Morrowind
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Merlord

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Merlord

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  1. Merlord
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    VERSION 1.3
    * Addiction chance now affected by Willpower instead of Endurance (kind of obvious in hindsight)
    This means drinks the reduce Willpower (Mazte, Flin etc) are more addictive than others.

    * You can now cure your addiction by visiting a shrine and receiving Almsivi Restoration
  2. Grabblez13
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    Cool conceptually but doesn't seem to work even after I downed 10 Maztes. I use Controlled Consumption so if the intention is to punish a player for downing 100+ Sujammas in one go it might not be for me.
  3. Porotype
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    Is there a way we can add new types of alcohol from other mods (like TR, for example) and set the values on our own?
  4. whizbangx
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    I really do love this mod! I have a mod that adds an assault rifle so I'm just drunkenly running around shooting those stupid cliff racers XD . I have suggestion but I don't know if it will work or not... Maybe perhaps use the in-game flasks to store some of the drinks? Like have it resized in scaling for small, medium, large or have a very daring gamble to measure on your own and hope you don't flop over mid-fight or something...?  (Like put the flask down and get either the option to fill it with what's in your inventory or pick it up for OpenMW)
  5. cloxx3
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    Apparently, the Character Sound Overhaul mod conflicts with the Immersive alcohol. If you disable the drinking sounds in MCM for the CSO,the problem is solved.
  6. Onejustin008
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    Me, drinking a beer seeing this mod. Nice
  7. Prime2911
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    Interesting mod. I'll be sure to use it in singleplayer. I have a question though, do this mod and The Brew Master work in tes3mp? Me and my friends really like the idea of getting drunk together in tes3mp so if they work, that'd be awesome.
    1. Merlord
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      Brew master should work but I'm not sure about this one. I don't know how tes3mp handles local scripts, it might end up making everyone the same level of drunkenness. Give it a try and let me know how it goes!
  8. Azulyn
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    downloaded and endorsed! I'll test more thoroughly tomorrow, but this is something I've been looking for! If you could do something similar with skooma you'd be a god in my eyes. I've enjoyed every mod you've made thus far! <3
    1. Merlord
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      Thank you, you're too kind! Do let me know how this mod goes, if there are any bugs, suggestions, balance issues etc.

      And yes, I will make a Skooma version of this mod when I have the time :)
    2. Azulyn
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      so far I haven't encountered any major issues, and definitely enjoying the added roleplaying aspects this mod offers. : D
    3. Merlord
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      Good to hear! Did you download the update? The original upload was missing the hiccuping sounds, which is my favourite part of the mod. You should be able to just switch out the old .esp file with the current one.
  9. kbzobtr
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    very good. but i think that there's no sense to increase endurance since "blind drunk" stage begins.
    in fact inebriation level depend on endurance. and there should be agility drops for these stages

    btw is there any plans for making hangover effect? it could be varied too according to drunk stages.
    1. Merlord
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      Thanks for your feedback! I think you might be right, reducing Agility instead of Endurance does make more sense. It do worry though that the combined chance-to-miss from lower Agility + blindness might be a bit over overkill.

      You know I never considered a hangover effect but that is a great idea! Maybe I can make the negative effect a bit more interesting than stat penalties. Maybe a "headache" debuff that (through scripting) does a few points of health damage every ~20 seconds? I could add in a cool "thud thud" heartbeat sound effect when it happens.
    2. OffworldDevil
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      How about this:

      Higher Endurance means less inebriation. However, higher inebriation means more of a health boost (higher pain threshold).

      As for lower Agility + blindness: perhaps a Fortify Attack buff to counteract the reduced hit chance. That way you have poor vision and dodging, but you can still land blows without too much trouble.

      Lastly, a Drain Health/Magicka/Stamina effect might be more appropriate for the headache debuff.
    3. kbzobtr
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      more than stats it's up to you. but don't forget that hangover ends when you drink again but that means that you're almost addicted... or already.)
  10. Merlord
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    For some reason the voice greeting used to detect the player's gender was missing, causing the hiccup sounds not to play. I have now uploaded a fix for this.
  11. OffworldDevil
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    I've been waiting for something like this!

    Any chance of doing a similar version for skooma and moon sugar? I know Bare Necessities has that kind of mechanic, but a separate mod would be ideal since I now use Tired and Hungry for character needs (mostly for performance reasons).
    1. Merlord
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      Yeah I can do that, it wouldn't take much to modify this mod to work for Skooma/moon sugar. It may not be released for a while though, I'm currently working on a gigantic survival mod (think Skyrim's Frostfall but for Morrowind) which is eating up most of my time.
    2. OffworldDevil
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      That sounds fantastic. Best of luck on the mod!

      In the meantime, I may just disable hunger and sleep for Bare Necessities and use it for just the thirst and drug addiction parts. Should go quite nicely with your mod and Tired and Hungry (along with the other survival mods I use).
    3. Naufragous77
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      This looks very interesting... does the mod to any blur effects like timeslip's alcohol mod? With all the shaders out now, I'd look to see a skooma mod turn a shader on and make the world light up like a LSD trip. Someone did it in Skyrim and it was hilarious trying to fight with everything super bright and colorful lol
    4. Merlord
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      I try to make my mods compatible with OpenMW, which means I have to avoid using graphics and script extenders. But you're right, it would make both this mod and a Skooma addiction mod much more interesting. I might take a look at Timeslip's mod and see how hard it would be to incorporate.