Content Consumer Posted September 17, 2014 Posted September 17, 2014 Perhaps skooma should have different effects depending on race. This has already been mentioned for Khajiit, and I know you're working on it, but for other races too. Khajiit - Due to the fact that skooma originally comes from Elsweyr (it does, right? Not Vvardenfell?) and the fact that Khajiit have had exposure to it for so long, perhaps Khajiit should have less chance of getting hooked, or more resistance to both positive and negative effects...? Or it could be opposite... greater chance of getting hooked and less resistance... either way would work lorewise (or, if not lore-wise, then at least with some additional verisimilitude or internal consistency). Nord - Due to greater body mass (in general), Nords should have greater resistance to both positive and negative effects Altmer - Extremely long lifespans might could mean a difference in recovery... like the effects are standard, withdrawal effects standard, but recovery from withdrawal is somewhat slower...? Redguard - Could an innate poison resistance modify effects (shorter or reduced magnitude for both positive and negative)... Orc - Normal, probably, but an argument could be made for culturally-driven enhanced constitution (weak orcs don't survive that long...)? Bosmer - Like Redguard, with poison resistance, and possibly disease resistance too might have an effect... plus longer lifespans like Altmer Dunmer - Due to the prevalence of skooma in Morrowind, it could be considered similar to Khajiit in some ways, plus longer lifespans ala Altmer... Otherwise, just normal. Argonian - If you implement Hist, there should probably be special effects or something for Argonians. Otherwise, possibly non-mammalian biology alters the effects somehow... not necessarily less! Imperial - Normal, probably... can't think of much to do here. Maybe think of Imperial as a baseline. Breton - Lower body mass means essentially the opposite of Nords. Just a thought, anyway.
afa Posted September 17, 2014 Posted September 17, 2014 I like this mod, the concept is great, it also works well for what it is trying to do. The brothel could use a little more fleshing out, but it is technically impressive. The issue I find is the risk vs reward and access to skooma. Right now I would say that the penalty is way higher than the reward. Factoring in the rare access to skooma it creates some problematic or interesting scenario depending on what you want ; assuming skooma is hard to come by the addiction level will decrease purely through having no access, but will have to struggle through the penalty. On the other hand easy access to skooma makes it easier to get addicted, but it is also makes it easier to counter the penalty. From a story/quest perspective if it is easy to come by then getting it shouldn't involve something that's too extreme, if it is harder come by we can see how a severely addicted PC would perform some extreme task, again however, the decrease in addiction by having no access sort of "help" as a form of rehab It would be interesting to see how it plays out as a story/quest based mod or more of a mod that affects gameplay Follower support would be very interesting. Also playing around with the recovering numbers, I don't think it is recalculates every 24 hours or maybe I am just not understanding how it works. I try waiting for multiple days in succession but the addiction won't go back down. Putting the recovery value to some very high number however, after a few days of just casually testing out the brothel and fast traveling around the addiction value all of a sudden dive from ~250 to ~90.
AquaBuddha Posted September 17, 2014 Posted September 17, 2014 An idea for the skooma dealers is to have them give away the first batch. Get 'em hooked and soon they'll be hookers. Glad I wasn't the only one who thought that was a good idea. Here's hoping Guffel adds it to the mod... but if not, it's thankfully not terribly difficult to do. EDIT - just to be clear, screenshot is a from a modification I made to the mod. Don't want to confuse anyone into thinking that's included just yet. Also definitely liking the ideas of varying strengths of skooma. We already have double distilled, so the precedent is there.
Vithiss Posted September 17, 2014 Posted September 17, 2014 There is also the note in the "smugglers' camp" in the shadow of Whiterun that refers to watered down/second rate skooma, in terms of precedents for varying purity in lore.
delicioustree Posted September 17, 2014 Posted September 17, 2014 I like the idea and replaced some mods I was going to use to create something similar. I gave a new character 50 skooma and went to town with it, resting when my health got low. It took quite a lot of bottles before I reached addicted but then I started looking for a dealer. Found one and tried the brothel (there was no quest marker so I looked it up on a map). Tried several clients, often getting interrupted mid conversation with my "co workers". Went great. Only problem I saw was some clients were starting to get stuck in the inn after a while, including the inn owner. My character would occasionally end up giving freebies due to another mod triggering serial rape. Although the sex was usually anal, (and I turned off anal pregnancy) I guess my 5% chance to get pregnant kicked off the second time it was vaginal. Because of another mod, the repeated sex also made my character blow up like a balloon and was getting called the dragonwhore by my co-workers (the clients mostly being stoned face killers). All in all, great work. Maybe you could have vampires and werewolves also show up so you have a chance of catching that as well with disease triggers. One time I was also running, enjoying the speed boost at low health when I kinda dropped dead (triggered bleedout in alternative death). Not sure if that is connected to your mod but that was cool:) (probably my max health dropping) Now, I've been trying to get force fed skooma by sanguine but have had no "luck" with that. If you mod could make that happen somehow that would be great although I think that is probably something that would be better suggested for mods like defeat or dangerous nights. Maybe you could have some merchants trick you when you buy something or there is a chance that health potion (only drink I usually use) are mislabeled as skooma. I'd also enjoy having npcs become addicted and begging you for skooma, if that is something doable. Thanks for the mod, I already like it how it is.
Eth4rlad Posted September 17, 2014 Posted September 17, 2014 Why is 0.93 trying to overwrite Sexlab.Seq?
Guffel Posted September 17, 2014 Author Posted September 17, 2014 Why is 0.93 trying to overwrite Sexlab.Seq? That was an accident, I fixed it. Also I change the time the recovering needed. It was way to high, now the drug value shoul decrase more often in very small steps.
homarid Posted September 17, 2014 Posted September 17, 2014 I tried out this mod today and it worked great. For some reason the speed buff was barely noticeable, but that is probably my perception. Everything worked as advertised and I didn't have any crashing issues. Thanks for the great mod.
Eth4rlad Posted September 17, 2014 Posted September 17, 2014 Why is 0.93 trying to overwrite Sexlab.Seq? That was an accident, I fixed it. Also I change the time the recovering needed. It was way to high, now the drug value shoul decrase more often in very small steps. Thank you man. Glad to see so many appreciate your work on this mod. I found it weird that addiction, which was even in vanilla Fallout, was not an issue in Skyrim.
mogon Posted September 17, 2014 Posted September 17, 2014 Hi Guffel this is a great mod. Very inspiring. It brought me to an idea. Maybe you know the Dynamic Vampire Appearance Mod. http://www.nexusmods.com/skyrim/mods/41634/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D41634%26preview%3D&pUp=1 The Face of the PC ist changing depending on his stage of vampirism I dont know, if its possible, but i think it would be great for immersion to adapt the system for skooma-addiction. Just a suggestion. cheers
jfraser Posted September 17, 2014 Posted September 17, 2014 Perhaps, just to give the player more reason to want to start using skooma, it should boost every stat temporarily. Drink it and be a god for an hour. But with a longer crash and a quicker addiction, so the player will really feel like they need it. And, of course, with lessened effects over time do you need more to achieve the same effect. Basically, what you've already done, but make the highs higher so even someone who wouldn't normally go near the stuff would be hard-pressed not to drink some when, say, surrounded by bandits and in need of a super boost. I love this mod already, and I haven't even had a chance to download it yet. XD
Content Consumer Posted September 17, 2014 Posted September 17, 2014 Hi Guffel this is a great mod. Very inspiring. It brought me to an idea. Maybe you know the Dynamic Vampire Appearance Mod. http://www.nexusmods.com/skyrim/mods/41634/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D41634%26preview%3D&pUp=1 The Face of the PC ist changing depending on his stage of vampirism I dont know, if its possible, but i think it would be great for immersion to adapt the system for skooma-addiction. Just a suggestion. cheers Racemenu has so many sliders that could work for this kind of thing. Er, racemenu plugin... can't remember where the mod comes from, but it's on the nexus somewhere. I'm thinking particularly of the face slider "age"... move it just a few steps and you look like you're starting to suffer the effects of something nasty.
Guffel Posted September 17, 2014 Author Posted September 17, 2014 Perhaps, just to give the player more reason to want to start using skooma, it should boost every stat temporarily. Drink it and be a god for an hour. But with a longer crash and a quicker addiction, so the player will really feel like they need it. And, of course, with lessened effects over time do you need more to achieve the same effect. Basically, what you've already done, but make the highs higher so even someone who wouldn't normally go near the stuff would be hard-pressed not to drink some when, say, surrounded by bandits and in need of a super boost. I love this mod already, and I haven't even had a chance to download it yet. XD I don´t want to put to much on the Skooma. I want to make it still lore friendly. My plans contain to add more diffrent drugs, some as combat drugs with bonus on fighting and health others with bonus on magika and the magic schools. Additionly I plan on simple "relax" drugs with just some "funny" visual effects, maybe I can make a nice nightvision or so. The "I am god" effect could be achieved by dinking all of them at once.
blackraven14 Posted September 17, 2014 Posted September 17, 2014 It would be cool if you a random chance of getting double/triple the addiction. So maybe 20% of the time, you get 30 points instead of 10.
eflat0 Posted September 17, 2014 Posted September 17, 2014 A few suggestions on dealers to fit them for the environment... Markarth:Name: Terebra, dark elf, wearing a mage hood2 locations; inside the Warrens (where else) and, when facing to the door of the temple of dibella, at the right handside at the dead end of the corridor. Good placement, but probably could have been a reach-man (Breton?)... are more attune the Old Gods ways and seeking mind altering substances to commune. Windhelm:Name: Godfred Talsee, nord, very old and wearing blue fine clothes1 location; in the first floor of Candlehearth Hall (ok, I couldn´t think of good places so he has no life) A dark elf at the New Gnisis Cornerclub would be perfect... The grey quarter is the shaddy run-down section of the city - a slum - and the club is where you steal the double-distilled skooma for a quest. Dunmer are more aligned with daedra worship and likely to tolerate a seedier life-style as a result.
Content Consumer Posted September 17, 2014 Posted September 17, 2014 A couple of drug suggestions: I don't know if some of this is even possible, but here are some ideas. Rose of Azura A mild stimulant that increases fatigue by 10 points for 10 minutes. Nonaddictive, no negative effects or withdrawl symptoms. Boethiah's Deception A powerful stimulant that increases fatigue, carry weight, and melee damage by 10% for 10 minutes. When the positive effects wear off, decreases fatigue, carry weight, and melee damage by 20% for 20 minutes. Light addiction. Withdrawal symptoms include reduced fatigue. Vaermina's Price A powerful hallucinogen. I'm wondering if it's possible to create/summon phantom creatures including things like wolves, mammoths, dragons, etc. in the area around the player. These phantoms are nonaggressive and other NPCs do not notice them (engage in combat, etc). The idea is, you're seeing pink elephants, sort of thing. I'd like them to look real (i.e. not transparent or different colors) or anything... I'm picturing a scenario where you're walking through a town and a dragon attacks! But it's not a real dragon, just an illusion, that only you can see. Or a mammoth pops up in the middle of whiterun or something. Thief's Friend Stimulant increases stealth skills Morgal's Touch Increase magic resistance by 100% for three minutes, and reduce all spell magnitudes you case to 0 for that time. Withdrawal effects include increased spell casting costs. Final Run A very powerful stimulant. Increases all skills by 1 point when taken. The effect is permanent (i.e. longest possible duration like a summon dead thrall or something)... Take one dose, increase everything by 1 point. Take two doses, increase everything by 5 points and add a slight blur to the screen. Take three doses, increase everything by 10 points, add slight blur, and tint screen purple. Take four doses, increase everything by 20 points, add slight blur, tint screen purple, decrease health by 20 points. Take five doses, increase everything by 50 points, change slight blur to strong blur, tint screen purple, decrease healty by 50 points, decrease stamina by 20 points, increase magicka by 20 points Take six doses, increase everything by 100 points, strong blur, purple tint, health -100, stamina -50, magicka +20, periodic stumbling Take seven doses, instant death, no saving throw. No withdrawal or effects other than stated. The Tracker Casts clairvoyance spell every 10 seconds or so (spell duration 2 seconds) for five minutes. When it wears off, disable compass for one minute. Erlendr's Flash Increase movement and attack speed by 15%. When wears off, decrease by 10% for a longish period. Withdrawl includes nausea (are there any vomiting animations?) Seesaw Analgesic... essentially, increase damage resistance by 20% for a short time (on TOP of armor rating... i.e. full armor rating gives 80%, so with this you get 100% damage protection for a short time). When it wears off, reverse the effects. Alternately (and probably more easily), just multiply damage taken by .8 for a while, and the crash is multiply damage taken by 1.2. Ocato's Pallative Constant effect heal self 1 point for 10 minutes. When it wears off, reduce natural healing rate to 0 and reduce restoration magic effects by 50% for 20 minutes. Almalexia's Bane Increase jumping height by 2x for one minute. When it wears off, disallow jumping for a while. Archer's Eye Increase zoom-in distance (if you have the appropriate archery perk) by 20%. When it wears off, disallow zoom. Horkerskin Euphoria and a sensation of warmth. Increase frost resistance by 50% for ten minutes. When it wears off, take 1 point of frost damage per second for 30 seconds. Ears of the Fox Increase sound volume by 10% and detect hostile entities nearby for 2 minutes. When it wears off, disable hostiles detection (i.e. turn off the red dots in the compass).
kralgar1 Posted September 17, 2014 Posted September 17, 2014 Anyone know if this works ok with SkyRe (for alchemy perk) and realistic needs (think that changes skooma)?
Mdy Posted September 17, 2014 Posted September 17, 2014 If you've got problems with SkyRe, I for myself would load both mods in TES5edit and consider copying over SkyRe's stats. That's why people use a "Merge Patch" (similar to the Bashed Patch) to not overwriting the actual mods. SkyRe overhauls Potions and Poisons, but I'm not sure about alcohol and skooma.
Alyea Posted September 18, 2014 Posted September 18, 2014 (edited) Anyone know if this works ok with SkyRe (for alchemy perk) and realistic needs (think that changes skooma)? I ran SkyRe and RND with this mod, at the end of the load order, and it works fine. Edit: I like the concept of this mod, and thus far in my testing it works fine. I think it might be even better if it worked in conjunction with Radiant Prostitution where the Inn Keepers might detect a player's addiction (twitchiness or whatever) and be persuaded to let the player work for a bottle in their establishment. Say enough customers to equal 500 septums to cover the drug and courier expenses. I also think it would be great if followers could become addicted as well. Edited September 18, 2014 by Alyea
Scythion Posted September 18, 2014 Posted September 18, 2014 Where can I find the dealers in the mayor cities? 1
D_ManXX2 Posted September 18, 2014 Posted September 18, 2014 I was wondering if this mod currently have any cure or reset of the addiction system ?? So far this mod is very nicely done.
Content Consumer Posted September 18, 2014 Posted September 18, 2014 I was wondering if this mod currently have any cure or reset of the addiction system ?? So far this mod is very nicely done. You gradually "cure" yourself over time by not eating skooma or sleeping tree sap. The amount "cured" per time period can be modified in the MCM settings.
Loller99 Posted September 18, 2014 Posted September 18, 2014 Looks like a nice mod, but i cannot find the permanent vendors....they are just not there....does this mod conflict with others that add skooma dealers? Gonna check it
D_ManXX2 Posted September 18, 2014 Posted September 18, 2014 I was wondering if this mod currently have any cure or reset of the addiction system ?? So far this mod is very nicely done. You gradually "cure" yourself over time by not eating skooma or sleeping tree sap. The amount "cured" per time period can be modified in the MCM settings. Thanks so i guess i will bump up the recovery a bit. I was afraid i got this character stuck on skooma forever.
Loller99 Posted September 18, 2014 Posted September 18, 2014 Nevermind, fixed it...and it is compatible with the mod that adds skooma dealers, too
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now