[RELz] Nekhanimal's Vampire Mod

Post » Wed Mar 09, 2011 4:16 am

Nekhanimal's Vampire Mod
v1.83

http://tesnexus.com/downloads/file.php?id=22501


Listen, new-bloods:
This mod overhauls player vampirism with a ton of new, unprecedented abilites, perks and drawbacks. Being a vampire is now challenging, but extremely rewarding.
As you feed, you eventually grow older and more powerful. This will allow you to chat and trade with other vampires, join clans and do quests for them.
Eventually, you will be able to teleport at will, control the weather, sire humans as blood-bound servants, hear the praises of the vampire society sung to you, and defeat almost any foe.
I have not added any new vampire NPCs, I have just given dialogue, quests and various clan status to the already existing ones, based on their location, player condition and age level, etc.
A detailed explanation of the entire mod is found in the readme bundled with the download.

Ancient-bloods:
V1.83 is out, bringing the first few wilderness vampires. These guys attack mortals that stray from the protection of the cities at night, but not all of them are evil. Talk to the Imperial Watch about vampires to learn more.

Technical:
The readme is too long to be posted here, it is posted at the TesNexus page, and you MUST read it.
The mod requires the latest version of OBSE. v0018 should work.
This mod does not alter the existing NPC vampires or their hideouts, so YOU can do that yourself! PM me for details.


Screenies:
http://a.imageshack.us/img832/664/patriarch.jpg
http://a.imageshack.us/img827/7734/ethereal.jpg
http://a.imageshack.us/img810/5648/antediluvian.jpg
http://a.imageshack.us/img820/3453/drinkblood.jpg

Videos:
http://www.youtube.com/watch?v=hhosvirtCu0 the weak minds of mortals!
http://www.youtube.com/watch?v=c8WuB2HAHGk, but keep a blood bottle ready
http://www.youtube.com/watch?v=6ofjF414Frc, but beware of guards when you land....
...http://www.youtube.com/watch?v=uUF362bNZlI
http://www.youtube.com/watch?v=KR23KV1t7mc
http://www.youtube.com/watch?v=9p5J3TehHzM, and give bypassers the heebie jeebies.
http://www.youtube.com/watch?v=SVZbcLZY7Wo, but beware of side effects!
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Vivien
 
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Post » Wed Mar 09, 2011 8:25 am

I went to the site, and this mod sounds AWESOME !!!! You have really thought out the perks and consequences, and quests on top of that!!! One question, when you say all vampires - do you mean those added via mod or does the mod alter say...Janus Hassildor?
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Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Tue Mar 08, 2011 10:21 pm

Thank you very much! This mod aims to be as compatible as possible. Any creature that is 1. a member of the faction called VampireFaction and 2. has a Vampirism stat above 0 will be friendly to the player (at least initially) and have relevant dialogue. That means OOO vampires are fine, and yes, Janus Hassildor, Lord Lovidicus (whom you can now rescue and visit in the Imperial City where he begins a new life) and the guy in the Dark Brotherhood. I don't know about vampires added by other mods, as long as they stay a member of the VampireFaction my mod will overwrite their dialogue. Choosing to interact with vampires is optional, if you stay fed you will appear human and vampires will treat you like in the original game. I believe I made it so you cannot vampire-talk with certain vampire NPCs like Vicente, to avoid screwing up their quests.

You can edit any vampire NPCs ingame, add new ones, beef them up, redecorate their surrounding cells and so on, without breaking compatibility with my mod. As long as you adhere to the two conditions above. Note that certain default vampires (the ones called Matriarchs/Patriarchs) are given specific dialogue by my mod, and are important because you cannot advance to the latest ages without their help. Remember to have some of those around if you decide to go modding.

I hope you enjoy the mod if you decide to try it out. Here are some tips:
Remember to look like a vampire if you want to talk to other vampires. If you aren't hungry, show your red eyes by using Vampiric Senses. When dealing with humans, the opposite rule applies, though at a certain age you may hypnotize humans so they won't notice you're a vampire.
The beginning age is HARD. If you are not up to arranging your entire day cycle around sleeping and feeding, make sure to avoid P. Hemophilia (which is now a more serious disease). The final age is oh so worth it though.
If you get tired of feeding, you can buy blood from other vampires. A high Mercantile skill helps. You can also feed on animals and sometimes dead creatures with enough Willpower, but to reach the final ages you will need fresher blood.
Boost Hand to Hand skill and Strength to increase your chances of feeding in combat successfully. Avoid combat feeding on targets that have a high Agility or Block skill, as they're harder to feed from.
Do not kill or feed from vampires if you are one yourself, they will eventually brand you an outcast. Watching other people kill them should work fine, though, or you might be able to insta-kill them with stealth without repercussions.
If you're a mage, the later hunger stages might not be so bad. In any case the last one makes you faster, immune to fall damage, left in peace by Undead and hard to kill with physical means, though magic will fry you. Remember though, if your HP is low, starvation might kill you!
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rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Wed Mar 09, 2011 4:47 am

Thank you very much! This mod aims to be as compatible as possible. Any creature that is 1. a member of the faction called VampireFaction and 2. has a Vampirism stat above 0 will be friendly to the player (at least initially) and have relevant dialogue. That means OOO vampires are fine, and yes, Janus Hassildor, Lord Lovidicus (whom you can now rescue and visit in the Imperial City where he begins a new life) and the guy in the Dark Brotherhood. I don't know about vampires added by other mods, as long as they stay a member of the VampireFaction my mod will overwrite their dialogue. Choosing to interact with vampires is optional, if you stay fed you will appear human and vampires will treat you like in the original game. I believe I made it so you cannot vampire-talk with certain vampire NPCs like Vicente, to avoid screwing up their quests.

You can edit any vampire NPCs ingame, add new ones, beef them up, redecorate their surrounding cells and so on, without breaking compatibility with my mod. As long as you adhere to the two conditions above. Note that certain default vampires (the ones called Matriarchs/Patriarchs) are given specific dialogue by my mod, and are important because you cannot advance to the latest ages without their help. Remember to have some of those around if you decide to go modding.

I hope you enjoy the mod if you decide to try it out. Here are some tips:
Remember to look like a vampire if you want to talk to other vampires. If you aren't hungry, show your red eyes by using Vampiric Senses. When dealing with humans, the opposite rule applies, though at a certain age you may hypnotize humans so they won't notice you're a vampire.
The beginning age is HARD. If you are not up to arranging your entire day cycle around sleeping and feeding, make sure to avoid P. Hemophilia (which is now a more serious disease). The final age is oh so worth it though.
If you get tired of feeding, you can buy blood from other vampires. A high Mercantile skill helps. You can also feed on animals and sometimes dead creatures with enough Willpower, but to reach the final ages you will need fresher blood.
Boost Hand to Hand skill and Strength to increase your chances of feeding in combat successfully. Avoid combat feeding on targets that have a high Agility or Block skill, as they're harder to feed from.
Do not kill or feed from vampires if you are one yourself, they will eventually brand you an outcast. Watching other people kill them should work fine, though, or you might be able to insta-kill them with stealth without repercussions.
If you're a mage, the later hunger stages might not be so bad. In any case the last one makes you faster, immune to fall damage, left in peace by Undead and hard to kill with physical means, though magic will fry you. Remember though, if your HP is low, starvation might kill you!



I read about the starvation killing the player in the comments section for the mod on TESNexus.com - One of the things I liked about it, sounds like it will really boost the vampire role-play in game. Thank you for the tips, and if you happen to know: Does it conflict with Kawa Khajiits, any of the posing or body mods, personality mods, or shining emotions? My main concern is the Kawa Khajiit, because it is no longer available and I (gulp) deleted the original for some stupid reason.

You went all out on this mod, if it is half as good as the read me I will love it!
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Ruben Bernal
 
Posts: 3364
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Post » Wed Mar 09, 2011 12:07 am

Thank you very much, I hope you will. The screenshots are now up and running, and here are some teasers for the next version (if I can get them all to work):

You can now give items to a ghoul and ask them to run to a specific town and sell them. Their Mercantile skill affects how much money you get. They will wait for you with the money outside the town's gate. Obviously this does not work when you're in a town.

New ability(Mature): Chiroptery
A Mature vampire is able to transform into an inconspicuous bat and fly off to scout an area. This will drain their mana for the duration of the flight. If they move too far from the place where they transformed or their mana runs out, the spell will break and they will return to that area. This action radius is determined by your Mysticism skill. Flying over water is not possible.

New ability(Elder): Dementia
While transformed into a bat, an Elder vampire may bite an unsuspecting victim and infect it with a foul toxin that attacks the brain. This will cause the victim to attack everything they see, and eventually full-body paralysis. The toxin only affects developed brains, animals are not affected. Biting a victim will end the bat transformation. An Elder vampire also has a longer action range as a bat.

New ability(Elder): Glide
The sky is no limit for an Elder vampire. Assuming the shape of a winged beast allows them to perform short periods of flight, greatly speeding up travel at the cost of increased vulnerability. Flight is only possible outdoors, and any guards will attack a flying vampire on sight. The speed of movement while flying is determined by your Speed and Agility, the duration of flight by Endurance and Strength. Flight is only possible when you are Well Fed. To increase height, tap the Jump key.

New ability(Ancient): Aerial Horror
While flying, an Ancient vampire may launch destructive bolts of dark energy down at the cowering victims below. This will drain their sanguine energies if they are close enough, damage their health, knock them over and make them flee in terror when they get up. The potency and mana cost of these effects are determined by your Destruction skill.

New ability(Antediluvian): Lightning
During a thunderstorm, summoned or natural, an Antediluvian vampire may direct its force into a single target, striking it with a lightning bolt from the sky. This will end the thunderstorm.
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Alba Casas
 
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Post » Tue Mar 08, 2011 10:25 pm

These sound great!
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Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Wed Mar 09, 2011 5:24 am

Very cool; definitely adding this to my game :)
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Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Wed Mar 09, 2011 1:49 am

Take a look at this!

http://www.youtube.com/watch?v=gnpIS7Wt9gU

Needs a little tweaking, but still, tell me that isn't the most awesome thing you ever saw!
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Blessed DIVA
 
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Post » Wed Mar 09, 2011 10:02 am

wow! real nice
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Erika Ellsworth
 
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Post » Wed Mar 09, 2011 10:49 am

Wow that is definitely very nice :goodjob:
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NAtIVe GOddess
 
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Joined: Tue Aug 15, 2006 6:46 am

Post » Wed Mar 09, 2011 9:51 am

wow i just took a look at this mod and it looks totally awsome ;) cool video btw
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Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Wed Mar 09, 2011 4:34 am

At this point I can't decide between any of the great vamp mods that are available, so I've just split my character into three different Wrye Bash profiles for three different vamp mods - yours, UD, and Aundae in Cyrodiil.

Mostly using yours, though - it takes a while, but the characters become very powerful. PS, the video looks awesome :)
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DAVId Bryant
 
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Post » Wed Mar 09, 2011 12:41 am

Navm is holding me over till ud is out. So far i like it.
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rolanda h
 
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Post » Wed Mar 09, 2011 12:16 pm

this mod seems awesome. It's gonna sub parasite new vampire on my mod list :)
Thank you for it ^_^
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Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Mar 09, 2011 11:42 am

Wow, thank you all for the great feedback! I've now perfected the flying script (you have NO idea how hard it was to make strafing possible), what's left to do is the flying attack (the one in the video is a placeholder) and some business regarding new Ethereal features. The new version contains a ton of bugfixes, especially regarding dialogue, clans and quests, so if you can wait, it might be better to start with that one. Non-NVM gamesaves should work fine with installing NVM, vampires or not, but I'm not sure how the game will react if you install v1.8 on top of an older version.

This mod was originally not intended for public release, as I doubted people would enjoy it. Let me explain; I grew up with witty, laidback RPGs like Fallout 2 and VTM Bloodlines. I've tried to get into Baldur's Gate, Dragon Age, etc, but they somehow don't captivate me nearly as much. I've tried to transfer some of that old-fashioned fun into Oblivion with this mod, as I find the game quite lacking in that area. Take combat feeding for instance. The script will determine which is the highest of your Strength and Speed attributes, use that one plus your Hand to Hand and add a small random percentage based on your Luck to get your chance of feeding. This chance will be reduced by the highest of your target's Agility and Endurance plus their Block, and also a random percentage. Here are some of the new messages that might appear when you feed in combat:

(Target has higher Endurance and the roll fails)
"You kick her square between the legs. She locks them together, grabs yours and raises it until you start crying."

(Target has higher Agility and the roll fails)
"You manage to catch him by his feet and dangle him in the air. He uses this opportunity to pick your pocket and tie your shoelaces together." (some gold is removed from your inventory and added to his)

(You have higher Strength and the roll results in a rare Critical Hit, based on your Luck)
"You punch him so hard in the stomach you hear his spine crack. Victory!" (he is insta-killed and flung away from the player)

(You have higher Speed and the roll is a normal success)
"You execute a torrent of unpredictable punches, each quicker than the previous. Eventually she collapses and bares a soft, moist neck."

So, there is humor in this mod. No slang or your mom jokes, but some wit here and there. If that does not appeal to you, then you might not like this. You should still be able to enjoy the mod for the new abilities and the NPCs, which are more serious.

In future versions I'll eventually repair the broken Verminate ability, and that's just about it for the bag of tricks. I'll instead start adding more in-depth quests, more ghoul options, recruitable vampire NPCs, founding your own clan and dialogue. I've already thought out a lot of clan-specific quests, plus a whole vampiric infamy thing that might get you a lot of unwanted attention from vampire hunters if you decide to go flying down the street to buy groceries or walk around with 3 Imperial Watchmen as your personal, red-eyed bodyguards. All I need is tons of time, and feedback from you guys. So please, post your opinions if you've got any!
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Taylor Thompson
 
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Post » Wed Mar 09, 2011 1:04 pm

cut

You are awesome :). What was verminate for?
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Causon-Chambers
 
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Post » Wed Mar 09, 2011 5:24 am

You are awesome :). What was verminate for?


Ah, thank you! Quoting the readme:
"Power: Verminate
Elder 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."

It worked very well, the problem was that eventually all rats in the game would follow you on sight. I also couldn't get people to attack you on sight or flee, but now I can, so it shouldn't be too hard to fix.
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Ray
 
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Post » Wed Mar 09, 2011 2:47 am

Ah, thank you! Quoting the readme:
"Power: Verminate
Elder 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."

It worked very well, the problem was that eventually all rats in the game would follow you on sight. I also couldn't get people to attack you on sight or flee, but now I can, so it shouldn't be too hard to fix.


That would be just plain fun to use :D

But as for practicality sounds a bit difficult to maintain, its not exactly conspicuous walking into town with an army of rats by your side. :D


I hope you enjoy the mod if you decide to try it out. Here are some tips:
Remember to look like a vampire if you want to talk to other vampires. If you aren't hungry, show your red eyes by using Vampiric Senses. When dealing with humans, the opposite rule applies, though at a certain age you may hypnotize humans so they won't notice you're a vampire.
The beginning age is HARD. If you are not up to arranging your entire day cycle around sleeping and feeding, make sure to avoid P. Hemophilia (which is now a more serious disease). The final age is oh so worth it though.
If you get tired of feeding, you can buy blood from other vampires. A high Mercantile skill helps. You can also feed on animals and sometimes dead creatures with enough Willpower, but to reach the final ages you will need fresher blood.
Boost Hand to Hand skill and Strength to increase your chances of feeding in combat successfully. Avoid combat feeding on targets that have a high Agility or Block skill, as they're harder to feed from.
Do not kill or feed from vampires if you are one yourself, they will eventually brand you an outcast. Watching other people kill them should work fine, though, or you might be able to insta-kill them with stealth without repercussions.
If you're a mage, the later hunger stages might not be so bad. In any case the last one makes you faster, immune to fall damage, left in peace by Undead and hard to kill with physical means, though magic will fry you. Remember though, if your HP is low, starvation might kill you!


What always bothered me in vanilla oblivion, when a vampire chases you out into the sunlight, they won't take any damage and you have to fight it out...
I would be good when playing as a vampire hunter character if the vampires took damage and flee back into the cave,

The reason i brought this up is because in your readme you mention this
"A vampire hunters' guild, that will start hunting you if you attract attention. You can join them as a non-vampire."

So it would be cool if your mod did this.


PS- is that you in your avatar?
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Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Wed Mar 09, 2011 10:57 am

That is indeed me, teething a tube of J?germeister schnapps and wearing a pirate hat, an old 70s vest, a tie knitted out of tent strings, a flower necklace and a pair of camo shorts at the Roskilde Music Festival.

NPCs avoiding sun damage is possible, but it might not be very stylish. Remember, however, that in my mod vampire NPCs will be friendly to you if you are one (unless you are a vampiric [censored]), so you'd have to P them off in order to get them out into the sun, and that is not wise to do.

Oh, and I've released the first real update in 2 years. Here's the changelog, also please see the videos in the first post.

HEY YOU! THIS HERE IS IN ALL CAPS BECAUSE IT IS IMPORTANT!
IF YOU ARE UPGRADING FROM V1.7, YOU MUST UNINSTALL THE MOD PROPERLY FIRST!
TYPE "SET UNINSTALLVAMPIREMOD TO 1" IN CONSOLE AND FOLLOW THE MESSAGES!
THEN YOU CAN INSTALL V1.8!

Thank you. Installing v1.8 on a non-NVM save should work just fine, whether you are a vampire or not.


History
v1.8

FINALLY changed all the bazillions of conversation flags to be stored in the NPC as tokens rather than abilities! No more quest givers disappearing! No more people you've never met acting like they've known you for years! No further obstacles for adding new features to the mod!

Optimized the script that checks whether you've killed a vampire.

Cleared up a tremendous amount of bugs regarding blood trading.

Fixed a bug regarding Forecast penalties, and reduced their mana drain.

Advancing to the next Age now plays a levelup sound and effect.

Drinking the Cure Vampirism potion should now un-ghoul any ghouls you have.

Kindred vampires now have a more... interesting way of learning about the final age from their elders.

The mod now includes and requires the SoundCommands v4.0 plugin by Scanti.

The Alchemy requirement to brew the Ancient age potion yourself has been increased to 100, and the cost to buy it is now 3000 septims. The brewing process now takes a full day to complete and is much more verbose. Sure, try to cheat by buffing your skill to 100 through magical means. You won't regret it.

Message spam has been reduced, and messages have been revised for immersion and clarity.

When you are Ethereal, regular people will now flee if you move close to them and you are visible (not crouching). Guards will draw their weapons instead, but they won't attack unless you talk to them. Evil people (Dark Brotherhood, etc.) do not care. You will occasionally hear ghost-like sounds when Ethereal - that's just other spirits talking. Feeding on a victim while Ethereal will now damage them, counting as murder if you kill them. Lastly, footsteps and music are now silent while you're Ethereal.

Vampiric Senses is much less annoying to activate.

If you are Waiting, you will now stop when your Porphyria or Hunger level increases.

The Kindred will now properly charge you less to join them depending on how many quests you've done for them.

Doing the Book quest for a Kindred now counts as doing them a favor, and the recipient will no longer have non-vampire dialogue.

Human blood no longer drains your fatigue, instead it restores your health, fatigue and magicka. You will now comment on its taste when drinking it.

Cleaned up a lot of ancient, crappy code related to hunger timers.

Selling the Cure Vampirism potion to another vampire will now work as it should.

Restored 4 never before heard spoken comments. NPCs should now be more varied and accurate in their assertion of your appearance.

Your Luck now factors into your chances of successfully feeding in combat, and there are now gory, humorous combat feed messages. If your feed attempt succeeds, there is also a small chance based on your Luck that you will perform a Critical Hit and instantly kill the victim.

Silent voice files are now included. Note that this makes the mod 200mb large. I hope that's okay with your ISP.

Timeslip's Night-Eye replacement v1.1 is now bundled. I strongly recommend the Very Bright one.

Drinking Blood Bottles will now correctly reset your hunger timers.

The Antediluvian has better dialogue. The Kindred Merchant now has some, too.

New ability(Elder): Sanguine Aviation

The sky is no limit for an Elder vampire. Their perfect control over blood's molecular properties allows them to reshape their body into a winged beast and take to the skies. While its efficiency largely depends on one's physical ableness, flight offers safe and speedy travel at the cost of increased vulnerability to magic and sunlight. Regular mortals are likely to run away in terror from a flying vampire, but are just as likely to attack you if they witness you landing. Guards on the other hand, will do their job and pursue you as long as you stay in sight.

Due to the large amount of blood needed to form the new body, flight is only possible when Well Fed. Your hunger timer is five times the normal rate while flying - if you become Hungry, the flight will end, be it in air or not!
If you initiate flight a certain number of times, you will become Hungry the moment you land. Increasing your Alteration skill will allow more flights per feeding.
Water dissolves your blood and makes it impossible to control - if you land in water when transformed, you will instantly become Ethereal. You cannot fly indoors, and you cannot cast spells or open the menu while flying.

To fly, press the G key until you start glowing red. This will prime your blood for transformation. Press the G key again if you change your mind. When primed, jump once, and then once again in the air to start flying. Repeatedly tap the Jump key to maintain your speed and height. Hold the Run key to go faster. You will eventually become tired, and start to descend. Flapping your wings too much at this point will cause you to collapse from exhaustion and fall uncontrollably - try to land softly instead.

Increasing your Strength will make each wing flap more powerful, letting you fly higher and further. Increasing your Acrobatics and Agility will make each wing flap propel you horizontally as well as upwards, making you fly faster. Increasing Endurance will reduce the rate at which your wing strength decays, letting you fly for a longer time. Using Blood Buff will increase these stats, but you will need to sate your hunger after having used it before you can fly. A vampire in poor physique can use flight as a means to cross gaps and escape pursuers, a vampiric athlete can fly from Cheydinhal to the Imperial City.

(Caveat: Obviously the game was not made with this ability in mind. You can easily end up in places where you're not supposed to be, cheat the hell out of the Oblivion realms, break quests, etc. It works spectacularly well with the Open Cities mod, however. I trust you are an intelligent person, so I will leave it at that.)


New ability(Ancient): Crimson Horror
While their body is rebuilt with blood, Ancient vampires may imbue a part of this blood with dark magic and launch it as a projectile towards an enemy. To do this, press the Cast key while transformed. Other vampires or player ghouls can not be targeted by this spell. The projectile will have a variety of effects based on your magic skill levels:

Destruction: Increases the damage done. (amount based on skill)
Alteration: Knocks them away from the player. (amount based on skill)
Restoration: Launches a bolt back at the player that restores health and mana if it hits. (chance and amount based on skill)
Alchemy: Turns the victim's blood into a powerful poison and drops a bottle of it on the ground. (chance and poison strength based on skill)
Mysticism: Reduces the mana cost of the spell. (amount based on skill)
Illusion: Makes the victim friendly to the player and ends combat (chance based on skill)
Conjuration: Has a small chance of sending the victim to Oblivion and replacing them with a Scamp friendly to the player. (chance based on skill)
Willpower & Intelligence: Affect how much each point in the Mysticism skill reduces the mana cost. (amount based on stats)
(NOTE: Illusion, Conjuration and Alchemy do not yet work)

Known Bugs:

Animation hiccups when flying at very large speeds or in aerial combat.

Loading another game while flying will disable many of your controls. If you are an Elder vampire in the loaded save, jumping once will fix this.

Crimson Horror currently targets the enemy regarded as most dangerous. I am working on a better system.

Crimson Horror does not have all intended effects. I will add them.

Verminate is still as useless as an amputated scrotum. I will re-hash it when I get all of its bugs ironed out.

You will cause mayhem and havoc among citizens if you go flying around in a city. Oh wait, that's not a bug.

On rare occasions, people could possibly appear to be wearing the Amulet of Kings. Try spooking them in dialogue to remove it.
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R.I.P
 
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Post » Wed Mar 09, 2011 10:37 am

Oh, and I've released the first real update in 2 years. Here's the changelog, also please see the videos in the first post.

History
v1.8


:shocking:
:drool:
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Rachel Tyson
 
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Post » Wed Mar 09, 2011 7:30 am

Excellent :)
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sara OMAR
 
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Post » Tue Mar 08, 2011 11:02 pm

I have a question: If out character is, say, about half the size of a Nord, would our flying beast form be half the size of a Nord's flying beast form?
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Taylah Haines
 
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Joined: Tue Feb 13, 2007 3:10 am

Post » Wed Mar 09, 2011 7:35 am

Ah! That's a good question. No, the beast is a default size, but maybe I should scale it to the player's size... yeah, I'll do that. Might be hard to notice, but details do matter. Whether it's doable depends on whether the game handles the SetScale parameter as a factor or a fixed number. I presume the latter, which makes this an easy task.

I've also planned a set of routines vampires will follow if they get out in the sunlight (stop combat and return through the door they came from). I'll see just how many bugs there are in v1.8 first, as I didn't get to test everything (new dialogue, for example), later on I'll get cracking with the new features. It'd be great if you all could go bug-hunting and tell me what you find. For example, when you ask the Kindred Merchant about something, does he act like he's already told you this?
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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Mar 08, 2011 9:13 pm

For testing purposes, what are the console commands to increase Blood Potency? My Oblivion install is no longer working unless I run one particular Wrye Bash save profile, and that one doesn't have my established NAVM character on it.
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Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed Mar 09, 2011 7:01 am

Where X == (the potency you want - 1):

set vampire.nvampireage to X (129 for an Elder, for example)
set pcvampire to 2 (unless you're already hungry)
set vampire.ishungry to 1 (changed from previous versions)
set vampire.canage to 1
set mjavampirefed to 1

This should give you the age you want. Note that this can only age you, not make you younger, so there's no easy way to go from Elder to Caitiff, for example.

There are a couple of bugs I've discovered, I'll upload a hotfix later tonight. No uninstallation should be necessary, but you'll have to re-download the voice files.

For everyone who hates the Vampire Face Bug and aren't using anything to remove it: If you load a game where you're Well Fed and don't have Vampiric Senses activated, then your character will be fine. Try saving when Well Fed so you won't have to circumvent the bug.
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Danel
 
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Joined: Tue Feb 27, 2007 8:35 pm

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