Thieves Guild: Pimps And Pushers

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harbinger451
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Thieves Guild: Pimps And Pushers

Post by harbinger451 »

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Expands on the Thieves Guild's involvement in Prostitution and the Drugs Trade. Adds NEW Quests and Drugs, which are now more prevalent, but using, selling or carrying illegal drugs might get you arrested.

DESCRIPTION:

Excuse the exploitative title, this mod expands on the already present Thieves Guild's involvement in Prostitution and the Drugs Trade by adding various new quests. Pluss drugs are now more prevalent and most are illegal to possess, there's a chance of finding them in some shops, homes and certain Dungeons (Crypts, Cemeteries, Desecrated Temples, Orc Strongholds, Human Strongholds, Barbarian Strongholds, Ruined Castles, Laboratories and Vampire Haunts) as well as on the corpses of certain enemies (Assassins, Bards, Burglars, Nightblades, Rogues, Thieves, Mages, Sorcerers, Spellswords, Archers, Barbarians, Warriors, Orcs, Vampires and Lichs).

If you are witnessed taking or selling illegal drugs in a town, your legal repute will be affected negatively. If you are carrying illegal drugs on your person, or in your wagon, while in town, you might get charged with Smuggling if witnessed or arrested and your drugs will be confiscated. As well as editing and increasing the presence of the four drugs already in the game (Indulcet, Sursum, Quaesto Vil and Aegrotat), four more have been added (Skooma, Moon Sugar, Tobacco and Incense of Mara). All are illegal except Tobacco and Incense of Mara. You cannot buy or sell illegal drugs in any stores, and although you can buy Tobacco and Incense of Mara in Pawnshops and Alchemists, you cannot sell them there. The only place to buy and sell most illegal drugs is through the Thieves Guild... though some commoners might also occasionally provide the opportunity to buy or sell Skooma, a substance considered so addictive that even the Thieves Guild won't deal in it.

All drugs have a magic effect that fortifies an attribute, so if you are immune to magic, you will be immune to the effects of the drugs (I think?). The magnitude of the fortification can fluctuate considerably and all drugs are potentially addictive. The number of "hits" it takes to get addicted depends on chance, Willpower and Endurance. Skooma is the most addictive, Incense of Mara is the least. None Khajiits are much more likely to get addicted to Skooma and Moon Sugar than the Khajiit, who have a higher tolerance.

Drug effects will not be stack-able, so if you keep taking the same drug you will not increase the fortification, but you will increase the duration of it's effects (I think?). If you take multiple types of drug, their effects will stack. If you become addicted to any one type of drug, that will place a much longer term drain on the same attribute that the drug fortifies, thus meaning you will need to take more of that drug to overcome the drain -- getting addicted to multiple types of drug at the same time is not advisable and could potentially be quite debilitating. Addiction is a disease, though, so if you get addicted, you can cure it as you would any other disease in the game (or you can try and white-knuckle it by riding out the addiction, but that might take a long time).

DRUGS:

Indulcet (560), Increases Agility 10-20, Addiction Decreases it 6-12, Base price 200 gold. Quite rare.
Sursum (561), Increases Strength 10-20, Addiction Decreases it 6-12, Base price 200 gold. Quite rare.
Quaesto Vil (562), Increases Willpower 9-18, Addiction Decreases it 5-10, Base price 150 gold. Quite common.
Aegrotat (563), Increases Intelligence 9-18, Addiction Decreases it 5-10, Base price 150 gold. Quite common.
Skooma (564), Increases Speed 15-30, Addiction Decreases it 10-20, Base price 250 gold. Rare(ish).
Moon Sugar (565), Increases Speed 8-16, Addiction Decreases it 5-10, Base price 150 gold. Quite common.
Tobacco (566), Increases Endurance 5-10, Addiction Decreases it 3-6, Base price 50 gold. Very common.
Incense of Mara (567), Increases Personality 5-10, Addiction Decreases it 3-6, Base price 100 gold. Common.

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CRIMES:

Using illegal drugs = decrease legal repute by 2, % chance if using in a town = 101 - ((Streetwise + Stealth + Luck) / 3)
Selling illegal drugs = decrease legal repute by 4, 8-16% chance in quests TGPAP007, TGPAP009, TGPAP017 and TGPAP018 depending on Stealth skill
Carrying illegal drugs (in backpack) = Smuggling charge. % chance on accessing trade window = 101 - ((Streetwise + Stealth + Luck) / 2)
Transporting illegal drugs (in wagon) = Smuggling charge. % chance on accessing trade window = 101 - (((Streetwise + Stealth + Luck) / 2) + 20)

QUESTS:

Available now:
TGPAP000, GeneralPopulace, M, 0, 0, a tavern prostitute is behind on her dues so retrieve it from the rascal that stole it
TGPAP001, GeneralPopulace, M, 0, 0, buy some Indulcet from the Thieves Guild for 275 gold
TGPAP002, GeneralPopulace, M, 0, 0, buy some Sursum from the Thieves Guild for 275 gold
TGPAP003, GeneralPopulace, M, 0, 0, buy some Quaesto Vil from the Thieves Guild for 225 gold
TGPAP004, GeneralPopulace, M, 0, 0, buy some Aegrotat from the Thieves Guild for 225 gold
TGPAP005, GeneralPopulace, M, 0, 0, buy some Moon Sugar from the Thieves Guild for 225 gold
TGPAP006, GeneralPopulace, M, 1, 0, escort a prostitute from one tavern to another after being harassed by an obsessive client
TGPAP007, GeneralPopulace, M, 1, 0, deliver assorted drugs to various clients in the local town and collect payments
TGPAP008, GeneralPopulace, M, 2, 0, take care of a violent gang beating up and stealing from a string of prostitutes
TGPAP009, GeneralPopulace, M, 2, 0, deliver assorted drugs to various clients throughout the region and collect payments
TGPAP010, GeneralPopulace, M, 3, 0, sell Indulcet to the Thieves Guild in batches of five for 1200 gold
TGPAP011, GeneralPopulace, M, 3, 0, sell Sursum to the Thieves Guild in batches of five for 1200 gold
TGPAP012, GeneralPopulace, M, 3, 0, sell Quaesto Vil to the Thieves Guild in batches of five for 900 gold
TGPAP013, GeneralPopulace, M, 3, 0, sell Aegrotat to the Thieves Guild in batches of five for 900 gold
TGPAP014, GeneralPopulace, M, 3, 0, sell Moon Sugar to the Thieves Guild in batches of five for 900 gold
TGPAP017, Commoners, N, 0, 0, get Skooma for a desperate citizen who will pay over the odds if you buy some on their behalf from a Wharf Rats dealer
TGPAP018, Commoners, N, 0, 0, sell Skooma in batches of five to a citizen who is desperate for a steady supply but risk the ire of the Wharf Rats
TGPAP019, Commoners, N, 0, 0, buy Skooma from a Wharf Rats dealer who was recommended by a citizen acting as a Wharf Rats schill
TGPAP020, Commoners, N, 0, 0, as above to make it twice as likely

Still to come:
TGPAP015, GeneralPopulace, M, 4, 0, one of our prostitutes is missing and the Thieves Guild needs you to find her
TGPAP016, GeneralPopulace, M, 4, 0, infiltrate a Wharf Rats drug smuggling ring who have been selling Skooma to lethal effect

TIPS:

Keeping illegal drugs in your wagon is a lot safer than on your person.

If you buy illegal drugs from the Thieves Guild and then sell them back to the Thieves Guild, you will make a loss.

If you get busted for using or selling illegal drugs (or for any other crime), and you are also carrying or transporting illegal drugs, your charge MAY be bumped up to smuggling and your drugs WILL be confiscated.

REQUIREMENTS:

This mod requires the Quest Actions Extension mod for some of the quests to function properly.

VERSIONS:

Version 1.0: Initial release for play-testing. Includes the first 15 quests, the others will follow in a later update. Download and install the optional HD Patch for visual compatibility with DREAM.

Version 1.1: Swapped the roles of Skooma and Moon Sugar to be more lore accurate. Modified drug effects, tolerance and legal rep penalties slightly. Improved graphics. Some new quests.

DOWNLOAD:

Download the main file and optionally the HD Patch from NEXUS https://www.nexusmods.com/daggerfallunity/mods/716

INSTALLATION:

Unzip or paste the download into your StreemingAssets folder and let it overwrite if requested. VORTEX, if you use it, should do this automatically. If using the HD Patch, make sure it goes after (below) the main mod in your load order, and again let it overwrite if requested.

PROBLEMS & CONFLICTS:

Though I think this should technically be compatible with the mod Tamriel Drugs, using both could be very confusing and is not recommended.

When you first load a game with this mod you might get some illegal drugs stocked on the shelves of Alchemists and Pawnbrokers that you can buy. This shouldn't happen, but it does. Can't seem to fix it, but it just seems to be in the first one or two shops you visit, after that they seem to only stock the legal drugs as they should.

Comments and suggestions are welcome!
Last edited by harbinger451 on Sun Apr 28, 2024 11:03 am, edited 10 times in total.
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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

Now that I've got a script for the drugs and know more about what's possible to achieve, I've updated the original post with more detail and some clarifications ... and some new icons for the drugs.

Just got to do some testing and finish writing the quests, then I'll be able to release for play testing.
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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

All drug mechanisms are in place, I've changed the original post to reflect the finalized system (barring any bug fixes). Just got to finish the quests now before I can release it.
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Alderwood
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Re: Thieves Guild: Pimps And Pushers

Post by Alderwood »

I noticed some similarities to Tamriel Drugs but I like the planned features of this mod better, especially the drug-related quests.

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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

Yeah, I like Tamriel Drugs and I certainly based this on parts of that mod though modified somewhat to better fit my tastes and requirements. Also I wanted to do my own version that integrates drugs into the world a bit better. and provides some better roleplaying opportunities for buying and selling etc.
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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

Thieves Guild: Pimps And Pushers (coming soon) will now ship with vanilla style graphics and have a HD patch for those DREAM worshipers... I've also revised the quest list too, the first 15 will ship with the initial release, the last 4 will be in a later update. I've updated the original post to reflect this and added a couple of new images.
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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

Initial release is now up on NEXUS ... see original post for link.

Made a few changes before release ... mostly to the drug effects, was gonna have a couple affect vitals, but that didn't work so now all drug effects affect attributes. Also, I've softened the crime aspect somewhat after play-testing, in that using and selling drugs now only affects you legal repute rather than charging you with an actual crime straight away.
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harbinger451
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Re: Thieves Guild: Pimps And Pushers

Post by harbinger451 »

Update to Version 1.1: Swapped the roles of Skooma and Moon Sugar to be more lore accurate. Modified drug effects, tolerance and legal rep penalties slightly. Improved graphics. Some new quests.

Original post has been updated to reflect these changes.
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