[WIP] CDM - Vampirism

Post » Sat Dec 05, 2009 12:36 am

On Jensie... She sells 'General Goods'. In the version I'm currently working on, all General Goods merchants will sell Coffins. As to her being the head of the committee, don't forget it's often the one's at the top who are most corrupt :P.

Vampirism... Can be caught as normal, through the Amulet or from VV of the DB. Bad Blood is poisonous, but not as bad as drinking Vampire Blood before you're ready (which paralyses, drains health)

On the Read Me... I'm not updating yet, because I'm working on a Major Update, and I don't want to confuse people by seeming to release an update now, which wouldn't actually be a 'proper' update (esp. since the actual version I have now is less Playable than what y'all have at the minute). One of the things slowing it down is the severe limit on my actual time in RL, which leaves me only a short period to Mod each day. This is why I release Public Betas of all my Mods, so that people can actually test it in real game play (in the past year I've only had 3 hours of real game play of Oblivion :(-- the rest has been working on Mods, or else testing Mods (my own and others), which of course can yield different results to real play.
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Laura Shipley
 
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Post » Fri Dec 04, 2009 5:36 pm

So since the cat's out the bag on the new version ( :P ), I figured I'd post some info about the new developments.

Right now I've finished the main Crypt. It's made up of 3 Cells, and about twice the size of the Old Crypt. It is upgraded via the Blood Fountain.

Another feature that's in the Concept stage is skin-colour changing al? Vampire Chronicles. If you've read them, you'll know that the Older Vampires have significantly paler Skin than normal Vampires, so I'm trying to recreate this. Mixed results at the moment, but we'll see how it goes :) This will be purely aesthetic, and optional, in the final version. I'm also looking to see if I can add in a greener-skin, like in Legacy of Kain (where Kain goes pale, then becomes noticeably green).

Some shots :
Stage One : http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot96.jpg?t=1249576637
Stage Five : http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot97.jpg?t=1249576646
Stage Ten : http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot99.jpg?t=1249576648

Right now, Stage Ten is a little too-extreme for my liking, but hopefully it can be toned down.
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Cccurly
 
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Post » Sat Dec 05, 2009 12:01 am

Is the corpse feeding working? I dont seem able to, when i cast it on a corpse (of a humanoid) it either says i cant feed on that or nothing happens.
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loste juliana
 
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Post » Fri Dec 04, 2009 4:08 pm

It should be working in the released version, unless you've already fed on the corpse. Which corpses are you trying to feed on? If you're trying to feed on Dremora, Dark Seducers or Golden Saints, it may not work unless those Races are enabled as PLayer races
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ezra
 
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Post » Sat Dec 05, 2009 12:46 am

Corpse feeding works fine for me. Maybe you're just waiting too long to do it? I don't know if there's a set timer before you simply can't feed on a dead body or not...I just always did it very soon after I killed them.
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Sabrina garzotto
 
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Post » Fri Dec 04, 2009 10:18 pm

I finally got the fist part of the Vampire Citadel integrated into the World today, so I'm pretty pleased with that. It stands North-East of Dive Rock, which was pure chance (I picked a just-on-the-border-area in the mountains, and found out it was quite close to DR), but provides an interesting concept: if you've seen the Underworld movies, you'll know that the Vampires had the Werewolfs as their servants. Similarly, I've decided to use the Underfykes in a similar way. Unlike the Werewolfs in UW, Underfykes will be little more than animals, attacking those who draw close to the Citadel. I may also add the 'Underfuke Breeding Chambers', wheret the Player can see baby Underfukes, but this will still be a while off.

The Citadel itself is in the Tamriel Worldspace, allowing you to ride directly in/out of it, and will hopefully offer a resonable view of Cyrodiil on fine days.

It is not just the Citadel however, but also a small Vampire Community-- not big enough to be called a 'city', but featuring the various ammenities Vampires need (safety, authority, Smith, Stables, et cetera.) and will provide some sturdy horses.
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Melis Hristina
 
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Post » Fri Dec 04, 2009 10:47 pm

I've managed to get one of the 'advanced' features working today: unique builds for NPC Vampires, compared to the Player. It's not needed to use the Mod, since under normal circumstances NPC Vampries will have the same benefits/weaknesses as the Player. However, this option allows you to specify a specific Build for your opponents. It can be used to create Vampire variants, or non-Vampires with bonuses, whilst keeping other Vampires 'normal'.

I've also got the Skin Shaders working correctly now, so Vampires become more pale over time.
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Ezekiel Macallister
 
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Post » Fri Dec 04, 2009 3:18 pm

I've managed to get one of the 'advanced' features working today: unique builds for NPC Vampires, compared to the Player. It's not needed to use the Mod, since under normal circumstances NPC Vampries will have the same benefits/weaknesses as the Player. However, this option allows you to specify a specific Build for your opponents. It can be used to create Vampire variants, or non-Vampires with bonuses, whilst keeping other Vampires 'normal'.

I've also got the Skin Shaders working correctly now, so Vampires become more pale over time.

Very exciting. Amazing what is happening in the world of Oblivion vampires.
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Gemma Woods Illustration
 
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Post » Fri Dec 04, 2009 1:55 pm

Is there any place or would someone here know where I can figure out what keys are mapped to what # as far as customizing abilities to keys go? Most of the buttons conflict with my current mods and since this mod adds a lot, I'd like to just add them all to the number pad for ease of use.

Also, I'm guessing you can be infected by
Spoiler
The Dark Brotherhood guy?
Or is it something that needs to be turned on 'manually' through the mod?
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no_excuse
 
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Post » Sat Dec 05, 2009 12:20 am

^Yes, you can still get vampirism through that method. I already asked him about that.

I've also got the Skin Shaders working correctly now, so Vampires become more pale over time.

But I thought you didn't want them to look any different unless they weren't well-fed.
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Solina971
 
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Post » Sat Dec 05, 2009 3:17 am

I have to say, this is a nice mod and a well timed coincidence. I was starting to get bored of playing the same characters all the time, so I decided to make a vampire which I've never tried before. Since I knew vanilla vamps were lacking, I set out to look for a vamp overhaul mod and voila, here one is.

I have a few questions though. I'm using the unofficial oblivion patch and the option to disable vampire aging, so will my character's appearance remain the same while using this mod? Also, I plan on using custom races, will that have any problems?

Another question I have, although this is more about generally being a vampire then just this mod, if I can't go out during the day (6am-8pm) how can I get access to vendors for things like potions and/or armor? If I remember correctly, all of the vendors in the IC close right around 7pm.
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Sharra Llenos
 
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Post » Sat Dec 05, 2009 4:32 am

Scarecrow, depending which version you're using, there should be an option under the Vampire amulet-- it's possible you are using an out-dated version if you do not have this. If that does not work, you can check the CS Wiki here : http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3

Dante
It's an optional feature, where the Vampire will become paler as it evolves. It's based on an interpretation of the Anne Rice (Vampire Chronicles) lore, where the older Vampires appear more unnatural/statue-like.

Altaris
Vampire features should be fine. I only apply the Vampirism effect when the Player needs to feed, so you will look normal at all times.
I don't know about custom Races, but I would assume they would work the same (I can't see any reason why a custom race would malfunction with the Vampirism morphs applied by Vanilla Oblivion).

You have a 20-second saftey (or 10-second depending if you're using the later versions) before you take health damage. With careful management, it is possible for a Vampire to dart across the streets, and make it into stores-- or you can just remove sun damage altogether.


Some general points...
The reports from the Private Beta seem to be quite good at the moment. A few issues have come up with the new build, but nothing major yet. Obviously since it's a Private Beta, there's only a small number of people testing it, which means they could easily miss/not encounter more major bugs. I've a few more bits to fix up and work on, and then I will hopefully be able to offer another Beta for Public Testing, to those interested. From a Player's perspective, there isn't much change overall between the last version and this version; however, from an internal point of view, some things have been modified and rejigged; other bits have been removed for now, et cetera.
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hannah sillery
 
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Post » Sat Dec 05, 2009 1:27 am

quick question, why not werewolves?
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REVLUTIN
 
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Post » Fri Dec 04, 2009 11:46 pm

Scarecrow, depending which version you're using, there should be an option under the Vampire amulet-- it's possible you are using an out-dated version if you do not have this. If that does not work, you can check the CS Wiki here : http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3


I hadn't actually installed it yet, was just trying to find out before I did, and that link was exactly what I wanted to know thanks.

Also, http://www.tesnexus.com/downloads/file.php?id=15697 is a really good fixer for the vampire face [censored], might look at it and see if you can use it somehow or if what he does is even different (all vampires in my game with that look normal/good).

quick question, why not werewolves?


Because there are no good looking werewolf meshes/new animations for how they should be (Morrowind: Bloodmoon was a really good example, was disappointed they didn't remake it for Oblivion) :P
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Spencey!
 
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Post » Fri Dec 04, 2009 8:52 pm

I know about VRD :) No idea how it actually works, I admit :(

On Werewolves. I DID make a Werewolf Mod originally, and one *was* in development (see my sig)-- when I took this back to basics, however, I moved Werewolves to the back-burner. Hopefully it will still be made, but it won't be until this is finished, I'm afraid.
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N3T4
 
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Post » Fri Dec 04, 2009 10:30 pm

Because there are no good looking werewolf meshes/new animations for how they should be (Morrowind: Bloodmoon was a really good example, was disappointed they didn't remake it for Oblivion) :P


http://www.tesnexus.com/downloads/images/6486-1-1200232205.jpg
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Andres Lechuga
 
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Post » Sat Dec 05, 2009 2:04 am

hey cdm!

i've finally installed your latest version (0.97) and accepted vampirism from the dark brotherhood vampire.
i let the disease run through me as in the normal game (i.e. doing quests and fighting off the effects of realisitc health).
when i finally turned into a vampire, i lost all my strength due to a vampirism disease (-47).
this also happens if i use the amulet at this time to turn myself into a vampire.
same if i reload an earlier game (approx a day after contracting porriphic haemophilia from the dark brotherhood vampire) and manually turn myself.

but it doesn't happen if i manually turn myself into a vampire before contracting poriphic haemophilia.
nor does it happy if i manually turn myself immediately after contracting porriphic haemophilia.

it seems to happen only if i already have porriphic haemophilia for some time.

on 3rd day of porriphic haemophilia before turning into a vampire:
(GameHour displayed at the bottom.)
http://kuertee.googlepages.com/ScreenShot80.jpg

drain effects after manually turning myself:
(note that i still have porriphic haemophilia.)
http://kuertee.googlepages.com/ScreenShot81.jpg
http://kuertee.googlepages.com/ScreenShot82.jpg

drain effects after waiting to be turned by the game after sleeping another 2 hours:
(note GameHour elapsed.)
http://kuertee.googlepages.com/ScreenShot85.jpg

i was expecting that these will be fixed after getting transported to my crypt (as per your design with the timed events with the potions).
but they didn't.

any ideas?

thanks, CDM (or anyone that can help)!
cheers!

by the way, i installed the MAGE vampire build.

EDIT: i think i found it: it is the day time weakness feature.
if so, its not really a bug then. ;)
but i think it needs a tweak.
with that amount of Strength Drain, my Strength was 0 and i was constantly over encumbered - even in the crypt.

so, i removed the strength drain and added a 50 drain fatigue - so that i can keep playing.
but when i tried to leave my crypt i got stuck here: http://kuertee.googlepages.com/leavingmycrypt.jpg
note that in this game, i reinstalled the game and all the mods then ran TES4LODGen_2_2_2-15781 before i actually started to play.
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JeSsy ArEllano
 
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Post » Fri Dec 04, 2009 8:35 pm

Thanks for the feedback Kuertee. The Door marker is out of place in that last bit, I am guessing. TCL should get you passed it, at least until the next version comes out. And Just A Reminder, you'll lose your data when the next version is installed, because it is a large update, and messes with the internal coding/referencing (meaning the old data will be ineffectual :( ) What I would recommend for those who have progress, is to keep an eye on it, and then update the .ini for the new version to let you near-instantly transform to your required level.

As to the PH and weaknesses... It IS the daytime effects by the look of it, which should take effect from 06:00 to 20:00 if things are working correctly. You are at 7-8:00, so should be suffering from them. I think what will be best is if I change their name to 'Daytime Weakness', or something similar, and perhaps lower the Strength drain. The idea is that they should be almost completely debilitating (though not THAT delibetating, I guess) so thanks for the feed back, and for the detailed error report :D
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Chad Holloway
 
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Post » Fri Dec 04, 2009 8:18 pm

New Idea!!

So this was an idea I was going to add to another Mod (and still will), but I thought it might be good for Vampirism, too: Hunger and Sanity.

When in StarvationStages 3+, the Vampire begins to suffer 'Sanity Loss' as their Hunger consumes them. The longer the Vampire is Starving, the worse the sanity loss becomes. Begin 'not Starving' will gradually restore Sanity. As sanity decreases, (or insanity increases?), you will suffer damage to your 'civilised' stats (i.e., Personality, Intelligence, Willpower; Speechcraft-- the ones that can be seen to represent the 'sentience' of the higher beings). This starts off small, but grows as Insanity increases.

So, what do people think?
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Michael Russ
 
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Post » Fri Dec 04, 2009 2:06 pm

New Idea!!

So this was an idea I was going to add to another Mod (and still will), but I thought it might be good for Vampirism, too: Hunger and Sanity.

When in StarvationStages 3+, the Vampire begins to suffer 'Sanity Loss' as their Hunger consumes them. The longer the Vampire is Starving, the worse the sanity loss becomes. Begin 'not Starving' will gradually restore Sanity. As sanity decreases, (or insanity increases?), you will suffer damage to your 'civilised' stats (i.e., Personality, Intelligence, Willpower; Speechcraft-- the ones that can be seen to represent the 'sentience' of the higher beings). This starts off small, but grows as Insanity increases.

So, what do people think?


That would go a long way towards explaining why vampires you meet in the wilderness try to kill you instead of just drinking your blood. They are bonkers.
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Neliel Kudoh
 
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Post » Fri Dec 04, 2009 4:05 pm

Good point. The random vampires you encounter clearly are starving and that's why they attack you so viciously. They need blood badly!
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N3T4
 
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Post » Fri Dec 04, 2009 3:17 pm

As I expressed in my Poll Thread, the .ini file for this was getting excessively long (over 1,600 lines!!) so I felt it was time for a change: with that sort of work involved, no-one can reasonably be expected to sit down and configure the system unless they're as obsessive as me :) So, whilst considering this, one of Madmole's posts caught my attention: he was talking about using some kind of percentage system to apply negative multipliers, and it occured to me it might be a good/interesting way to add the Bonuses.

So, new work was born :)

Attribute Bonuses are now based on a % of the Base Attribute. The default equation is :
(( BaseAttribute / 100 ) * PercentageBonus ) * VampireStage

The default percentage Bonus is 10% for all Attributes, but each one can be customised via a .ini file :)
So, for example... Assuming you have a Strength of '10', and this does not change as you Evolve as a Vampire...

Stage One : ((10 / 100) * 10 ) * 1 == 1
Stage Two : ((10 / 100) * 10 ) * 2 == 2
Stage Three : ((10 / 100) * 10 ) * 3 == 3
Stage Four : ((10 / 100) * 10 ) * 4 == 4
.
.
.
Stage Ten : ((10 / 100) * 10 ) * 10 == 10

So, basically, using the default values, by Stage 10 you have Doubled your Attribute as a Bonus. The individual upgrades, however, are small and relatively balanced (and this can be further balanced via changing the values, if you find it too small/large). Furthermore, it is adaptive to your Attribute: if you have a Strength of 10 when you become a Vampire, you would gain a one-point Strength Bonus. If, still at Level One, you got your Strength to 100, that bonus would be increased to ten-points (10% of 100). So your bonus levels with you: the stronger you are, the stronger it is.
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Juan Cerda
 
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Post » Sat Dec 05, 2009 1:44 am

glad to see this is coming along so well i'll need to remember to pick up Oblivion again when this is further along in development
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Multi Multi
 
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Post » Fri Dec 04, 2009 7:52 pm

I have a problem, I think. Around 6:03 AM game time after become a vampire my strength is drained all the way down and magicka is too.
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Dylan Markese
 
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Post » Sat Dec 05, 2009 4:24 am

I have a problem, I think. Around 6:03 AM game time after become a vampire my strength is drained all the way down and magicka is too.


That's what happens when the sun comes up. It was a shock to me the first time.
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luis ortiz
 
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