Skooma Addiction

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Should you be able to get addicted to skooma?

Poll ended at Tue Mar 01, 2005 2:53 am

Yes
13
93%
No
1
7%
 
Total votes: 14

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evileyebrows
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Skooma Addiction

Post by evileyebrows »

Right now I'm working on a mini-mod that makes you addicted to skooma. Once you drink more than three bottles, you have to have one every game week, or you lose 25 health every week. After 5 weeks, you start losing 50 health, then, after 10 weeks, you lose between 75-100 health, depending on your level. Should I post this mod here when I am done?
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Post by storm_crow »

Interesting, I guess. I really don't know if you should or can post it when you're done, but I'd like to know if you'll have a way to cure yourself once you've become addicted.
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Post by evileyebrows »

I might make it so reading that skooma addicts' journal will cure you; or you might have to talk to a priest, and get a special potion. I will make it so you can be cured. I will probably add the ability (?) to get addicted to moonsugar too.
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Post by Phaen »

Well, you could make it so that reading [url=http://www.tamriel-rebuilt.org/?p=lore/books&section=79522]this spellbook[/url] would cure you...
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Post by Vernon »

Yeah maybe you should make it a little more complex than just losing 25 health per week if you don't drink a bottle. That is just too fundamental. Maybe you could have it affect other stats and maybe it could affect your vision. I also think something like the spellbook Phaen mentioned is a good idea. Like the time you get to cure Ahnassi's friend in Vivec - you have to find him the book on the skooma addict that is cured.

Anyway, if this was a bolt-on I probably wouldn't play it unless there was an actual advantage to it. Right now there would be no point in me even clicking the .esp file in the Morrowind launcher.
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Post by evileyebrows »

How about your strength and speed get a 25 point boost, your intelligence and personality get 25 points taken away, and you get 15 percent blind and noise effects. Plus it gets worse/better each week (boosts get bigger, but so do drains). Where can I get a download of that spellbook?
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Post by Graff »

If you were going to try and adjust this to make it Mesh with RL addictions...

1.As addiction grows stronger, more and more skooma is needed to gain boost.

2.Negative effects grow stronger over time.

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Post by evileyebrows »

Here is version 0.01. It is the first, basic version. Your addiction gets worse over time, there are different levels of addiction, but, so far, ther isn't a way (other than the console) to end your addiction.
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SkoomaAddiction V001.esp
(11.21 KiB) Downloaded 94 times
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Post by Starcrunch »

I know you are using global scripts, but why have you created 11 global shorts? You would only need globals for variables that need to be referenced by BOTH scripts and that require changes in one to be recognized in the other.

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Post by evileyebrows »

Each addiction needs (how I have the scripts set up) the total number of items eaten/drunk, the number eaten/drunk today, the number of days since the addiction started, and the number of hours past the time you need to eat/drink another item(s). This is the very first, most basic version (v 0.01) of this bolt-on. I will post another, refined version soon, but, if anybody wants to work on it, just post your changes and a clean .esp.
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Post by Starcrunch »

Right, but as long as only 1 script refers to a given variable it can be local. All of the things you listed work fine as local variable running in a global script. You only need globals if more than one script needs access to the variable (or if you need dialouge to be said based on the state of your global script, because the local check in dialouge only looks at the local script applyed to actor, IIRC). I haven't had a chance to look at the scritps yet, but it is likely that you could combine them into one script, which would also be nice.

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Post by evileyebrows »

I could make them into one script, but it would be difficult (for me), and make the script even more confusing than it already is. In the next version I'll make the variables local. I thought that local variables were reset every time the script ran, which is why I didn't use them origanally.
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Post by Starcrunch »

As long as you don't start a new instance of the script you are fine (and you shouldn't ever need to do that with a global script).

On another note, you will need to provide a source of skooma as this is finite I believe.

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Post by evileyebrows »

Ok. Here is a new version using local variables, and I fixed a couple of errors in the scripts.
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SkoomaAddiction V0.02.esp
(8.99 KiB) Downloaded 169 times
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Post by Inferno_str1ke »

i like the sound of this, ill stick it on the list.
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Post by S'Kala »

How about you lose some acrobatic skill every time you have skooma?
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Post by Graff »

If we're going to talk about Skill penalties, which might be irrelevant considering Skooma naturally lowers certain skills/abilities anyway. It'd probably be intelligence.

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Post by Massalinie »

Yeh, S'Kala: I don't think we can actually change the effects that skooma has on a person since that is already part of the game so this isnt really an issue. Also the mod is in this topic for downloading meaning it is already being worked on so there isnt really much to discuss anyway. I would just leave it up to those in charge. If you have any other good ideas then feel free to put them forward! just remember: we aren't making a new game we are just expanding on an already existing one.
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Post by evileyebrows »

Thank you Massalinie. My thoughts exactly (ok, nearly exactlyly).
Last edited by evileyebrows on Sat Mar 26, 2005 2:44 pm, edited 1 time in total.
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Anonymous

Post by Anonymous »

Me personally I think a good way to get rid of the addition is to not take any thing. for along time and have ware of with a peak of maximum damage then it slowly get’s better. This makes it more realistic
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Post by stayfree »

I like your idea and your mod. However, I feel it can be better through realism. I am a beginner at the TESCS so I don't know if I can start from scratch, but may I be able to use yours and improve on it--of course giving you credit?

Here is how you make drugs more realistic:

Skooma-
+20 points (Strength, Speed) for 360 secs
-20 points (Intelligence, Willpower) for 360 secs
Drain 100 points of Fatigue
Inability to rest for 1 day (per dose)

Since moon sugar is an ingredient, I will add "refined moon sugar" which will be like a potion but is in powder form:

Refined Moon Sugar-
+10 points (Speed, Personality) for 90 secs
-10 points (Endurance, Luck) for 90 secs
Drain 50 points of Fatigue
Inability to rest for 1/2 day (per dose).


Explanation:
Skooma is a lot stronger than moon sugar. It increases your strength and speed significantly however it decreases your intelligence and willpower. Refined moon sugar increases speed and personality however decreases endurance and luck.

These drugs are uppers, like cocaine, crack cocaine, methamphetamine, and amphetamines. They make you faster, somtimes stronger, and socially more confident. They are also highly addictive, make it difficult for one to sleep, and have a tendency to make a person come down (or "crash") hard.

To simulate "crashing", draining fatigue after the effects are gone is necessary. Also making a character unable to sleep after using is a necessity as well.

As for addiction, your method works alright. I think it could be made better. Perhaps after using 20 times you need to use everyday or else you get the health damage. and fatigue damage too.
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Post by evileyebrows »

OK, you can work on it. Just keep me up-to-date and send me copies regularly (cause I'm working on it too).
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Post by Treeman300 »

This has already been discussed in
Scripting: Skooma Pipe script

If you want to see other peoples opinions on this matter, why don't you check there

I beleive that they came to simmilar conclusions though
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Post by zuglufttier »

I think it would be real fun if these drugs really affected you in some way. Right now, you would just loose some stats or energy. The real fun starts, when you see things, that are not there :D Or maybe a guard will look like a bear or something after five weeks of skooma or moonsugar. Don't know whether this is possible but it would make the whole thing real and it would urge the player to find a way to get rid of the drug.
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Post by Inferno_str1ke »

Is anyone still making anything to do with a skooma addiction. Otherwise its yet another going back to limbo :(
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Post by ookami »

redgriffin wrote:Me personally I think a good way to get rid of the addition is to not take any thing. for along time and have ware of with a peak of maximum damage then it slowly get’s better. This makes it more realistic
Basically, you would have to go through withdrawl symptoms and be able to survive them to get clean? I think that's a good idea. It would make it interesting by really giving it some consequence since you could kill yourself trying to get off the stuff.

Perhaps the withdrawl could go a bit easier (but still be pretty harsh) if the player was able to get some rehab help from someone capable of that (such as a priest or whatever best fits the role). Maybe require the player to have, at least, looked into a copy of Confessions of a Dunmer Skooma-Eater to get proper rehab treatment. Perhaps even requiring that the player have the book in their possession during their rehabilitation.
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Post by The Old Ye Bard »

we could make a cool quest out of this what if this guy starts you into getting moon sugar for him (ilegaly) than he starts making skoma out of it then he says that he won't pay you until you have X amount of skoma (anough to get you addicted) after that your going to need to have more skoma and thats where a quest line begins and so he makes you do his dirty work say killing other drug suppliers or delivering skoma to consumers and maybe at the end you get his skoma lab and you can make your own or as an alternternative you can get cured but in doing so you cant do more missions.
maybe this could be a quest line for the mainland theives guild or something.
or you can do the oppisite and do work for the temple by helping to cure people and if your a shrine sergent eliminate drug supliers
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Post by Barthelemy »

What about that?
After a week you took skooma for the first time, you start to loose your health(0.25 for a second), after next week you loose o.5 health/sec and so for. You won't gonna loose health if you take skooma(to next week).

You could by skooma in Thieves's Guilds and in Commona Tong for a price. Cure'd be available in local Temple or Imperial Cult(but you will be expelled if you belong to T or IC)
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Post by Treeman300 »

Why would you be expelled?
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Post by Barthelemy »

Because skooma is illegal
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Post by Treeman300 »

Duh, but an expulsion! maybe a warning first time, and if you get addicted again, perminant expulsion and / or criminal record, after all, you may have been an adict before you joined the guild, does the morag tong kick you out if you murdered someone before you joined?
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Post by horodnicdragos »

I don't think if you take one bottle of skooma you get mad.It makes you strong right.But why don't we make a script for this.If you take more than 1 or 2 bottles skooma in the same time then you can see a warning.Next time will you die.Skooma is used by bandits and it makes them strong.And I don't think there was a bandit who dies for this reason.
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Post by Inferno_str1ke »

I guess no-one is working on this, which means it's going back to limbo unless someone else takes up the challenge.
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