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kidduffah

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  1. Lol... All very good ideas. I may look into porting my Skooma Addiction mod over to Skyrim in the future. -MM Here's hoping that you will! :-) Till then, I've gone and modded Skooma myself: http://www.skyrimnexus.com/downloads/file.php?id=5902
  2. If you feel like role-playing in Skyrim as a skooma addict or skooma merchant, there's always the craftable / more powerful skooma mod: http://www.skyrimnexus.com/downloads/file.php?id=5902
  3. Historically, archers in military organizations carried 3-5 dozen arrows and no more. Modern-day recreational hunters tend to carry no more than 2 dozen. Take that into account when deciding how many arrows your character is capable of (or interested in) carrying. Owning a horse shouldn't be an excuse to allow fast travel. Travel on horseback is an interesting, if slightly faster, method of travel in its own right, and using the horse to flee from danger (or dismounting at a safe distance to sneak up on an opponent) adds to my immersion.
  4. If you want to roleplay drug addiction, there's always a craftable / useful Skooma mod: http://www.skyrimnexus.com/downloads/file.php?id=5902
  5. If you want a decent, simple Skooma mod for roleplaying - including craftable Skooma - there's always this one: http://www.skyrimnexus.com/downloads/file.php?id=5902
  6. I'm glad they kept Skooma, but it really needs to be stronger. For role-players, there's always a craftable, stronger Skooma mod: http://www.skyrimnexus.com/downloads/file.php?id=5902
  7. Bethesda seems to be shying away from this one in Skyrim. Alcohol and Skooma are pretty dull, it's true. Until someone comes up with a comprehensive drug mod, though, at the very least we can have a more interesting, craftable Skooma for the roleplayers: http://www.skyrimnexus.com/downloads/file.php?id=5902
  8. It might be a while before modders can import an addiction system - there was a decent one for Oblivion if I remember correctly - but till then at the very least we can have a craftable, interesting Skooma: http://www.skyrimnexus.com/downloads/file.php?id=5902
  9. This is my first-ever mod. I was role-playing as a Khajiit and thought Skyrim could use Skooma that was a little more interesting. The mod is quite simple. It creates thematically-appropriate crafting recipes for Skooma and Double-Distilled Skooma. Both forms of Skooma can be crafted at a cooking pot by combining Moon Sugar and Nightshade with Jazbay Grapes. The mod gives all forms of Skooma the "Drugged" effect from Sleeping Tree Sap. It intensifies the Restore Stamina effect while adding a Damage Stamina Regeneration effect. Double-distilled Skooma requires twice as many ingredients and is 1.5x more powerful than regular Skooma. NPCs often complain that Skyrim's Skooma is "watered-down". The citizens of Skyrim also seem less averse to Skooma than the citizens of previous Elder Scrolls games. For this reason, I've chosen to keep the effects of Skooma and Double-distilled Skooma relatively low; the emphasis here is on increasing immersion for role-players. Because Skooma and Double-distilled Skooma give only moderate effects, both are moderately priced. You can give it a try here: http://www.skyrimnexus.com/downloads/file.php?id=5902 What do you guys think?
  10. tl;dr: How does one accurately control the duration or the intensity of a potion effect when using TESsnip in FOMM? Is it through the EFID and EFIT values alone? Longer version: Hello everyone. I'm new to modding and can't seem to figure out how to modify the duration or the intensity of a potion effect when using TESsnip in FOMM. I know that it has something to do with the EFID and EFIT values for each effect... but, beyond that, I'm at a loss. Has anyone had any experiences with editing these values? To be more specific, my problem is this: I've created a potion that provides an immediate boost of 30 stamina, but damages stamina regeneration by 40% for 30 seconds (essentially identical to Black-Briar Reserve; in fact, I copied the EFID and EFIT subcategories directly from there and moved them over to my new potion). It also gives the "Drugged" effect from Sleeping Tree Sap (again, the EFID and EFIT files copied directly). All three of these effects work just fine. However, I've also created a second potion which is supposed to be, expressly, a "one-and-a-half-strength" version of the first potion: immediate boost of 45 stamina, damages stamina regeneration by 60% for 45 seconds, gives the "Drugged" effect from Sleeping Tree Sap for 1.5x as long as before. Problem is that I just can't figure out how to alter the values that are present in the original copy-pasted EFID/EFIT values. Any suggestions?
  11. punxdog, is that the visual effect from Sleeping Tree Sap? Was it all that difficult to mod? I've been really hoping that someone would come out with a standalone Skooma modification. Something that gives Skooma the visual effect from Sleeping Tree Sap but, say, the stamina effects of Black-Briar Reserve. Benefits of this specific combination: -Black-Briar Reserve's stamina effects give thematically appropriate, 'modest' side-effects (since Skyrim Skooma is considered watered-down) -Sleeping Tree Sap's visual distortion gives the feel of a real narcotic. Preferably only for 30 seconds, though, to match the Black-Briar Reserve effects -the Black-Briar Reserve's effects, if copied precisely, should keep the cost of a bottle of Skooma low enough that it can be realistically purchased (unlike existing standalone mods) Modifications would have to be done to double-distilled Skooma, of course, but it would just be a matter of literally doubling the effects of the "standard" Skooma. Modifications would have to be done on that one quest-specific Skooma, too, I suppose, to keep its attributes identical to "standard" Skooma. In a fantasy world, such a standalone Skooma mod would also add a craftable recipe for Skooma: specifically, 1 nightshade, 1 moon sugar, and 1 of something else -- Jazbay Grapes, perhaps? There would also be a recipe for double-distilled Skooma, with a doubled recipe: 2 nightshade, 2 moon sugar, and 2 Jazbay Grapes. Would that kind of a standalone mod be difficult to make? From what I've seen on this and other forums there are many people who'd love such a thing.
  12. Agreed. Someone needs to do this. At the very least can't we mod Skooma to have the visual effects of Sleeping Tree Sap?
  13. tl;dr version: mod skooma to have the health effects of Black-Briar Reserve but the visual effects of Sleeping Tree Sap. I have no idea how it would be done - I know nothing about modding - but all I ask is that someone make a mod that gives skooma the "Sleeping Tree Sap" visual distortion effect. A handful of modders have made complex skooma mods that give the drug serious side effects, but the game's price calculator looks at the effects and goes, "Ah! A very expensive potion!" and jacks the price up in the hundreds of thousands. So: Skooma must be modded: 1) to give a visual distortion, 2) to have combined effects on par with, say, Black-Briar Reserve or Sleeping Tree Sap, 3) to have effects that are reminiscent of a narcotic... a sudden boost to stamina (the hit), yet poor stamina regeneration (the crash), for instance; and 4) to be sufficiently inexpensive that an addict, not just a casual user, would be able to afford it. Seems simple enough.
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