Starting to look like I will never have the time/motivation to finish the epic updates I had planned for this, unfortunately.
So, if anyone experienced with mods of this kind would like to try to take over, I can train you to complete it. PM me. Minty has made the scripts and I have integrated them, all that actually needs to be done is the legwork - compiling combinations of visuals under timers and fadein/out FX. Some of the variables won't fade, producing bad effects, I never figured out which ones. Pretty much all that needs to be done is: 1) Making the various stages of visual effects for each drug (ISMODs) 2) Adding to the scripts 3) Polishing off
Sorry to everyone that's been waiting... this was my favourite mod, I'd have loved to complete it.
Are you serious sergykid? Have you ever done drugs in real life? The timers this guy has on his drug effects are SHORT! They need to be much longer... like... at least 5 in game HOURS long to match the effects you would get in real life from something like a hit of acid or the like!
on the timers, my best guess at the time was that your timescale setting effects these drug timers in some inscrutable way. so if its viable to your gameplay, you can try messing with timescale and see how that effects drug durations
1 i wish instead of replacing skooma cocain was its own thing... i think its important to keep skooma and moon sugar for lore. also having coca leaves would be great as well
Doesn't replace skooma. Both are in game. I think the recipes for some of these things are a bit off and need reworking. It's easy to change and save things in the ck though. This mod might work on SE by the way. It only has a .esp pointing at and redefining items which are already in the basic game, as far as I know. So try it, and see if it works. *If not, converters exist. Here's one that can easily convert assets from LE to SE or from SE to LE.: Cathedral Optimizer This is a fun mod. Great mod in general.
Hello, any idea why visual effects are weak and last only a couple seconds? I am using VR if that changes anything. I have ENB as well but I have tested with it both on and off and have already set game color correction to yes (which fixes any screen filter issues). I also use cannabis of skyrim and the visual effects work completely fine on that mod with vr, if that info helps at all.
EDIT: I also discovered conflicts with Complete Alchemy and Cooking Overhaul which prevents visual effects from many alcohols and skooma. All you need to do to fix this is resolve the conflicts in xEdit by adding a new effect to CACO for any alcohol whose drunkfx is being overwritten and then drag skyhighrim's drunkfx to the new effect.
So in VR it looks like many vision-based visual effects don't function at all and instead you just get the color filter of each drug (i think its only the image space modifier working correctly). I saw on vr FPS stabilizer they had an update that allows all image space modifiers to work correctly, so maybe that will cause the full effect to work now in vr?
I got this specifically for the drinks. On one hand, I was kind of hoping that the alcohol effect would stack. But then I re-read this and remembered that this could last up to an hour.
Couple this with the fact that my boyfriend & I have challenged each other with very specific playthroughs... and he told to make a drunken, dual-wielding wood elf. Leveling is going to be interesting when my actual screen may be constantly blurred...
Edit: I can't wait to find out if drunk vision makes Lydia any more tolerable.
Skooma is (in my opinion) just an adaption of opium and is closed with Heroine as opioide Option (even if it would be cool to have poppy plants that can be harvested). Skooma isn't real and already in Game. The Mod adds real Drugs.
This Mod is amazing and so close to reality. The Duration of the Hallucinogens are nice adapted for a game. I just wouldn't like to play with Acid Vibes for 10 Hours or more. Sad it's missing stuff like Dissociatives as Ketamine to complete Psychonautic, Depressants/Benzodiacepines as Xanax or Valium for the "Doesn't matter at all"-Character (Espacially combined with Heroine) and Entactogens as MDMA to get better realtionships and have alot of fun. I also would recommend to change the "For going faster and longer and talking alot" Describtion from Cocaine switch to Amphetamines because those have a significant longer duration. "For going faster, talking alot and overrating oneself Skills" could fit closer to Cocaine. Some Stuff could get an additional Debuff after consuming for the comedown or kind of RND for those that make you physically addicted after multiple uses.
But never the less - Great Work! & dont forget "Drugs are bad, m'kay, so, if you do drugs, you're bad, m'kay, because drugs are bad. They can hurt your body, m'kay, cause drugs are bad, m'kay... "
365 comments
So, if anyone experienced with mods of this kind would like to try to take over, I can train you to complete it. PM me.
Minty has made the scripts and I have integrated them, all that actually needs to be done is the legwork - compiling combinations of visuals under timers and fadein/out FX. Some of the variables won't fade, producing bad effects, I never figured out which ones. Pretty much all that needs to be done is:
1) Making the various stages of visual effects for each drug (ISMODs)
2) Adding to the scripts
3) Polishing off
Sorry to everyone that's been waiting... this was my favourite mod, I'd have loved to complete it.
5 hours sounds about right for mushrooms though.
I was also going to develop something nobody else has yet, that would go GREAT with this, better than my two ENB's I linked to
1 i wish instead of replacing skooma cocain was its own thing... i think its important to keep skooma and moon sugar for lore.
also having coca leaves would be great as well
2 please port to SE =o
change and save things in the ck though.
This mod might work on SE by the way. It only has a .esp pointing at and redefining items which are already in the basic game, as far as I know. So try it, and see if it works.
*If not, converters exist. Here's one that can easily convert assets from LE to SE or from SE to LE.: Cathedral Optimizer
This is a fun mod.
Great mod in general.
well but I have tested with it both on and off and have already set game color correction to yes (which fixes any screen filter issues). I also use cannabis of skyrim and the visual effects work completely fine on that mod with vr, if that info helps at all.
EDIT: I also discovered conflicts with Complete Alchemy and Cooking Overhaul which prevents visual effects from many alcohols and skooma. All you need to do to fix this is resolve the conflicts in xEdit by adding a new effect to CACO for any alcohol whose drunkfx is being overwritten and then drag skyhighrim's drunkfx to the new effect.
so great to read your stories and comments all this time later!
Couple this with the fact that my boyfriend & I have challenged each other with very specific playthroughs... and he told to make a drunken, dual-wielding wood elf. Leveling is going to be interesting when my actual screen may be constantly blurred...
Edit: I can't wait to find out if drunk vision makes Lydia any more tolerable.
Sad it's missing stuff like Dissociatives as Ketamine to complete Psychonautic, Depressants/Benzodiacepines as Xanax or Valium for the "Doesn't matter at all"-Character (Espacially combined with Heroine) and Entactogens as MDMA to get better realtionships and have alot of fun. I also would recommend to change the "For going faster and longer and talking alot" Describtion from Cocaine switch to Amphetamines because those have a significant longer duration. "For going faster, talking alot and overrating oneself Skills" could fit closer to Cocaine.
Some Stuff could get an additional Debuff after consuming for the comedown or kind of RND for those that make you physically addicted after multiple uses.
But never the less - Great Work!
& dont forget "Drugs are bad, m'kay, so, if you do drugs, you're bad, m'kay, because drugs are bad. They can hurt your body, m'kay, cause drugs are bad, m'kay... "