[WIP] CDM - Vampirism

Post » Fri Dec 04, 2009 11:47 pm

Cassandra,
thwhip is correct; this is the 'Daytime Effect'. In the current Public version, it is a little overpowered and named just as 'Vampirism'. The aim was to make being out in the daytime a danger for Vampires, but I over-did the negative effects. If it is making the game too unplayable for you, I suggest turning it off in the .ini file (should be under 'StatWeakness' in the 'Daytime Effects' section). The next version (which is in Private Beta, right now) uses 50% of the current drains.
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Lloyd Muldowney
 
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Post » Fri Dec 04, 2009 8:01 pm

Is there a console command that I can use to set my vampire lore level 5? I want to test out this mod. I have another request too: In the next update could you allows us to fly indoors and cast spells? Like with ring of wings.
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Channing
 
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Post » Fri Dec 04, 2009 10:52 pm

You can just set the lore needed to be level 5 extremely low so you can get to it and test it out.
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David Chambers
 
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Post » Sat Dec 05, 2009 5:44 am

The main issue with Flight indoors is that I am using Her_0ff's original Script, which does not allow for clipping-- inside you can easily fly through the walls into the unknown. I know Hex_0ff was planning a modified version, but I don't know if it was ever finished.

Set ZCDMVampirismControlQuest01.VampireCurrentLore to ZCDMVampirismControlQuest01.RequiredLore


That should instantly Level you up.
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Courtney Foren
 
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Post » Sat Dec 05, 2009 5:39 am

Sooo... Which is the current released version, 0.8? Planet Elder Scrolls has a 0.9 version which I downloaded, but the amulet says 0.8 in-game.


Keep up the good work :)
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Toby Green
 
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Post » Fri Dec 04, 2009 8:03 pm

I see, so it's the same flight script used by Chingari and Ismelda Demon Race. They can't fly indoors either. But there's the mod called ring of wings, which has a different flight script, but it allows flight indoors. You could use that one if ever wanted to change the flight script, otherwise I can use the ring of wings to fly in indoors when needed so it's not a big issue just something I thought I would mention.

I reverted back the previous build of CDM-Vampirism(one of my top favorite mods) to hold me over until this updated. One thing I don't like about the newer build is there's no wraith feeding or any kind of way to feed on conscious NPC's, instead of just sleeping ones all the time...or dead NPC's. Also Lithian's Nature of the Beast is not compatible with the new build, but I can't figure out why since it worked perfectly with the previous one, I'm using it now. All I had to do before to get the abilities to work was to bear my fangs. Spreading Vamprirism isn't wokring either, but before all I had to do was bear my fangs too, lol. I thought I would mention this too. :)

Thanks for the console command.
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Ana
 
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Post » Fri Dec 04, 2009 11:17 pm

I just have to say this is a fantastic mod... keep up the good work!
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FITTAS
 
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Post » Fri Dec 04, 2009 8:07 pm

One thing i'd like so see added in again is the feeding animation..
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Philip Lyon
 
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Post » Fri Dec 04, 2009 4:17 pm

Hi CDM, glad to see your back to modding, Darkness Everlasting was my favorite mod for oblivion for a long time!

I decided to register on these forums so I could give you bug reports on the mod...

Bugs

I too have the issue of resetting vampire power hotkeys... it seems to reset them to default keys... I haven't tried your suggested fix of renaming the .ini file yet though. Other than that the mod seems quite stable, hasn't crashed or anything yet. OBMM said it was incompatible with Ruin Tails Tale by Paul Simyaz though.

EDIT: There is one blood-type that shows up as in my inventory. Blood also acts like potions and therefore after drinking from so many bodies the vanilla "You can't drink anymore potions right now" pops up. Blood also shows up in my inventory with no icon. Also, one time I fed on a person and it had the "You cannot sleep in a owned bed" message appear, after that everytime I used the "action" key on a door leading to another cell it would have that message popup, however this did seem to stop after a period of time, so no biggy. It seems so far that none of the bugs I have found are actually game breaking, however, annoying yes..

EDIT 2: I renamed the vamp ini and it seemingly fixed the hotkey bug as you suggested it might.

Suggestions.


Add wraith/thrall feeding back (you are probably planning to..) I will think of more suggestions later...
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Ross Thomas
 
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Post » Sat Dec 05, 2009 1:48 am

Hey everyone.

First things first: for now, Vampirism is taking a back seat. This doesn't mean I am abandoning the project, just that I want to focus on my Lycanthropy Mod for a while (it is not as extensive as my vision for Vampirism, so I would rather move that along to completion first).

On to the issues/reports.

Nighthawk:
I know about the Blood working as potions, and have fixed that for the next incarnation; I had mistakenly believed force-equipping the potions would resolve the too-many drank issue, but sadly it doesn't.
I've been working on the Thane Feeding recently. I'm still using the basic version from DE (limited progression from normal to Thane), but hope to eventually make an enhanced version, and allow users to choose between 'Basic' (five feeds to make a Thane) and 'Full' (with some kind of theoretical 'relatiship' status around it-- but that will be the distant future right now).

Drachdar:
Do you mean when feeding on sleeping NPCs? If so, it should be there unless you have hit upon a glitch. If you can, try feeding and INSTANTLY after selecting to feed, press 'F1', and check your character's apperance-- they should be Vampiric.

Cassandra:
I believe the issue is the Vampirism Actor Value, the internal system Oblivion uses to apply the Vampire apperance: without it, my guess is that other Vampire-oriented Mods will not work correctly. I can easily add in a 'Bear Fangs' spell to fix this however. :)
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Kelsey Hall
 
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Post » Fri Dec 04, 2009 9:06 pm

in otherwords this mod is in danger of being abandoned? or it will be continued? and how long?




Hey everyone.

First things first: for now, Vampirism is taking a back seat. This doesn't mean I am abandoning the project, just that I want to focus on my Lycanthropy Mod for a while (it is not as extensive as my vision for Vampirism, so I would rather move that along to completion first).

On to the issues/reports.

Nighthawk:
I know about the Blood working as potions, and have fixed that for the next incarnation; I had mistakenly believed force-equipping the potions would resolve the too-many drank issue, but sadly it doesn't.
I've been working on the Thane Feeding recently. I'm still using the basic version from DE (limited progression from normal to Thane), but hope to eventually make an enhanced version, and allow users to choose between 'Basic' (five feeds to make a Thane) and 'Full' (with some kind of theoretical 'relatiship' status around it-- but that will be the distant future right now).

Drachdar:
Do you mean when feeding on sleeping NPCs? If so, it should be there unless you have hit upon a glitch. If you can, try feeding and INSTANTLY after selecting to feed, press 'F1', and check your character's apperance-- they should be Vampiric.

Cassandra:
I believe the issue is the Vampirism Actor Value, the internal system Oblivion uses to apply the Vampire apperance: without it, my guess is that other Vampire-oriented Mods will not work correctly. I can easily add in a 'Bear Fangs' spell to fix this however. :)

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Facebook me
 
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Post » Sat Dec 05, 2009 8:55 am

in otherwords this mod is in danger of being abandoned? or it will be continued? and how long?


Well, he say's he's not abandoning it, it's just taking a back seat :) Plus, since the Werewolf Release is meant to be late October, assuming he's on schedual, it'll be about November time; maybe a Christmas release of the new version :D
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Donatus Uwasomba
 
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Post » Fri Dec 04, 2009 4:57 pm

Well, he say's he's not abandoning it, it's just taking a back seat :) Plus, since the Werewolf Release is meant to be late October, assuming he's on schedual, it'll be about November time; maybe a Christmas release of the new version :D



i hope so, becouse this mod is needed.
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Jordan Fletcher
 
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Post » Fri Dec 04, 2009 8:34 pm

The potion effects of blooddrinking really really either needs to go or be toned down by alot. Had a lvl 7 char run around with 1.6k health and over 1k magicka, nigh immortality anyone? I'd personally prefer shorter duration buffs/spell effects like Spell Absorbtion(which was one effect I gained, nice that), Reflect, Shield etc, and/or Restore Health(preferably or, and not restore all health) to massive long duration Fortifies on Health and Magicka, kinda ruins the excitement when you can stand toe to toe with the baddest things around at low lvl and come out on top if only thanks to taking more punishment than a castle wall.

Balance ;)

Maybe I should edit it myself...?

Aaaand.. I tried setting the hotkeys for the vamp powers in the Options.ini but they didnt carry over into the game. Which was slightly annoying, but survivable. REason why is simply due to the ingame config having trouble remembering certain binds. Might be an OBSE prob though, having some troubles with another mod that uses hotkeys as well, slight but annoying :S...



//So, which version is latest? I DLed 0.9 but the amulet says 0.8..

PS: Was kinda bummed when I saw your necromancy mod was dropped CDM. I really liked it and did some early testing/feedbacking on it(was even in on the credits for a while under a different name)... Heh, was the main reason I started playing Oblivion again.
Anyways, keep up the awesomeness!
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keri seymour
 
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Post » Sat Dec 05, 2009 8:52 am

Drachdar
I could have sworn I posted a reply to you... Apaprently not :( Sorry about that. 0.9 is the latest, but the Amulet mis-labels it as 0.8.

On another note, early feedback from the small-Private Beta group seems to be 'OK', so I am thinking of expanding it a little. I will not be putting up a general download, but if anyone is interested in the new build (which requires a fresh install, and has a few new tweaks to the .ini file), please PM me with your e-mail address, and I will send you the necessary files.
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Louise
 
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Post » Fri Dec 04, 2009 5:56 pm

CDM,

Great to see you back into this mod! I thought you were going to completely focus on your Werewolf mod, which I'm looking forward to also.
I was wondering if you could disclose any information about the new beta version, pretty please?
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anna ley
 
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Post » Sat Dec 05, 2009 7:29 am

Drachdar
I could have sworn I posted a reply to you... Apaprently not :( Sorry about that. 0.9 is the latest, but the Amulet mis-labels it as 0.8.

On another note, early feedback from the small-Private Beta group seems to be 'OK', so I am thinking of expanding it a little. I will not be putting up a general download, but if anyone is interested in the new build (which requires a fresh install, and has a few new tweaks to the .ini file), please PM me with your e-mail address, and I will send you the necessary files.



i sent you a pm here on the site, i hope you already have it, please respond soon, i realy would love to try out the new build.
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Leanne Molloy
 
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Post » Fri Dec 04, 2009 8:53 pm

Sorry for the long delay everyone. Yes, I have been focusing on my Werewolf Mod-- it's almost done now, just one quest, and 3 locals to build, and it should be ready for release :D

No real news on the Beta of this, since it's been on hold, and it's mainly a re-working of what I had already been planning; I believe I will begin work on it again around Nov. 1st.
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Jesus Lopez
 
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Post » Sat Dec 05, 2009 1:16 am

ive been trying to fix it but i cant, ive been testing the new version called the vampire experience and i hate to say it is the worst copy ever. the bugs it has is horrid, the guards constantly chase me no matter what i do. and i cant fast travel due to constant health damage, you have a lot of fixes to do. i liked the oldest version you made better than any of the ones after it. but i hope you will fix this new version up. i hope this report helps you and dosent piss you off, im just saying what i found by testing the mod.
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YO MAma
 
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Post » Sat Dec 05, 2009 1:18 am

no responses in foreve5r, is this mod abandoned again?
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carly mcdonough
 
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Post » Sat Dec 05, 2009 2:43 am

Not abandoned, other things in the way, hence haven't checked back here.

TwilightMoon, can you provide any more info, if possible? None of the other Testers have reported guards chasing them randomly. Constant Health Damage might be Sun Damage, Garlic, Holy Ground Damage, or Water Damage depending on your settings-- if you can check your Active Effects menu, and let me know what effects are active it would be helpful.
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Ebou Suso
 
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Post » Sat Dec 05, 2009 2:57 am

Dear CDM,

I used to watch your two projects on vampirism and lycantropy quite a long time without saying a word, but I believe unfortunately it's time to do that now.

Maybe you wouldn't tend to express it in such a tragic way, but as I watched this progress, I have to announce that you will *not* get *either* of these two done if you continue that way. Which is doubly sad:
firstly, you have already proven to be an artistic genius in what you do.
secondly, you do not easier for you if you stop concentrated work on something once your (undisputed) genius mesmerizes on another topic and shift to that. In deed, by the time, you will find a raising emotion of suppression by the unfinished, fraying yourself off similar work as well. Additionally, success from earlier tasks will be missing, which makes it harder to motivate for your next project.

Funereally watching this progression, I tend to urge you to finish the first of them - probably Vampirism here - with devotion, to a fully stable (although maybe still small) release. Don't distract from it. After you have achieved this, you will be glad of the triumph and free to do whatever you want, either to unbend or continuing work on your other project, Lycanmoon, by time.

I sincerely hope you will mull over this. On this point, I may apologize for my straightforward inflexion and hope, it will not be taken as rude.

In deed, my motivation to write this doesn't lie only in my personal desire for the mod itself. It just hurts to see such genius failing on such - objectively simple - problems (which seems to show up that genius is a distinctive specialization of character); an impression ascertained by personal experience: Some years ago, I was working on a similar project as well. In deed, it fell exactly into this subject... just that it encompassed much more than only Vampirism; the project covered Vampirism, Lycantropy and Necromancy in a synthesis. We have been working for more than a year, getting slower by the time and finally freezing in for the next years still to come. Besides the demotivating aspect was missing triumph through finished releases as well as here, it should become clear that the project was oversized. Which leads us to the interesting point that this one is not, granting it a great chance to really get finished. As I failed in this: Use it.

I don't need to mention that the actual release of this project would be a large enrichment to all dark-minded role-players out there that are, when it comes to fascination, of our kind.
In this sense, all I alleged in this context was intended to be *purely* constructive criticism, I shall not dare to lay destructive one on this opus. Just don't make the same mistakes I did, it hurts to observe this.

Yours faithfully,

~Mario
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Cameron Wood
 
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Post » Sat Dec 05, 2009 7:43 am

Dear CDM,

I used to watch your two projects on vampirism and lycantropy quite a long time without saying a word, but I believe unfortunately it's time to do that now.

Maybe you wouldn't tend to express it in such a tragic way, but as I watched this progress, I have to announce that you will *not* get *either* of these two done if you continue that way. Which is doubly sad:
firstly, you have already proven to be an artistic genius in what you do.
secondly, you do not easier for you if you stop concentrated work on something once your (undisputed) genius mesmerizes on another topic and shift to that. In deed, by the time, you will find a raising emotion of suppression by the unfinished, fraying yourself off similar work as well. Additionally, success from earlier tasks will be missing, which makes it harder to motivate for your next project.

Funereally watching this progression, I tend to urge you to finish the first of them - probably Vampirism here - with devotion, to a fully stable (although maybe still small) release. Don't distract from it. After you have achieved this, you will be glad of the triumph and free to do whatever you want, either to unbend or continuing work on your other project, Lycanmoon, by time.

I sincerely hope you will mull over this. On this point, I may apologize for my straightforward inflexion and hope, it will not be taken as rude.

In deed, my motivation to write this doesn't lie only in my personal desire for the mod itself. It just hurts to see such genius failing on such - objectively simple - problems (which seems to show up that genius is a distinctive specialization of character); an impression ascertained by personal experience: Some years ago, I was working on a similar project as well. In deed, it fell exactly into this subject... just that it encompassed much more than only Vampirism; the project covered Vampirism, Lycantropy and Necromancy in a synthesis. We have been working for more than a year, getting slower by the time and finally freezing in for the next years still to come. Besides the demotivating aspect was missing triumph through finished releases as well as here, it should become clear that the project was oversized. Which leads us to the interesting point that this one is not, granting it a great chance to really get finished. As I failed in this: Use it.

I don't need to mention that the actual release of this project would be a large enrichment to all dark-minded role-players out there that are, when it comes to fascination, of our kind.
In this sense, all I alleged in this context was intended to be *purely* constructive criticism, I shall not dare to lay destructive one on this opus. Just don't make the same mistakes I did, it hurts to observe this.

Yours faithfully,

~Mario


Thanks for the words :) I know exactly what you mean, but hopefully it won't matter too-much now: I've got one last little project to finish off, then can focus on both of these altogether. I do find the main problem was spreading myself too-thin between Modding, Real life and a few Mod Ideas (it's so easy tohave too -many ideas :) ) but hopefully things will settle down now :)
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Sunny Under
 
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Post » Fri Dec 04, 2009 9:44 pm

For those interested:
I have opened my own forum dedicated to "The Vampire Experience" (the new name of this Mod). Whilst it is still early-days at the moment, and a lot of information has yet to be added to the forum, anyone interested is welcome to join.

The forum address is : http://thevampireexperience.forumotion.net/

I will be keeping a thread open here, as necessary, if anyone wants to continue posting here-- I just think it will be a bit easier to keep track of things via my own forums, particularly as I can leave older versions up, so if something new breaks it, you can just roll-back, et cetera.

I've also added that link to the first post of this thread.
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Zach Hunter
 
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Post » Fri Dec 04, 2009 7:23 pm

So, except for a few minor bugs with feeding, I have the Core Vampirism system down and working, the main Crypt completed, and am hoping to get the Powers done by Christmas. What I was wondering, what powers would y'all like to see? I've got some in mind already, but would like to make them more than just Oblivion's standard Spell types (so more than just 'fire damage' or 'frost damage' type spells).

All suggestions welcome :)
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Josephine Gowing
 
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