[WIP] CDM - Vampirism

Post » Sat Dec 05, 2009 6:01 am

Oh no you are not walking out of this one :D
I said undead NPC's do you understand what does that mean, well it doesn't matter
You evaded to answer light effects, Supreme Magicka makes light effects do damage to vampires
OOO: What will you do about reavers, some undead NPC's from FCOM not sure if it is from OOO and...
!!SPOILER!!
Spoiler
You can find the vampires i was talking about in Lipsand Tarn a alyied ruin hidden in the mountains there is a Light of Dawn blade that is made specially against vampires, its located directly west from Sance Tor

Yeah but considernig the bonuses that the vampire gets and the abilities and the quick regeneration? Shouldn't they keep being very sensitive to the sunlight and other weaknesses until they reach their final stages at that level make them be able to bear the weakness longer (notice: as a player you get stronger as you level up and you keep getting stronger and i doubt that you will keep taking much damage from the sunlight if the weakness is lowered...)
Will i be able to remove some of the abilties that you added/are adding via INI? Because i don't think they are very vampirelistic :D
What will you do about the mod Real Hunger?

Oh and looks like you need a Beta tester :evil:

GL with everything!

I like the idea about some stuff, i already asked about the light effects but it seems that he is trying to walk out of it again.. <_<


In terms of Lesser Powers/Spells - No you cannot remove them (although you could look up their ID codes, and remove them manually); in terms of Attribute Bonuses, yes, you can remove them by setting them to "0". On the whole, I would have to recommend that if you don't like them, don't use them-- part of the problem with Vampirism (hence my wanting to make it customisable) is that there are so many different opinions ;) If you have power suggests, feel free to let me know, and if I like them, or can do them, I may add them ;)

Light Effects, I will look into -- I would rather work out my own way, than look at another Mod (I like the challenge), so I cannot promise anything, but... :)

For the purposes of effect, ALL Vampires play by the same rules. The only exception to this is that the Player gains certain bonuses that NPCs don't (Luck, Endurance, for example), and powers they don't; as such, if the Player chooses to become resistant to Sunlight, so will NPCs. Things like Regeneration can be turned off, or made EXTREMELY costly (default is 10Blood for every 1Health; you could easily up that to 100Blood, for example, and make it a costly thing, or remove it altogether ;)

Undead NPCs; I have never encountered (except Vampires), so apologies if I misunderstood your meaning ;) I'm guessing you mean actual NPCs who are "dead" like
Spoiler
The Undead Blades
If so, I may be able to modify things-- but we'll have to look ;)
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lexy
 
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Post » Sat Dec 05, 2009 12:55 pm

the problem with working with Undead NPCs is thers also an undead NPC races added by other mods. which would seem to be what he's askign about.. problem is a mod can do its best to not conflict with other mods b ut working into ot her mods is another thing entierly. would there be a way to set any sort of rules for water damage? like some sort of time or so mthing for example only being able ot cross at the slack or flood of the tide (whenever that wo uld be in game perhaps somthing logical based on the tinme of day and position of the moons or somthign) like for example only being able to safely enter water at noon, midnight, dawn, dusk or soemo ther magic time

just a little support in the way of infgormative resources comigny oru way

http://tvtropes.org/pmwiki/pmwiki.php/Main/OurVampiresAreDifferent

that page is very handy lists all commonly used and k nown traits vam pires in fiction have been known to ahve

http://www.ucs.mun.ca/~emiller/

this site as well as several sites that are inits "links" section

http://www.tesnexus.com/downloads/file.php?id=7631

nice wooden stake resource
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Marcin Tomkow
 
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Post » Sat Dec 05, 2009 6:07 am

Thanks TNU :)

I get what y'all mean about Undead now :) Yes, that could probably be done-- but I think I would need a Patch or something... Hmm, OBSE could help there; if memory serves, there's a "GetModLoaded" function, which could be used with some kind of "GetRace"... Might need to check it out.

On Water Damage, I *believe* it could be done. Pretty sure, in fact, but would actually have to test it out before swearing to it (just incase I get an issue like expending Blood whilst waiting-- it should work, but I can't get it to work right :( )

Thank-you for the links :D

No progress to report, I'm afraid; but I may be able to release another Beta in the next couple of days-- there's a few minor things that would be "faulty" (naked Hunters-- still looking for a nice resource for them; have some in mind, but would need to speak to the authors); be great to get some feedback, and especially bug reports :D I'll post if I get a release.
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Alkira rose Nankivell
 
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Post » Sat Dec 05, 2009 8:00 am

cool. wouldnt the hunters be best suited with leather and fur depending on location? at any rate i know a good resource pack you may be able to use
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SWagg KId
 
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Post » Sat Dec 05, 2009 3:59 pm

Lets try too keep the topic alive please...
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Juliet
 
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Post » Sat Dec 05, 2009 2:26 am

Lets try too keep the topic alive please...


Easy so long as CDM is working on this project ity won't die
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electro_fantics
 
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Post » Sat Dec 05, 2009 2:47 pm

Yep, the thread's like a Vampire :) Sleeps, but then comes back. As tnu says, the only time my threads die is if the Mod isn't being worked on because 1) It's "completed" and old; 2) I've had to abandon it due to committments/inability/other projects; 3) Someone else takes over (See Lycanmoon).

But, on that note, some news:

I'm reworking the Feed Script slightly. From the Player's perspective, a lot will be the same, since it's mainly the internals that's being edited-- there was a lot of junk from features that were removed, so I'm streamlining it there. But, more importantly, a few new ideas I've had:

1. Feeding on dead NPCs is coming back -- but this time it'll be bad : Feeding on a dead NPC paralyses the Player for a while, and drains a good deal of Blood (the bad blood infects the Blood already inside of you)
2. Feeding on Dead Animals will be bad now -- It drains equal to what you would gain, and paralyses you for a brief time.
3. Feeding on Animals will now require getting their HP below a set amount, and then pressing "Feed" -- Whilst I cannot actually make the animations necessary, I kind of imagine it as weakening the Creature before grabbing it and ripping it apart sort of thing -- the idea is to make Feeding more interactive than just "kill it, press it, leave it"
4. Bad Blood contaminats Blood when drank.
5. NPC Feeding is back -- Right now, the Feed Animation plays, and NPCs don't magically realise you're a Vampire :D
6. Feeding on Dremora Race is not allowed; same for Golden Saints and Dark Seducers.
7. Message telling you exactly how much Blood you drink each time.
8. Lore changed to 1/2 of the Blood drank (so a ration of 1:2 Lore:Blood Drank)
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RAww DInsaww
 
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Post » Sat Dec 05, 2009 8:44 am

Hey CDM long time no see. :foodndrink: I thought I would check up on this and see how its going (been playing STALKER CoP in the meantime :D ). Some nice progress so far, need me to test anything specific for you?
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BEl J
 
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Post » Sat Dec 05, 2009 3:01 pm

Hey CDM long time no see. :foodndrink: I thought I would check up on this and see how its going (been playing STALKER CoP in the meantime :D ). Some nice progress so far, need me to test anything specific for you?


Not yet, but maybe soon ;)

I've coded in some new features now (not tested for obvious reasons, so when the next version is released, I'd be grateful if you could check them out :) ):
1. Blood Rush - If the Player's Health drops below 10-points, and they have 2000+ Blood remaining, there is a 5% chance of them expending 2000 Blood and receiving a full Health Refill. It is a passive defence mechanism of the Vampire (can be Toggled)
2. Tolerance to Bad Blood - Feed on Dead things a lot, and you will finally gain the ability to drink their Blood without ill effect, greatly increasing your Feeding options.
3. NPCs now correctly react to being Fed on : Each time you Feed on an NPC, they will lose a portion of their Health. This amount increases each time (10, 20, 30, 40, 50) and is added atop the previous loss. So, if you Feed on someone twice, they lose 10 Health + 20 Health, meaning their total loss is 30 Health. You can Feed on an NPC a maximum of six times in 24 hours, with the sixth time killing them. However, it is also based on their Health, so anyone with less than 50+40+30+20+10 (150) Health will die during the Feeding process.

An idea I'm thinking of adding is an Awareness Meter. Basically, each time you feed on an NPC in a given Town, their Awareness goes up by a small amount; each time you Drain someone, the Awareness goes up a lot. They won't know YOU are the Vampire, but the Town will begin to react to the Vampire Presence: First they'll put up warning Posters (If you see someone acting suspicious, tell the Guards); then they'll step up patrols (more NPC Guards); finally they'll call in the Vampire Hunters who can identify you on sight, and will attack (but this won't make the NPCs/Guards alterted to your Vampire state). Just an idea for now, but I like the idea of it-- making it seem like they are aware of what is going on.

Edit 2:
The core of this is now coded in: Each time you perform certain Feed types, you raise the Town's awareness of the Vampire threat.
- Sipping raises it very slightly (people look a little under the weather, so no-one really attributes it to a Vampire)
- Sipping to Death raises it quite a bit (Six time more)
- Draining significantly increases it (Ten times Sipping)
- Feeding on Dead Animals is very minor (less than Sipping -- they assume another animal did it)
- Feeding on Dead People is pretty bad (twice Sipping)
- Forcing Blood is almost is half as bad as Draining
- Harvesting has no effect
- Requesting Blood has no effect
- Blood Vials have no effect
What is important, however, is that each act has it's own "Remember Time"-- a number of days for how long the people remember before they begin to forget (reducing the Awareness). The longest is 35 days for a Forced Blood Taking. The more you do, however, the longer this time becomes, meaning you will have to wait longer for them to forget you. The longer it has been since you last did something, the faster they forget. So if you are at 100% Awareness, but have not done anything for 20 days, it will be approx 10 Days until they begin to forget about you (assuming you have already passed the "Aware Time").
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Kevin Jay
 
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Post » Sat Dec 05, 2009 6:02 am

just curious wil l the awareness be a static system with very set defenitions or will it have definable setti ngs in the ini?
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Jennifer Rose
 
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Post » Sat Dec 05, 2009 12:31 pm

Right now Static, since the way it is coded in makes it (at the moment) difficult to modify; it may be possible, so time will tell ;)
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*Chloe*
 
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Post » Sat Dec 05, 2009 6:51 am

ah should be interestign eit her way
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Alexandra Louise Taylor
 
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Post » Sat Dec 05, 2009 3:06 am

Hopefully, the Beta of that feature is almost done ;) Right now, I just have to make the NPCs and set them up-- everything else is coded in :)

Basically it works in two ways: Awareness and Reaction.

As I said above, Awareness is influenced by Feeding (and maybe later by other Vampire actions-- but for now, just Feeding), whilst Reaction is based on how much Awareness exists, and is separated by Town. The Response has several levels:
Level 1 - Normal - No Vampire Threat Detected
Level 2 - Low Threat - Increased Patrols (more Guards)
Level 3 - Moderate Threat - Heavy Guards deployed (Higher Level Guards, tougher armour)
Level 4 - Significant Thread - Seraphine Guardians deployed (Specialist Vampire Hunters - Attack the PC on site)
Level 5 - Vampire Armageddon Expected - Seraphine Knights deployed (Stronger Vampire Hunters).

I'm also thinking of a special response if you get all Towns to Level 4 or Higher at the same time: Ward Gates. Based on the Ward Gates in "Blood Omen 2", they are designed to hurt Vampires-- in this instance, crossing them will kill the Vampire instantly, whilst non-Vampires can pass through easily. If I do this, there will be special ways in and out of each Town which can also be used for RP.

I've also been looking into teleporting in and out of Worldspaces-- I believe I can use it with Flight to allow Vampires to literally fly in and out of a Town :D
*Dramatisation*
You have been caught in the middle of a kill, the guards chase you through the town, and finally corner you. There is no where to go, no escape. They move in for the kill. And you laugh. Before he can react, you grab a guard by the neck and swoop into the air. And instead of having to swoop back down and activate the Door, you fly out over the wall (passing a certain height ), and trigger a Load Screen which results in you appearing in the Tamriel Worldspace.

You still have a load screen, but it should feel more natural, rather than as it is now.
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Jonny
 
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Post » Sat Dec 05, 2009 7:01 am

Wouldn't dramatic or drastic changes to towns and cities cause more toruble as far as compatibility is concerned? With mods such as Open and Better Cities? oh yeah I FINALLY BEAT YOUR VAMPIRES AS A NON-VAMPIRE Getting used to Duke Patricks Nosferatu Vampires wich provides some excellent hunting tools. a crucifix, stakes, wooden arrow and holy water and the like
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Queen
 
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Post » Sat Dec 05, 2009 3:58 pm

Yes, and No: On the whole, the changes are not TOO DRASTIC-- basically I estimate aroud 10-12 new NPCs; I can use a simple "Wander at Location" Package to make compatibility easier (just drop them into the necessary world space as part of a compatibility patch, and set up the Parent-ing. The Flight Modifications are going to be in a separate .esp for those not using things like Open Cities. And IF I add the Ward Gate feature, that should be simple enough to copy-over, too :D

Nice to hear you beat the Vampires :D See, it is not impossible, lol-- but yes, they are definitely too tough. So they will be weakened a little when the next release comes.
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Laura Elizabeth
 
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Post » Sat Dec 05, 2009 2:21 am

wouldn't the awareness function work best as a sepret plugin? or does it rely on factors from TVE? I mean it would be doable to just have another plugin to handle this based on the Necks bitten stat?
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Scared humanity
 
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Post » Sat Dec 05, 2009 1:36 pm

It depends on the Feeding information (specifically which Feeding type) and is coded into that system-- it shouldn't be a problem, now, however, since I've added in control options for Awareness so you can set your own (if you don't want it, just set it all to zero, and it has no effect). :) Almost finished with it now-- hopefully it will be an interesting feature (even if only relatively minor), but it's somewhat tedius to code in :(

Minor Update:
I added the Live Animal Feed data to the Feeding Script (I forgot about it before), so now you can Feed on Animals just before they die.
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TRIsha FEnnesse
 
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Post » Sat Dec 05, 2009 5:24 am

Oh, I like the awareness system idea. Reminds me of of one of the vampire mods for Morrowind (which one was it? Vampire Realism, most likely, but I won't bet on it) where towns would remember your Masquerade violations for a month or so.

I have a question, though. Is this suspicion meter raised only by feeding? There are other things which could hint vampire presence. I guess superhuman speed and ridiculously high jumps can easily pass for magic, but things like running at the speed of light across the Market District from one shop to another (as I'm doing right now) on a sunny day, burning like a bloody torch could be a bit suspicious...
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Emily Shackleton
 
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Post » Sat Dec 05, 2009 8:30 am

Right now, only Feeding since it can be assumed people learn of the effects afterwards (i.e., they find a dead body, or someone comments they feel ill); I am thinking of doing something with Vampire powers later, but not right now-- mainly because I have another Idea I'm planning to work on later/tomorrow, which willl be semi-major in terms of how it changes the Experience between the current Version and the last version ;)
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Sebrina Johnstone
 
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Post » Sat Dec 05, 2009 11:57 am

CDM just a note. i've been doing some testing and research and if y ou add any new vampires iwth this mod i would advise that you do not forget to add the "vampirism" ability. IE so if an y other mod uses a GetVampire check it will come out as a positive for people who are supposed to be vampires a toggle spell for the PC may also be important just incase another mod checks for vampirism on the player

Another suggestion. w ould it be possible to create an ini variable for the new Death animation and the vampires tendency to rise as a skeleton. these two thi ngs have a tendency to cause major issues for example a bit tricky with Duke Patricks Nosferatu which otherwise works fine (though for Duke Patricks mod he also has a work arou nd for his death animaiton conflicting with others) his m od is no t a vampirism overhaul just creates some new abilities that are added to vampires via script and some new vampire hunti ng tools (how i was able ot beat yo ur vampires) also another example of somthing tweeking Death Animations is StarXs vampire m od. which other wise doesn't seem to touch vanilla vampires but adds a new clan of vampires for the player to join. for the death animation you could have settings fora delay time or settings to toggle it on or off. and for the risign as skeleton y ou could have a settign that is the chance that that would occure
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Jonathan Braz
 
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Post » Sat Dec 05, 2009 1:12 pm

Are you going to add a way for vampires to feed on people that a are awake? As in standing around or in combat, instead of it being only sleeping victims or people that like you.

I
m using a vampire mod now, LTD Vampire Overhaul, that allows you to feed off anyone anytime, even in combat, just by standing close to them and pressing "B", but there's a stats check between your character and the other character that determines whether you succeed or not. That, in my opinion, is the only way to play a vampire...instead of being limited to sleeping NPC's.
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luis dejesus
 
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Post » Sat Dec 05, 2009 5:58 pm

tnu,
Thank-you for the information, I'll add it in :)

Cassandra,
Right now, no-- however, in early Builds (1-5, if memory serves) there was a power-- so it IS something I'd like to do, but it's a "secondary" priority at the moment.

Major Update News...
So, whilst it doesn't add anything new (yet), I've made a pretty major overhaul to how Vampire Powers are acquired. You're going to have to earn them, via a suitable method based on your Vampire.
Originally, you would gain a few Vampire powers at Levels 1, 5 and 10-- with a couple of upgrades along the way.
Now, however, most Powers are going to have to be Unlocked and Acquired.

When you first become a Vampire, you'll gain the following Powers:
- Feed
- Hunter's Sight
- Predator's Senses
- Vampire Sprint

That is it. Later on you MAY gain "Flight" and "Vampiric Projection", since I can't think of a "learning" method for them yet, but that isn't confirmed. In order to unlock other Vampire Powers, you must first reach a certain Level (usually 1, 5 and 10), and then fulfil the requirements of the Power to obtain it.
For example, unlocking Preternatural Stillness now requires you to reach Vampire Level 5, and to Sneak for 20 Minutes. Vampire Jump requires Vampire Level 1 and 50 Jumps. Basically, the aim is to try and make the Vampire Powers role-play-oriented features, rather than simply "Level Up Rewards".

As such, Powers can now be maxed out much quicker than usual, based on requirements: for example, originally you needed Vampire Level 10 to maximize your Vampire Jump power; now you will be able to Maximise it at Level 5, but doing so depends on you actually using your Jump ability, and "training" your body to use your Vampire Powers.

I am hoping to expand the Vampire Powers considerable, so that there is much more variation and bonuses to role-playing your own Vampire-- whilst I only have a few ideas at the moment, I am thinking of adding another 15-20 Vampire Powers (we already have about 12), including rewards for "pure" Specialisations (i.e., getting all Skills in a Specialisation to 100).

Edit:
Read Me explanations of a few Powers (most you already know), which should better explain how the new system works.
Name : Throw
Vampire Level Unlocked : One
Levels : Five
Requirements : Strength Greater than 20
Description : Using this Lesser Power, you are able to unlock the Vampire's natural strength, and are able to send your Victim's flying with a powerful open-palm strike. Whilst the attack itself does no damage, enemies can be hurt by environmental effects, and a well-timed throw can buy you some breathing space.
As your Strength meets certain milestones, your Throw power will become more potent, and you will be able to deliver more incredible throws.
Power Level Strength Required Vampire Level
1 20 1
2 40 1
3 60 1
4 80 1
5 100 1

Name : Vampire Jump
Vampire Level Unlocked : One
Levels : Ten
Requirements : Perform 50 Jumps as a Vampire
Description : With this Lesser Power, the Vampire transmits its incredible strength into its legs, performing superhuman leaps. This Power can be activated either though the "Vampire Jump" Hot Key, or the "VP - Vampire Jump" Lesser Power. The first time the Power is used will activate Vampire Jump; the second time will Deactivate Vampire Jump.
This Power will become more potent over time, and can evolve upto nine times, eventually giving you truly phenomenal jumping ability. To do so, you must use it often-- and perform actual jumps. Your Vampire Level must also be beyond a certain Level to increase:
Power Level Jumps Required Vampire Level
1 50 (Counter Reset) 1
2 50 1
3 150 1
4 300 2
5 600 2
6 1200 3
7 2400 3
8 5000 4
9 10000 4
10 20000 5

Name : Preternatural Stillness
Vampire Level Unlocked : Five
Levels : One
Requirements : Sneak for 20 Minutes as a Vampire
Description : Vampires possess incredible control over their bodies, and are able to slow their breathing and other life-signs to the point that they seem to be truly dead. With practice, this can be transformed into a Stealth Skill, providing the Vampire with the power known as "Preternatural Stillness". In this state, the Vampire becomes so still as to be almost invisible to their enemies, and even when seen appear as nothing more than a statue. Some theorise that this power is partially assisted by the Vampire's superior mental abilities, however it requires only sufficient practice at Sneaking.
Once you have this Power, remain still for a few seconds, and you will turn completely Invisible-- if you move, however, you will be exposed.

Name : Vampiric Hardiness
Vampire Level Unlocked : Five
Levels : One
Requirements : Have less than 50% Health for one hour total, and an Endurance of 50 or more.
Description : After long exposure to the elements, and to physical harm, the Vampire's body becomes more resilient, gaining what is known as "Vampiric Hardiness". In this state, the Vampire receives 100-points additional Health, and a 25-point Resistance to Normal Weapons.
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Dorian Cozens
 
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Post » Sat Dec 05, 2009 6:54 am

will the requ9irements qs far as number of jumps and such be changable? and the requirements listed in the "requirements" section be variable though IJ imagen this would all be hard to code maybe impossible even
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FITTAS
 
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Post » Sat Dec 05, 2009 2:28 am

It *could* be done, but I suspect the amount of work/details required would be getting towards the extreme end of the scale (which was one of the problems with an earlier build-- too many variables, making it almost impossible to care unless you were dedicated, lol). Hopefully, feed-back will let me refine them to something enjoyable, and not too laborious :)
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Khamaji Taylor
 
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Post » Sat Dec 05, 2009 6:42 pm

makes sense enough still can't wait for this to come out in anew version not to say i'm trying to rush you or anything oh dear it may ahve come out lik ethat. best to take your time and all
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Strawberry
 
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