menu to tailor it. Making sleeping a chance to get raped. The drug dealers upping their prices, as they see you getting more hooked is a good idea of yours. The need to be a Skooma Whore is a good one, and not making it a fun whore, you get used. The reason for being a skooma whore, is to just get your self some skooma for the day, to get yourself well enough to do your main missions, just to get your daily drug dose. But don't stay away from your dealer too long without permission, or he may get irate and add some more debts to your bill, for loss of his earnings... I love the idea of your mod, that's why I have written soo much. I'm excited by it, if your mod already does some or all of this stuff, then brilliant. But I like the idea of bandits drugging you, both awake and asleep.
Ashra XIII Posted November 12, 2014 Posted November 12, 2014 I would like it if more mods made use of skooma, but at the very least, SD+ does when you get enslaved, and I think it makes more use of skooma in the version that's currently in development. That, I find, is at least a decent excuse to get started on a skooma kick. @Krazyone, you have some pretty cool ideas and I'd love it if this mod more or less went in the direction you suggest. As it is currently, skooma has a pretty good effect which is a reason to use it as long as you are a fighter type, especially if you have a combat mod installed that increases the importance of stamina in melee combat. Skooma has little to no use for mages though, so unless a new drug is created, they are left out in the cold. I'm currently trying out the modified version that magicrealm created and, while I don't think I've gotten far enough along to experience the whole thing, I will say that I'm not a fan of dealers charging 3000 gold per dose right off the bat... skooma doesn't strike me as one of those fancy drugs that only the most elite can ever get their hands on... it's a drug for workmen and bandits, which means it should be easily obtained, though of course increasingly so when you get hooked. Also, it changes some location names and dialogue into German, which is kinda funny, though it could cause a problem for me if I weren't already familiar with what I was choosing.
Krazyone Posted November 12, 2014 Posted November 12, 2014 Yeah! skooma and moonsugar are normally the type of things I class as garbage items, that are not picked up. I reckon the unwilling victim would be a much better route for the mod, as skooma and moonsugar doesn't really need to be taken. So forcing it upon victims would be the nasty way to get people hooked. As for mages, you could have... SKOOMA +... 50% more magic power and 50% larger magic energy bar. With all the addiction and reliefs of normal Skooma, you could buy it or alter Skooma in a cooking pot. RECIPE... SKOOMA and NIRNROOT in a cooking pot. If you wanted to really punish your character, you could take Skooma and Skooma + You'd be unbeatable, with the effects stacking up. A super Battlemage, but you'd be adding more addiction as you double dose...
Guffel Posted November 17, 2014 Author Posted November 17, 2014 *harrumph*, I was just playing a bit Minecraft really quick, did I miss something? Yeah, I made a list of everything I wanted to implement in this mod and when I saw how much work it will be I just turned around and did something else - I was trying to teach robat turtles to search for asteroids on the moon I´m doing all this for fun and I´m not even playing Skyrim anymore, so I need to feel like working on this otherwise it´d turn out to be just crap. For anyone who isn´t satisfied with the Skooma as it is, I made it lore-friendly after the description in the skyrim wiki. @ magicrealm Would you please put that altered version of my mod down? I never gave you permission for that and you never asked for it either! If you want to change it do it for yourself but please don´t upload it in my thread! I´m trying to create a lore-friendly drug-framework here with advantages and drawbacks. From all I learned about you, you don´t want to play a game with rules or pros and cons, but an interactive 3D-porn - and that´s not going to happen here!
Krazyone Posted November 17, 2014 Posted November 17, 2014 *harrumph*, I was just playing a bit Minecraft really quick, did I miss something? Yeah, I made a list of everything I wanted to implement in this mod and when I saw how much work it will be I just turned around and did something else - I was trying to teach robat turtles to search for asteroids on the moon I´m doing all this for fun and I´m not even playing Skyrim anymore, so I need to feel like working on this otherwise it´d turn out to be just crap. For anyone who isn´t satisfied with the Skooma as it is, I made it lore-friendly after the description in the skyrim wiki. @ magicrealm Would you please put that altered version of my mod down? I never gave you permission for that and you never asked for it either! If you want to change it do it for yourself but please don´t upload it in my thread! I´m trying to create a lore-friendly drug-framework here with advantages and drawbacks. From all I learned about you, you don´t want to play a game with rules or pros and cons, but an interactive 3D-porn - and that´s not going to happen here! I felt like that after playing it for a long time, it was too easy. Click on a place, travel to it, kill everyone really easy. I added tons of realism mods, Frostfall, Ineeds, and tons more. I upped the AI to a ridiculous amount, upped the difficultly level to adept, added more random enemy placements with separate difficulties for each enemy as well as random difficulty ratings for enemies. Stopped fast travel using Frostfall, it then stops becoming an arcade adventure and turns into a fight for survival. The realism mods and AI mods made Skyrim more exciting than ever. The sexlabs defeat mod added rape, along with the Beeing female added pregnancy, Apropos added cuts, bruises to your body, along with wear and tear states for your orifices. Cum inflation means you know when she's been raped by a giant, Deviously cursed loot is now totally amazing, as it has soo many ways to mess you up, as well as letting yourself whore yourself out for money, along with quests. You probably play with all these mods anyway, your mod has a lot of potential. I just want the game to give the option for the skooma to be forced on a player when sleeping or raped, a longer addiction time to keep them wanting and needing the drug. Also giving the player more time to get attacked and drugged again, whilst waiting to clear their system of the drug, adding to their dependency and their trip to drug hell...
jfraser Posted November 17, 2014 Posted November 17, 2014 I think the mod works pretty well. Guff, I believe you have the ability to remove posts on this thread, so you might want to just delete Magic's post. And if this mod is effectively complete, you might want to lock the thread as well. I like the mod, and I think it pretty much accomplishes what you were trying to do. Thanks again for your hard work.
Content Consumer Posted November 17, 2014 Posted November 17, 2014 *harrumph*, I was just playing a bit Minecraft really quick, did I miss something? Yeah, I made a list of everything I wanted to implement in this mod and when I saw how much work it will be I just turned around and did something else - I was trying to teach robat turtles to search for asteroids on the moon I´m doing all this for fun and I´m not even playing Skyrim anymore, so I need to feel like working on this otherwise it´d turn out to be just crap. For anyone who isn´t satisfied with the Skooma as it is, I made it lore-friendly after the description in the skyrim wiki. @ magicrealm Would you please put that altered version of my mod down? I never gave you permission for that and you never asked for it either! If you want to change it do it for yourself but please don´t upload it in my thread! I´m trying to create a lore-friendly drug-framework here with advantages and drawbacks. From all I learned about you, you don´t want to play a game with rules or pros and cons, but an interactive 3D-porn - and that´s not going to happen here! Guffel, thank you very much for the mod... I've gotten a lot of enjoyment out of it. And there's no way you can create something if you've no desire to do so... the spark is just gone. Sorry to see this stop, it's terrific! Anyway, thanks very much for a great mod, but if you would please answer one question for me... it's very important and is just consuming my mind: Any updates on the robot turtles yet? Have they found any asteroids? Have you tried implementing "unicorn-riding Gnomes" functionality in their AI?
Guffel Posted November 17, 2014 Author Posted November 17, 2014 And there's no way you can create something if you've no desire to do so... the spark is just gone. Sorry to see this stop, it's terrific! uhm.. I think we have a missunderstanding here, I didn´t want to say that I´m stopping SW. I still want to continue it. I just wanted to explain why I took such a spontaneous and long break. concerning the turtles: The turtles are on hold, the server crashed and now the complete progress in rocket science is gone and we´re still developing new rockets.
Content Consumer Posted November 17, 2014 Posted November 17, 2014 uhm.. I think we have a missunderstanding here, I didn´t want to say that I´m stopping SW. I still want to continue it. I just wanted to explain why I took such a spontaneous and long break. Oh! Excellent!
delicioustree Posted November 22, 2014 Posted November 22, 2014 I've been using sex lab utility ( http://www.loverslab.com/files/file/236-sexlabutil1-2014-08-16/) in conjunction with this mod to add a custom event where I am randomly fed skooma under certain conditions (e.g. raped by low morality). I find it adds the slippery slope that wasn't there for me. i.e I can't so easily avoid getting exposed to skooma and control how much I use it. Also seems to affect NPCs strangely if it triggers on them, making them look like they are tripping out which is a bonus (although sometimes they die from it). This might be because I also have health reducing effects triggering though.
Krazyone Posted November 22, 2014 Posted November 22, 2014 I've been using sex lab utility ( http://www.loverslab.com/files/file/236-sexlabutil1-2014-08-16/) in conjunction with this mod to add a custom event where I am randomly fed skooma under certain conditions (e.g. raped by low morality). I find it adds the slippery slope that wasn't there for me. i.e I can't so easily avoid getting exposed to skooma and control how much I use it. Also seems to affect NPCs strangely if it triggers on them, making them look like they are tripping out which is a bonus (although sometimes they die from it). This might be because I also have health reducing effects triggering though. This is what I've been wanting in the Skooma Whore mod, are you going to publish it as a patch. Or can you send me it, if you are not. I like the idea of this mod, but I wouldn't just take a drug that I knew I'd get hooked on. With your addition, it would add a starter to the need for Skooma. A slippery road towards a forced, drug induced nightmare...
delicioustree Posted November 23, 2014 Posted November 23, 2014 I've been using sex lab utility ( http://www.loverslab.com/files/file/236-sexlabutil1-2014-08-16/) in conjunction with this mod to add a custom event where I am randomly fed skooma under certain conditions (e.g. raped by low morality). I find it adds the slippery slope that wasn't there for me. i.e I can't so easily avoid getting exposed to skooma and control how much I use it. Also seems to affect NPCs strangely if it triggers on them, making them look like they are tripping out which is a bonus (although sometimes they die from it). This might be because I also have health reducing effects triggering though. This is what I've been wanting in the Skooma Whore mod, are you going to publish it as a patch. Or can you send me it, if you are not. I like the idea of this mod, but I wouldn't just take a drug that I knew I'd get hooked on. With your addition, it would add a starter to the need for Skooma. A slippery road towards a forced, drug induced nightmare... I wouldn't know how to patch it. I just used sexlab util to create a new effect. I wrote the following code in a file I named Skooma.ini [Main] Name=Skooma Page=0 Type=cmd Id=314 Cmd=item:skyrim.esm:00057A7A+equip:skyrim.esm:00057A7A+msg:You Feel lightheaded snd:SexLab.esm:02067524:5 00057A7A is the item code for skooma and what appears after msg: is what will appear in the top left corner of the screen if the effect goes off (even if it's not "you"). As far as I know sexlab util doesn't allow you to vary the message or recall the pc/npc's name so it had to do. "equipping" a drink or any item that you can't actually equip makes you use it. Poison would be something else you could use to trigger a blurry effect. removing item:skyrim.esm:00057A7A will only have you use skooma if you are carrying some. Removing equip:skyrim.esm:00057A7A will dump the skooma in your inventory (if you want to whore it out for skooma, anywhere and anytime). And then placed it in ModOrganizer\mods\SexlabUtil1 15\INI\SexlabUtil1.esp I then customized the MCM menu to have it trigger when I want it. (I recommend using at sex end so the effect isn't wasted while you are locked in an animation). Unless you want the effect to go off on anyone and anything having sex, I would restrict it to "victim" and "player" (the player flag sets it to only happen when you are involved and the victim flag makes it so only the victim gets the effect). If you set off the event to trigger at 100%, maybe setting the fear effect already included in sexlab util at 100% would make some trippy behaviour:) By editing the duration, you could have it force feed you more than 1 skooma if you want to get addicted faster. Making multiple entries with a % below 100% would also feed you a random amount of skooma so even if you think you are safe from the next addiction level, you might get unlucky...
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