[WIP] CDM - Vampirism

Post » Fri Dec 04, 2009 12:55 pm

Mod's Dedicated Forum : http://thevampireexperience.forumotion.net/

Original Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=999038

From the first post of the original thread :



Download Link : Build 8, Version 1.0 : http://www.tesnexus.com/downloads/file.php?id=28926

With 'Darkness Everlasting', my aim was to provide a Vampiric experience that was specifically tailored to the Player's style-- did they want to burn in water, or breath under it; did they want to be cast out of Holy Ground, or defile the Cathedrals of the Nine? Maybe they wanted to play Dracula, or something more contemporary. Ultimately, however, Darkness Everlasting succumb to the same aspect as other Vampire Mods: no matter what the Player chose, it was the Author who was in control, who decided how strong the Vampire would become, which Powers it would gain, which Attributes and Skills would be boosted.

With my 'New Vampirism', I propose to overcome this tradition, and instead give the Player almost absolute control over the development of their Vampiric character: Do you want to play a Magic-oriented Vampire? You can. Maybe a Warrior is more your style? Go for it. In fact, you can play any kind of Vampire you want, with the Skill and Attribute Bonuses you want.

For the first time in a Vampire Mod, the Player will be able to determine exactly which Attributes and Skills receive a Bonus, and how much that Bonus is at each Level of their Vampiric Development. Similarly, New Vampirism allows the Player to decide how much 'Lore' (Vampire Experience) is needed to Level Up, and the minimum Level their Character must be to evolve as a Vampire.


IntroductionNo creature strikes fear into the heart of the living quite like the Vampire. They are eternal, powerful, unchanging. They reflect everything that Life opposses, and now you too can experience the awesome power of the Vampire, tailored to your exact preferences.'CDM - Vampirism' aims to be as in-depth or as straight-forwards an experience as YOU want it to be: choose from one of three pre-designed Vampire Builds and get straight into the action; or set your Vampire Bonuses and Attributes exactly the way you want them through the included .ini system.Other features of CDM - Vampirism :-- Ten Stage Vampirism Evolution : Rise through the ranks of the Undead World, beginning as a Fledgling and feeding your way to becomign a Vampire Regent.- Five Stage Starvation System : Failure to feed will cause significant weaknesses, but will never kill you.- New Vampire Death Animations :  watch as Vampires burst into flames, explode or even get cut apart beneath your onslaught! Also affects the Player Vampire.- Unlease your Vampiric Strength with powerful Throws, or just hurl your Weapons at your enemies!- Utilise the Vampire's heightened senses, and slow time down whilst you gather your thoughts, or just laugh at the mortals' futile attempts to destroy you!- Optional features : Choose to burn in water, or breath under it; risk the Wrath of the Nine Divines in Cathedrals; or walk in Daylight like the ancient Count Dracula.


FeedingAs a Vampire, your body demands Blood to sustain itself, and even the most trivial action-- such as walking, standing, or even talking-- causes your body to expend Blood. As such, a Vampire's Blood Reserves will decrease by one-unit every Real-World second. In order to replenish Blood, and avoid Starvation, the Vampire must feed. 'CDM - Vampirism' employs an 'intelligent Feeding Key'. This Key is the 'P' Key.When you find something to Feed on, simply press the 'P' Key, and you will automatically feed correctly, based on your target.You have several options when it comes to Feeding :-Sleeping VictimsSleeping Victims are easy prey for any Vampire. When you attempt to Feed on a Sleeping Victim, you will be presented with three options: 'Sip', which enables you to take just enough Blood to sustain yourself (upto 1000-units); 'Replenish', which will completely refill your Blood Reserves; and 'Drain', which will refill your Blood Reserves and kill the victim. Sipping on a Victim is considered a 'Good' action. Replenishing and Draining a Victim are considered Evil, with Drain being significantly more Evil than simply Replenishing.If you choose to 'Sip' or 'Replenish', your Victim will survive being fed on, but will sustain a small amount of Health Damage (10-points). As such, repeatedly Feeding on the same Victim will eventually kill them. It takes a Victim 24-hours to recover from a Feeding session.Blood VialsIf there are no Sleeping Victims around, or you just dislike Feeding on mortals, Blood Vials are a healthy (and Morally Good) alternative. Blood Vials come in three sizes: Small, Medium and Large. Each size provides a different amount of Blood.If you attempt to feed on a Sleeping Victim, you will also have the option of 'Harvesting' Blood. For this, you must have an Empty Blood Vial (either from draining an existing Blood Vial, or from purchasing one) on your person. The Amount of Blood you gain is Random, but this is considered a Neutral Action.Be aware that Blood Vials only keep for 2 days, after which time they become Congealed, and will cause you harm if you drink them.Dead BodiesDisgusting as some find it, any Vampire can drink from the body of the recently deceased to replenish their Blood Reserves. You may feed on the Blood of any Sentient Race or Creature. Each body can only be Fed on once.VampiresA Vampire may Feed on either a Sleeping Vampire or a Dead Vampire. Doing so, however, is not without it's dangers: only Stage Five ('true' Vampires) or higher can drink on Vampire Blood-- for lesser Vampires the more potent Blood becomes a poison, causing physical damage and temporary paralysis. The more Blood a Vampire attempts to drink, the worse the consequences.


Vampiric StarvationIf you fail to Feed, you will eventually begin to suffer from Vampiric Starvation. As your Blood Reserves drop, the effects of Vampiric Starvation will begin to increase. Starvation can never kill you, but it can bring you to the point where you are ineffective. Starvation has five stages:-Stage One ( Less than 500 Units of Blood left )	Vampire Fatigue Regeneration Bonus reduced to 5Stage Two ( Less than 400 Units of Blood left )	Vampire Fatigue Regeneration Bonus lost	Drain Strength		 5	Drain Speed			5Stage Three ( Less than 300 Units of Blood left )	Drain Strength		 15	Drain Speed			15	Drain Intelligene		15	Damage Magicka		2Stage Four ( Less than 200 Units of Blood left )	Drain Strength		 30	Drain Speed			30	Drain Intelligene		30	Damage Magicka		10Stage Five ( Less than 100 Units of Blood left )	Drain Strength		 50	Drain Speed			50	Drain Intelligene		50	Damage Magicka		10000Feeding will remove all effects of Vampiric Starvation.Note: The natural strengths of Higher-level Vampires can often off-set the weaknesses of Starvation.


Special FeaturesCDM - Vampirism features a number of 'Special Features' designed to adapt your Vampire experience to a number of pre-existing interpretations of the Vampire myth. These are inspired by a number of sources, including other Games, Movies, Books and popular myth.All of the features outlined below can be toggled 'on' and 'off' in the 'CDM - Vampirism - Options.ini' file, which can be found in your Oblivion/Data folder.Garlic AllergyA classic ward against Vampires, Garlic Allergy will cause any Vampire carrying Garlic to sustain Health Damage until the item is dropped.Note: Eating Garlic has no negative effect.Note: This Feature is 'On' by DefaultHoly Ground DamageSome say that Vampires are an abomination, an insult to all that is Good, and as such they are repelled by the signs of all that is Holy. When Holy Ground Damage is toggled 'On', any Vampire who dares to step on Holy Ground will find themselves afflicted by the Wrath of the Nine Divines, and sustain Health Damage. Holy Ground Damage only applies to the Cathedrals in each town, and the Temple of the one in the Imperial City.Note: The Cathedral of Akatosh in Kvatch will not cause Holy Ground Damage since it has been desecrated by the followers of Dagon.Note: This Feature is 'On' by DefaultWater VulnerabilityFor the Vampires of Nosgoth (Legacy of Kain), water was one of the most dangerous elements, and immersion in water would instantly destroy them. With Water Vulnerability turned 'On', any Vampire who is immersed in water (i.e., Swimming) will sustain steady Health Damage until they exit the water.Note: This Feature is 'Off' by DefaultWater BreathingDo the dead need to breath? With Water Breathing turned 'On', the answer is no: Vampires will never run out of breath underwater.Note: This Feature is 'On' by Default

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Trista Jim
 
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Post » Fri Dec 04, 2009 1:51 pm

is this mod safe to use if iam allready a vampir ? and i use FCOM and if i try the link to download the Mod i get Error 404 wtf
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Monika
 
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Post » Thu Dec 03, 2009 10:32 pm

Link : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5644
Copying it from the last one had left it contracted, so this should work.

It should work if you're a Vampire alread, but you'll have the added Vampire Bonuses from Vanilla. V. 0.9 Should easily be able to fix this though.
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Jessie Butterfield
 
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Post » Fri Dec 04, 2009 2:22 pm

Link : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5644
Copying it from the last one had left it contracted, so this should work.

It should work if you're a Vampire alread, but you'll have the added Vampire Bonuses from Vanilla. V. 0.9 Should easily be able to fix this though.


hmm whens that come out ?
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oliver klosoff
 
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Post » Fri Dec 04, 2009 12:22 am

No date as yet, I'm afraid. Because the mod is released as a Public Beta, V 0.8 had a few major glitches; V0.9 is a rebuild to hopefully avoid them. If you have a high-end PC, you should be fairly safe with 0.8. Or until V.09 comes out, maybe try one of the other Vamp. Mods currently under development :)

Hopefully we're talking a matter of days/couple o'weeks, rather than months :)
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Reven Lord
 
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Post » Fri Dec 04, 2009 3:55 am

No date as yet, I'm afraid. Because the mod is released as a Public Beta, V 0.8 had a few major glitches; V0.9 is a rebuild to hopefully avoid them. If you have a high-end PC, you should be fairly safe with 0.8. Or until V.09 comes out, maybe try one of the other Vamp. Mods currently under development :)

Hopefully we're talking a matter of days/couple o'weeks, rather than months :)


Just One more Question were should i put it in my LO the esp i mean

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.4]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.71]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.32.Final]06  Mart's Monster Mod.esm  [Version 3.7b1]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  HorseCombatMaster.esm**  TNR - ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp09  HrmnsOblivionScriptOptimizationv1.0.esp0A  Better Dark Brotherhood Sanctuary.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  SkycaptainsBloodTime.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp13  Francesco's Optional Chance of More Enemies.esp14  Francesco's Optional Leveled Quests-SI only.esp15  Francesco's Optional Leveled Guards.esp16  Francesco's Dark Seducer Weapons Patch.esp17  FCOM_Francescos.esp  [Version 0.9.9]18  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Fran_Lv30Item_Maltz.esp1C  All Natural.esp  [Version 0.9.4]1D  All Natural - Real Lights.esp  [Version 0.9.4]1E  All Natural - NW + AWS.esp  [Version 0.9.4]1F  All Natural - Skingrad.esp20  All Natural - IC Palace Changes.esp21  Enhanced Water v2.0 HD.esp22  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]23  300_Combat Sounds.esp24  PowerAttack Voicemod.esp25  Storms & Sound.esp26  Lock Bash Omega.esp  [Version 1.3]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]29  DLCMehrunesRazor.esp2A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2B  DLCSpellTomes.esp2C  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2D  EshmesBodiesV2.esp  [Version 3]2E  ExnemRuneskulls.esp2F  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]30  Cobl Glue.esp  [Version 1.69]31  Cobl Si.esp  [Version 1.63]32  OOO 1.32-Cobl.esp  [Version 1.69]33  FCOM_Cobl.esp  [Version 0.9.9]34  Bob's Armory Oblivion.esp35  FCOM_BobsArmory.esp  [Version 0.9.9]36  Oblivion WarCry EV.esp37  FCOM_WarCry.esp  [Version 0.9.9]38  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]39  OOO-Water_Weeds.esp  [Version 1.32.Final]3A  FCOM_Convergence.esp  [Version 0.9.9]3B  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]3C  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3D  FCOM_RealSwords.esp  [Version 0.9.9]3E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3F  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]40  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]41  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]42  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]43  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]44  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp45  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]46  FCOM_BobsGuardUnity.esp  [Version 0.9.9]47  FCOM_Archery.esp  [Version 0.9.9]48  FCOM_FriendlierFactions.esp  [Version 0.9.9]49  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]4A  FCOM_MoreRandomItems.esp  [Version 0.9.9]4B  Mart's Monster Mod - Shivering Isles.esp  [Version 0.17]4C  MMM-Cobl.esp  [Version 1.69]4D  Demonhunter.esp4E  The Ayleid Steps.esp  [Version 2.5.3]4F  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]50  Knights.esp51  Knights - Unofficial Patch.esp  [Version 1.0.9]52  The Lost Spires.esp53  FCOM_Knights.esp  [Version 0.9.9]54  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]55  BlackScreenSneakFix.esp56  Bloody_Mess.esp57  Salmo the Baker, Cobl.esp  [Version 3.08]58  ScriptIcon_Replacer.esp59  Storms & Sound - The Lost Spires.esp5A  talkwithyourhands PI4.esp----> Delinquent MASTER: personality_idles4.esp5B  RDetectLife.esp5C  bgMagicEV.esp  [Version 1.66EV]5D  bgMagicSpellTomes_for_WryeBash.esp5E  bgMagicEVStartspells.esp5F  bgMagicEVAddEnVar.esp  [Version 1.63EV]60  bgMagicEVPaperChase.esp  [Version 1.63EV]61  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]62  EnchantmentRestore.esp63  EnchantmentRestore_Wells.esp64  RenGuardOverhaul.esp65  RenGuardOverhaulShiveringIsles.esp66  Denock Arrows.esp67  Deadly Reflex 5 - Timed Block and 250% damage.esp68  DeadlyReflex 5 - Combat Moves.esp69  Oblivion XP.esp  [Version 3.0.1]6A  Oblivion XP - Knights.esp  [Version 1.0]6B  Oblivion XP - DLCOrrery.esp  [Version 1.0]6C  Oblivion XP - DLCMehrunesRazor.esp  [Version 1.0]6D  Oblivion XP - The Ayleid Steps.esp6E  personality_idles4.esp6F  personality_idles4_nopc.esp70  Let There Be Darkness - Knights.esp71  Let There Be Darkness - Cyrodiil + SI.esp72  Let There Be Darkness - Mehrunes Razor.esp++  M.O.E. - Better Icon for Script Effects.esp  [Version 1]73  Get Wet.esp74  Real Lava 1.3.esp75  Bashed Patch, 0.esp76  FormID Finder without Pluggy.esp77  Streamline 3.1.esp78  Casual Oblivion 0.2 Levelled Rewards.esp

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Sophie Louise Edge
 
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Post » Fri Dec 04, 2009 2:03 pm

With it being a BETA, I'd recommend putting it at the end (so it overrides other things, and any issues can be directly identified as being in THIS mod), but it should be safe anywhere.

One Note though, if anyone is using See You Sleep, there may be an incompatibility if you use the Coffins from this Mod.
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Nicole Coucopoulos
 
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Post » Fri Dec 04, 2009 11:32 am

Does it require OBSE or can we use it w/o OBSE?
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Anna Beattie
 
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Post » Fri Dec 04, 2009 2:05 am

So this should be working fine with minor glitches now right?

Also, can this mod be used on a save file that has not become a vampire yet or will I need an entirely new save? I remember one of the older versions needed a new save (I believe).


Oh and can you please upload it to TESNEXUS as well? Planetelderscrolls/fileplanet never seems to work for me these days.
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Lory Da Costa
 
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Post » Thu Dec 03, 2009 11:46 pm

Requires OBSE.

Should be safe with an existing Game and (from 0.9+ -- not yet released) existing Vampires. I'm obviously testing everything on a Clean Save, but as long as you do a clean save before installing the 0.9 version (when it comes out) there shouldn't be any issues.

I can't upload to TesNexus just yet with it being a Beta-- if 0.9 proves to be working fine, then I will upload it :)
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Yonah
 
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Post » Fri Dec 04, 2009 10:18 am

Is this compatible with Unecessary Violence, which also features weapon throwing? And what are the specifics involving the slowing down of time, which I see as one of the coolest things on here so far. Thanks, looks good, I'm trying it out now.

PS Do you have any idea if this conflicts with my current Vampire mod, Twilith Vampirism, also known as Twilight Vampirism, which lets you spread it to other people?
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flora
 
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Post » Fri Dec 04, 2009 2:25 pm

Not using other Vampire Mods, I can't confirm; if you give me a link (or I get chance to look myself), I'll see what I can find out. My Guess would be yes, assuming it works the way I would expect.

Throwing Weapons should work fine with UV; to avoid conflcits with similar mods, I've tired to limit the 'fany moves' to Spell effects. What actually happens is that the PC casts a Spell on the target, and on contact the Player's weapon is placed on the target, with damage being delivered. This way, it should avoid conflicts with other mods that actually do throw the weapon.

Heightened Senses alters the overall Game Time to 0.5 times it's default speed, and gives the player a moderate speed boost (so they can react to things in something more like real-time). The Player's attack remain at normal speed: the concept of HS is a simulation of the Vampire's heightened awarness (kind of like when humans are piut in extreme situations, they can gain an increased perception of what's happenning). The speed boost is basically to allow the Player to react.
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Kathryn Medows
 
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Post » Fri Dec 04, 2009 1:12 am

Ah, planetelderscrolls feels like not being a doosh today....

So anyways, since this topic doesn't seem to be getting much attention, I'll be testing out this new version myself as well. I'll try to find any common mod conflicts and bugs that still may be present (hope to NOT find any though of course).


One small detail I hope wasn't taken out of vanilla oblivion: The option to be given the dark gift from Vicente of the Dark Brotherhood. I noticed in your readme that it isn't mentioned. Personally, I still think that's the coolest way to become a vampire. So if it was taken out, I would hope you'd add it back in :)
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Luna Lovegood
 
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Post » Fri Dec 04, 2009 1:21 am

It should be working, but I'd wait a couple of hours (maybe till 20:00 tonight) to download-- I should have the V0.9 up by then :) Hopefully sooner, but you know what it's like

VV should still be able to add Vampirism.
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FirDaus LOVe farhana
 
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Post » Fri Dec 04, 2009 4:04 am

Version 0.9 should now be available for download. As ever, if you find any issues (big or small), please let me know ASAP, with as much information as possible. For the purpose of Beta Testing, if possible could you please try a Clean Save with no other Mods installed (i.e., a 'Test Character'); for general play, do whatever you normally would :) A combination of both should help isolate issues :)
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Alycia Leann grace
 
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Post » Fri Dec 04, 2009 6:43 am

So, can I take it that there are no issues, or just that you've all had an-absolute-nough of the Mod? Feedback is important y'all, so if you've any issues or suggestions, please let me know :)
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Rude_Bitch_420
 
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Post » Fri Dec 04, 2009 2:44 pm

Hi, I've been more of a secret admirer ever since you started with this mod :P. played it up to 0.6, but then had to stop playing oblivion untill now, and i can see a lot of changes have been made. I'll download the newest version now and start testing it. Thanks for carrying on work on this wonderful mod.
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Jaylene Brower
 
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Post » Fri Dec 04, 2009 9:10 am

Very nice mod CDM_, giving control over the type of vampire to the individual mod user was genius. :goodjob: With progeny and ghouls being such a big part of different vampire myths are you planning any Vampire Embrace-esque functionality in the future?
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casey macmillan
 
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Post » Fri Dec 04, 2009 12:17 pm

I really like how this is shaping up, but I'm curious about a couple things. I plan to add this to my game but my character isn't quite "ready" for it, and I want to be sure I understand it as best I can before I do add it.

Reading in the read me about Blood types, it appears to indicate that from drinking the "right" blood type can fortify health and/or magicka by five hundred? or spell absorbtion by 50? Am I reading that correctly? And if I am, can an ini entry be added to turn that off, please? That seems so unbalanced, to me, that it's game breaking. On the note of the ini, the Options.ini that was in the 0.9 download doesn't include any of the "Special Features" listed in the readme (blood healing, garlic, hold ground, water stuff, face).

Also read that to remove the mod, first, you cure vampirism, but the readme states that as a beta, there is no cure for it.

And I'm curious how lore works, the ini has a setting for additional lore per day, but I'm assuming you also get lore from doing vampiry things too? (Feeding, maybe using powers?) The readme doesn't explain it.

And finally, the readme mentions when using the amulet to become a vampire you'll be able to choose your clan, but there's no other information about clans. I did notice in the change log that 0.9 removes covens, so does that mean the whole "clan" thing is out? Either way is totally fine, imo. Personally I'm interested in this mod as a way to overhaul how vampirism works, vampire politics (to sum it up as one word) are "neat" but not a necessity.

Thank you for your hard work on this spectacular idea. This kind of comprehensive customization is pretty much awesome.
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Jennifer Rose
 
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Post » Fri Dec 04, 2009 4:49 am

On the note of the ini, the Options.ini that was in the 0.9 download doesn't include any of the "Special Features" listed in the readme (blood healing, garlic, hold ground, water stuff, face).

I think that was taken out temporarily in this version and will be added back in later.

Reading in the read me about Blood types, it appears to indicate that from drinking the "right" blood type can fortify health and/or magicka by five hundred? or spell absorbtion by 50? Am I reading that correctly?

Yes...I don't like that either. 500 is way too much. In fact, you can feed on 2 people and get that up to 1000. I honestly don't like the whole gaining things from drinking bit at all (even if it was lowered to around 50)

but I'm assuming you also get lore from doing vampiry things too?

You definitely do get lore from feeding, but it seems to vary. I don't think anything else gets you lore though. POSSIBLY fighting other vampires does get you a bit. And if it doesn't, I think it should :D



Ok, so now that I've used the mod a bit - I haven't really seen any actual glitches, just a few things I thought should be changed and/or I didn't like....or maybe something I think could be added (probably made-up while I'm typing)
1) The whole amulet thing. It goes into your inventory and is used for checking your lore/blood (though there's a hotkey for that) and changing the hotkey settings. That's fine, you need something like that in this mod, but it should not be an actual amulet. It's just annoying to have to re-equip my real amulet each time I "used" the vampire amulet to check my lore or whatever.
I think you should put the vampire amulet (maybe rename it) as an etc item or something. It can still be used to open up the menu and everything, but it won't de-equip anything like it does now.

2) I don't think you should be able to constantly feed even when "full". I guess it doesn't exactly have any imbalancing effects, I just thought it was strange that even just 1 or 2 under your max "blood limit" you could fully drain somebody.

3) I was thinking MAYBE there should be an alternative blood svcking animation depending on what method you used. If that's too much (as I don't mind the vanilla animation really) maybe you just make the animation take longer if you used drain vs sip. Making it longer might not very hard at all actually
4) Possibly some kind of special effect could cover your character after they've drank. Sorta like when you equip an item with a magical effect - there's a different "effect" that goes over your character depending on what magical effect the item had on it. I was thinking maybe you could do something with that for when you drink. Something involving red I assume

5) I was sorta thinking (in fact just came up with it this very second) that a very high level vampire (and maybe high sneak requirement too) would be able to sneak up on somebody and drain them - killing them nearly instantly and refilling your blood stores. And when I say sneaking up on them, I meant when they aren't asleep or anything. Not really sure how that would work, but it does sound kinda cool.

6) I was sorta thinking of a "bite attack" that you could do. Basically it would be a "leech health" spell, but you'd be biting them for a pretty small amount of damage and healing yourself a bit (and get some blood).....that sounds strange and hard to do. I dunno, it seemed cool though. I was thinking that if you finished them off with it, it would heal more than normal. Normal being AFTER they're dead like how you can do that in this current version.

7) I like how when you drain somebody it kinda makes them pale-ish or whatever. But I think it can be improved (easily I think). Instead of just making them pale, it could make them extremely wrinkled - which isn't hard to do, just make them older. If you ever look at the character creation screen and make a character very old, they get super wrinkled. So add in paleness and it might look decently convincing as if they had been drained of all their blood.


I haven't even tried to get a high level vampire yet so I haven't messed with other stuff above like, level 2...I guess I'd need to lower the lore amount to get that anytime soon.



Anyways, just random thoughts or ideas I was throwing out there. Up to you if any are interesting and you want to use them. It's always nice when somebody else gives you a different point of view though.
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Anna Krzyzanowska
 
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Joined: Thu Aug 03, 2006 3:08 am

Post » Fri Dec 04, 2009 9:10 am

I really like how this is shaping up, but I'm curious about a couple things. I plan to add this to my game but my character isn't quite "ready" for it, and I want to be sure I understand it as best I can before I do add it.

Reading in the read me about Blood types, it appears to indicate that from drinking the "right" blood type can fortify health and/or magicka by five hundred? or spell absorbtion by 50? Am I reading that correctly? And if I am, can an ini entry be added to turn that off, please? That seems so unbalanced, to me, that it's game breaking. On the note of the ini, the Options.ini that was in the 0.9 download doesn't include any of the "Special Features" listed in the readme (blood healing, garlic, hold ground, water stuff, face).


That was a mistake on my part :)

Also read that to remove the mod, first, you cure vampirism, but the readme states that as a beta, there is no cure for it.

Another slight mistake-- the Read Me is based on the Old Read me (from V0.8, when you COULD Cure Vampirism with a script command -- temp feature)

And I'm curious how lore works, the ini has a setting for additional lore per day, but I'm assuming you also get lore from doing vampiry things too? (Feeding, maybe using powers?) The readme doesn't explain it.

Right now, Lore comes from Feeding. It varies based on how much blood you actually drink-- that is, how much blood you get from it: if you have 1000/2000 blood, and drink enough to replenish you, you will gain 1000 Lore; if you have 2000/2000 Lore, feeding will get you only the Base Lore.

And finally, the readme mentions when using the amulet to become a vampire you'll be able to choose your clan, but there's no other information about clans. I did notice in the change log that 0.9 removes covens, so does that mean the whole "clan" thing is out? Either way is totally fine, imo. Personally I'm interested in this mod as a way to overhaul how vampirism works, vampire politics (to sum it up as one word) are "neat" but not a necessity.

Another slip on my part-- Read Me again :( thanks for the Reminder.

1) The whole amulet thing. It goes into your inventory and is used for checking your lore/blood (though there's a hotkey for that) and changing the hotkey settings. That's fine, you need something like that in this mod, but it should not be an actual amulet. It's just annoying to have to re-equip my real amulet each time I "used" the vampire amulet to check my lore or whatever.
I think you should put the vampire amulet (maybe rename it) as an etc item or something. It can still be used to open up the menu and everything, but it won't de-equip anything like it does now.

I used to do this with my Nercomancy Mod, but for some people it stopped working randomly-- I find using a real Amulet fixes it, hence the choice.

I know nothing about working with animations, so for now anything like that is out I'm afraid :( I see where you are coming from, though :)

Age cannot be altered yet (Vampirism DOES alter Age, but that would mean making the NPC a Vampire, which I don't think would work after Death); I've asked the OBSE team about a SetAge Feature, so if they can add it it will be in later versions :)
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Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Fri Dec 04, 2009 6:04 am

i herad that the Sudden Violence mod team is working on a combat vampire bite animation i saw it in their forums i see if i can find the link to it
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Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Fri Dec 04, 2009 5:46 pm

Thanks Cererus :) If they have it, I might ask if I can use it :) (Fingers crossed)

For those who want the missing 'Features' (Water Damage, Garlic, Et cetera), copy and paste this into the Vampire - Options.ini file. You can put it anywhere as long as it is there.

;[FEATURES]Set ZCDMVampirismControlQuest02.AllowGarlicAllergy		to		1; Default : 1Set ZCDMVampirismControlQuest02.AllowWaterDamage		to		0; Default : 0Set ZCDMVampirismControlQuest02.AllowWaterBreathing		to		1; Default : 1Set ZCDMVampirismControlQuest02.AllowHolyDamage			to		1; Default : 1Set ZCDMVampirismControlQuest02.GarlicAllergyAmount		to		5; Default : 5Set ZCDMVampirismControlQuest02.WaterDamageAmount		to		20; Default : 20Set ZCDMVampirismControlQuest02.DivineWrathDamage		to		5; Default : 5

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Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri Dec 04, 2009 8:29 am

I had a strange bug which prevented me from becoming a vampire when infected by porphyric haemophilia - does this usually happen?
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Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Fri Dec 04, 2009 5:16 pm

Plus, do you have the .ini options for allowing the "Vampire face change" option? Currently my dude looks the same as he did normally (btw, used the "make me a vampire" method for this - would this affect anything?)?
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saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

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