[RELz] Nekhanimal's Vampire Mod

Post » Wed Mar 09, 2011 1:01 am

I remember in previous versions there was some talk of you incorporating some vampire dungeon overhauls into your mod, are you still interested in that? I mean, I have a personal version of Barren Cave that overhauls the place into a lair worthy of an ancient clan like the Kindred. I'll post some screens if you'd like.
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NO suckers In Here
 
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Post » Wed Mar 09, 2011 1:37 am

THAT would be something, indeed. My mod does not alter any of the vampire clan cells, so an ESP like that could be loaded after mine, or merged if I can figure out how to do that. I'd be extremely grateful if you'd like to help me with this, please do post those screens!
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Thema
 
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Post » Wed Mar 09, 2011 6:14 am

New version, mostly bugfixes, NPC changes and an interesting new feature: animated feeding from dead!

v1.81

FINALLY, the mod no longer alters the AbandonedMine cell.

The Crimson Horror spell has had its radius cut in half.

The Violent Feed ability now properly resets your hunger timers.

Willpower requirement to feed on animals and the dead have been changed to the following:

advlt: No reqs.

Mature: 40 for animals, 50 for dead.

Elder: 60 for animals, 70 for dead, cannot age from dead

Ancient: 80 for animals, no feeding on dead, cannot age from animals.

Antediluvian: Neither is possible.

Feeding on the dead now plays the Feed animation. Their corpse will no longer be disabled, but you can only feed on them once. You can no longer feed on dead animals.

If you get Polyphonic Homophobia as a vampire (it can happen despite the Disease resistance), it will now instantly be removed.

Added the backbone for a system that will allow you to randomly encounter vampires in dodgy inns and taverns, and to be assaulted by vampires on roads if you are not one yourself (somewhat similar to bandit holdups, but more awesome). These "civilized" vampires have no clans, will be more forgiving to fledglings, and most importantly, do not care whether you've killed any other vampires. None of this is in yet, but now I can start working on it.

Vampire NPCs should no longer go outside while the sun is up. There are still ways to exploit their crappy AI, but I'll leave that to you.

If your desired Chronoshift target is out of range or invalid, you will no longer be ported to the previous target, you'll just stay where you are. This still has a chance of setting off side effects.

Whenever Chronoshifting incurs a side effect, this will now happen at the player's destination.

Chronoshifting yourself onto a living target may now knock it over, depending on your hunger status. Nothing happens if you are Ethereal, but if you are Well Fed they will fly a couple of meters away. This will not damage them (unless they fall off a bridge) or make them angry, but their disposition towards you will be lowered unless they are a vampire.

Vampire NPCs can now use Blood Buff once a day with no debuff(yet), so watch out. Vampire Footriarchs can also Chronoshift themselves onto you, knocking you down. They do it without causing side effects, too. Bastards.

You should no longer be floating in mid-air when jumping out of water if you're an Elder vampire or older.

If you brewed the Ancient age potion yourself, the Footriarch who originally told you about it will no longer act like you asked them to do it. Also, you can only receive the potion once, to prevent you from selling tons of them.

If your attempt to brew the Ancient age potion somehow turns out to be a... failure... you can now get a second chance by talking to a different Footriarch.

Included some silent voice files that had accidentally been left out.

People and vampires should no longer appear to be wearing a huge, shiny amulet in certain situations.

Dead vampires now sometimes have a bottle of Human Blood when you loot them.

Added a new Chat topic.

Corrected the size of a certain vampire.
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Sammygirl
 
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Post » Wed Mar 09, 2011 3:55 am

Nice work!
This is soon going in my load order. Actually I was thinking of adding the old one when rebuilding my messed up Oblivion instalment but settled for something less. Now that you are yet again adding all the great stuff you mentioned of doing in the beginning this is back in.

I am most intrigued by Vampire clans and there quests. The interaction between clans and there history. The coming feature to build your own clan is very intriguing too. Also most interested in additional dialogue to make the vampires come alive and seem more like persons.

My hats off to you sir :goodjob:
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Richus Dude
 
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Post » Wed Mar 09, 2011 8:43 am

http://img828.imageshack.us/img828/2378/barrencave.jpg

Sorry if it's too dark, I design these things to match my monitor's brightness settings etc. and often while they're just right on my screen other people can't see anything. But that's a sample of what it looks like.
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Kelly Osbourne Kelly
 
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Post » Wed Mar 09, 2011 9:43 am

That looks properly scary! Not too overblown, either. I think I feel a hair growing out of my chest, maybe two. Send me that ESP, pronto! :D
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Maeva
 
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Post » Wed Mar 09, 2011 4:18 am

Polyphonic Homophobia


:D
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Anthony Diaz
 
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Post » Tue Mar 08, 2011 10:12 pm

Hey I have a 1.7g antediluvian character, if I upgrade to 1.81 (using the uninstall 1.7g+install 1.81 thing) will that reset my vampire character back to normal or fledgling? I really don't think the mage's guild wants me to go back to hanging around Skingrad's beds for months of in-game time building up my mojo as a newbie.
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Chris Jones
 
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Post » Wed Mar 09, 2011 5:29 am

Hey I have a 1.7g antediluvian character, if I upgrade to 1.81 (using the uninstall 1.7g+install 1.81 thing) will that reset my vampire character back to normal or fledgling? I really don't think the mage's guild wants me to go back to hanging around Skingrad's beds for months of in-game time building up my mojo as a newbie.


The script should use your Days As A Vampire stat to determine your vampiric age when turning a vanilla vampire into a NAVM one. If that stat is at 250, you should instantly become an Antediluvian when you reinstall the mod, though you might not get the
Spoiler
hideout
. People have reported trouble with this not activating correctly, and I am looking into that. You might want to concider starting a new save if installing v1.81 botches your old one.
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gemma
 
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Post » Tue Mar 08, 2011 10:33 pm

Someone mentioned getting sun damage to work properly (i.e., affect NPC vampires). Take a look at this: http://www.tesnexus.com/downloads/file.php?id=34051, AKA Sun Damage Fix and Spells. He used OBME to register "sun damage" as a real, proper spell with the game, and (if I understand correctly) made it affect NPC vampires properly. He even included a beautiful spell tome and icon for sun damage. He also places instructions for modder use in the readme. If you wanted to follow through on that idea, Nekhanimal, this might be a good place to start looking.

If you do much to make NPC vampires more powerful, this might help maintain the balance for non-vampire players - you could set it up so that a 'sunlight' spell causes a brief but very bright flare of light, does damage to vampires (but only to vampires - perhaps it can be contingent on faction? It's not clear whether Caldfir already did this), and makes weak or weakened vampires flee in fear. Chapels might sell such a spell "as defense against the unholy". Angered elder vampires may cast this to scare away an annoying fledgeling, and as a show of dominance over lesser vampires. Casting this near any mature or older vampire should prolly just make them ****ed as all **** at you though.
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Eve(G)
 
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Post » Wed Mar 09, 2011 8:06 am

Someone mentioned getting sun damage to work properly (i.e., affect NPC vampires). Take a look at this: http://www.tesnexus.com/downloads/file.php?id=34051, AKA Sun Damage Fix and Spells. He used OBME to register "sun damage" as a real, proper spell with the game, and (if I understand correctly) made it affect NPC vampires properly. He even included a beautiful spell tome and icon for sun damage. He also places instructions for modder use in the readme. If you wanted to follow through on that idea, Nekhanimal, this might be a good place to start looking.

If you do much to make NPC vampires more powerful, this might help maintain the balance for non-vampire players - you could set it up so that a 'sunlight' spell causes a brief but very bright flare of light, does damage to vampires (but only to vampires - perhaps it can be contingent on faction? It's not clear whether Caldfir already did this), and makes weak or weakened vampires flee in fear. Chapels might sell such a spell "as defense against the unholy". Angered elder vampires may cast this to scare away an annoying fledgeling, and as a show of dominance over lesser vampires. Casting this near any mature or older vampire should prolly just make them ****ed as all **** at you though.


Huh, I never knew sun damage doesn't work on NPCs. Currently I've "fixed" this by making sure NPC vampires simply won't go out when it's daytime, but I'd like to add this, too. I might bundle the mod with mine, thanks for the pointer!

The Sun Damage spell can be done without Caldfir's mod, as we can't emulate sunlight anyhow, it's just a matter of scripting a spell to damage only vampires and have a nifty effect. I'll add such a spell to the vampire hunters once I get them in.
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Shirley BEltran
 
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Post » Wed Mar 09, 2011 6:34 am

The script should use your Days As A Vampire stat to determine your vampiric age when turning a vanilla vampire into a NAVM one. If that stat is at 250, you should instantly become an Antediluvian when you reinstall the mod, though you might not get the
Spoiler
hideout
. People have reported trouble with this not activating correctly, and I am looking into that. You might want to concider starting a new save if installing v1.81 botches your old one.


My days as a vamp stat is for some reason only 54, so I don't think I'll install the upgrade then. Oh well. Thanks though.
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Claire
 
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Post » Wed Mar 09, 2011 7:59 am

In the next version I'll use the Necks Bitten stat as well to get the value closer. The reason why your Days as a Vampire stat is so low is that it doesn't increment as long as you are Well Fed, and that at lower levels it's possible to get several Blood Points per day. You can manually set your age to any level with console commands, here's how:

Make sure that you are a NAVM vampire and have fed at least once. Then, while you are Well Fed, do the following:

Spoiler
set pcvampire to 2
set vampire.ishungry to 1
set vampire.canage to 1
set vampire.nvampireage to (The number you want MINUS one, i.e. 174 for Ancient.)
set mjavampirefed to 1


This should give you the age you want. Note that while this will make you an Antediluvian if you set the nvampireage to 249, it will NOT
Spoiler
give you the hideout
, you have to do the quest properly for that.
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Karine laverre
 
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Post » Wed Mar 09, 2011 1:26 am

Hi Nekhanimal,

I've posted a couple of comments in the tesnexus discussion for this mod. I still love it and affirm that there is no better vampire overhaul, but I'm having a few problems.
First:

Spoiler

I've reached a blood potency level of 249, talked to a Kindred Patriarch about, um, clans, had the great pleasure of putting him down, and (having obtained a Palace Sewers key earlier) raided the Bloodworkers and looked around and waited in, I think, all of the "big, open chambers" in their headquarters -- the Palace Sewers, right? Nothing happens. I've tried putting on a vampiric appearance or starving, then looking around and waiting again, and... nothing happens. Does the Antediluvian not like me?


Second problem: Earlier, on reaching the age of Elder, I did not receive the Sanguine Aviation ability, just a lesser power called "Verminate," which, unlike the 1.7x version, merely does mild fire damage on self. I read that Verminate is not even supposed to be in V1.81, so this has me somewhat confused.

Third problem: On reaching the Ancient Stage, I gained Forecast and Chronosphere but not Crimson Horror, and nothing in its place.

That's all. In this save, I'm playing as a Mystic Elf with OOO, Supreme Magicka, No Psychic Guards, 24 Hour Arena Alive V2, Alternative Start, some unofficial patches and a few clothing, body and armor mods activated. This is the GOTY edition, so KotN and Shivering Isles are also installed. Oblivion Mod Manager refuses to run on my computer ever since my previous hard drive failed; I'll get that fixed soon. In the meanwhile, I can't do much about load order.

Any suggestions are appreciated.

On a side note, I remember once trying to talk to a vampire for a quest in a mod; because I was an elder, there was no way to have a non-NAVM dialogue. Perhaps you could add a power at the higher ages to appear as human to everyone, including other vampires, as one can at the lower ages. If it's not too hard to program, then you have a simple all-around compatibility fix for quest mods with vampires. Not the most important thing you need to worry about, I imagine. Just a suggestion.

Thanks again for the ridiculously awesome mod!

M.
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Alisha Clarke
 
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Post » Wed Mar 09, 2011 12:58 am

Thanks for the kind words!
Sanguine Aviation and Crimson Horror are activated by a script running in the background, there are no abilities involved. You must be Well Fed to fly, and it will increase your hunger a lot faster. To fly, hold the G key on your keyboard down, you should start to glow red. Then, make a double jump like the Scout in TF2, i.e. jump once then again in the air. This should transform you. After that, just tap the Jump key to maintain height and speed. When you are old enough to use Crimson Horror, you do it by pressing the Cast key (normally C) while flying. Regardless of which spell you have selected, this will make you cast Crimson Horror at an aggressive target below. Note that CH will only cast if you are in combat. All of this is mentioned in the readme if you look at the Elder and Ancient stages.

Verminate is currently a placeholder. Currently it is easier for me to just make it useless than making sure that you never get it, because of how the age/feeding system is set up.

I will look into the Antediluvian business. She should indeed appear in your case. Also, making you appear as a human to everyone is fully possible, I will add a global variable for this in the next version. Stay safe!
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Noely Ulloa
 
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Post » Wed Mar 09, 2011 12:19 pm

This mod is deeply, and truly awesome.

Would you consider putting it up on, say, Planet Elder Scrolls, for those of us who don't use the Nexus?
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Lauren Dale
 
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Post » Tue Mar 08, 2011 11:33 pm

I'm having a small, unorthodox problem and I'm not sure how I can fix the issue.

I got this mod for my vampire character, and it works remarkably well, does everything I've wanted in a vampire mod. The problem has to do with one of my non-vampire characters however.

I took my character to the testinghall and talked to the Kindred Vampire merchant there who had addressed him as if he were a vampire, and I got the "Eek! A mortal!" dialogue topic even thou he wasn't a vampire as well as a generic "Goodbye" topic to end the conversation. When I left the testinghall and did a few quests before returning to the Imperial City I noticed that now, every NPC I speak with has the Kindred Merchants topics. Even disabling the esp and NAVM greeting esp do not cause the dialogue to disappear.

It's not so much of a game-breaking problem as an annoyance and immersion-breaker, but if anyone knows how I can get the topics to stop appearing or reset dialogue or the mod for that character, please help.

EDIT: Nevermind, got it working correctly again by rebuilding my bashed patch after uninstall and again after reinstall. Anyways, great release here, excellent for anyone considering making a vampire character and adds many awesome vampire abilities and two clans. Best Vamp mod I've ever tried.
Thanks,
Leold
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Eoh
 
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Post » Wed Mar 09, 2011 1:43 am

Thank you very much! A lot of the dialogue in the mod is handled simply by checking where an NPC is and what abilities they have. I imagine that when you talked to the Kindred Merchant while not a vampire and not in the place where he's supposed to be, something got messed up. I am at a total loss to understand how this could have persisted after you uninstalled the esp however! I myself run about 5 mods and don't use the bashed patch, so I can't help you there, but I suspect that one may have caused it? Also, before uninstalling the mod you really should type "set uninstallvampiremod to 1" in console.

I'm currently working my [censored] off at college, and have my hands full with the Hoverboard mod I've made for New Vegas, but I'll upload a small bugfix version here soon. Among other things there's a problem with ghouling people.

Oh, and I'll need to finish the dialogue for these unsettling encounters:
http://www.youtube.com/watch?v=kXJnGANiP74
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Melis Hristina
 
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Post » Tue Mar 08, 2011 11:34 pm

@Nekhanimal: I actually recall having the same problem once, but I do figure it had something to do with encountering the merchant in the testinghall before-hand. Seriously, I'd make a seperate testinghall for your own mod. Too many people go to the real one, and I always have to kill the verminate rat when it attacks me; bit of a pain, really.

Also... PES! Please, put it up there! We begs you, we begs you!
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Iain Lamb
 
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Post » Tue Mar 08, 2011 10:48 pm

Yep. Heh, I was about 17 when I started this mod and knew nothing about modding. It's a lucky fluke more than a well-planned project, and here comes the bill for not thinking ahead. I'll try to make a new testing hall.

A new bugfix release is up at the Nexus. Grab it. I've also uploaded a Low Size version for those with cranky ISP's, this one only takes about 5 megs to download, but you'll have to use TES4Gecko (included) on it and then copy a folder, in order to make the dialogue readable.


v1.82

Kindred Footriarchs will no longer have non-kindred greetings.

Added more dialogue to vampires in general.

Added a new Chat topic.

Fixed a nasty bug in the ghouling system.

Updating from a vanilla vampire character should now finally work as intended.

Added a lovely, informative message telling you why your age won't increase at level 129, 174 and 249.

Newtonian Defiance no longer fortifies your Acrobatics.
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yessenia hermosillo
 
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Post » Wed Mar 09, 2011 1:30 pm

I have a small problem. I'm a fledgling vampire, and I'm famished. I just fed on 3 people, but I'm still famished. Probably a bug, but how can I overcome this?
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Jessica Thomson
 
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Post » Tue Mar 08, 2011 11:24 pm

I have a small problem. I'm a fledgling vampire, and I'm famished. I just fed on 3 people, but I'm still famished. Probably a bug, but how can I overcome this?


Bathe in the blood of your dead lover.

Hi Nekhanimal, remember me from about 2 years ago? :D

Glad to see the mod is still being worked on etc, good luck with it!

I hope you make mods for Skyrim when its released :D
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Melung Chan
 
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Post » Wed Mar 09, 2011 3:53 am

v1.83

Renamed Troubleshooting to FAQ and moved it to a separate .txt. You really should give it a read.

You may now be assaulted by vampires when travelling in the wilderness, if you are not one yourself. There are ways to prevent (or precipitate) an attack, and the outcome depends entirely on whether you choose to be diplomatic or aggressive. To read more, talk to an Imperial Guard about vampires, though beware that this information might not be 100% correct. To disable wilderness roamers, type "set vampireroadfeeders to 0" in console. Look in the Spoilers section for a more detailed rundown on wild vampires.

The mod now requires and includes Elys' Silent Voice mod. Good bye 200mb of nothing!

Enemy vampires can now Chronoshift themselves onto any combat target, not just the player.

Fixed a couple of dialogue issues regarding chat topics and the Antediluvian.

Kindred vampires can now become Antediluvians. How do these bugs keep sneaking in, I don't even...

Normally you will stop waiting when your hunger or Porphyria levels increase, but this has been reported to cause crashes. To prevent this, you can now type "set vampiresafewaiting to 1" in console, which will allow you to wait normally. You will still wake up when sleeping.

Updated the console codes in the Spoiler section.

Cleaned up the hunger timer script.

Sanguine Aviation has been de-bugged and accounts for your framerate, flight should now be as smooth as an oiled vampire baby's bottom.

Added many new combat feed messages and maybe fixed a few bugs with combat feeding.


Here's what the Imperial Watch have to say about the wilderness vampires:

Office of the Imperial Guard,
Public Threat Awareness Division

Good citizens of Cyrodiil, lock your doors and shutter your windows at night! The setting sun heralds the feeding hours of the filthiest of creatures: vampires. Although they normally avoid cities, there have been increased reports of vampires preying on helpless travellers in the provinces.

If you must travel beyond city walls after nightfall, be wary of approaching strangers. A vampire may take on any shape or form, and may stay concealed if they so wish. No matter how strong or quick you deem yourself, avoid engaging in combat with a suspected vampire at all costs. Their unnatural physical prowess and deadly mind tricks have left many proud warriors as drained corpses by the roadside.

The risk of encountering vampires is at its highest around the midnight hours, when most of them leave their caves to feed. Vampires are attracted to the scent of flesh and blood; carrying ANY kind of meat or especially any bottles of Blood during nightly travel is NOT recommended!

Vampires feel no fear, but can still be deterred. Staying near an Imperial Guardsman is undoubtedly the best precaution, as vampires are blinded and petrified by the shining armor and unwavering faith of our fine warriors.

If no aid is in sight, wielding a Torch is a good preliminary defense, and carrying a clove of Garlic or a pouch of Dust from a deceased vampire may also help. Such items can be bought at the various fine establishments of commerce in the Imperial City Market District.

But in truth, whether one is attacked by vampires or left in peace by them is really up to Luck and chance. Do not tempt fate by thinking yourself well-protected, when the only real protection that can be had is a walled-in city guarded by the Imperial Watch, and last, but not least, the warm glow of daylight.

Vampires cannot be reasoned with. No matter how well-honed your Speechcraft may be, or how great your Personality is, there is no way of talking yourself out of an encounter with these foul creatures. Their brains simply do not function as well as ours. It is foolish to even attempt conversation with them. The only words they understand are "Die, unholy monster!", and only when spoken by an Imperial Guardsman.

Be vigilant. Be safe. Be aware.

(This message is brought to you in part by the Merchants' Society of the Imperial City.)

Captain of the Imperial Guard, Paranormal Threats Division:
Bernardus Assidius
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Hussnein Amin
 
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