[WIP] CDM - Vampirism

Post » Fri Dec 04, 2009 10:05 pm

Hi! Good to see that you are working on your mod again and it have a new name! :) As a sugestion I can say that you can put something like a combat feed? ( from creatures and humanoids for example)... \o/
and what about to embrace ? What do you think?
I read in your forum about starvation and I like that :)

regards

Hellgrid
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri Dec 04, 2009 6:54 pm

Is it possible to make it a feature that your character DOES die when (s)he doesn't drink blood in a long enough time? I would like that in my game, and you say your mod IS about play preference :)
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Fri Dec 04, 2009 11:53 pm

Just a quick update :)

The Core Vampirism seems perfectly stable right now, except for a feeding issue (but that's temp-fixed by removing the Feed Animation) so I may release a Teaser for Xmas :)

Blood Armour is done. It is special Vampire-only armour. If Mortals wear it, it will kill them very quickly. If Vampire's wear it, they gain considerable bonuses-- but there's a cost: firstly, the Armour has ZERO Defence Rating, meaning it won't protect you at all from damage, and secondly the more pieces you wear, the faster your Blood will drain. This is to offset the considerable power the Armour gives you: like the KotN armour, each piece has a bonus, but the bonus increases the more armour you wear.
For example, wearing the Gauntlets increases your Hand To Hand. Wear them alone, it is relatively minor (10), but wear all five pieces, you will gain 50 to your Hand to Hand, and 20 Reflect Damage bonus. The armour is designed to be powerful, but dangerous :)
Not sure where it will be yet, but probably in bits like the KotN Armour.

Aricil,
Can do :)

Hellgrid,
I can partly do-- I can use the Wraith Feeding method from DE; not very fancy to look at, sadly, but as a starter it shouldn't be too bad, and can be built upon :)

Edit:
Bat-flight/Teleportation Fast Travel Effects Added
So I've re-added the two Fast Travel effects of Bat Flight (Level 5-9) and Teleportation (Level 10) to Vampires. You won't see anything, but they have an effect on Fast Travel times. At Levels 5,6,7,8,9 Fast Travel time is halved as the Vampire turns into a Bat and flies swiftly to its destination. At Level 10, Travel time is reduced to virtually zero as the Vampire Teleports instantenously to any discovered location. This means powerful Vampires waste less time trapsing around :D
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sat Dec 05, 2009 2:08 am

Hey CDM,
I've been watching this mod for a long time (from the first versions of DE), and I'm really happy with how far this mod has come. Keep up the awesome work! And sorry I haven't commented before now. :whistle:

I have a suggestion that I thought would work really well with this mod. Instead of the regular Detect Life effect for the 'Vampire Senses' spell, maybe a different shader could be used, to make it look more vampiric?

Here are some examples that I found:

This one gives a sort of 'flowing-blood' effect: (This is my personal favorite)
http://www.tesnexus.com/downloads/file.php?id=3052

This one doesn't have screenshots, but when activated, it shows creatures as bright red, sort of like blood flowing beneath the skin. Only 'scent molecules' are visible through walls though:
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=277

This last one gives an (extreme) X-ray effect:
http://www.tesnexus.com/downloads/file.php?id=2280


Oh, and if you need another beta tester, I'm game. :D
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Fri Dec 04, 2009 10:59 pm

Lyca. Thank-you for the suggestions :D I'll definitely look into something like that-- possibly I'll just recommend a replacer for now, since I don't know if it's possible to hot-switch during Play (hopefully it is, though :D )

And a slightly-early Christmas Present for Everyone :)
Christmas Teaser :
Downlad Link : http://www.tesnexus.com/downloads/file.php?id=28926

Details:
The Christmas Teaser Mod is a Beta of the latest Build of the Vampire Experience (Build 8, Version 1.0), and contains a fully-functioning Core Vampirism. The Player will be able to Become a Vampire, experience Vampire Powers and fully customise their Crypt. Also contains a demo-version of the Blood Armour (which will automatically be given on starting the Mod for the first time).

Disclaimer: As a Beta, The Vampire Experience (Build 8, Version 1.0) may have some currently unknown bugs/glitches/issues. It is strongly recommended that you Back-Up all of your saves. If you find any bugs/glitches/issues, or just have suggestions for improvements, please post them in the relevant thread. Thank-you, and Merry Christmas.


I've been playing this myself, and haven't hit on any major bugs, but as ever if you find anything that seems odd or isn't working correctly, please let me know ASAP. (One last quick note, not all Consumables listed in the Read Me are available yet).
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Fri Dec 04, 2009 8:11 pm

I have 1 bug. I don't know what could be causing this, but I can't feed on dead Bandits in the Sewers (Message "[Vampire Icon] added." when I try it). However, feeding on dead wolfs works. I'm using OOO, I have it loaded after that. When equipping the Blood Armor, putting on the leggings changes the top becomes brighter and my legs disappear (using HGEC Underwear body on custom race).

Also I don't see any way of reverting to a normal human, I tried the potions (977E4) and set PCVampire to 0, but the effects still remain.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sat Dec 05, 2009 7:49 am

tase
Thanks for thereport. Feeding on Humanoid corpses isn't allowedm but animals is-- so that's fine :) I'll check the RM, since I have a habit of forgetting to put things in ;)

No human revert yet, because it's a Beta-- I basically released this as a "gift" for Xmas, and so those who've waited patiently can see what's going on :)
If you really don't want t o be a Vampire, go inside, at night, and type :
Set ZCDMTVE02ControlQuest01.PCIsAVampire to 0

Cure yourself at a Chapel, and you'll be human again-- you'll still have the Vampire Spells, but for now that's the only way.

Not sure about the Armour, but I'll take a look :) Anyone else getting this? If so, please let me know :)
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Dec 05, 2009 6:15 am

Hi CDM - is there any way to "tone down" how much sun damage you receive? I currently can't get to the shops. xxx

Edit - I don't want to turn sun damage off fully.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sat Dec 05, 2009 5:34 am

Hey CDM! A quick question here..

Did you disable the feeding via dialogue?

Also, a suggestion: Add the human feeding back as a option in the vampire options.ini and let the player decide how much blood can be taken from humans.

Overall nice new release looking forward to testing it. Had to reinstall my oblivion (again) hehe.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sat Dec 05, 2009 11:30 am

Hi CDM - is there any way to "tone down" how much sun damage you receive? I currently can't get to the shops. xxx


Can't be done yet, but I should be able to add it without too much trouble, so I'll put it onto my "ToDoList" for the next version (which basically consists of adding people's suggestions, and getting the Core set-up nicely balanced ;) )

Done :)
Seventh, can you tell me your Endurance and Level, please? The Code below controls how much "Grace" a Vampire has before bursting into flame (the result is seconds / 10-- so 20 would mean 2 seconds).

( Endurance / 2 ) + ( Level / 2 ) = ( Grace * 10 )Example...( 10 / 2 ) + ( 10 / 2 ) = 5 + 5 = 10 = Actual Grace Period is 1 second.( 100 / 2 ) * ( 10 / 2 ) = 50 + 5 = 55 = Actual GracePeriod is 5.5 seconds


Obviously this does not give you much time (it's not meant to, really-- just a few seconds for a stronger Vampire), I am considering adding WillPower into it-- what would people think?


Nighthawk
No Dialogue feeding for now, not got round to it.

I'm assuming you mean feeding on corpses? I'll look into allowing it via the options ;) And Done :D
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Dec 05, 2009 4:46 am

Yeah, thanks for reading my mind their CDM :D wrote that in a bit of a rush.

Overall the teaser is running quite well thus far. Great work!
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Sat Dec 05, 2009 7:45 am

Hi CDM, My current endurance is 50 and I get damage health 25 on me... I can't run from Merchant's inn to Copious coinpurse without dying. My Main question is how come you're using a damage health spell for sun damage instead of the vanilla sun damage? I love the skeleton I turn into - great addition! Thanks man ss

P.s. The Grace period is all very well, but could the amount of damage received just be less - giving one time to run from shop to shop (like I could do with vanilla)?
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Sat Dec 05, 2009 1:13 am

In the next version, you'll be able to lower it, so should help you a little :) If enough people want an expanded time, I can add it-- just let me know if you want it guys, and I'll look into it ;) (Or failing that, just add it as an option in the .ini, but I want to avoid cluttering that-- on version 4, it was 3,000+ lines long, which is WAY too long... :( )

As to the reasons for Damage Health, instead of Sun Damage :
1 - I found some clothing/armour mods CTD with Sun Damage effect. Whether this is just something to do with my system or not, I never actually found out, but rather than risk it, I chose to use Damage Health.
2 - Sun Damage already has a very slight internal variation depending on certain elements (i.e., late evening)- using Damage Health let it be more consistant to expectations. Obviously not varying slightly does take away a little, but I think it's worth personally ;)
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Sat Dec 05, 2009 7:32 am

So, today I started work on the Vampire Companion system. As with previous versions, you can give them simple instructions (Follow Me, Wait Here, Leave Me, Never Mind), and check their Inventory. All working fine.

I'm going to have three systems:

1) - Offer to anyone
Any NPC, even if they are a Vampire already, can immediately be offered Vampirism (as long as you're a Vampire). Designed for those who want to build a quick Coven, without hassel, or if you just want a specific NPC as your Companion. - Done

2) - Basic
The version seen in older versions: feed on a person (via dialogue) five times, and then you can offer them Vampirism at any time. Designed to be quick, but still a sense of progression. - In Progress

3) - Full
A complete system of earning someone's trust, feeding on them enough, and finally offering them the gift of Vampirism. Intended to be more comprehensive and "in world", hopefully going to be the default system. Will probably follow a path something like : Get Disposition to 80 or more, Feed, Offer, but with a few extra steps. - Concept Stage
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat Dec 05, 2009 7:27 am

Hi CDM, I've been playing your vampire mod for about a month now and I can truly say that you have done a fantastic job with making the first vampire mod that has not been either buggy or overpowering. If I may I would like to make some suggestions for future additions/editions to this great mod:

1. Would it be possible to add the vampire feeding animation when feeding on a person/corpse?
2. I think it would be more balancing to remove the option of "replenish" when feeding on an NPC - this makes it too easy to replenish all your blood (Which at high levels is significant (200000+)), so instead you could sip (1000) or replenish all, but kill them in the process... that would add more of a reason to ever use the drain option on an NPC that you rare not trying to assasinate, bringing out more of the "monster" in you.
3. I never see my vampire face - is there a reason why you don't use a 'mask darkness' power to switch between faces (like a bug etc?). I find it more immersive as a vampire to have a vampire-face, but that's just personal.
4. May be a good idea to switch vampire stat bonuses from 'disease' to 'ability', otherwise they get 'cured'. Also I still get diseases even though I'm 100% resistant to disease - does OOO/FCOM or other such mod overhaul diseases to make this the case?
5. If you drain a corpse, could it be possible to make their skin crinkly, discoloured etc, so they look rather dry and lost for blood?
6. Have blood drain whilst you wait/sleep - I think this would greatly add to immersion and increase your reliance on blood.
7. Some awesome transformationary superpower at the highest level - like Markus from Underworld Evolution - not necessary, but would be wicked!

In terms of bugs/play problems there are none - you have made a very well designed mod! I hope you find some of these suggestions useful.

Thanks for taking the time to make a great mod!

SS
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sat Dec 05, 2009 6:40 am

I'll try and answer :) I can't make any changes yet (no PC for Modding), so if I forget, please remind me again ;)

1. Would it be possible to add the vampire feeding animation when feeding on a person/corpse?
Yes/No - I can add it in for feeding on people, but was getting some odd detection issues, so removed it temporarily to try and work out why.

2. I think it would be more balancing to remove the option of "replenish" when feeding on an NPC - this makes it too easy to replenish all your blood (Which at high levels is significant (200000+)), so instead you could sip (1000) or replenish all, but kill them in the process... that would add more of a reason to ever use the drain option on an NPC that you rare not trying to assasinate, bringing out more of the "monster" in you.
I'll take it under consideration - I see your point, but would like to know what other people think first.

3. I never see my vampire face - is there a reason why you don't use a 'mask darkness' power to switch between faces (like a bug etc?). I find it more immersive as a vampire to have a vampire-face, but that's just personal.
Technically a bug, but with Oblivion: Vampire faces can cause issues with save files/character gender, so I avoid it as much as possible (it is only added when you feed, for a few seconds); some people also don't like it.

4. May be a good idea to switch vampire stat bonuses from 'disease' to 'ability', otherwise they get 'cured'. Also I still get diseases even though I'm 100% resistant to disease - does OOO/FCOM or other such mod overhaul diseases to make this the case?
No can do, potentially: Attributes "Wrap around" passed 255-- so if you're dealing with something high-end (depending on your stats) your 500+strength Vampire suddenly becomes a 10-strength weakling :( Diseases *should* fix themselves, though, via the scripting-- if you're not getting it, let me know. As to contracting diseases... Mayhappen it's to do with a disease stopping diseases, could be an Oblivion bug... I'll need to check it out.

5. If you drain a corpse, could it be possible to make their skin crinkly, discoloured etc, so they look rather dry and lost for blood?
Should be do-able ;)

6. Have blood drain whilst you wait/sleep - I think this would greatly add to immersion and increase your reliance on blood.
This was a design choice, personally: with Vanilla Vampirism, you have to monitor your wait/sleep time, because of the 24-hours. I felt it would be more enjoyable to ignore sleep/wait/fast travel, so that the Player does not have to focus on this too much. If there's demand, it can be added, I believe.

7. Some awesome transformationary superpower at the highest level - like Markus from Underworld Evolution - not necessary, but would be wicked!
Maybe. In an earlier version, we had Dracula-style wolf-transformation, but people got CTDs with it for some reason (I got them originally, but seemed to fix it-- why some people were still getting it, I was not able to work out, and when I rebuilt, I removed the feature sicne I assumed it was something to do with faulty-meshes, since the code "should" have worked perfectly). I tried adding Wings to flight mode, but got the same issue, which is confounding :(
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Dec 05, 2009 2:35 am

Thanks for the reply and thoughts - would it be possible to make some of those doable suggestions optional (configurable in .ini) like the removal of replenish and blood draining while you wait? Don't worry if you can't do it/ theres a bug - these are only suggestions.

Thanks again

ss
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat Dec 05, 2009 12:58 am

its been too lo ng since i've been here i've fallen out of the loop. how is my old friend these days? by the way i can't seem to find your Planet Elder Scrolls account did you move operations entierly to the nexus?
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Fri Dec 04, 2009 11:11 pm

Hey TNU,
Kind of-- I was planning to update and migrate to my own site (via my forums), but with the recent technical issues at my end, it's been delayed/possibly cancelled. Annoyingly, it's going to be a few weeks yet, at least, before I can get my PC fixed/replaced :(

Seventh,
I cannot promise anything right now, but I believe it should be possible to add most of them in as toggle in the .ini file ;) Obviously how realistic that is, we'll have to see (for example, I think I could add Replenish/not replinish easily enough, but until I actually try, I won't know -- Vampire Face is easy, as is drain while waiting, once I work out the calculations).
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat Dec 05, 2009 2:57 am

Good News!

Whilst I still cannot Mod too much, I am going to try and do some of the Scripting aspects of a few updates, specifically:

- Removing Replenish on Drinking,
- Vampire Faces (based on .ini setting: 0- No Vampire Face; 4 - 100% Vampire Face)
- Functions for waiting/sleeping Blood Drain - No idea if this will actually work well, yet, but it should do :)
- Basic Feeding/turning (mostly done :D )

The main problem is I cannot test anything "major"-- I can barely play Oblivion, which means testing things like dialogue or the new Becoming Scenarios I was thinking about (think I may have mentioned them, too?) isn't possible, but I should be able to test some of the script stuff, and a few minor bits.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Sat Dec 05, 2009 9:42 am

CDM i noticed somthing. yoru mod gives vampires an absurd he3alth boost. is this intentional? just wondering because they become friggen impossible to kill
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Sat Dec 05, 2009 8:28 am

TNU,
Yes it is intentional- though perhaps a little high? My idea was that when you're NOT a Vampire, you cannot really fight them (since in most Vampire Fiction, they're usually very tough unless you can get an advantage over them).
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Fri Dec 04, 2009 8:39 pm

yes a tad High problem is theres no real way to gain an advantege over them as far as I can see. maybe extend your new Shop inventory and such to vampire Hunting Tools. Wooden Stakes, Holy Water. a Crucifix (or for a more lore friendly item try looking to a symbol of Arkay or Meridia )


EDIT Note: just a persnol openion it may work best as a seperet plugin if such a thing can be done. CDM- Vampire Hunter anyone?

new note. two little things i noted while playing. when entering a cell with vampires in it the player becoems a vampire for a sho rt period of time. this causes issues with Training Cattle and Nature of the Beast mods. the other thing is that when loading this mod into a game it gives y ou three unwanted spells
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Dec 04, 2009 8:39 pm

Thank-you for the suggestions/bug report :)

Still waiting for the company to repair my PC, Sithis take them! :P As it is, I *believe* most of the core stuff is working except for a few bugs like those you've mentioned, so hopefully it will not be too major to fix. Although, at this rate TES V will be out, lol.
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Sat Dec 05, 2009 5:52 am

also to tack on to that "temporarily becomi ng a vampire" bug it seems to add you permenently to the Vampire Faction as an "infected" (havn't tested weather you can actually levell up as i'm waitng for the right moment to become a vampire))
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

PreviousNext

Return to IV - Oblivion