[WIP] Skooma

Post » Sat May 19, 2012 5:22 pm

Currently, I am working on a mod (in planning stages until CK is released) that will drastically change skooma. It will also add in various skooma dealers, skooma dens, the ability to make skooma, and much more. This is what will be included in the first release (hopefully a few days following the release of the CK):
  • Changes to skooma effects;
-restore stamina fully
-fortify stamina
-fortify carrying capacity
-damage magicka
-80% chance of addiction
-take health damage
-increase speed
-blurry screen?
  • A chance of addiction (80%?)
  • Effects from withdrawal;
-decrease max stamina stamina
-decrease carrying capacity
-decrease personality
-decrease max health
-decrease speed
  • Skooma slightly more expensive
  • Add a skooma den (in Solitude?)
In the next release (probably just a few days later):
  • Chance to loot different parts of nightshade plant (root, leaves, flower, berries)
  • Different qualities of skooma (based on part of nightshade used)
-root best, flower moderate, leaves worst (can add berries for a fragrant skooma)
  • Ability to make skooma
  • Ability to make tainted skooma (add in other herbs etc)
Eventually (depends on help as well as the time I have available to work on this mod):
  • Add ability to sell people skooma
  • Add skooma users around Skyrim
  • Add skooma dealing rings
  • Ability to join skooma rings
  • Ability to make own skooma dealing ring
  • Tons of quests involving skooma, skooma users, and skooma dealers
  • Ability to drink, eat, or smoke skooma (smoking best for health, then eating, then drinking)
Any ideas for specific quests, or other things you would like to see added in?

*Note* I am looking for help making a new mesh/texture for a skooma pipe, and POSSIBLY a skooma lab, as well as an animation for smoking the skooma.

If you are interested in helping with this mod (preferably the skooma pipe, but other help is welcome), please email me at masoni88@yahoo.com
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Glu Glu
 
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Post » Sun May 20, 2012 6:41 am

Man, I've been calling for this mod since day one! I'll definitely have my eye on this!
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Breautiful
 
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Post » Sat May 19, 2012 11:21 pm

Skooma definitely needs an overhaul.

As for sugestions, tying it to Khajit more would make sense. How about extra/better effects from Skooma and Moon Sugar when used by a Khajit PC? Better Skooma quality when made by a Khajit? Improved odds to find moon sugar and Skooma when killing random Khajit?
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RUby DIaz
 
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Post » Sat May 19, 2012 11:27 pm

This mod sounds great! If you didn't know, Ben over at the nexus just added the Sleeping Tree Sap effect to skooma, so you have a quick blurred vision effect already.

http://www.skyrimnexus.com/downloads/file.php?id=4689
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Andrew Tarango
 
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Post » Sun May 20, 2012 3:10 am

I was thinking about tying it t the Khajiit more, but it seems like a lot of them aren't total junkies. I like the idea of having extra benefits if the PC is a Khajiit. One idea I had was that possibly I could add in a few dungeons etc that would be a perfect environment for moon sugar cane to grow, which would allow you to cultivate it so it was no longer necessary to constantly buy some. Definitely going to add in Khajiit moon sugar merchants on the docks though. And thanks for the link.
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Joanne Crump
 
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Post » Sun May 20, 2012 1:49 am

Perhaps you can add hallucinations? :shrug:
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JLG
 
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Post » Sat May 19, 2012 9:02 pm

It seems more logical to have a Skooma den in the Riften slums, rather than Solitude.
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Albert Wesker
 
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Post » Sat May 19, 2012 6:16 pm

I was thinking about hallucinations, but I'm not sure exactly how I'd do them. Also, it's not really an effect of skooma. What do other people think of this, then I can better determine if I should add this. Possibly a quest when you eat some super high quality skooma or something.
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Louise Dennis
 
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Post » Sat May 19, 2012 6:21 pm

I would love to see a quest somewhere between Pineapple Express and the vanilla quest "A Night to Remember"
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celebrity
 
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Post » Sat May 19, 2012 7:31 pm

really looking forward to this. I thought the 25 stamina restore by Skooma was rather meh.

As for hallucinations, the Vaermina quest in Dawnstar immediately sprung to mind. Having a bloom-tacular True Blood V like effect can be kinda neat
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Lory Da Costa
 
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Post » Sun May 20, 2012 5:25 am

I was quite disappointed with how they did skooma in the game, and it really bugged me that it was no longer a drug, and they removed the effects from previous games. What I tried to do with the skooma is give similar effects to those in Morrowind and Oblivion with the new system. Thanks for the input everybody.

What do people think about the chance of addiction? 80% good, too low, or too high?

Also, the reason I was thinking Solitude was that then maybe I could show a bit more corruption with the nobility of Skyrim, and have many of the wealthy people in Solitude be skooma junkies, or at least be able to be bribed into allowing it. Also, for what I was thinking for the skooma den, it would be somewhat similar to the Thieve's Guild base in Riften, which is one reason I did not choose there. Another reason was that the population of Riften doesn't really like the Guild, and adding in the skooma as well seems a bit much.
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Queen Bitch
 
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Post » Sat May 19, 2012 8:10 pm

What do people think about the chance of addiction? 80% good, too low, or too high?

Way too high in my opinion. Drugs in Fallout only give a 20% chance of addiction. With a number like that players are encouraged to take advantage of the benefits, but at the risk of addiction. With 80%, you know you're pretty much going to get addicted if you use it at all. I think it would be better as a risk/reward system instead of an almost guaranteed punishment/reward system. It also depends on how addiction is cured. Would it go away after a certain number of days (weeks?) of withdrawal? Can you cure it at a temple? Is there an unmarked, repeatable quest to cure it? Do you visit a certain NPC?
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Blackdrak
 
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Post » Sun May 20, 2012 2:23 am

What do people think about the chance of addiction? 80% good, too low, or too high?
Maybe the chance could start out really small and get larger if you use more in a short period of time?
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Erin S
 
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Post » Sun May 20, 2012 1:29 am

80% is crazy. 10% is much more in line with what drugs do... The percentage has to be deceptively low so that you think you'll probably get away with just one more...

Gradual is good too, but there again, it must be reasonable. Start at 0% for the first drink and increment by 2% everytime up to 20%, maybe.
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Wane Peters
 
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Post » Sun May 20, 2012 3:47 am

80% is crazy. 10% is much more in line with what drugs do... The percentage has to be deceptively low so that you think you'll probably get away with just one more...

Gradual is good too, but there again, it must be reasonable. Start at 0% for the first drink and increment by 2% everytime up to 20%, maybe.

Depends on what drugs we are talking about.

Heroin injections is INSANELY addictive
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Philip Rua
 
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Post » Sun May 20, 2012 2:56 am

Depends on what drugs we are talking about.

Heroin injections is INSANELY addictive

Exactly. Skooma is very addictive, that's why I thought it should be so high. I don't think I should bring it down as low as 10 or 20 percent. Would 60 be suitable? Also, skooma has tons of benefits, which is why I thought the chance of addiction should be so high. The addiction would be cured by not taking skooma for a certain amount of time (two-four weeks?) but there would be other ways to cure as well, most likely through herbs etc, maybe an NPC you can pay. On top of this, what I plan on doing is changing the chance of addiction depending on the intake of the skooma (drink, eat, smoke) as well as the quality of the skooma.

I haven't gotten any replies about help with meshes/textures yet. Anyone interested?
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Michael Russ
 
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Post » Sat May 19, 2012 8:41 pm

Bump
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Beast Attire
 
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Post » Sun May 20, 2012 5:21 am

No one interested in helping, or giving ideas/feedback?
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Annika Marziniak
 
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Post » Sun May 20, 2012 12:41 am

I always got the impression it was more like crank, meth or crack rather than a hallucinogen. I think the fallout model of 10-20% addiction is plenty. Some sort of temporary damage reduction + stamina regen + carrying capacity + run speed would be a good effect. You don't have to go crazy with it. Khajiits are definitely the skooma traffickers. Pickpocket a khajiit, they almost always have them, even M'aiq. Then there's the female Khajiit who is always complaining about needing another hit of Moon Sugar because her bones ache for it.

Solitude is good to tie it to the East Empire Trading company or something, either that or hook it up to the Khajiit caravans or in beggars row in Riften.
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Ashley Hill
 
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Post » Sun May 20, 2012 7:20 am

Maybe there's a Khajiit with the Trading Company who smuggles in skooma/moonsugar with the shipments, and then sells to the skooma den in Solitude and the Khajiit trading caravans?
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louise tagg
 
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Post » Sat May 19, 2012 9:20 pm

I was thinking about tying it t the Khajiit more, but it seems like a lot of them aren't total junkies

Ive read Khajiit suffer much less from the ill-effects of Skooma and Moon sugar than other humanoids, although they can become total junkies too if they really push it.

A bit like how Russians are sometimes pictured as a people who drink vodka all day long but still do perfectly well for themselves, except in the Khajiit's case its likely for some physiological reason.

Maybe some canon lawyer would be able to offer more advice.
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Mr.Broom30
 
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Post » Sun May 20, 2012 7:58 am

One thing I'd like to see is merchants refusing to do business with you if you have Skooma or Moon Sugar in your inventory (except for fences, drug dealers, and Khajiit caravans). Could probably also run the risk of them calling the guards and giving you a bounty based on how much you have. Also, you could try to make it illegal to pick up Skooma or Moon Sugar (to avoid the drop-trade-grab exploit).
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Rich O'Brien
 
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Post » Sat May 19, 2012 5:51 pm

One thing I'd like to see is merchants refusing to do business with you if you have Skooma or Moon Sugar in your inventory (except for fences, drug dealers, and Khajiit caravans). Could probably also run the risk of them calling the guards and giving you a bounty based on how much you have. Also, you could try to make it illegal to pick up Skooma or Moon Sugar (to avoid the drop-trade-grab exploit).

Although that's how it was in Morrowind, it strikes me as quite unrealistic for vendors to somehow sense whether you're carrying drugs or not. I would however endorse marking all Skooma/Moon Sugar as "Stolen" so that only unscrupulous merchants buy it.
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Claudia Cook
 
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Post » Sun May 20, 2012 6:43 am

Although that's how it was in Morrowind, it strikes me as quite unrealistic for vendors to somehow sense whether you're carrying drugs or not.
Not as unrealistic as them knowing generic items are stolen.
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Lisa Robb
 
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Post » Sun May 20, 2012 12:19 am

Not as unrealistic as them knowing generic items are stolen.

Heh, yeah, that's true. I'd love to have that modded out.
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GPMG
 
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