[Rel] Ashes to Ashes

Post » Wed Mar 30, 2011 1:52 am

Ashes to Ashes
Killing vampires tastefully
version 1.0

Requires http://obse.silverlock.org/



Download : http://www.tesnexus.com/downloads/file.php?id=21565| ModDB



Description

For the righteous death of every vampire alive! Vanilla Oblivion handles the death of NPC vampires just like that of any other NPC - a slump rag doll with its legs wide open. Ashes to Ashes aims to provide an honorable (from the vampire’s perspective), and yet a pleasurably horrifying death to each dumb vampire you defeat. Killing vampires will no longer be the crux of Nord jokes.



Fine Print

The mod adds a cascading die roll on every vampire's death to select the death effect. These be the 4 main handlers and their trigger conditions:
  • To Bones - The vampire catches fire and tries to shake it off, unsuccessfully. Shortly thereafter, it dies to leave charred remains. The vampire must have been under the effect of fire damage (or sun damage) before death to trigger this handler.
  • Incineration - The vampire catches fire and implodes in a huge blaze, leaving behind vampire dust. Conditions are the same as above. The vampire must have been under the effect of fire damage (or sun damage) and extremely vulnerable to fire before death to trigger this handler.
  • Grail Effect - The vampire slowly chokes, while turning into stone slowly. Only soul trapped vampires die this way.
  • Resurrection - The last roll in the cascade. A resurrected vampire will emerge as a zombie, its attributes increasing with every resurrection. It will keep resurrecting itself until it gets incinerated or is stopped prematurely while resurrecting (shining enough light on it during the resurrection ritual will do that). There are no extra conditions required to trigger this.


If all rolls fail, the vampire will die like any other NPC, albeit smoking.

NPC vampires additionally receive sun damage depending upon the amount of light falling on them.




Compatibility

This mod is, and should be, compatible with all other mods. As long as they don’t add death handling effects to vampires.



Credits

Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • da mage – For the zombie meshes
  • natham – For the fire textures
  • dDefinder and wolve – Various gore textures and meshes
  • Skycaptain & hex_0ff – Scripting advise
  • The TESA BTA Guild Members - For testing this release.
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.



Change Log

Spoiler
1.0 – Complete Rewrite
0.9 – Initial Release (which didn't go quite well)

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Stay-C
 
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Post » Wed Mar 30, 2011 11:40 am

Nearly two years after the first release :touched:
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Daniel Holgate
 
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Post » Wed Mar 30, 2011 3:43 am

Haha! This just sounds so awesome! (Too bad my PC is a vampire mage...:whistling:)

edit: well I guess the download links do not work?
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Maeva
 
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Post » Wed Mar 30, 2011 2:31 am

The Nexus mirror is up!
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Len swann
 
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Post » Wed Mar 30, 2011 7:32 am

Nearly two years after the first release :touched:


Hmm i have another Vampire Death mod installed(the one from StarX) but from the description it looks like yours has more options, and since the weapon my character uses has soul trap it might be interesting to see what happens. So i think i will change to your version. :D
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 9:54 am

Any idea if this works with Duke Patrick’s Nosferatu Class Vampires? It sounds very good in any case.
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April
 
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Post » Wed Mar 30, 2011 9:07 am

Oh! Very nice to see this finally released after all this time. I know you started this about the same time I made mine ages ago if I remember correctly. The different ways and options are very nifty and should make for some cool vampire hunting. :)
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c.o.s.m.o
 
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Post » Tue Mar 29, 2011 8:19 pm

This sounds neat! Gotta give it a try. :)
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Monika
 
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Post » Wed Mar 30, 2011 4:20 am

I am a bit confused....i tried it with Word pad, Jarte and Softmaker Office...but the load order always looks confusing:


Load Order
=======
Load After Before
Duke Patricks - Nosferatu Class Vampires.esp Ashes to Ashes.esp
Ashes to Ashes.esp Overhaul, Vampire mods. Towards the end Bashed Patch,0.esp
Ashes to Ashes & MMM - Compatibility Patch.esp Ashes to Ashes.esp, Mart's Monster Mod.esm Bashed Patch,0.esp
Ashes to Ashes & DP Nosferatu Class Vampires - Compatibility Patch.esp Ashes to Ashes.esp, Duke Patricks - Nosferatu Class Vampires.esp Bashed Patch,0.esp


What you see in the quotes is not exactly how it looks for me, but i have questions about the load order. I use MMM so it is safe to say that Ashes to Ashes.esp and the patch for MMM needs to load after all the MMM esm/esp. The way i see it on my computer i obviously need to load the Ashes to Ashes mod before the bashed patch, but due to how weird the rtf file looks on my PC it is not clear to me whether the patch for MMM needs to load before the bashed patch or after?
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Mrs shelly Sugarplum
 
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Post » Wed Mar 30, 2011 7:37 am

Impressive work, this looks like it'll make vampire hunting actually enjoyable. Thanks for sharing. :)
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David Chambers
 
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Post » Wed Mar 30, 2011 5:40 am

This one is great fun at parties. ^_^ Great work, shadeMe!
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Teghan Harris
 
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Post » Wed Mar 30, 2011 6:17 am

I am a bit confused....i tried it with Word pad, Jarte and Softmaker Office...but the load order always looks confusing:
You downloaded he wrong file - Get version 1.0. This release is load order independent. Kinda.
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Christine
 
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Post » Wed Mar 30, 2011 8:57 am

Awesome work! :foodndrink:

V saw it just as I posted this. :sweat:
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sam
 
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Post » Wed Mar 30, 2011 4:48 am

I did upload a video - There should be a link at the nexus page.
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Mackenzie
 
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Post » Wed Mar 30, 2011 10:01 am

You downloaded he wrong file - Get version 1.0. This release is load order independent. Kinda.



I have and since you mention that it is sort of load order independent then i will go ahead and install it today, thanks shadrMe. :)
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Sunnii Bebiieh
 
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Post » Tue Mar 29, 2011 11:03 pm

A minor thing: I have Conscribe installed and A2A is creating a log in the Per-Mod directory even though I don't have debug enabled... Also, would you consider sticking your ini in the Ini directory under Data? Even BAIN recognizes that as a legit directory now :) I like it because it makes the ini files much easier to find... Haven't killed any vamps yet!
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K J S
 
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Post » Wed Mar 30, 2011 4:42 am

A minor thing: I have Conscribe installed and A2A is creating a log in the Per-Mod directory even though I don't have debug enabled... Also, would you consider sticking your ini in the Ini directory under Data? Even BAIN recognizes that as a legit directory now :) I like it because it makes the ini files much easier to find... Haven't killed any vamps yet!
Debug mode only enables the dumping of messages to the console - a2a will use its ConScribe log regardless of the setting. You can move the INI file to the INI subdirectory - The parsing script accounts for that too.
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David Chambers
 
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Post » Wed Mar 30, 2011 1:29 am

Debug mode only enables the dumping of messages to the console - a2a will use its ConScribe log regardless of the setting. You can move the INI file to the INI subdirectory - The parsing script accounts for that too.


Hmmpf - so you're going to pollute my Per Mod folder? :P Just jerking your chain... I'm finally getting back to actually playing for a bit!
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Janine Rose
 
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Post » Wed Mar 30, 2011 5:31 am

Hmmpf - so you're going to pollute my Per Mod folder? :P Just jerking your chain... I'm finally getting back to actually playing for a bit!
Hrmp, whatever - I do what I want!
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Amanda savory
 
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Post » Wed Mar 30, 2011 7:57 am

Hrmp, whatever - I do what I want!


Yeah, I should know that by now :) Stop complaining - I'm running Conscribe, so call it your own inventions coming back to haunt :lol:
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Valerie Marie
 
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Post » Wed Mar 30, 2011 8:17 am

This is really nice. Just took it for a test ride through Barren Cave and I like the effects that I saw. Neat that it's configurable as well. :goodjob:
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Rach B
 
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Post » Tue Mar 29, 2011 9:38 pm

Very neat, it even has a complete ini! I'm definitely switching from StarX's to this one.
A couple of questions: the incineration effect is fire-weakness dependent, but couldn't it also be spell-magnitude dependent? If I blast a vampire with a 120+ pts fireball, I expect a fitting reward for the overkill :D
Also, the light damage sounds like a cool feature, but can it cause accidental deaths if a vampire gets too close to a strong enough light source, be it a bonfire or fancy ayleid lights, or will they try to avoid them? Can lights affect the player? I assume light spells can now be a good method of approaching vampires, if one doesn't mind being seen, therefore I'm going to keep it enabled.
And finally, this might be a bit too much to suggest, but would non-humanoid vampires (of which there are none in vanilla, I know) get a fitting charred skeleton upon death? Like a khajiit vampire showing a charred tail and leonine skull?
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james kite
 
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Post » Wed Mar 30, 2011 8:50 am

A couple of questions: the incineration effect is fire-weakness dependent, but couldn't it also be spell-magnitude dependent? If I blast a vampire with a 120+ pts fireball, I expect a fitting reward for the overkill :D
That's a nice idea. I'll make note of it, but don't expect an update anytime soon ;)

Also, the light damage sounds like a cool feature, but can it cause accidental deaths if a vampire gets too close to a strong enough light source, be it a bonfire or fancy ayleid lights, or will they try to avoid them? Can lights affect the player? I assume light spells can now be a good method of approaching vampires, if one doesn't mind being seen, therefore I'm going to keep it enabled.
Light-dependent sun damage is disabled in interiors to prevent such mishaps from happening. The mod doesn't change anything PC-vampire mechanics.

And finally, this might be a bit too much to suggest, but would non-humanoid vampires (of which there are none in vanilla, I know) get a fitting charred skeleton upon death? Like a khajiit vampire showing a charred tail and leonine skull?
It might be, if I were able to get hold of the meshes and textures.
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stevie trent
 
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Post » Tue Mar 29, 2011 11:41 pm

I noticed that upon installing this mod, the transparency effect for npc's moving through doors, or when a creature is summoned, appears to have been disabled. Basically, when a person walks through a door, they vanish instantly rather then fading away, and summoned creatures will just pop into existence.
I'm not sure if this is a feature of the mod, or a conflict. Just though I'd report this.
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Vivien
 
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Post » Wed Mar 30, 2011 3:00 am

Ok, forget about 'beast skeletons', I only know of a mod that adds vampires from the beast races and its not very popular... a normal skeleton is better than none, and turning them to dust or stone solves all problems.

Well, no updates anytime soon then, but I'll give you a air of (feasible?) ideas in the meantime:
Would it be possible, maybe with OnHit event handlers, to alter the damage done by silver and mithril weapons (GetModelPath "silver" or "mithril") to vampires, preferably both to NPCs and player?

I have tried to make a OnHit event handlers mod for hand to hand combat, but I ran into so many issues, probably due to my ignorance about how they work, that I had to delete it for the sake of my sanity. For instance I learned that ModAv2 Health on an already dead NPC is a game hanger, but I don't know how to avoid it when multiple OnHit handlers act on the same reference. I also don't know if currently OBSE can detect hits from anyone to anyone, or if it can set the same handler to more than one NPC, so I don't know if this feature would be feasible.

Also, can the special vampire deaths be applied to a vampire player (only the To Bones, and maybe the Grail ones, for obvious reasons)? Or is it better not to mess with that considering death handling mods? I don't know how the popular ones work, but maybe if their method involves setting the player to essential, a check against this could avoid the possible issues. Or simply check that if the player is not dead but has the vampire death effects, remove them.
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Emily Graham
 
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