Skyrim
0 of 0

File information

Last updated

Original upload

Created by

DosMike

Uploaded by

DosMike

Virus scan

Safe to use

About this mod

A small addiction system that'll make your life pain.

Requirements
Permissions and credits


About
The drugs in Skyrim always felt like they were too simple - You could take them without real penalty. As a result I came up with a mod that calculates desire for a drug depending on how frequent and time since last consumption. It is possible to overcome your addiction by carefully reducing the dose or using potions of cure disease.

More detailed
There are the two big default drugs at the moment.
1. Skooma:
I changed it's buff to add back a stack-able speed boost and a short bullet-time (wait for the bullet-time to finish before stacking speed buffs). Withdrawal includes draining magicka, stamina and health over time.

2. Alcohol:
There are no changes to buffs, withdrawal includes shaky hands (cam shakes) and random drops in health.
The API allows for 4 more addictions to be added.

Using a Potion of cure disease might seem op at first, but the effectiveness decreases with every usage, so you won't be able to pump yourself full with cure potions to quickly compensate a drug.

Current addiction-levels can be monitored in the MCM (more features like notifications in the top left are planned)

Requirements & Compatibility
Requires:
  • SKSE

Incompatible:
  • Mods that change the drugs

Patch available in download-tab:
  • Realistic Needs and Disease (v2 not tested)

PM me if I missed anything

For Modders
The ModEvents are:
SID_RegisterDrug Name[string] ConfirmationEvent[string] DecayRate[float] ConsumptionMultiplier[float]
ConfirmationEvent should be the name of an event to be called after drug registration and accept a result as integer.
Result codes: 0 = successfully registered - 1 = already registered - 2 = unable to register, all slots full
A decay rate of one should reduce addiction to about 33% over 2 days.
Consumption is the impact of the drug. Skooma uses 4, alcohol a value of 1.

SID_UnregisterDrug Name[string]
Will remove the drug by name from the framework if existing. You will have to clear eventual spells from the player.
SID_Consume Name[string] Strength[float]
Should not be used. Attach the following script to a potion/item instead.
Strength is an additional multiplier to the consumption multiplier. You can use it to weaken the impact of raw drugs (like e.g. for moon-sugar)
dmmDrugConsume-script
To make an item addictive I suggest adding the dmmDrugConsume-script using a magic effect. The script will take the magnitude of the magic effect as strength-value for SID_Consume.
Additionally you can specify a spell that shall automatically attach to the player when the drug is consumed to handle the withdrawal symptoms.
SID_DesireChange_<YourDrugName> Desire[flaot] TimeRate[float] Usages[float] DecayRate[float] ConsumptionMultiplier[float] DaysSinceLastConsumption[float] cured[bool]
If you were to make a coffee-addiction you should add a listener to the event SID_DesireChange_Coffee with these arguments.
The event will fire about 1 per in-game hour and as a drug is consumed in order to inform you about updated stats.
In case the cured value is TRUE you should remove the withdrawal spell if applied by the dmmDrugConsume-script.


More mods I made