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PrettyMurky

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About this mod

Buying, Selling, & having others do it for you. Includes optional persuasion overhaul.

Permissions and credits
Name: Skooma Deals
Version: 2.0
Date: 28/06/11
Requirements: OBSE, MenuQue
Recommended: Universal Silent Voice
Author: PrettyMurky

Description
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Buy and sell skooma, and have others do it for you. Encorporating my Persuasion Overhaul. If you think that this mod 'glorifies drug dealing', then just stick to the thieves guild and the Dark Brotherhood, as they are clearly far better moral lessons for your kids. This mod is intended as a roleplaying vehicle, it gives you a reason to talk to random NPCs and thus discover whatever quests or information they are offering.

Details
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---Persuasion Overhaul--- (Can be turned on or off in the ini file)
Skooma deals is built upon my Gamemode Persuasion mod, which does away with the vanilla persuasion minigame, bringing the act of persuasion out of the dialog menu, and into gamemode. Now, if you want to try and raise an NPCs disposition, either select the dialog option 'persuade', or press F4 (all keys are customisable in the accompanying ini file) when looking at them in normal gameplay. At this point the HUD will kick in, revealing your current persuasion options. Cycle through the inital options (Admire, Boast...) by pressing Primary Key (F1), or add a secondary option (Combat, Magic, Stealth) by pressing Secondary Key (F2). Note, the NPC's prefereces for Jokes & Boasts will not be the same as normal, it is generated at random the first time the player enters the same cell or initiates persuasion with the NPC.
*For more details on the mechanics of the Persuasion Overhaul, see the end of this Readme*
You can also use the Tertiary Key (F3) to select between 'Bribe', which costs 5 gold a time (customisable via ini file), or asking the NPC to 'Follow Me'/'Wait Here'(Switch between these by holding down shift or control whilst pressing F3), which they will do if they like you enough. It is in this set of options that you will find 'Sell Skooma'(Raise or lower the price you wish to offer by pressing F3).

---Selling---
Once you have some skooma, you can try and sell it to NPCs. Your success chance, and the price they are willing to pay, is based upon a number of factors, including disposition, responsibility, speechcraft, mercantile, and many more. Its always best to raise their disposition first, and if your skills are low, it will be much harder to sell at a high price. Keep selling regularly enough to someone, and they'll become more addicted, meaning they'll buy & use more each day in future. If they go for too long without skooma, their addiction will start to decrease. However whilst the NPC dealers in their town are still alive and dealing, this will be delayed.
NOTE: If the guards, catch you they will try to arrest you. If you move from where you were when you were reported, the guards will switch to trying to kill you instead!

---Buying---
This mods sets a number of vanilla NPCs in each of Cyrodil's cities to deal skooma. For the most part, they wont openly offer it to you, unless you have heard about them through a rumor, or until you try and sell some to them. However in Bravil, both Roxanne Brigette & Nordinor will sell to you from the start. The larger-scale dealers will only sell to you once you have sold enough skooma yourself. Each dealer has limited stock, which will refresh every few days.

--- HAVING OTHERS SELL FOR YOU ---
Sell enough skooma, and you can ask one of your more addicted customers to sell to that town for you. If they like you enough and agree, you will first have to decide how much you want you want them to sell each skooma for, this affects how many skoomas the NPC is likely to be able to sell. You also have to agree on how much money they will get to keep from each sale. Next you will need to give them skooma to sell, up to a max of 250. After this, it is up to them. Come back atleast a day later, and see how money they've made for you! The amount they sell will be based on the customer base that you built up in their town, as well as any new customers you add as you go on. The amount your dealer sells will also be affected by any alive rival dealers in their town. You may have up to 2 dealers working for you in each town.


This mod also sets the merchant value of skooma to 0. This is to stop merchants in game buying & selling it through the normal process, it is supposed to be illegal after all. Any skooma in your possision will be flagged as stolen, and as such will be confiscated if you are arrested.

If you want to add in towns from other mods, this can be done so via the ini file. AreaPrefix is derived from the shared root of the town's cell names; AreaInclination affects how likely the people there are to want skooma; and the AreaPrice is to do with how much they'll be willing to pay. You can look at the values for the existing towns to get an idea of what might be appropriate for any new ones you wish to add.

Future Versions
===================================
I'd like to encorporate Deserts of Aquinus, as Elsweyr is where the skooma comes from (a lot of this will be building locations, which I don't tend to enjoy so much, so if anyone wants to help, let me know). Other than that, it'll mainly be fine-tuning, fixing any bugs, and maybe including your suggestions, if they take my fancy.

Install & Uninstall
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Copy the files into your Oblivion/Data folder. To uninstall, simply delete them.
If you were using Version 1.0, delete that and replace it with this version. You'll lose all you old customers, however if anyone is really that bothered, I could make a supplementary version with a method of passing customers to the new mod.

Compatability
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As far as I know, this shouldn't clash with anything, but if there are any problems, be sure to let me know!

Thanks to
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AceStein, for testing and suggestions. TheNiceOne, for help on various issues, as well as inspiration as to just how good mods can be. FG109 and numerous others on the Nexus forums, without whom I'm have given up and gone home a long time ago.

History
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14/04/10 - Beta1 Released
13/05/10 - Version 1.0 Released.
29/06/11 - Version 2.0 Released.

Permissions
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If you want to do anything with this mod. Message me and let me know. If you don't hear anything back within a month, go for it.

Legal
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I stand under common law.


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######### WARNING - POTENTIAL SPOILERS #################################################################
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######### HINTS AND TIPS FOR PERSUASION OVERHAUL #######################################################
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NPCs all still have preferences for Admire/Boast etc. These are randomly determined. So if they dislike Boasting, this will always yield a negative result. For the things they like, the resulting disposition gain will start small, but rise as your conversation gains 'momentum'. However after a while they start to get bored with them, and the result will be a loss in disposition instead. Each time you use an option, the 'boredom' of the other three will decrease. As your speechcraft rises, so too does their boredom limit.
The preferences for the secondary options are determined from the NPC's skills; guards will usually prefer combat etc. Although this will be switched around in some cases based on a slight randomisation. These secondary options will amplify (or reduce) the results effected by the primary option. Also; switching secondary options can reduce the boredom gained on the primary options, to a degree based on the timing, which varies from NPC to NPC(this aspect I'm not 100% happy with, as there is no real feedback to tell when you've got this right).
If you screw up, and get an NPC all pissed off, you can simply wait a few hours (2 to 6, based on your speechcraft if I recall correctly). This is one of the more important aspects of 'realism' in PO, as it means that you can't always get an NPC to go from hating you to being your best friend, in what was essentially no time at all; you have to invest time, possiblly over a number of days.

So my personal tactic for persuasion, is to first find out which two primary options they like, and then cycle between them, whilst changing subject between the two I think they'll prefer every 2 or 3 goes.