[RELz] Nekhanimal's Awesome Vampire Mod!

Post » Sat May 28, 2011 11:19 pm

Nekhanimal's Awesome Vampire Mod!

The old thread reached its post limit, and the mod reached a new version, so here we go again!

Download links:
http://files.filefront.com/NAVM+v17fzip/;13712603;/fileinfo.html
http://tesnexus.com/downloads/file.php?id=22501



Contents:

1. Important info
2. Vampire characteristics
3. Vampire Society
4. Hunger
5. Age and Powers



1. Important info

Installation:
To install the mod, put the .esp in your Data folder and load a game or start a new one. Any vampire saves you have will make the transition from vanilla vampire to Nekhanimal's awesome ones, though you might have to feed once in order to get all the new abilities. Make sure you load this mod as recently as possible, or you might get some strange dialogue options.

This mod requires OBSE to work (www.obse.silverlock.org), version 0015a or higher.


Dialogue (important):
In order for the dialogue in the mod to be readable, you need to install Tes4Gecko and use its "Generate Silent Voices" option on this .esp. Gecko takes about 500kb, and saves you the hassle of having to download 50 megabytes of silence.


Uninstallation:
To uninstall this mod, you need to write
set uninstallvampiremod to 1
in console, and do what the messagebox says. If you don't uninstall it correctly before removing the .esp, problems can and will occur.


Extras:
The Sound folder is taken from the "Quiet Feet" mod, and disables rat footsteps. This saves an enormous amount of stress on the sound card when using the Verminate ability. It is higly recommended if you are using a laptop or have an old soundcard, as well as the rest of the "Quiet Feet" mod. Put the folder in your Data folder with the .esp(s).

The GREETING fix .esp is intended for those of you who don't want to put NAVM in the bottom of your load order, perhaps because of a mod conflict. If you load NAVM before any mod that edits dialogue, people might start saying "GREETING" to you in various situations. To stop this, activate "NAVM GREETING fix.esp" and put it in the very bottom of your load order. You can then load the NAVM main .esp wherever you like.

The NekhanimalLifeDetect.esp is a custom life detect shader that is intended for vampires to use. NOTE: If you use Supreme Magicka and want it to work with my Life Detect, you must set SMDetectLifeOn to 0 in the Supreme Magicka .ini.


Contact:
This mod was made by Nekhanimal. It is based on the default vampire script (which is as bug free as any), and includes the fixes done by MJA in his mod. You are encouraged to send your thoughts about it to Nekhanimal at leythran@hotmail.com, post in the mod's forum thread or PM Nekhanimal in the Bethesda forums.



Good night!



2. Vampire characteristics:

To become a vampire, wait for three days after having contracted Porphyric Hemophilia, and then sleep somewhere. If this somewhere is indoors or outside after dark, you will then awake as a vampire. Loading a vanilla vampire save works fine, but the process will not be complete until you feed on something.

All vampires have a 100% weakness to fire.

All vampires are 100% resistant to paralysis, poison and disease.

All vampires can breathe underwater.

All vampires take damage from the sun, but some less than others.

All vampires are initially friendly to each other.



3. The Society of the Damned:

Vampires acknowledge each others' struggle. Even the most lowly vampire will be given refuge from its persecutors in the lair of others, though he might not be treated with much respect, as an inexperienced fledgling is often a nuisance to the elders.

Most Undead fear the vampires, and avoid getting into combat with them if they can. Liches, being the kings of the underworld, are not intimidated so easily. Necromancers are of course not fooled, either.

A vampire will often find himself depending on the aid of others. Asking other vampires if they need help might in turn help you.

Vampires can feed on bottles of Human Blood, though this is not as potent as feeding on live humans. Such bottles can be found in the wild, or they can be bought from other vampires, given that they have any and that they respect you enough. Contrarily, if you have an extra bottle of Human Blood with you, you can sell it to other vampires. Depending on your age and Mercantile skill, you might get better deals on such trades.

There are two major crimes in the Society of the Damned: killing a vampire and feeding on a vampire. Normally aged vampires can commit three offenses before being outlawed, while older vampires can stretch the laws of the Damned far longer. However, there are exceptions. Clan warfare is normally not judged by vampires outside the clan.



Quests:

You must usually be an advlt vampire to take on quests. Once you learn about a quest from a vampire, that particular vampire will become your quest-giver for that quest. These quests do not show up in your quest log, but you can ask the quest-giver about them once you've accepted them.


Evil Warrior quest - Eliminate the witnesses:

This quest will be given to you by any vampire Barbarian, and requires that you have an Infamy of at least 20.

The reward is a sword called the Voidshard, which is lighter, sharper and faster than other swords, needs hardly ever be repaired and carries some wicked abilities as well.


Mage quest - Find the Book:

This quest will be given to you by any vampire spellcaster.


Additional Content - The Lord's Release

Talk to Lord Lovidicus as a vampire to start this "quest". The rewards are many.



Clans:
There are two vampire clans in Cyrodiil, the Bloodworkers and the Kindred. Joining either clan will make the other hostile. Non-clan vampires will not care about which clan you are.

Bloodworkers:
The Bloodworkers reside Beneath the Bloodworks in the Imperial Sewers. To join them, you need a key to the Imperial Palace Sewers. This key can be had from one of the Bloodworker clansmen by asking them about their clan, or you can get it from the Thieves Guild. Talk to one of the clan leaders in the Palace Sewers to join. The joining fee is 300 gold, and you must be an advlt vampire to do it.

Once you are a Bloodworker, you will get a free bottle of Human Blood every day from the clan leaders in the Palace Sewers.

Kindred:
The Kindred reside in the Barren Cave, on the way from Cheydinhal to the Imperial City. You must be Mature in order to join them. To join, talk to one of the vampire Matriarchs/Patriarchs in the cave. The joining fee is 1000 gold if you've done no quests for Kindred vampires, 600 gold if you've done either the mage or warrior quest for a Kindred vampire, and 300 gold if you've done both vampire quests for Kindred vampires.

Once you've joined, you will have access to a merchant in the Barren Cave who sells nothing, but accepts all items except stolen ones, has 800 gold to barter for (more if you are using Living Economy) and is open day and night.



4. Hunger:

There are 4 hunger stages, like in ordinary Oblivion. To keep things fairly balanced, it's not advisable to set TimeScale below 20 in the console (30 is the default). Hunger will drain many of your attributes (and enhance some), make you unattractive to NPCs and really make you fear the sun, but like in ordinary Oblivion, there are some benefits to it as well...

Stage 1: Well Fed
The vampire is at its most human stage at this point, looking just like an ordinary mortal. It is said that some of the oldest known vampires can actually linger outside in the sun for a while, as long as they stay well fed. Although a vampire looks normal at this point, its body is much stronger than that of an ordinary human.
- Fortify Strength 10
- Fortify Speed 5
- Fortify Willpower 5
- Fortify Agility 5
- Fortify Health 25
- Shield 4

Stage 2: Hungry
The vampiric nature becomes obvious, and any mortals you pass will often notice this and say as much. Talking to one of them while Hungry is not recommended, unless you have the ability to hypnotize them. Light will glare your eye, mortals will appear as tasty pieces of flesh, and the sun will cause almost immediate death. Still, a Hungry vampire is stronger than most regular humans.
- Detect Life 35
- Fortify Strength 5
- Fortify Health 10
- Fortify Speed 10
- Fortify Willpower 5
- Feather 10
- Shield 2
- Sun Damage 5

Stage 3: Famished
A Famished vampire is reduced to a gaunt, shady beast, veering on the edge of paranormality as its stolen blood reserves wither away. Humans will despise and fear such a creature, and most would say that a Famished vampire is an easy match in combat, compared to a well-nourished human. Looks can deceive, however - such a vampire is an able spellcaster that can move like the wind and see in the dark, and though it is more susceptible to magic than a well-fed vampire, it takes less damage from ordinary weapons.
- Drain Strength 20
- Drain Agility 20
- Drain Fatigue 65
- Drain Health 25
- Detect Life 70
- Fortify Speed 20
- Fortify Acrobatics 30
- Fortify Athletics 20
- Fortify Magicka 30
- Feather 50
- Night-Eye
- Resist Normal Weapons 35
- Sun Damage 10
- Weakness to Magic 25


Stage 4: Ethereal
A vampire without blood is nothing. Should it go too long without feeding, a vampire will dissolve into a blur of wisps and shadows. Yet the soul may survive if the body is strong enough. As the vampiric soul is left in peace by the Undead, can hardly be damaged by ordinary weapons or great falls and may even walk on water, there have been reports of vampires starving themselves to near death, hoping to become invulnerable. Those few hopeful soon discovered that an Ethereal vampire is easily destroyed by magic, and that using any kind of physical attack is futile in such a state.
- No Strength
- No Agility
- Drain Fatigue 60
- Drain Health 60
- No Blade
- No Blunt
- No Marksman
- No Hand to Hand
- No Block
- Detect Life 150
- Fortify Speed 30
- Fortify Acrobatics 70
- Fortify Athletics 50
- Fortify Sneak 60
- Fortify Magicka 60
- Feather 140
- Night-Eye
- Resist Normal Weapons 80
- Sun Damage 20
- Water Walking
- Weakness to Magic 50
- No Fall Damage

Power: Slip Through Keyhole
A lesser power that is available when you become Ethereal, and only then. Unlocks and automatically opens any door on touch, but not containers, and not doors that need keys. Opening owned doors like this does not incur a bounty.

Perk: Melding in the shadows
Crouching while Ethereal makes you completely invisible. You must be undetected for this to happen.

Perk: Ghostly Flight
You do not take fall damage while you are Ethereal.



5. Age and Powers:

As you feed, you will gain Blood Points. When you have enough Blood Points, you will advance in age. Each age level comes with perks and powers, these are described below. To acquire the highest age levels, you must go through additional ordeals besides getting the required Blood points. These tasks will be made clear to you by older vampires. Once you've achieved the required blood points, go talk to a vampire elder to learn how to reach the next age. The vampires that can age you are listed in the Spoilers section.


Age 1: Fledgling

Feeding:
Fledglings require blood every 8 hours.

Stats:
1 Shield
10 Sun Damage

Regeneration:
1 point of fatigue at night.

Power: Vampiric Senses
Toggled by holding the V button down. A lesser power you can switch off and on, which costs no Magicka and gives 70 Life Detect and Night-Eye, but also adds vampiric eyes and therefore reveals your nature to NPCs, who will in most cases refuse to talk to you. This does not affect your hunger status. You cannot use Vampiric Senses when you are Famished or Ethereal, but there's no need to, either. If you are Well Fed, you must use Vampiric Senses for other vampires to recognize you... unless you have reached a high age.

Society:
Fledgling vampires are not yet accepted into vampire society.



Age 2 (25 blood): Caitiff

Feeding:
Caitiff vampires require blood every 10 hours.

Stats:
8 Sun Damage
2 Shield
Fortify Endurance 5
Fortify Strength 5
Fortify Speed 5
Fortify Agility 5
Fortify Personality 10

Regeneration:
2 points of fatigue at night.

Perk: Vampiric Deception
You can now talk to NPCs that would normally hate you for looking like a vampire or using Vampiric Senses, including quest characters. You cannot do this when you are Famished or Ethereal, and you can still not hypnotize guards without consequences.

Power: Blood Buff
A greater power that gives tremendous boosts to physical attributes, athletics, acrobatics, sneak, hand to hand, health regeneration and shielding. It lasts for 2 minutes, but will start to lose efficiency after 30 seconds. Unfortunately, it also advances your hunger status one level when used. You cannot use Blood Buff when you are Ethereal.

Society:
Caitiff vampires have enough respect with other vampires to small-talk and barter with them.



Age 3 (55 Blood): advlt

Feeding:
advlt vampires require blood every 12 hours.

Stats:
Shield 3
Sun Damage 6
Fortify Endurance 5
Fortify Strength 5
Fortify Speed 5
Fortify Agility 5
Fortify Personality 10
Resistance To Magic 3
Fortify Magicka 15
Resist Normal Weapons 4


Regeneration:
2 points of fatigue, 1 point of health, at night.

Power: Violent Feed
You can feed from all humans and dremora if not in combat, damaging them a little bit, often knocking them out and restoring your Health and Magicka, but also draining your fatigue. This is likely to alert nearby guards, so it's not recommended if you're in town. Feed on sleeping characters to avoid attention.

You can also feed in combat, damaging your enemies more than when you're not in combat, but with less chance of knocking them out. This will also drain your fatigue much more, and restore your health and magicka less, than feeding when not in combat. Successfully feeding in combat depends on character level and skill. Having a high Hand to Hand skill is important for you to succeed, as is a high Block skill for the enemy to defend against it. For example, Bandit Archers make good targets for combat feeding, Imperial Guards do not.

You can feed from creatures like rats, boars and deer. Feeding from creatures restores nothing and does not advance blood points, but it will keep you nourished. You cannot feed from daedra, undead or large creatures like bears, horses or minotaurs.

You can feed from the dead, as long as they match the criteria for living feed targets.

As with most other vampiric powers, you cannot use the feed spell in Ethereal mode.

Society:
advlt vampires have enough respect within the vampire society to accept simple quests and be rewarded for them, and to join certain clans.



Age 4 (90 blood): Mature

Feeding:
Mature vampires require blood every 16 hours. They need a Willpower of at least 50 to be able to feed on animals.

Stats:
Shield 4
Sun Damage 4
Fortify Endurance 10
Fortify Strength 10
Fortify Speed 10
Fortify Agility 10
Fortify Personality 10
Fortify Willpower 10
Resist Magic 6
Fortify Magicka 30
Resist Normal Weapons 8

Regeneration:
2 points of fatigue, 1 point of health, 1 point of magicka, at night.

Perk: Strong Will
You can now hypnotize guards into thinking you are a regular human, and saying Boo! to people will now spook them. Your Willpower is also permanently increased by 10.

Power: Banish
A wicked power that becomes available when you are Famished. Cast on any mortal, it will slowly banish them from the physical world. Attacking their manifestation will speed up the process. During this period of limbo, they are much weaker than usual, though their magical abilities remain unchanged. You cannot banish more than one target at a time, so choose them wisely. Naturally, you are unable to loot banished targets.

Once a victim has been banished, a part of their soul will merge with yours and restore health, fatigue and mana. Banishing three targets counts as feeding.

You cannot banish animals, daedra, dremora or the undead, nor other vampires. Unlike most other vampiric abilities, this one remains available when you are Ethereal.

Society:
Mature vampires can join any clan they wish.



Age 5 (130 blood): Elder

Feeding:
Elder vampires require blood every 20 hours. Elder vampires need a Willpower of 70 to be able to feed from animals, and feeding from bottled blood or dead victims will not age them.

Stats:
Shield 5
Sun Damage 3
Fortify Endurance 10
Fortify Strength 10
Fortify Speed 10
Fortify Agility 10
Fortify Personality 10
Fortify Willpower 10
Resist Magic 9
Fortify Magicka 45
Resist Normal Weapons 12
Reflect Damage 5

Regeneration:
2 points of fatigue, 1 point of health, 2 points of Magicka, at night.

Power: The Vermin God
Ancient vampires can accumulate an army of plague-bearing rats and unleash them on any target. By casting a spell on an ordinary rat, it will become infected and follow you wherever you go. After a while, it will grow in size, and if your rat pack is larger than 2 individuals, they may multiply. You may have as many rats as you like.

Casting the same spell on any non-rat target will make your rats attack that target. They will not stop until they or the target are dead. Marking a target this way is not a hostile act. Rats will not attack other creatures.

When you cast the spell on a non-rat target, there is a chance that this target will get Plague. If it does get the plague, there is also a chance that the plague will spread to any nearby targets.

You can turn the plague shader on dead victims off by writing
set plaguevictims to 0
in console. This will only effect new plague victims.
Society:
Elder vampires have enough respect within the vampire society to get better deals when buying and selling blood. They can commit more crimes within the vampiric society without becoming outcasts.



Age 6 (175 blood): Ancient

Ancient vampires require blood every 24 hours, and cannot feed on animals.

Shield 6
Sun Damage 2
Fortify Endurance 15
Fortify Strength 15
Fortify Speed 15
Fortify Agility 15
Fortify Personality 10
Fortify Willpower 10
Resist Magic 12
Fortify Magicka 60
Resist Normal Weapons 16
Reflect Damage 10
Reflect Spell 10

Regeneration:
2 points of health, magicka and fatigue at night.

Power: Forecast
The greatest of the Ancient's powers is perhaps its ability to shield itself from the sun's harmful rays, simply by obscuring them with rain and clouds. Once activated, this power summons a raging thunderstorm that will greatly reduce any sun damage.

You must be outdoors in order to Forecast, and you may only do it in normal weather situations. The storm will remain active until you deactivate it. After deactivating it, you must wait 24 hours to Forecast again.

While the storm is active, your Magicka will constantly suffer from the concentration needed to uphold it. The rate at which it is damaged depends on your Alteration, Conjuration and Illusion skills. Your Fatigue will also be damaged.

Power: Chronosphere
Chronoshifting, the power to bend time and space, is available to Ancient vampires. By focusing their mind on a particular object (the one in their crosshair), they can instantly transfer themselves to it. Trees, rocks, animals, plants and ruins are good targets for Cronoshifting outdoors. Indoors you can Cronoshift to any spot, whether there is an object there or not.

Opening a portal through the void always carries the possibility of setting free a part of the void itself. This possibility is very low when you are Ethereal and higher when you are Well Fed.

The distance you can Chronoshift is directly tied to your Mysticism skill and your hunger level. Increasing these will allow you to Chronoshift more efficiently.





Age 7 (250 blood): Antediluvian

Antediluvian vampires require blood every 48 hours.

Shield 10
Sun Damage 1
Fortify Endurance 20
Fortify Strength 20
Fortify Speed 20
Fortify Agility 20
Fortify Personality 10
Fortify Willpower 10
Resist Magic 15
Fortify Magicka 75
Resist Normal Weapons 20
Reflect Damage 15
Reflect Spell 20
Spell Absorption 15

Regeneration: 2 points of health, magicka and fatigue at night.

Power: Diluvium
You have the power to sire humans as ghouls, which is a term for a blood-bound servant. Since they are not vampires, they will not be bothered by the sun. Both the undead and other vampires will recognize ghouls as your property and leave them alone, though they might respond violently if your ghouls attack them. You cannot sire essential characters, and you can only have a maximum of 3 ghouls.

To sire a ghoul, approach a sleeping target and give them a sip of your blood by using the Diluvium spell on them. You can only do this once a day, and if you are detected by anyone while doing this you will receive a bounty increase of 50. After having given the target your blood, simply wake them up and talk to them with your vampiric eyes showing.

Given the right command, a ghoul will try to follow you everywhere you go, including fast travel and Chronoshifting. They will aid you in combat, but only against foes they dislike themselves. If a ghoul dies, you can sire another.

You can ask a ghoul to stay put. It will then wander around the current location until you tell it to do otherwise. Such a ghoul still counts towards your total ghoul limit of 3.

You can command a ghoul to forget everything about you. It will do so, and attempt to resume its mortal life. Doing this will free up space for another ghoul. If you ever want to sire this particular ghoul again, all you have to do is talk to it with your vampiric eyes showing.

If your ghoul is a guard and you have the money, you can ask it to erase your bounty. You can only do this once per ghoul, and you cannot erase bounties larger than 1000.

You can ask a ghoul to take a nap, which will make it search for a nearby bed and sleep indefinitely. It will sleep in an unowned bed, but not one owned by the player. You can use this opportunity to feed from it, or you can wake it up and let it keep following you. Like a waiting ghoul, a sleeping ghoul will also count towards your maximum ghoul limit.

Attacking your ghoul will not make it hostile, and it will not try to arrest you or increase your bounty. Attacking a ghoul does however count as a crime to other mortals.

Antediluvians will never become outcasts, but they can be exiled from clans.



Other stuff I've planned:

More clans, and more quests for them.

A way to access ghouls' inventory.

The ability to start your own clan.

A vampire hunters' guild, that will start hunting you if you attract attention. You can join them as a non-vampire.


Good night!



Download links:
http://files.filefront.com/NAVM+v17fzip/;13712603;/fileinfo.html
http://tesnexus.com/downloads/file.php?id=22501


Good night!
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Sat May 28, 2011 12:22 pm

Bam! New thread and new version. The screenshots will be down for a while. Here's the changelog, though I might have forgotten something.

v1.7

You now have your own vampire hideout! It is not hard to find, but only available at a certain age.

You can now officially feed on the dead.

Vampiric Senses are now toggled by holding V for a little while. The old spell will disappear the next time you feed.

Thanks to my incredible mathematics skills, Chronoshifting yourself onto doors will no longer make you end up inside them. Also, the player's rotation is now preserved when Chronoshifting short distances.

Vampire Offenses: There are various ways to break the silent laws of the Society. Actions such as feeding on other vampires or killing them will not be taken lightly. Should you commit too many crimes like these, you will be exiled from the Society. Elder vampires have a higher limit of offenses, but they are still not above the law.

Loading a vanilla vampire save will now start the hunger system, and sets your age correctly.

You can only sell the vampire cure potion to vampire Patriarchs now. If you give it to a regular vampire, you will share it with him, and both of you will become mortal again.

Simplified uninstallation. Now you only have to write
set uninstallvampiremod to 1
in console, and do what the messagebox says.

Aging stats rebalanced a little.

Hunger no longer increases Willpower.

To advance to Elder, Ancient and Antediluvian, you must now do additional quests as well as getting the required blood points. These quests will be given to you by older vampires.

Fixed an issue that could mess up your Thieves Guild quest stage.

Compressed readme to show age stats.

Saying Boo to people will now spook them if you are Mature or older.

The Magedrainer no longer requires any Mysticism skill.

Numerous dialogue additions.

Lord Lovidicus has received a ton of additional dialogue and behavior.

New age level, Elder, given at 130 Blood Points. Ancient age has been moved to 175 BP and Antediluvian to 250. See the Age section.

New ability: Verminate, given at Elder age.

Clan members will now recognize you as an Elder.

You can no longer cure yourself of your vampire hunger with Cure Disease.

The optional vampire Life Detect has been altered a bit (less orange).

Your ghouls will now have vampiric eyes. They must be reloaded in order for this to show after siring, quicksaving and then quickloading is enough.

Forecast Magicka drain has been reduced.

Vampirism now handles age correctly. This removes the infantile look from vampire NPCs.

Fixed a huge bug in the Violent Feed script (would always succeed).

You will no longer be cursed when praying at wayshrines.

A lot of dirty edits, spells and scripts have been removed. Most notably, the mod no longer alters the Night-Eye effect or the AbandonedMine cell.

Some bugs have been fixed that allowed you to exploit vampires for blood bottles.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Sat May 28, 2011 12:12 pm

Awesome, keep up the good work Nekhanimal! :tops:
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sat May 28, 2011 8:12 pm

Woohoo, You took my advice and added elder :D

Awesome , Just got back to oblivion. Glad to see this.

FEED ON DEAD [censored] :D:D:D:D Finally

The ultimate vampirism mod? Anyone?

Wtf ... They censored ... :D ? w00000t
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Sun May 29, 2011 1:26 am

1 little thing:
New ability: Verminate, given at Elder age.


Wouldn't it be a good plan to add this ability to:

Age 5 (130 blood): Elder

Feeding:
Elder vampires require blood every 20 hours. Elder vampires need a Willpower of 70 to be able to feed from animals, and feeding from bottled blood or dead victims will not age them.

Stats:
Shield 5
Sun Damage 3
Fortify Endurance 10
Fortify Strength 10
Fortify Speed 10
Fortify Agility 10
Fortify Personality 10
Fortify Willpower 10
Resist Magic 9
Fortify Magicka 45
Resist Normal Weapons 12
Reflect Damage 5

Regeneration:
2 points of fatigue, 1 point of health, 2 points of Magicka, at night.

Power: Chronosphere
Chronoshifting, the power to bend time and space, is available to Ancient vampires. By focusing their mind on a particular object (the one in their crosshair), they can instantly transfer themselves to it. Trees, rocks, animals, plants and ruins are good targets for Cronoshifting outdoors. Indoors you can Cronoshift to any spot, whether there is an object there or not.

Opening a portal through the void always carries the possibility of setting free a part of the void itself. This possibility is very low when you are Ethereal and higher when you are Well Fed.

The distance you can Chronoshift is directly tied to your Mysticism skill and your hunger level. Increasing these will allow you to Chronoshift more efficiently.

Society:
Elder vampires have enough respect within the vampire society to get better deals when buying and selling blood. They can commit more crimes within the vampiric society without becoming outcasts.

User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sun May 29, 2011 1:17 am

One thing I noticed is that some vampires can be very forgetful.... I buy Blood from them, haggle down to 100, and then I sell blood to the same vampire a second later haggling up to 150.. basically making him pay 50 gold just to use his own blood potion.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sun May 29, 2011 1:30 am

One thing I noticed is that some vampires can be very forgetful.... I buy Blood from them, haggle down to 100, and then I sell blood to the same vampire a second later haggling up to 150.. basically making him pay 50 gold just to use his own blood potion.


That is your reward for having raised your Mercantile skill to 50. It's also the reason why you can only buy and sell a maximum of once to each vampire (he might not want to buy, or sell). It's also astonishingly stupid. If you have any ideas to how this can be changed, please tell me. I was thinking of making it so that a vampire either sells or buys, but not both.


@Oblivion
The Verminate/Chronoshift is a readme typo. What actually happens in the mod is that you get Verminate at Elder, and Chrono at Ancient. I've fixed it now!
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat May 28, 2011 11:29 pm

1 word.

AWESOME!
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Sun May 29, 2011 12:56 am

It's been 10 minutes, so here's the traditional hotfix. And here's what it does:

v1.7b

Fixed the Antediluvian's vampirism and speech, plus an issue regarding some spoilerish stuff.

Spooking people now works like it says in the readme.

Age messages will no longer reappear when you feed on something that does not increase your age.

Fixed a couple of readme misinformations.
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Sat May 28, 2011 10:36 am

I love vampire mod. Time for me to get out there and svck some blood
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sat May 28, 2011 7:32 pm

There are so many great things in this mod. I love the idea that you become 'more human' as you advance in vampire age. The more human blood you drink, the more human you are right? Becoming the ultimate vampire is like.. Being a human with awesome strength, small amount of sun damage and may get hungry every couple days or so. I love the difficulty of starting out. It may be abit annoying needing to drink blood every eight hours, but that's what you get for being a daydweller for so long.

Anyway, great job.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat May 28, 2011 3:49 pm

About the rats:
Are they vanilla Oblivion sized rats or real world sized rats, since the giant Oblivion rats + increasing size is a bit too much, especially if you got an whole army of rats. I don't have the spell yet, so it might be already like this, but I personally would prefer smaller size and it indeed increases in size, but won't ever become as big as normal Oblivion rats...

Oh, never mind, you cast a spell on a targeted rat, so it will have the size of that rat...
And I guess it won't work on FCOM carrion rats, well I'll just live with big rats then.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Sat May 28, 2011 3:05 pm

About the rats:
Are they vanilla Oblivion sized rats or real world sized rats, since the giant Oblivion rats + increasing size is a bit too much, especially if you got an whole army of rats. I don't have the spell yet, so it might be already like this, but I personally would prefer smaller size and it indeed increases in size, but won't ever become as big as normal Oblivion rats...

Oh, never mind, you cast a spell on a targeted rat, so it will have the size of that rat...
And I guess it won't work on FCOM carrion rats, well I'll just live with big rats then.


Their size does depend on that of the original rat, so the first rat you tame will have its size almost unchanged, the next one will be a little bit bigger (and have more health), and so on, until they are about the size of a German Shepherd. They won't be as big as the ones on the beta screenshot in the previous thread until you have about 10 of them. If some of your rats are killed, the next one you tame will be smaller than the last one because the number of rats in your pack has decreased. I am thinking of making their size increase a bit slower, though.

Don't be so quick to assume my mod won't work with others! The rat detection works in the way that IF the target has a Rat Meat in inventory AND is a creature AND has a soul level of Petty(so it won't be a Goblin Chef for example), then it is defined as a rat. I've done it this way because GetID doesn't seem to work if the target is part of a leveled list. If the FCOM rats carry rat meat and have Petty souls, then my spell will work on them.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Sun May 29, 2011 12:37 am

Just a quick question. I don't plan on playing as a vampire anytime soon but if i installed this would i get to fight vampires at different ages and with the same abilities as a PC vampire? Will all the npc vampires be in human form? or would some be in ethereal form depending on how often they have fed?

Also any plans to add like a vampire bounty hunter type faction with this mod? If not do you know of any recommended mod that goes well with this one that may add something like that?

You have added some very unique features to vampires thanks for putting it all together. =)
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Sat May 28, 2011 6:17 pm

Looks great! I don't have a Vampire character right now (going to get it from Vincente Valtieri at the end of his Dark BRotherhood QUestline), but I have looked at the .esp in the Construction Set, and there were a few things I wondered, mostly around the balance of the new eapon, Voidshard.

It has something like 1,000,000 health. This is easily hundreds of times greater than even the most durable vanilla weapon.
Second, it looks like you've also changed the reach to 1.6 from (I think) the '1' of the default Akaviri Katana. This is unadvisable simply because the weapon will hit NPCs even if the mesh itself does not touch them.

Also, it's tagged as a QUest Item - I didn't check to see if there's a script somewhere that changes this, and there might be - but if there isn't, this should be changed. A Quest Item cannot be dropped by the player. This, combined with the fact that the sword, unlike all vanilla QIs, has a weight greater than 0, makes it a rather large nuissance to the player, especially if they aren't of the type that would use the sword anyways.

Also, it seems to me that the Rat power might be one worth having a quest to gain, to balance out the benefits of the ability.
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sat May 28, 2011 10:58 am

Bookmarked for later... :read:
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Sat May 28, 2011 6:48 pm

@ dred
I have made no changes to vampire NPCs' abilities. Aveon is currently looking into a way to make StarX vampire mod compatible with mine, but it isn't yet. Though I have plans to include a guild of vampire hunters and some quests for them, there is nothing of the like in the mod as it is. In short: no, sorry. :)



Looks great! I don't have a Vampire character right now (going to get it from Vincente Valtieri at the end of his Dark BRotherhood QUestline), but I have looked at the .esp in the Construction Set, and there were a few things I wondered, mostly around the balance of the new eapon, Voidshard.

It has something like 1,000,000 health. This is easily hundreds of times greater than even the most durable vanilla weapon.
Second, it looks like you've also changed the reach to 1.6 from (I think) the '1' of the default Akaviri Katana. This is unadvisable simply because the weapon will hit NPCs even if the mesh itself does not touch them.

Also, it's tagged as a QUest Item - I didn't check to see if there's a script somewhere that changes this, and there might be - but if there isn't, this should be changed. A Quest Item cannot be dropped by the player. This, combined with the fact that the sword, unlike all vanilla QIs, has a weight greater than 0, makes it a rather large nuissance to the player, especially if they aren't of the type that would use the sword anyways.

Also, it seems to me that the Rat power might be one worth having a quest to gain, to balance out the benefits of the ability.


Those sound like the beta stats of the Voidshard. I knew there was something I forgot to test in v1.6. The reason for the health is that I don't want the weapon to need repairs. The reach and quest item is really bad, though. I must have forgotten to remove them at release. The problem is that the Voidshard is a weapon that already exists in the game, but isn't used. If someone were to drop it or leave it in a chest somewhere and then uninstall the mod, they'd end up with the vanilla version of that weapon, which isn't supposed to be in the game. I may have a workaround ready for this, and I'll make a hotfix.
I think the rats are fine as they are, though they may seem overpowered in the readme, they don't unbalance the game when you actually play it.
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Sat May 28, 2011 9:03 pm

changes look awesome, can't wait to play.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Sat May 28, 2011 9:24 pm

This mod looks really great, but I have problem when downloading it.

Would you please upload it at Nexus or PES, as well?

Thanks.
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Sat May 28, 2011 3:04 pm

I've found something which is either a bug or an intended feature, I'm not sure which.

Killing a vampire as a mortal, I received a message with something along the lines of "I should avoid this place from now on". This could make sense as a warning to the player that they will be shunned should they ever become a vampire and come to that particular dungeon, but the wording makes it sound like it's intended to be shown only to a vampire PC...?

Regards,
A5ATAR
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Sun May 29, 2011 2:09 am

Very cool work! :)
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Sat May 28, 2011 9:30 pm

Another small, but crucial hotfix has been uploaded:

v1.7c

Failing to Violent Feed in combat will no longer drain your fatigue irreversibly.

Elders no longer need to use Vampiric Senses to be recognized when they are Well Fed, they will always be recognized by other vampires.

Verminate and the vampire hideout are no longer added to the player when they reach the Ethereal stage. If you accidentally got them this way, they will be removed the next time you feed unless you are entitled to them.

The script that makes other vampires hate you and makes you an outcast now checks to see if you are actually a vampire.


Also, the mod is now available for download at the TESNexus!
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Sat May 28, 2011 3:54 pm

Another small, but crucial hotfix has been uploaded:

v1.7c

Failing to Violent Feed in combat will no longer drain your fatigue irreversibly.

Elders no longer need to use Vampiric Senses to be recognized when they are Well Fed, they will always be recognized by other vampires.

Verminate and the vampire hideout are no longer added to the player when they reach the Ethereal stage. If you accidentally got them this way, they will be removed the next time you feed unless you are entitled to them.

The script that makes other vampires hate you and makes you an outcast now checks to see if you are actually a vampire.


Also, the mod is now available for download at the TESNexus!


Nice!

I was scratching my head trying to figure out why my fatigue was occasionally getting damaged, it's a load off my mind knowing it's fixed. (luckily I save often and just loaded up when I noticed it had happened to fix it)

A+ mate.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Sun May 29, 2011 12:29 am

You might want to take some screenshots for the TesNexus page - people there are ridiculously picky about having pictures, whether or not the file needs them.

Also, translation error (I presume) on one in-game message (when trying to disable Nighteye when PC is past third level of hunger)
"You are too inhumane to deactivate that power now"

Or something to that effect. Anyways, the word is 'inhuman', though in truth the sentence sounds a little awkward to me anyways. 'You are too hungry to disable your Vampiric Senses' or something might work equally well.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sat May 28, 2011 10:32 am

I am not sure if it is how you intended (it might be for all I know), but
Spoiler
the renegade bloodcrust vampires that have to be killed as part of the mage's guild quest
... I cannot even go in the cave and watch the vampire slayers kill them or I get credit for their deaths. Even if I wait outside for them to finish, I can't step into the cave afterwards or I get instantly outlawed from the Society for all those deaths.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Next

Return to IV - Oblivion