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Everyone's got a habit. Most of you just haven't found the one that bites yet.

Guffel's Skooma Whore was one of the great cruel ones — a mod about drugs, dependence, sex work, and the slow business of losing control of your own character. It was also built for SexLab, in 2019, and it had been sitting there ever since.

Skooma Whore — Reforged is that mod taken apart down to the bone and put back together for OStim Standalone. Not a patch. Not a compatibility layer bolted to the side. There is no SexLab anywhere in this build — Every scene runs through OStim's modern thread API.

The Master went through it line by line. Some of what he found had been broken since 2019, quietly, in ways nobody would ever notice from inside the game.

What's in this release

Fully OStim Standalone — every scene built through OThreadBuilder, tagged and tracked, with proper scene-end callbacks. No dummy plugin, no SexLab master, no leftovers.

Fixed: forced scenes were never actually forced. The scene picker was calling OStim with the wrong argument count, so every aggressive scene silently fell through to an ordinary one. Blackouts and dealer "arrangements" have been playing as polite encounters this whole time. They don't anymore.

Rebuilt scene selection — it now gives up one requirement at a time instead of collapsing straight to "anything." Aggression is the last thing it lets go of, because a forced scene playing sweetly is the failure you'd actually notice.

Fixed: recovery was broken on Slow. One comparison out of eighty-two had a sign backwards. Stage 4 wouldn't release you.

Fixed: the strongest cure barely worked. Purifying Solution strips 150 points off all three tracks — but the penalties used to crawl back down one stage every three hours while the menu already showed you clean. It takes effect immediately now.

The addiction curve lives in one place. It used to be copy-pasted into eight separate ladders across three files. Every one of them agreed by accident.

One drug list. Adding a drug used to mean editing four scripts, and one of them had been forgetting Tough Flesh for years — force-feeding could never pick it. Now it's one entry.

The MCM stops lying. The threshold panel is generated from the live curve instead of typed in by hand.

3,452 dead entries and 95 orphaned script bindings cut out of the plugin.

15 drugs, each with its own bottle, its own texture, its own high — and its own way of ruining you. Some hit the body, some the mind, some the magicka. Most hit more than one.

9 addictive "brews" — ordinary-looking Health, Magicka and Stamina potions in three grades each, brewed badly by someone unskilled. They work. They also count. Every medicine is a drug if it's made poorly enough.

Three separate addiction tracks — physical, mental, magical — each with five stages and its own withdrawal.

Craftable — every drug has a recipe, made at a cooking pot, if you can find the recipe.

Dealers in every major city, five skooma dens, a travelling dealer on the road, and drugs turning up in loot and on alchemists' shelves.

Blackouts, forced drugging, the junkie treatment, the whole social collapse.

That's 24 things in the game that will get their hooks in you. It just works now.

How the addiction actually plays

Worth knowing, because the mod never explains it and it's the best thing about it.

You take a drug. Your pool rises. You get a high — and the high gets weaker the more addicted you are. Same bottle, less of it.

But the real trap is underneath. Taking a drug also suppresses your withdrawal penalties, and that relief has a clock on it:

StageRelief lastsClean → Regular Use8 hoursRisky Use7 hoursDependence5.5 hoursAddiction3 hours

By the end you're not using to feel good. You're using to stop feeling the floor. At the last stage your character needs a dose every three hours just to function — and at Stage 3 and above she'll start reaching for one herself, without asking you, if there's anything in her pack.

Where OStim comes in

Scenes fire in six places. Every one of them is optional in the MCM.

Blackout, out in the wild — take too many doses in an hour and you go down. You lose four to eight hours. Sometimes you wake up somewhere safe. Sometimes you wake up with a stranger, and he's the one in control. (Aggressive.)

The dealer, when you can't pay — there's another way to settle up. He'll suggest it. (Aggressive, and he's not asking nicely.)

The guard, once you're far enough gone — at Dependence the city stops treating you like a citizen. There's more than one way to make a guard forget what he saw.

Working a den — the Pimp in Markarth starts you. Clients come to you; you keep your cut, or you take payment in product, which is its own kind of decision.

Hiring at a den — the other side of that counter, if you'd rather be the one paying.

Dialogue — some conversations don't end with talking.

Forced scenes look for OStim's aggressive scene tag. With BakaFactory's and Billyy's OStim conversions installed there are 556 two-actor scenes carrying it, and this build will find them. Without either, the scenes still play — they just play soft.

One honest note: every aggressive two-actor scene in the common packs is male/female. A same-sex pairing falls back to an ordinary scene. That's missing animation, not missing code, and no script can invent it.

Requirements

OStim Standalone 7.3.4d or newer (and its own requirements)

SKSE

SkyUI — for the MCM

Skyrim SE/AE + Update.esm

Strongly recommended: BakaFactory's or Billyy's OStim animation packs — without one of them, nothing in this mod will ever play rough.

Before you start

Two options are on by default and both can take the wheel away from you: Blackout and Forced Drugging. Blackouts cost you hours of your life and can drop you into a scene you didn't choose. Forced Drugging puts a bottle to your character's lips afterward.

That's the mod working as intended. If it isn't the story you want, turn them off in the MCM — first thing, before you're in trouble.

Beta notes

It has not been through a full playthrough yet. If you take it out, tell me how these behave:

Blackout firing outdoors, and whether the stranger scene comes through aggressive now

The dealer's arrangements — same question

Purifying Solution clearing penalties immediately instead of over hours

Recovery letting go of Stage 4 on Slow speed

The MCM threshold panel matching the speed you picked

Sleeping actually clearing every active drug effect

What's new:

The mod can finally answer "how high is she right now" — a live 0 to 4, separate from how addicted she is. Those are not the same question: a veteran clean for weeks is still deeply addicted and completely sober, and treating one as the other was the difference between a mod that works and a mod that only looks like it does.

It's the reverse of what you'd guess — the first dose of someone clean hits hardest. The thousandth dose of an addict barely registers. The number follows the drug, not the habit.

Other mods can read it without depending on it. OUninvited already knows what to do with "drugged" — it's one of the conditions where the third person at the door stops asking. Nothing breaks if this mod isn't installed; those mods simply never see it.

Skyrim on Skooma is now supported, if you have it. Detected at runtime — no patch, no compatibility plugin, no new requirement. When it's there, a dose can tip you into one of its trips, chosen to match how far gone you are: the mild ones while you're strung out and numb, the ones that take the world apart while you're still new to it.

The trips that take your controls are opt-in. Teleports, forced idles, fade to black — off by default, because the strongest high in this mod belongs to a character who isn't addicted yet, and that is not something to hand a player without asking.

Never during a scene. Same guard the mod already used for force-feeding.

Fixes underneath — a persuasion check on the innkeeper that could never succeed, because a condition in the original mod pointed at nothing. It has been failing quietly since 2015.

This one already had its own visuals — fifteen screen filters, one per drug, from a faint blur on plain skooma to Vermina's Price doing the full thing for ten minutes. Skyrim on Skooma isn't replacing that. One is what the world looks like. The other is what happens.

What's coming

The Master isn't finished with this one. Being built, in roughly this order — and no, there's no date. He doesn't ship on a schedule, he ships when it's right.

Craving — the piece the original never had. Right now the mod only punishes you for not using. Craving pushes the other way: pressure that builds since your last dose and opens choices a sober woman wouldn't take.

Redwater Den — Dawnguard's skooma den, wired in. Bethesda built a whole addiction system there and left it half-finished; the withdrawal spell exists and nothing in the game ever applies it. We're going to apply it. Their skooma is cut with vampire blood, it hits all three tracks at once, and it's the one habit only that den can feed. Optional, no hard dependency.

A dealer network — the mod currently has five rooms. Skyrim has nine holds, and prices should not be the same in Riften and Solitude.

Debt — buy on credit long enough and someone comes to collect.

Marks you can see — needle tracks, the look of it. Progress you don't have to open a menu to read.

Deeper consequences at the last stage — right now Stage 5 is just Stage 4 with bigger numbers. It shouldn't be a wall. It should be a door.

Patrons get these first, and get to argue with him about the order.

Free mods stay free here, always. Patrons just get them first — and get a say in what gets built next.

This one goes out to everybody. Take it. If it ruins a playthrough, it did its job.

18+. This is a mod about addiction, prostitution, humiliation, and losing control of your own character — including scenes she doesn't get to consent to. That's the subject matter, not a garnish on it. If that's not what you came for, this isn't your door.

The candles are lit. Come in.

— Lirael 🐺🕯️

Files

Comments

Ryder 01

Hi. Is this mod compatible with your other mods, like Ostim Drink and SLHH?

Switll

I get the "This mod is not setup correctly" prompt from MO2 when installing. I know how to Install just letting you know for people that don't :)

Lirael Atelier

HMM, i have to check that! my testers use vortex, and me too! is there any instruction for mo2?

Per

Hey! Just commenting to mention that there are about a dozen errors in the main SLSW "SkoomaWhore" quest. There's also a couple null ref's, one in place of a DIAL and one in place of a QST, but I feel like I could see those as intentional in some way. Just figured I'd pass along the info :)

NaMu

I might suggest including info about where the dealers/dens are in the cities. I've been wandering around in a game in Solitude for like 2 irl days and I cannot find whatever den or dealer there's supposed to be. Just found that you can get some from the apothecary with some effort.

NaMu

Update that I found my way into the den and it seems to be working except that the roles of the actors seem to be reversed during Ostim scenes. My character is female and it keeps putting her in scenes with a strap on. The other girl in the den is also railing the guys who start scenes with her. It doesn't seem to respond to my role settings or ticking the "intended gender only" setting.

Lirael Atelier

hiii, thank you for your report, i will fix that in enxt update ok, want to bring new stuff and fix the bugs! your report really helps.

Lirael Atelier

hi, thank you for the report! i will look into this ok? in the next update i will fix it and bring new stuff

NaMu

I'm finding a couple conflicts between this mod and others in my load order so far. I'm gonna test the rest of the dens and I can let you know what I find if you're interested in that. Thank you!

Lirael Atelier

hi. ok! thanks! bring the conflicts to me, and i will see if i can do something about it.

NaMu

Okay, so I've found two big conflicts. The Markarth den is behind a door in the Warrens that the Bittercup CC (cckrtsse001_altar, included in AE) uses. The CC turns it into a load door so currently the only way to get behind it to the den is by noclipping through the door. The other conflict is that the Bard's college entrance conflicts with the mod "Bards Reborn Student of Song", which overhauls the bard's college. The sewer entrance near that back alley/Vitoria Vici's house seems fine with my relatively chunky mod list.

Lirael Atelier

thanks for your reports, i will se what i can do in the next update ok? hope you're enjoying

Chris

Same here. The content of DATA (where the .esp is stored) should be in the root folder or it does not work for MO2. After manually changing the file structure, the mod is loading, I can update the mcm, there are drugs in the world, I can check my addiction levels (manual intake shows an increase, so, it is working) etc. but e.g. forced drugging never happens -> I am not sure whether there is any functionality to be honest . I think this one needs either an update for MO2 or it is still very beta compared to the original mod. Thank you very much! I like the dark bay and recently started to support you after checking some of your conversions / new mods.

Parvez Hassan

I hope we can get some voice packs and also a to make it work nicely with skyrim on skooma

Parvez Hassan

I hope we can get some ai voiced dialogues for it . I would also love it if it worked nicely with skyrim on skooma mod. Btw i noticed some very weird glitches in the brothel place of markarth. I cant offer services and and npc offers me .

Simonas Messiah

There seems to be a compatibility issues with JK's New Gnisis Cornerclub. The entrance is "weird", blocked by a bench of sorts etc. Same issues were present in original mod from what I gathered from 1 comment about it there. Some patch would be wonderful.

UwU

Bug report: the slider for the chances of skyrim on skooma is bugged, if you change it will cap at 1% not allowing you to modify it further