Amazing! I've been waiting for this mod forever. Do you have plans to add stumble animations? Also, an option for visions of random npcs when taking mushrooms would be sick if possible. Seriously cool though having drinks with Serana has become so much more immersive. Thanks for the awesome mod!
Edit: Hope this doesn't come across as unappreciative for the amazing mod it's just so exciting to finally get something like this. Turning up the saturation and contrast during mushroom visual effects makes for a super realistic trip vision.
Jayserpa has a mod with skooma trip hallucinations (skyrim on skooma), i have a feeling patching it to work with mushrooms as well wouldn't be too hard. There is a mod for DAR to add drunk and drugged animations but it wouldn't work with this mod alone, it would require some sort of needs mod.
Man it's so crazy that it took 12 years for someone to make a mod like this that doesn't modify vanilla records. I needed to be able to drink alcohol to get warm but with the side effects of drinking alcohol to get warm. Thanks!
I put this in an _FLM.ini as a simple Beyond Skyrim Bruma patch with Formlist Manipulator, works perfectly! FormList = VisionQuest_AlcoholMild|0x062716~BSHeartland.esm,0x05F069~BSHeartland.esm,0x05F065~BSHeartland.esm,0x05F067~BSHeartland.esm,0x05F068~BSHeartland.esm FormList = VisionQuest_AlcoholMedium|0x0858EF~BSHeartland.esm,0x0DF0DB~BSHeartland.esm,0x05F06B~BSHeartland.esm,0x05F06F~BSHeartland.esm FormList = VisionQuest_AlcoholPotent|0x062715~BSHeartland.esm
All this mod does is add imagespace modifiers (think sleeping tree sap); it won't affect animations or gameplay etc. etc. Yes they will work together no problem.
Seems like a nice mod! If it was doable without editing the quest itself, it might be neat to have an option to have the alcohol screen effects build up some while having the drinking contest at the beginning of the "A Night to Remember" quest.
Unfortunately I don't think it does, this mod adds the effects when you actually consume the beers. Who knows what Sam's drinks have in them but you black out pretty quick, probably before my effects would even kick in anyway, lol
EDIT: on initial testing, the only conflict is really with Skooma. If using ours, it's best to disable skooma in the MCM at least until we (or someone else) can figure how to patch this. Very cool mods you've made gghumus.
So, is this "Cross-fading" a good trip or a bad trip for the character... (Will this be a peaceful interaction, or will they cause the character's reality crash into an oblivion apocalypse and make the controlling consciousness interact with the world "beyond"?)
Thanks Nomad! Yep, compatibility was on my mind when crafting the MCM, I know a lot of survival type mods add alcohol and skooma effects too, so I made everything toggleable in case you just want the added mushroom or sleeping tree effects. No need for a patch, if your mod already includes visuals, just toggle these ones off. Cheers!
I'm hoping we can make a patch to utilize your "cumulative" effects into our own. I actually did a bit of a face palm when first reading the description here as for some reason I never contemplated "overdose" effects and consequences. It's a really clever, and a most immersive idea.
For example, we've introduced "purified Redwater skooma" into our mod, which has removed those pesky Sanguine infection effects, and I can easily see doing 3 doses leading to pure physical dysfunction. Too much of a good thing....
Your Article here shows that this is INDEED a possibility. Sweet!
30 comments
Epic mod.
Edit: Hope this doesn't come across as unappreciative for the amazing mod it's just so exciting to finally get something like this. Turning up the saturation and contrast during mushroom visual effects makes for a super realistic trip vision.
Jayserpa has a mod with skooma trip hallucinations (skyrim on skooma), i have a feeling patching it to work with mushrooms as well wouldn't be too hard. There is a mod for DAR to add drunk and drugged animations but it wouldn't work with this mod alone, it would require some sort of needs mod.
Cheers, glad you enjoy!
FormList = VisionQuest_AlcoholMild|0x062716~BSHeartland.esm,0x05F069~BSHeartland.esm,0x05F065~BSHeartland.esm,0x05F067~BSHeartland.esm,0x05F068~BSHeartland.esm
FormList = VisionQuest_AlcoholMedium|0x0858EF~BSHeartland.esm,0x0DF0DB~BSHeartland.esm,0x05F06B~BSHeartland.esm,0x05F06F~BSHeartland.esm
FormList = VisionQuest_AlcoholPotent|0x062715~BSHeartland.esm
Edit: If it doesn't already
Going to see how compatible out of the box it is with this one of ours (Lore Friendly Entheogens).
https://www.nexusmods.com/skyrimspecialedition/mods/82223
Cheers
EDIT: on initial testing, the only conflict is really with Skooma. If using ours, it's best to disable skooma in the MCM at least until we (or someone else) can figure how to patch this. Very cool mods you've made gghumus.
For example, we've introduced "purified Redwater skooma" into our mod, which has removed those pesky Sanguine infection effects, and I can easily see doing 3 doses leading to pure physical dysfunction. Too much of a good thing....
Your Article here shows that this is INDEED a possibility. Sweet!
Definitely got an endorsement from me.
Cheers.
maybe use it with this?
Luckily, this mod just came out that is supposed to remedy this issue:
https://www.nexusmods.com/skyrimspecialedition/mods/84131