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Neavirunes

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26 comments

  1. TwerkannosaurusRex
    TwerkannosaurusRex
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    Under Tamrielic law there is no legal difference between hitting a doobie and killing a king.
  2. carson30003
    carson30003
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    High Treason for doing drugs in a city? Really?
    This is ridiculous, I got reduced to the same rep in Daggerfall for doing drugs once that I did in another province for a multi city mass murder/robbery spree. Change it to something else please. I know you can't make custom crimes, but seriously, just make it criminal conspiracy or something, this is about the worst crime in the game you could have picked for such a minor crime.
    1. delanvreth
      delanvreth
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      yes this, wtf?!
  3. jtgibson
    jtgibson
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    As the mod stands, having played with it for two days now, I have to remove it because it's too imbalanced.  It's also a little buggy, at least with my current mod load -- no clue if it's a mod compatibility issue or just the mod itself, but I'm more comfortable with removing the mod (since I won't be using it anyway) than trying to track down the specific cause.

    Number one, I seem to be getting double-dinged -- for instance, I smuggled some sleeping tree sap to a shopkeeper in Daggerfall city and then was reported, which was a bit of a surprise but not particularly unwelcome.  However, after surrendering to the guards and serving my 25-day sentence, I was released from prison in the middle of the night, had Lysandus cry havoc, and then I was charged again -- with "high treason" -- and forced to serve a 3-effing-year sentence before I had even had a chance to move.

    Number two, there is no indication that things like tobacco are illegal until you're suddenly arrested and charged; you have to remember that mention from the mod description.  In this case, I was charged with smuggling, and then a second charge of smuggling after I was released due to the double dinging.  I strongly disagree with the other poster who agrees that the tobacco should be illegal... I would at least would like an option to denote whether it is illegal or not.

    Individual configuration options for each to determine whether an item is illegal to be under the influence of and/or to sell would be a lot better than the existing "some items okay to consume but none OK to sell" status quo.

    As another person mentioned, changing which crime is actually charged, specifically being able to choose which of the vanilla crimes is charged, would also be welcome, with e.g. a drop-down in the mod settings.  High treason is perhaps the most nonsensical one to charge; Smuggling or Vagrancy seem like the more obvious candidates.

    Number three, the likelihood of getting caught is a bit extreme.  I would suggest improving this aspect of gameplay:

    1) A configuration option that decides the base likelihood you will be ignored while under the influence.  If you succeed in this throw, you will be ignored for 1 hour.  If you fail in this throw, you will receive a pop-up asking whether you want to try to persuade them not to testify (the latter of which the mod already does, but only as an easily missed message), and, failing this, if you want to try to bribe them not to rat on you (which always succeeds).

    2) The base chance that a shopkeeper will ignore you while selling the product.  If you fail this percentage chance, then you throw Streetwise to persuade the shopkeeper not to rat you out, or must attempt a bribe (which will not always succeed).

    3) Shopkeepers serve the commoners, merchants, or nobles depending on the upscale nature of the shop.
    3a) In low-end shops, the shopkeeper serves commoners, so they are more likely to accept and move cheap drugs.  Thus, in a low-end shop, the chance to avoid being reported could be divided by the value of the product out of 100 gold (i.e., more expensive drugs are more likely to get you reported).
    3b) In mid-range shops, the value of the drug has no influence on the probability throw.
    3c) In high-end shops, the shopkeeper serves the nobility, so they are more likely to treat commoners' drugs as vile but wouldn't bat an eye at the higher end drugs since they could still easily move those under the counter to rich snobs.  Thus in high end shops the chance throw is therefore multiplied by the value of the product out of 100 gold (so less expensive drugs are more likely to get you reported).
  4. Viktor2789
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    Since there's no way to add custom crime or make edits to them, isn't there a way to make it so the crime is only made by activating the item in your inventory? (suggesting the idea that you're being seen taking it in public?). It makes no sense ingesting the product outside of town, entering town, and having low streetwise making it obvious you're high as hell, so everyone knows what you're high on. 

    This mod checks streetwise when selling a drug to a vendor, which is great. If you have low streetwise, the merchant will report your contraband. The way the mod works right now makes me never want to use any of the drugs. I always forget I have the drug's buff on and walk into town and get arrested.

    I'd recommend making the effect of being high not a crime, but the act of activating the drug, in public, the crime.  
  5. MeadWarrior
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    Can you sell these drugs safely to Thieves Guild's Shadow Appraisers?

    And also, is there any incompatibility with new Death Sentence - Restored Prison Execution mod?
  6. SamtheSalmon
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    I think high treason is a bit too extreme of a punishment for just getting caught while under the influence, considering it drops your reputation as far down as it can go, and "treason" implies you've tried to kill the king or something. I feel like charging the player with criminal conspiracy or smuggling might make more sense, just because their punishments are less severe. That's really the only thing I'd suggest though, everything else is great! having more things from the lore of the later games is always nice.
    1. Neavirunes
      Neavirunes
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      There's no way to add custom crime or make edits to them, unfortunately.
  7. Gigabitbob
    Gigabitbob
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    could you make like half of these legal to use AND sell? Incense of mara (excluding some potent variants), tobacco, and sleeping tree sap are confirmed legal drugs (and while its not confirmed i don't see why hag's breath would be illegal) its annoying being arrested for just smoking a ciggie or using fantasy Viagra lol
  8. Having Sleeping Tree Sap in Daggerfall isn't exactly lore-friendly as it didn't exist until the Fourth Era.
    1. Neavirunes
      Neavirunes
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      There isn't anything on the uesp that I can find that says that it didn't exist before then, and I don't remember anything in skyrim that explicitly said it didn't.
    2. It specifically comes from the Sleeping Tree in Whiterun, and while it's not confirmed exactly when or how the tree came into existence, Ysolda theorizes it is either a result of the Red Year (4E 5) or the Umbriel Crisis (4E 48). Either way, it's implied to be a relatively recent development.
    3. Neavirunes
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      The problem is that it's pure conjecture on her part, and there's no way of knowing how biased or accurate she is on reporting information. Plus one of the things she mentions comes from a book that was published in the real world, and not seen in-game anywhere. Ysolda making an allusion to it could be considered an easter egg, rather then an indication that the book is meant to be canon - in my personal opinion. It would also be a little strange that the tree would exist for close to the equivalent of roughly two centuries (if Ysolda is correct, by the events of Skyrim) and not once had anyone else found or harvested the sap. Skyrim isn't exactly large and it's teaming with various criminal types and travelers. This would make claims someone would have about how it's origins are not entirely certain, not make any sense within the context, at least to myself. So either the tree had been there for much longer, making the tree and saps origins sort of lost knowledge, or much more recently.
  9. YaBoiAnomalus
    YaBoiAnomalus
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    Question, is selling these lucrative at all? Or is a drug dealer playthrough a waste?
    1. Neavirunes
      Neavirunes
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      It depends on the item, some of them aren't worth a lot.

      I recommend using the language skills overhaul mod if you want to try selling drugs, as trying to sell them to merchants can be really difficult depending on your character.
  10. Blontherix
    Blontherix
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    So if I set Hist Sap, Moon Sugar and Skooma tolerance level to 100 I won't get addicted? Or how do the tolerance settings work?
    1. Neavirunes
      Neavirunes
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      Setting it to 100 would mean you would need  to consume at least 100 of whatever item to get it's effects.