Kuãƒi Posted December 22, 2014 Posted December 22, 2014 I gave this mod a short try yesterday. I used the sampler option in MCM to get a bunch of the drugs. The bottles looks great and the names are good. I only tried one of the drugs. It was called vaermina's price I think. It added this really neat screen effect except that the effect would not go away. I tried raising the timescale and waiting for several days, but the effect wouldn't go away. I eventually quit the game and reloaded an old save.  How long are these effects supposed to last, and is there a way to clear the effect in game with another potion or something?  I'll confirm that, Vaemina's drug last forever. At the very least it has to last more than a week, as I still had it at that point (then crashed, though I can't say this is necessarily because of this mod). I'm all for drug effects, but as clueless as I am about them, I'm pretty sure none give you week-long highs
ttpt Posted December 22, 2014 Posted December 22, 2014 After using the mod some more, it seems that with normal drug use the suppression effect does eventually wear off quite quickly, but just like MadPrince did, I went on a binge and the suppression effect can last for several days at a time that way. Other than that the mod seems to be working quite well.
AimoHauki Posted December 24, 2014 Posted December 24, 2014 This mod has evolved quite nicely indeed. Some comments I would like to make though.  1) Not all drugs have descriptions available of what they do so this sort of gives a couple of options. One is naturally that you fill out the missing descriptions OR if possible the effects would become clear only after using them a few times. That may not be possible but it would give a good reason to experiment with the drugs  2) The visual effects are a nice touch even though I think some of them start out as a bit extreme. Maybe there could be milder effects at first and if more of the same drug gets applied the hallucinations come become more severe. I do like many of the effects though, some are... less pleasant but certainly something I can live with.  3) In my current settings I have slow addiction and very slow 'recovery' in place, so I am not that far with my addictions yet but if it is not already implemented I think this mod needs a feature where your char will automatically use a drug when in withdrawal if you happen to find some, even if you don't actually take it from a corpse or something. Also a slider of how common the drugs are might be a nice option. I think they are currently a bit too common but that's not a serious problem really.  4) Also (if not already implemented) it would also be great if you would occasionally lose control of your character when she is desperate for drugs.  Feel free to ignore any or all of these things but these are some thoughts I wanted to share
Kimy Posted December 24, 2014 Posted December 24, 2014 Please ignore if this has been brought up already, but I'd love to have a MCM toggle to turn off the visual effects (ImageScreenModifiers). Yes, as in completely. I am one of these vertigo prone people and can't look at them without getting dizzy in mere moments.
Guffel Posted December 24, 2014 Author Posted December 24, 2014 I wasn't in town for some days and could answer earlier.  I haven't tested this out much yet, I was using SexlabUtil to apply skooma effects when raped, I'm wondering if you made sure that only humans can apply the drug effects. I took care of that, only actors in the creature faction can drug the player. That also excludes draugr and falmer.  After using the mod some more, it seems that with normal drug use the suppression effect does eventually wear off quite quickly, but just like MadPrince did, I went on a binge and the suppression effect can last for several days at a time that way. Other than that the mod seems to be working quite well. Im afraid there is a problem with stacking effect. If you take multiple drugs in a short time it can cause unexpected consequences. You should wait a second between two drugs or better leave the inventory. When one drug effect is active a new one cancles it and triggers the OnEffectStop event of the first which can mess up the visual effects. For the suppression effect I use an OnUpdate event but I'm not sure how it behaves when a lot drugs are taken after another.  This mod has evolved quite nicely indeed. Some comments I would like to make though.  1) Not all drugs have descriptions available of what they do so this sort of gives a couple of options. One is naturally that you fill out the missing descriptions OR if possible the effects would become clear only after using them a few times. That may not be possible but it would give a good reason to experiment with the drugs  2) The visual effects are a nice touch even though I think some of them start out as a bit extreme. Maybe there could be milder effects at first and if more of the same drug gets applied the hallucinations come become more severe. I do like many of the effects though, some are... less pleasant but certainly something I can live with.  3) In my current settings I have slow addiction and very slow 'recovery' in place, so I am not that far with my addictions yet but if it is not already implemented I think this mod needs a feature where your char will automatically use a drug when in withdrawal if you happen to find some, even if you don't actually take it from a corpse or something. Also a slider of how common the drugs are might be a nice option. I think they are currently a bit too common but that's not a serious problem really.  4) Also (if not already implemented) it would also be great if you would occasionally lose control of your character when she is desperate for drugs.  Feel free to ignore any or all of these things but these are some thoughts I wanted to share Which drugs lag a describtion? I thought I took care of them all. I made some stronger and some weaker visual effects, plese tell me which drug hast a too strong one?  Please ignore if this has been brought up already, but I'd love to have a MCM toggle to turn off the visual effects (ImageScreenModifiers). Yes, as in completely. I am one of these vertigo prone people and can't look at them without getting dizzy in mere moments. Ok, which one you dont't like? But I can make a toggle option indeed, that'd be easy.
kralgar1 Posted December 24, 2014 Posted December 24, 2014 Think they referring to Vaerminas price (for the too strong visuals). Some of us like the insane effects and you can sleep it off if you wish. If the MCM toggle is easy like you said that would be cool for em
Krazyone Posted December 25, 2014 Posted December 25, 2014 This mod has evolved quite nicely indeed. Some comments I would like to make though.  1) Not all drugs have descriptions available of what they do so this sort of gives a couple of options. One is naturally that you fill out the missing descriptions OR if possible the effects would become clear only after using them a few times. That may not be possible but it would give a good reason to experiment with the drugs  2) The visual effects are a nice touch even though I think some of them start out as a bit extreme. Maybe there could be milder effects at first and if more of the same drug gets applied the hallucinations come become more severe. I do like many of the effects though, some are... less pleasant but certainly something I can live with.  3) In my current settings I have slow addiction and very slow 'recovery' in place, so I am not that far with my addictions yet but if it is not already implemented I think this mod needs a feature where your char will automatically use a drug when in withdrawal if you happen to find some, even if you don't actually take it from a corpse or something. Also a slider of how common the drugs are might be a nice option. I think they are currently a bit too common but that's not a serious problem really.  4) Also (if not already implemented) it would also be great if you would occasionally lose control of your character when she is desperate for drugs.  Feel free to ignore any or all of these things but these are some thoughts I wanted to share  I second number 3, your character can't help themselves when they are in need of drugs. Using inventory stock and stuff they find or get by whoring yourself out, adding to the drug pool and preventing you from stockpiling drugs.  Your hands are shaking, your stomach cramping up. Hastily, you gulp down one of your Skooma. You smile as the drug takes effect, your hands stop shaking and a smile fills your face...  It would need an MCM option to switch off, as all the fancy Skooma types would be just gulped down, preventing tactical drug use...  or  You could only gulp down standard Skooma potions, which would still leave your fancy Skooma potions untouched... Â
Guffel Posted December 25, 2014 Author Posted December 25, 2014 Ok, I forgot to mention, Verminas Price is a but experimental. It has no effects next to the visuals. It uses an ImageSpaceModifier which is animated for 10 minutes and I'm not sure if the are made for so long durations. All other visuals last as long as the effects of the drug, between 10 and 6 min.
ttpt Posted December 25, 2014 Posted December 25, 2014 I wasn't in town for some days and could answer earlier.  I haven't tested this out much yet, I was using SexlabUtil to apply skooma effects when raped, I'm wondering if you made sure that only humans can apply the drug effects. I took care of that, only actors in the creature faction can drug the player. That also excludes draugr and falmer.  After using the mod some more, it seems that with normal drug use the suppression effect does eventually wear off quite quickly, but just like MadPrince did, I went on a binge and the suppression effect can last for several days at a time that way. Other than that the mod seems to be working quite well. Im afraid there is a problem with stacking effect. If you take multiple drugs in a short time it can cause unexpected consequences. You should wait a second between two drugs or better leave the inventory. When one drug effect is active a new one cancles it and triggers the OnEffectStop event of the first which can mess up the visual effects. For the suppression effect I use an OnUpdate event but I'm not sure how it behaves when a lot drugs are taken after another. I'm sure you meant only humanoids excluding draugr and famler, because yes, after testing for a while, and with 100% chance I haven't seen bears or zombies delivering drugs.  Also, as far as not going nuts with drugs, if you do take them one at a time the supression effect doesn't bug out and everything seems to be in working order.
Krazyone Posted December 26, 2014 Posted December 26, 2014 Moon sugar... currently no way to get it, except buy or find it. How about an option to make it, using rare herbs. Â 15 Nirnroot = 1 Moon sugar made in a cooking pot... Â The Nirnroots sticky sap is reduced into a thick, white sugar. Know as Moon Sugar... So called for its glowing, white properties that resemble the glow of the moon. Gained from the natural glowing nature of Nirnroot... Â It would give a way to have the player make some extremely rare Skooma types, types that cannot be bought easily, if at all... Â Â Double distilled Moon Sugar... Â extremely potent stuff, to make an extreme Skooma type. That has a side effect of greatly increasing your addiction, but makes you extremely resilient to attacks, feeling no pain. Being able to take on hordes of enemies one handed... Â Â Â The last resort Skooma... Â Positive... Doubles your health bar, halves stamina loss, doubles your magic bar. Â Negative... Adds 50 to your addiction pool... Â Duration... Lasts 30 minutes... Â RECIPE... 2 double distilled Moon Sugar ( 60 Nirnroot ).
ttpt Posted December 26, 2014 Posted December 26, 2014 Moon sugar is the most basic ingredient of skooma and while it is drug in itself it's not made like other drugs. The analogue to real life would be the coca leaf that's used to make cocaine and other things. It simply makes no sense to be able to make moon sugar out of leaves since lore wise it comes from an analogue to a sugar cane in Elsweyr, completely unrelated to nirnroot. It's would like trying to make Marijuana leaves out of tomato leaves or some other nonsense. Â I'm sorry if I'm coming out a little harsh here, but moon sugar is sort of important in Khajiit lore.
Kimy Posted December 26, 2014 Posted December 26, 2014 Â Please ignore if this has been brought up already, but I'd love to have a MCM toggle to turn off the visual effects (ImageScreenModifiers). Yes, as in completely. I am one of these vertigo prone people and can't look at them without getting dizzy in mere moments. Ok, which one you dont't like? But I can make a toggle option indeed, that'd be easy. Â It's not that I don't like them, but some of them are so strong that I cannot look at them at all without getting dizzy. Two that are safe (for me, that is) are the standard Skooma one and Thief's Delight. Not sure if you're willing to put that much work into it, but in theory you could have a MCM menu letting people customize which ImageSpaceModifiers to use for what drug etc.
Budroi Posted December 26, 2014 Posted December 26, 2014 I honestly do not remember which Skooma were taken but as seen in the picture the effect is a little too extreme for my taste. Was in the heat of it with a few draugr (testing new experience gains set in uncapper, horrible setup BTW i need to retweak i should not kill 5 draugr and go from 20 destruction to 97) so i had to take some magicka related skooma (the ones that increase regen, believe there were 2 different ones) and the one that affects heal rate. While I do like the effects in general I think it would be awesome if maybe there was an MCM menu to switch between no visual effects, light visual effects and the current setting. Even just a toggle between the light effects and current effects would be nice. Â Also I am not sure how its currently set up with the "give drug on rape" feature but I think some tweaking is in order. It seems a little strange that a dog (who lacks opposable thumbs) should be able to force give me skooma.
NNS10 Posted December 26, 2014 Posted December 26, 2014 [...] Which drugs lag a describtion? I thought I took care of them all. Second Brain. Â Â Ok, I forgot to mention, Verminas Price is a but experimental. It has no effects next to the visuals. It uses an ImageSpaceModifier which is animated for 10 minutes and I'm not sure if the are made for so long durations. All other visuals last as long as the effects of the drug, between 10 and 6 min. That explains that. Thought it was a bug with Vermina's Price not having any effect. Â Â I honestly do not remember which Skooma were taken but as seen in the picture the effect is a little too extreme for my taste. I think that's the Contortionist.
Kimy Posted December 26, 2014 Posted December 26, 2014 In general I think it would be awesome if maybe there was an MCM menu to switch between no visual effects, light visual effects and the current setting. Even just a toggle between the light effects and current effects would be nice. Â This sounds awesome and is probably not too much work to do. Â
Heretic44 Posted December 29, 2014 Posted December 29, 2014 The addiction simply doesn't work. I get nice effects and blackouts, but I can never get addicted. No matter how much skooma my PC drink, it doesn't affect her. Also, I have "Withdrawal Supression" in my passives list and I do not know why.
ttpt Posted December 29, 2014 Posted December 29, 2014 Don't use too many drugs at once, I know you're eager to test it and so was I, it's a quirk in the scripts in that if you use too many drugs at once the withdrawal suppression effect bugs out. So long as you keep the drugs use to one or two at a time the mod should be fine.
Heretic44 Posted December 29, 2014 Posted December 29, 2014 Don't use too many drugs at once, I know you're eager to test it and so was I, it's a quirk in the scripts in that if you use too many drugs at once the withdrawal suppression effect bugs out. So long as you keep the drugs use to one or two at a time the mod should be fine. Â Doesn't work. I tired that too. Left inventory after every use. Even did a clean save to test. Still nothing. Every value goes up except for addiction.
ttpt Posted December 29, 2014 Posted December 29, 2014 Withdrawal suppression is supposed to last some time. Try taking a drug or two to get over the addiction threshold and then waiting a couple of hours to see if withdrawal suppression wears off, since once that effect wears off the addiction should kick in.
formanfred Posted December 30, 2014 Posted December 30, 2014 Great work , I love the different effects that the drugs have when forced on you by bandits especially trying to figure out where you are when running away with all the different colours and fuzziness keep up the good work
magicrealm Posted December 30, 2014 Posted December 30, 2014 i dont get any addiction. not with the Standard skooma from the Dealers nor from the new potions from loot. not one step of addiction.
nutluck Posted December 30, 2014 Posted December 30, 2014 i dont get any addiction. not with the Standard skooma from the Dealers nor from the new potions from loot. not one step of addiction. Â You have to use a lot, if you check your stats in the MCM menu it will show you how close you are. I tested the default skooma by using console command to get 100 bottles and it worked just fine.
magicrealm Posted December 31, 2014 Posted December 31, 2014  i dont get any addiction. not with the Standard skooma from the Dealers nor from the new potions from loot. not one step of addiction.  You have to use a lot, if you check your stats in the MCM menu it will show you how close you are. I tested the default skooma by using console command to get 100 bottles and it worked just fine.   i have "fast" and that means after 3 skooma the first step of addiction should appear. and it does so in the older Version, even now after downgrade i have no Problems with the older Version. the new Version addiction has no Progress at all. Â
nutluck Posted December 31, 2014 Posted December 31, 2014 Odd not sure what to say. I tested the latest version and got to max addiction on fast in no time.
magicrealm Posted December 31, 2014 Posted December 31, 2014 tested it on a new game with alternate start, no addiction. experimentation should appear after 3 bottles, nothing after 6 bottles. starter kit works, effects work, but no addiction Progress. again, when downgraded to 1.39b experimentation appears as it should be.
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