File information

Last updated

Original upload

Created by

Gabu19

Uploaded by

Gabu19

Virus scan

Safe to use

Tags for this mod

About this mod

An attempt at reimagining the utility and place of drugs in the game Sandbox (inspired mostly by Fallout’s chems). While also attempting to give them more of a presence in the game with new locations and characters tied to said drugs.

Share
Requirements
Permissions and credits
~COOL DRUGS~

Endorse if you'd like, but what would really be important to me is if you leave feedback. I plan to keep working on this, and I want it to be the best and most enjoyable experience for just about anyone. This is also one of my first mods I've posted (I've dabbled with modding in the past) and I'm still learning more about the creation kit and other mod tools.

Also give me suggestions for patches I want this mod to also be as compatible as reasonably possible and unfortunately I've been testing in a mostly unmodded save.

I'm Currently taking a break from this mod right now I feel sorta burnt out after the last update but I'll definitely be returning to it.



Summary:
  • Adds effects to existing drugs to give them a niche use that complements specific playstyles.

  • Adds new drugs, both from Elder Scrolls lore and completely original drugs also with their own set of effects that can be helpful for specific playstyles.
  • Adds addictions that are more punishing than base game diseases and can be cured the same way as the vanilla game diseases.

  • Adds new vendors and characters to carry these new items and provide a reliable source for existing ones.

  • Crafting Recipes for drugs.

  • A New Dungeon and plans to add more to provide in world sources for drugs that may not fit in Skyrim under normal circumstances.

Goals:
This mod was originally made privately for fun in order for me to roleplay as a drug addict Khajiit monk. However, I eventually decided what I was doing could be expanded upon and made into a larger scale mod I could release to the public. As of right now, I feel as though most of the mod is really bare bones, but I intend to build upon it more and more with feedback whenever provided. The goal is basically the same reason as stated in the first sentence for drug addict role play. Giving the drugs a unique utility players can use as a crutch and even create builds around with Perks that I plan to make in the future.

CHANGES TO VANILLA ITEMS

Spoiler:  
Show

~Skooma costs a flat, non-calculated 200 gold and boosts Movement and Attack Speed by 25% and Unarmed Damage by 15 points for 60 seconds. At the cost of Magicka and a chance of addiction.

~Balmora Blue costs 250 gold and has the same effects as Skooma

~Redwater Skooma now costs 250 gold and has the same effects as Skooma

~Double-Distilled Skooma costs 300 gold and has the same effect as Skooma but doubled and at a higher chance of addiction.

~Sleeping Tree Sap now costs 300 gold and boosts health by 50 and fortifies one and two handed by 30% for 120 seconds. at the cost of reduced stamina regen, speed, and a high chance of an addiction.



NEW STUFF
Spoiler:  
Show

~Hist Sap: made to be a weaker variant of Sleeping Tree Sap. It only costs 200 gold and and boosts health by 25 and fortifies one and two handed by 20% for 60 seconds. at the cost of reduced stamina regen, speed, and a high chance
of an addiction.

~Nirnroot Extract: an attempt to make a mage-focused drug. It restores all Magicka and boost Magicka Regen by 50%, all Magic Skills by 20%, and Magicka by 50 points. at the cost of health and a chance of addiction.

~Ember-Blood Vial: an attempt to make a vampire drug because I just felt like it. damages health by 25 for 20 seconds,stamina by 20 for 20 seconds, magicka by 100 for 20 seconds, and slows by 20% for 23 seconds if you're not a vampire. I tested it, and it works. I thought this potion would be really hard to implement, but it's just a copy of the blood vial's code. If you're a vampire, it boosts health by 50 for 60 seconds, magicka by 50 for 60 seconds, fire resistance by 50 for 60 seconds, and magic resistance by 25 for 60 seconds. Can be Purchased from Ashen Fur and found rarely on vampires.

~Felldew: can be used for health, stamina, and magicka potions. If consumed on it's own it gives Felldew Euphoria.

~Elsweyr Cane Grass: sold by khajiit merchants it can be grown as a crop and taken to a tanning rack to extract moon sugar for crafting Skooma.

~Hist Branches: Can be sold by the new trader Shady-Scales in Riften or rarely found on argonians, they can be grown on a farm plot as well and are used to craft Hist Sap.

~Shady-Scales an Argonian Thief in riften that sells Alchemical ingredients Hist sap and Hist Branches.

~Ashen Fur and her colorful gang of Thralls and pets. sells a large asortment of items as well as Blood Vials and Ember-Blood Vials. she is also a[/size] super boss that scales to level 200 if you so desire to try. she is located on an island north of Castle Volkihar. there is a boat that can take you to her Island across from the one that takes you to Castle Volkihar.

~Therlas the drifter sells Balmora blue in the Retching netch.

~Crafting Recipes for all of the drugs to be crafted at Cooking pots except Sleeping tree sap and Redwater Skooma. they are sold by the various vendors added as well as the khajiit caravans. the crafting recipes have to be in your inventory and all require empty skooma bottles which can now be crafted using one Malachite ore.

~All new Npcs are Protected but killable



CHANGES IN 1.3
Spoiler:  
Show

~Sweetroll is renamed Cupcake because I forgot about the Fox named Sweetroll plus Cupcake was the original name I planned.

~Corrupted Hags and Hags Breath are now part of the base mod. Some now having Shambles as body guards with Bone Marrow and Bone Shards being dropped by Shambles.

~Greenmote: a powerful poison (Way stronger than it's stats say because it actually damages enemies for ten seconds)

~New Drug! Armor Powder: An idea I randomly had for a painkiller-type drug Armor Powder increases health by 30, damage resistance, magic resistance, and block by 15% all for 60 seconds at a low chance of an addiction.

~New Dungeon: Mad God's Retreat, found north of solitude. there is no quest incentive to complete this dungeon but there are a handful of unique items found in the dungeon as well as a lot of Felldew. Features the Felldew Addicts Pirates from the Shivering Isles.

~Black Marsh Mushroom Soup: A new soup based on a joke from the comments uses hist sap as an ingredient and has almost all the same effects as hist sap.

~Crimson Nirnroot Extract: A stronger variant of Nirnroot Extract.

~New Drug! Chrono Elixir: Boosts Movement and Attack Speed by 25%, Sneak and Marksman by 15%, and slows time all for 30 seconds at the cost of reduced melee damage and a chance at an addiction. (Untested due to being a last minute addition)

~All Crafting Recipes give a perk now which means you no longer have to carry them in your inventory to craft drugs.

~A Jolly Wandering Lunatic and his furry companion: I'm not specifying who this is going to be, but it's heavily based on a character from Morrowind. He will wander the roads to every hold and, when encountered, will have a random chance to give the player an item from a massive loot list. I'm talking huge. This dude will be able to give you just about every non-unique item in the game, along with two unique items he carries. Also, unfortunately, due to my not really having the money to afford voice actors, I voiced him myself, so be ready for possibly cringe-worthy voice work from my limited experience in voice acting.

~A complete re-balance of all the drugs.



COMING SOON
Spoiler:  
Show

~New Dungeon: As of right now I want to take a break the last dungeon I made sorta burnt me out I think, plus I've been wanting to play fallout which I've been putting off to make this. but I will come back to this mod and plan to make a dungeon themed around the Corrupted Hags and Forsworn.



FUTURE PLANS


Spoiler:  
Show

~I started thinking about adding a crafting table specifically for drugs, but for convenience sake, I'm leaning against this idea because making an entirely new crafting system could easily conflict with other mods, and while it's ultimately unavoidable for mods at the scale I have planned, I still want to make efforts to avoid incompatibilities when possible.

~Perks relating to drugs to allow players to make Drug related builds like Fallout allows (I would like to make these but I know many people use perk mods like ordinator or Adamant so I would definitley need to look into making patches if I did add these especially because I have Adamant in my own personal mods list)


~Selling drugs: I'm considering making it so the drugs wouldn't be able to be sold to most vendors like in morrowind while also making it possible to sell them to certain npcs. I would need to take some time to consider who is viable for giving this option too. Obviously, sap would be more popular among Argonians, nirnroot extract for mages, ember-blood for vampires, skooma for Khajiit, Beggars, and dark elves, and Felldew could be a bit harder to find a place for; potentially, I could make non-hostile Felldew addicts that could buy it from you.

~Possibly more drugs but as of now I don't have any ideas for any more. I'm willing to hear anyone out if they have one though.

~Voice acting for new characters added by the mod. If I decide to do this I could just whip up some original dialogue with an AI or something, but I don't like using AI.

~Dungeons



REQUIREMENTS
Skyrim base game and all it's DLCs alongside  CC-Fishing, Survival mode, Curios, Saints and Seducers, Fearsome Fists, and _ResourcePack

the mod also Requires the Unofficial patch

Heavy Armory is Required if you download the optional file

The mod also comes with a SPID distribution file for randomly giving some
of the new items to various enemy types but it isn't required just
Recommended.


CREDITS

PrivateEye for Heavy Armory which I use in an optional integration Patch

Mihail for Shambles and Hunger


COMPATIBILITIES AND INCOMPATIBILITIES


this mod should work perfectly fine with just about any mod except anything that messes with the area surrounding Castle Volkihar, edits the Khajiit Caravan or Enthir's Vendor Container, and edits the formlists for the crops, and edits the few Vanilla items this mods edits. but almost all of these can easily be fixed with SSEEdit.