[WIP] - Ein Leben Mehr - A Vampirism Overhaul

Post » Wed Nov 09, 2016 6:15 am

Download Link : https://www.dropbox.com/s/us8kbmckgjdd9e5/ZCDM%20-%2021%20-%20Ein%20Leben%20Mehr.rar?dl=0

Disclaimer : This Mod is currently a WIP, and the provided file is a Beta Build. Although everything should hopefully be working correctly, it is very likely that things will be faulty and that bugs might have been overlooked. It is provided for demonstration purposes, and any use is at your own risk. Any feedback, bug-reports and logic-issues identified through using this Beta Build are appreciated.



DETAILS--

Name:Ein Leben Mehr

Author :CDM

Version :0.5 (Beta)

Requirements :Skyrim, Latest Patch

Dawnguard

Dragonborn

SKSE, Version 1.7.3 (Or Later)

SkyUI, Version 5.1 (Or Later)

CDM - 00 - Catch All Actors (Included)



General Overview--


Ein Leben Mehr is a Vampirism Overhaul for Skyrim, intending to create an immersive and fun Vampiric experience. Its key features include :


  • Single-stage Upgradable Vampirism

  • On-screen Blood and Starvation Meters

  • Pre-Vampire "Blood Infection" game play

  • Various Feeding Options

  • Disguise / Vampire Appearance System

  • Distinct Vampire Perk System

  • Water and Silver Damage

  • Clothing-Influence Sun Damage

The following post is taken more-or-less directly from the Read Me included with the above Beta Build Download, and as such is quite long; for that reason, various sections have been 'spoilered' off for read-ability.



PREAMBLE--


Spoiler

The Mortal State

"The Mortal State" is the name given to the period during which the Player is neither a Vampire, nor suffering from the effects of the Blood Infection. For the most part, the Mortal State is exactly the same as it is in the Vanilla Game, with the Player having full access to their Racial Powers and Abilities, and being able to acquire Doomstone Effects, et cetera. However, Ein Leben Mehr makes several important background changes during this time which may have a significant effect on your gameplay experience depending on which Mods you are currently using and your current load order.


The key change that Ein Leben Mehr makes during this period is the removal of all Racial Powers and Racial Abilities from the ten Playable Races, and their re-addition via Script. In Vanilla Skyrim, all Racial Abilities and Racial Powers are 'locked' into the Race via the Race's Base Form (the initial records which define each Race). Ein Leben Mehr changes these Base Forms, and as such may conflict with any other Mod which alters the Playable Races. For the most part, gameplay experience should be unchanged from Vanilla Skyrim, but if you are using any Race Mods, it is recommended that you load them AFTER Ein Leben Mehr to decrease the chance of conflicts.

Additionally, Ein Leben Mehr makes several changes to Vanilla NPCS and a number of Vanilla References (for example, the Gates to several Major Cities). Although these changes should not have any direct impact on gameplay, there is always the possibility of conflict with other Mods, or unexpected behaviour compared to Vanilla experiences.



CDM - Catch All Actors

"Catch All Actors" is a small Utility Mod designed to run in accordance with several of my other Mods, and which is utilised by Ein Leben Mehr to facilitate dynamic modification of every NPC the Player encounters. It is therefore required to the successful functioning of Ein Leben Mehr. When installed, Catch All Actors periodically looks for NPCs around the Player and runs a small Script on them, adding or removing Abilities as appropriate. These Abilities are then utilised by Mods such as Ein Leben Mehr to modify the NPC in question.





THE BLOOD INFECTION--

Overview


The Blood Infection is a semi-unique, progressive Disease added by Ein Leben Mehr. It replaces the Disease known as Sanguinare Vampiris found in Vanilla Skyrim, and is the primary means by which you can become a Vampire whilst using Ein Leben Mehr.


Unlike other Diseases, the Blood Infection is not static upon being contracted, but will instead spread through your body as In-Game Time Passes. Certain actions the Player takes may slow or reverse the spread of the Blood Infection, and the presence of certain Items may increase the rate at which it spreads. As the Blood Infection spreads, both its Positive and Negative Effects will become more pronounced, and if it is allowed to reach 100%, it will cause the Player to become a Vampire.


It is possible to Cure the Blood Infection, but once certain conditions are met it will become Incurable by conventional means.



Contracting the Blood Infection


Spoiler


There are several ways to Contract the Blood Infection :

Consume a Vampire's Heart

When slain, there is a chance that a Vampire will drop a Vampire's Heart. By default, a Vampire's Heart has a 100% chance of conferring the Blood Infection when consumed.

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Consume a Vampire's Flesh

When slain, there is a chacne that a Vampire will drop a piece of Vampire Flesh. By default, Vampire's Flesh has a 5% chance of conferring the Blood Infection when consumed.



Consume Infected Flesh

The Player is not the only person who can 'suffer' form the Blood Infeciton. Although it has no effect on their actual Attributes or Abilities, some NPCs can be randomly assigned to suffer from the Blood Infection. There is no way to identify these people before they are slain, but when they are there is a chance that they will drop a piece of Infected Flesh. By default, infected flesh has a 5% chance of conferring the Blood Infection when consumed.



Drink from Redwater Spring

Drinking from Redwater Spring has a 100% chance of conferring the Blood Infection.



Be Visited by a Vampire

Whenever you sleep between the hours of 20:00 and 06:00, there is a chance that you will be visited by a Vampire. When this occurs, you will wake up with a dull-ache in your neck, and soon after discover that you have been visited by a Vampire. By default, there is a 5% chance of being visited by a Vampire whilst you sleep, but wearing an Amulet of Arkay will reduce that chance to zero, allowing you to sleep peacefully.



Be Struck by a Vampire

Whenever you are struck by a Vampire during Combat, there is a default 20% chance of Contracting the Blood Infection. This form of Contraction has special functionality relative to other forms of Infection, however. Each individual Hit you recieve from an enemy Vampire has the standard chance of conferring the Blood Infection--however, if the Blood Infection is contracted, its effects will not be applied until AFTER you leave Combat. For this reason, each Combat encounter has multiple chances of conferring the Blood Infection, but will only have one Success.


In addition to the above, there are several instances wherein another Character may offer you the gift of Vampirism. These are provided via Vanilla Skyrim/Vanilla DLC, and if Vampirism is accepted you will proceed immediately to being a Vampire without having to first go through the Blood Infection Stage.


Once the Blood Infection is Contracted, a series of checks are performed to determine whether the Infection is 'Truly Successful'. If all of these Checks are failed, then you will receive the Blood Infetion; if even one of them is passed, you will not receive the Blood Infection, although the exact outcome may vary slightly.


The checks are performed as follows :



Firstly, a check is done against Passive Immunity, which can be gained under special circumstances.



Secondly,a check is done against whether or not the Player is a Werewolf--if so, the check succeeds, and the Blood Infection is resisted.



Thirdly, a check is done on whether the Player is in a certain Location or not. If the Player is in this special Location, the Blood Infection will be forcefully purged from your body.



Finally, a check is done against whether the Player is wearing an Amulet of Protection or not. These special items have the ability to absorb the Blood Infection, but are destroyed in the process. If the Player is wearing an Amulet of Protection when the Blood Infection is contracted, the Blood Infection will be absorbed by the Amulet, and the Amulet will be removed from the Player's Inventoy.



If the Player fails all four of these checks, they will contract the Blood Infection. At this point, the Player will temporarily lose their ability to passively regenerate Health, Magicka and Stamina, and they will begin to take Health Damage over a period of approximately 60-seconds. The total amount of Health Damage caused by contracting the Blood Infection is 40-points. During this time, the Player can freely use Potions and Spells to recover their Health. It is due to this Health Damage, however, that many of those who fight Vampires find themselves slain despite their triumph.


Image : https://67.media.tumblr.com/416a94e767715ab06d42c20c792dfc24/tumblr_of6x1n8jE01vehzcoo4_1280.jpg

Image : https://65.media.tumblr.com/9e38ae3819f7956048e34b9be1067b77/tumblr_of6x1n8jE01vehzcoo2_1280.jpg


If the Player is able to survive contracting the Blood Infection, then it will take a hold upon them, and they will regain their ability to Passively Regerneate Health, Magicka and Stamina. At this point, the Player will begin to suffer the effects of the Blood Infection, and begin upon the dark road towards immortality...




The Infection Meter


Spoiler


Upon contracting the Blood Infection, a message will be displayed on-screen, and thereafter the Infection Meter will appear. By default, the Blood Meter appears on the Left-hand side of the screen, and will fill with a Purple Colour. This can be changed via the Configuration Menu. As the Blood Infection spreads through your body, the Infection Meter will slowly fill. By default, it takes approximately 72 In-Game Hours for the Infection Meter to go from 0% to 100%.


Image : https://66.media.tumblr.com/c244ab168a330147adb1e36a0fc1900c/tumblr_of6x2awfVH1vehzcoo1_1280.jpg

Image : https://67.media.tumblr.com/72973b28faa20bb9586b4ffc2e88e5a1/tumblr_of6x2awfVH1vehzcoo2_1280.jpg


Once the Infection Meter reaches 100%, it will slowly darken over the course of the next 24 In-Game Hours. Once the Infection Meter becomes completely dark, you will transform into a Vampire.




Spread of the Blood Infection


Spoiler


Unlike other Diseases, the Blood Infection is not static. Instead, it is a Dynamic Disease which slowly spreads through your body as In-Game Time passes. As the Blood Infection spreads, its Positive and Negative effects will become more pronounced, and if you are not physically strong enough, you may even die as a consequence of this spread--either due to being weakened, and left vulnerable to your enemies, or directly due to the Blood Infection's negative effects. In order to survive the Blood Infection, you need at least 201-points of Health. Any less, and the Blood Infection will be lethal before it reaches 100% spread.


By default, it takes 72 In-Game Hours for the Blood Infection to go from 0% Spread to 100% Spread. It will then take an additional 24 In-Game Hours for the Blood Infection to trigger your final transformation into a Vampire.


Generally, there is little you can do to influence the spread of the Blood Infection, however there are several Items which can have a direct impact on how the Blood Infection spreads through your body :

Amulets of Arkay

When equipped, an Amulet of Arkay will slow the spread of the Blood Infection by 10% due to Arkay's Influence.



Relics of Molag Bal

If you have a Relic of Molag Bal on your person, Molag Bal's Influence will act upon the Blood Infection, increasing the rate at which it spreads by 15%. The Relic of Molag Bal does not have to be equipped--merely having it in your Inventory will be sufficient for Molag Bal's Influence to affect the Blood Infection.



Amulets of Protection

When an Amulet of Protection is equipped whilst you are suffering from the Blood Infection, one of two things may happen depending how long has passed since you contracted the Blood Infection, and how far it has been allowed to spread through your body. Equipping an Amulet of Protection will either remove the Blood Infection completely, or reverse its spread.




Effects of the Blood Infection


Spoiler


The Blood Infection confers both Positive and Negative Effects when contracted, and as the Blood Infection spreads through your body, these Positive and Negative Effects will become more pronounced. The exact Effects witnessed In-Game will vary in their intensity based on the current spread of the Blood Infeciton, and as such the effects outlined below relate only to specific key values.


[Table Messed Up -- Will Replace When Possible; See Read Me In Download Until Then]


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Vampire Nightmares


Spoiler


After you contract the Blood Infection, there is a chance that you will suffer from a Vampire Nightmare whenever you Sleep. These have no direct Gameplay effect.




Curing the Blood Infection


Spoiler


The Blood Infection has two distinct states : "Standard Infection" and "Firm Hold Infection". When you initially contract the Blood Infection, it is a "Standard Infection". At this point, the Blood Infection can be cured in the same manner as any other Disease. You can consume a Cure Disease Potion, cast a Cure Disease Spell, or visit a Shrine. Upon completing one of these tasks, the Blood Infection will be completely purged from your body, and you will be returned to the Mortal State. Equipping an Amulet of Protection whilst the Blood Infection is only a "Standard Infection" will instantly cure the Blood Infection.


After 72 In-Game Hours have passed, however, the Blood Infection will progress to a "Firm Hold Infection", which will be announced via an on-screen message. At this point, the Blood Infection has become deeply-rooted inside of you, and will therefore be incurable by any normal method. Attempting to cure the Blood Infection via any normal method will only result in the spread of the Blood Infection being reversed. By default, each attempt at curing the Blood Infection will reverse the spread of the Blood Infection by 24 In-Game Hours worth of spread. Equipping an Amulet of Protection whilst the Blood Infection is a "Firm Hold Infection" will have the same effect as any other method of curing a Disease, and therefore only reverse the Blood Infection's spread.


Once the Blood Infection has taken a firm hold, there is no way to cure it. Even if you reduce the Blood Infection to 0%, it will remain inside of you and begin to spread again after a short time. At this point, there are only two outcomes of the Blood Infection--either you become a Vampire, or you will die. There are however stories across Skyrim of a cure for a "Firm Hold Infection"--it is said that there is a Shrine near High Hrothgar which can cure the blood Infection, but no-one has ever been able to prove this...




VAMPIRISM--

Overview


Vamrpisim is the core state of Ein Leben Mehr, and the main focus of the Mod. The Vampirism included in Ein Leben Mehr is ultimately not true-to-Lore, instead drawing on several sources in an attempt to create a fun and immersive Vamire experience. As a Vampire, you will be cursed by an insatiable thirst for Blood, and a need to balance your remaining supply of Blood against the needs of a moment, but in return you will gain power and strength, immortality and new abilities.



Becoming A Vampire


Spoiler


There are three ways to become a Vampire :

Be Turned into a Vampire by Someone Else

Under certain circumstances, an NPC may offer to turn you into a Vampire. These are special cases associated with Vanilla/DLC events, and will cause an instant transformation into a Vampire, bypassing the usual Blood Infection Stage.



Allow the Blood Infection to Spread

The typical means by which you can become a Vampire is via the Blood Infection. Once the Blood Infection is allowed to reach 100%, and then complete its dark work, you will transform into a Vampire. You will sink to your knees, and rise again as a Creature of the Night.



Cheats -- Nature States


Using the Debug & Cheats Configuration Menu you can instantly become a Vampire (or any other of the Nature States included in Ein Leben Mehr). Although this method should be completely safe, it is purely a debugging tool, and is therefore not officially supported.




The Blood Meter


Spoiler


Following your transformation into a Vampire, the Blood Meter will appear on-screen. By default, the Blood Meter will appear on the Left-hand Side of the screen, and fill with a Red Colour. This can be changed at any time via the Configuration Menu. As you expend Blood, the Blood Meter will slowly drain down to 0%. You can refill the Blood Meter by Feeding on Sleeping Victims, Bloody Organs or Blood Vials.


The exact amount of time it takes for the Blood Meter to drain completely is based upon several factors. First amongst these is whether you are a "True Vampire" or a "Faux Vampire". Merely existing as a Vampire requires the expenditure of Blood to sustain yourself, and a Faux Vampire requires almost twice as much Blood to sustain themselves as a True Vampire, resulting in the Blood Meter draining more quickly. Assuming you are a True Vampire, it will take approximately 120 In-Game hours for the Blood Meter to drain from 100% to 0%.


In addition to this Passive Expenditure, using your Vampire Powers will also affect the rate at which your Blood Meter drains. Some Powers, such as Mortal Guise, will directly impact the Passive Rate of Blood Expenditure, causing the Blood Meter to drain more rapidly. Other Powers have an Immediate Cost which will instantly be removed from the Blood Meter upon attempting to use them. If you do not have enough Blood to support a Vampire Power, it will either be deactivated automatically or fail to activate at all.


When you first become a Vampire, the Blood Meter will automatically fill to 25%.



The Starvation Meter


Spoiler


In addition to the Blood Meter, becoming a Vampire will also give you a Starvation Meter. By default, the Starvation Meter appears on the Left-hand Side of the Screen, immediately to the right of the Blood Meter, and fills in a Dark Blue Colour. This can be changed at any time via the Configuration Menu. Whenever your Blood Meter is at 0%, the Starvation Meter will slowly begin to fill. Whenever the Blood Meter is above 0%, the Starvation Meter will steadily drain.


As with the Blood Meter, the time it takes for the Starvation Meter to fill is dependent upon which type of Vamprie you are--Faux Vampires will find that the Starvation Meter fills more quickly, and drains more slowly. True Vampires, in contrast, will find that it drains more quickly, and fills more slwoly.


Even if the Starvation Meter reaches 100%, you will never die as a direct consequence of Starvation or failing to Feed. However, you will be left more vulnerable to your Opponents, and may die as an indirect consquence of Starvation.




The Disguise Meter


Spoiler


Separate from the Blood and Starvation Meters is the Disguise Meter. By default, the Disguise Meter appears at the top-centre of the Screen, above the Compass. It will be either Green or Red depending upon whether you are "In Disguise" or not. Both its colours and position can be changed at any time via the Configuration Menu.


For more details about Disguises, see the relevant section below.




Vampiric Potential


Spoiler


As a Vampire, you are stronger and faster than any Mortal. However, your strength at any given moment is directly influenced by your Blood Meter and Starvation Meter. This is known as your "Vampiric Potential". Your Vampiric Potential is never shown directly On-Screen, but can be deduced by examining your current Vampire Effects, and by examining your Blood and Starvation Meters :


An empty Starvation Meter, and a Full Blood Meter will put you at 100% Potential

An Empty Blood Meter and an Empty Starvation Meter will put you at 0% Potential

An Empty Blood Meter, and a Full Starvation Meter will put you at -100% Potential

A Full Blood Meter, and a Full Starvation Meter will put you at 0% Potential



As your Vampiric Potential increases, the Positive Effects of being a Vampire will become more pronounced, whilst the Negative Effects of being a Vampire will be diminished. Conversly, as your Vampiric Potential decreases, the Negative Effects of being a Vampire will become more pronounced, and the Positive Effects will be diminished. To maintain your overall effectiveness, it is therefore necessary to maintain a healthy balance between your Blood Meter and Starvation Meter, and keep your Vampiric Potential above 0%.




Vampire Attributes


Spoiler


Transformation into a Vampire will have a direct effect on your Health, Magicka and Stamina Attributes. The Base Values of all three Attributes will be set to 500, regardless of what they were before. If they were previously less than 500, they will be raised; if they were previously greater than 500, they will be lowered. As such, a Vampire will always have a minimum of 500 Points of Health, Magicka and Stamina. With the purchase of certain Vampire Perks this value can be increased.


Whilst you are a Vampire, you can continue to raise your Character Level as normal, and will be able to assign additional Attribute Points to your Health, Magicka or Stamina. However, upon leaving the Level Up Menu, your Attributes will be reswet to their current "Vampire Values". These Attributes increases are NOT lost or wasted, however--once you stop being a VAmpire, any Attribute increases you have previously made whilst you were a Vampire will be applied. Therefore, you will never lose any Attribute Points by being a Vampire, but you will not see their effect for the duration that you are a Vampire.




True, Faux and Pure Vampires


Spoiler


To the people of Tamriel, one Vampire is just the same as any other. They are all monsters. However, the truth is that there are different "kinds" of Vampire, based upon an innate interaction between the Vampire and their Vampirism. This is distinct from the 'Clans' often seen in Morrowind-born Vampires, having nothing to do with the Vampire's innate characteristics, but rather to do with whether they have truly embraced their Vampiric nature.


Upon initially becoming a Vampire, you will be a Faux Vampire. In this state, you are a Vampire, but you have not yet taken the symbolic step necessary to truly embrace your Vampiric nature--you have not yet drained a Sleeping Victim and officially completed your transformation into a Vampire. As a Faux Vampire, you have full access to all of your Vampire Powers, and can still gain Vampire Perks--however, you are also subject to several limits : your Blood Meter will drain more quickly, your Starvation Meter will fill more quickly, and it will take you longer to recover from Starvation. Additionally, your Vampiric Potential is capped at 25%--no matter how much Blood you drink, you will not be able to rise above this amount.


Once you Drain your first Sleeping Victim, you will symbolically complete your transformation into a Vampire. In this moment, you will become a "True Vampire". You will gain full access to your Vampiric Potential, and you will find that your body expends Blood more slowly. There are several other minor differences related to being a True Vampire, relating to how much Health and Magicka you Regenerate per Unit of Blood expended, and the rate at which your Stamina Meter is refilled. Additionally, becoming a True Vampire allows you to Sip and Harvest from a Sleeping Victim.


In addition to True and Faux Vampires, there are rumours amidst Vampire-kind of a third kind of Vampire : a Pure Vampire. What this precisely means, no-one really knows. It is said that this is a Vampire who has unlocked their true potential without ever Draining a Sleeping Victim, but whether this is even possible or what benefits it would incure are unknown.




Effects of Being a Vampire


Spoiler


There are both Positive and Negative Effects to being a Vampire. Some of these Effects are static, and will always be the same regardless of your current circumstances; others, however, are tied to your Vampiric Potential, and will therefore fluctuate depending how much Blood is left in your Blood Meter, and how full your Starvation Meter is. For this reason, the Values below outline the Effects of being a Vampire at certain key Percentages, but the actual value seen In-Game may be different.



[Table Messed Up -- Will Replace When Possible; See Read Me In Download Until Then]


Note : Some of the above effects are open to variation based upon which Vampire Perks you have purchased, and some of the Postivie Effects may not be immediately available, requiring the purchase of a specific Vampire Perk to gain.


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Core Vampire Powers


Spoiler


Upon becoming a Vampire, you will gain access to five Core Vampire Powers :


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Dark Insight

"Dark Insight" is a Toggle Spell. When Active, it will provide a permanent Clairvoyance Effect, guiding you towards the current Quest or Marker Target. It is affected by all the same Limitations and Issues as the Clairvoyance Spell found in Vanilla Skyrim.



Hunter's Sight

"Hunter's Sight" is a Toggle Spell. When Active, it will provide a permanent, red-tinted Night Eye Effect, allowing you to see better in darkness and low-light environments.



Mortal Guise

"Mortal Guise" is a Toggle Spell. When Active, it will allow you to adopt the Guise of a Mortal, allowing you to pass amongst the Living without being immediately identified as a Vampire. Upon first becoming a Vampire, the Mortal Guise Lesser Power is very weak, and any potentially-hostile action such as swinging a weapon or casting a spell will immediately break the illusion, revealing you as a Vampire.

For more information on Disguises, see the relevant section below.



Predator's Senses

"Predator's Senses" is a Toggle Spell. When Active, it will provide a permanent Detect Effect, marking all Creatures, People and Machines in a wide-radius.



Vampiric Evolution

"Vampiric Evolution" is a Fire And Forget Spell. When Cast, it will open the Vampiric Evolution Menu, where you can spend Vampire Perk Points to purchase Vampire Perks and improve your Vampiric nature.





Feeding


Spoiler


As a Vampire, your body requires Blood to sustain itself. Although you can never die as a direct consequence of failing to Feed, Vampiric Starvation will weaken you, leaving you vulnerable to your enemies. As such, you must Feed to restore your Blood Meter. There are several options available to you :

Sleeping Victim - Drain

If you happen upon a Sleeping Victim, you can choose to Drain them. Doing so will instantly replenish up to 500 Units of Blood, and may potentially kill your Victim out-right. If you have previously Sipped or Harvested from a Sleeping Victim, the amount of Blood gained from Draining a Sleeping Victim may be reduced. Upon first becoming a Vampire, this is your only option when Feeding on a Sleeping Victim, but once you become a True Vampire you will have more options available to you.



Sleeping Victim - Sip

Following your transformation into a True Vampire, you can choose to Sip from a Sleeping Victim. Sipping will restore up to 100 Units of Blood, and potentially leave your Victim alive. Each time you Sip from a Sleeping Victim, they will become weaker. Once you have taken a total of 500 Units of Blood from a Sleeping Victim, they will die. However, as time passes they will recover from having been Fed on. It typically takes a Sleeping Victim 24 In-Game Hours to replenish 100 Units of Blood.



Sleeping Victim - Harvest

Following your transformation into a True Vampire, you can choose to Harvest from a Sleeping Victim if you have an Empty Vial. Harvesting will remove an Empty Vial from your Inventory and replace it with a Blood Vial. Harvesting will potentially leave your Victim alive. Each time you Harvestfrom a Sleeping Victim, they will become weaker. Once you have taken a total of 500 Units of Blood from a Sleeping Victim, they will die. However, as time passes they will recover from having been Harvested from. It typically takes a Sleeping Victim 24 In-Game Hours to replenish 100 Units of Blood.



Blood Vials

Blood Vials are consumable Potions which will restore Blood when consumed. They come in three sizes, and restore up to 50, 100, and 150 Units of Blood.



Bloody Organs

Bloody Organs are consumable Potion-type Items which will restore Blood when consumed. They come in three sizes, and restore up to 50, 100, and 150 Units of Blood.





Blood Types


Spoiler


To the average person, Blood is Blood. There is no difference between the Blood of a High Elf, the Blood of an Argonian, and the Blood of an Imperial. For a Vampire, however, this is not the case. Instead, a Vampire can distinguish the subtle differences in the Blood of different people, and from a Vampire's perspective their are four distinct Blood Types in Tamriel, each of which has a different effect on the Vampire:



A-Type Blood is typically found in the veins of the Elven Races and Argonians. When consumed by a Vampire it will improve the efficiency of the Vampire's Blood Healing Passive Ability by 25%, allowing the Vampire to recover more Health per Unit of Blood expended.



B-Type Blood is typically found in the veins of the Human Races and Argonians. When consumed by a Vampire it will improve the efficiency of the Vampire's Blood Magick Passive Ability by 25%, allowing the Vampire to recover more Magicka per Unit of Blood expended.



C-Type Blood is typically found in the veins of the Elven Races and Khajiit. When consumed by a Vampire it will improve the rate at which the Vampire recovers from Vampiric Starvation.



D-Type Blood is typically found in the veins of the Human Races and Khajiit. When consumed by a Vampire it will reduce the Blood Cost, both immediate and on-going, of all the Vampire's Vampiric Powers by 25%.



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Upon initially becoming a Vampire, the Blood in the Vampire's Mortal Veins becomes their first supply of Blood, and their own Blood Type will immediately take effect. There is no way for a Mortal to know their Blood Type or its effects until they become a Vampire. So long as the Vampire has even one drop of the appropriate Blood in their Veins, they will recieve the full benefits of the Blood Type--however, as the Vampire is continually expending Blood to sustain themselves, they will steadily work through the Blood currently in their veins, meaning the benefits of different Blood Types will only last a short amount of time. Due to how Blood mixes once it is consumed by a Vampire, Blood of different types is generally expended 'evenly', with only the amount consumed affecting how long the effects last.






Blood Healing



Spoiler


Unlike Mortals, Vampires do not passively Regenerate Health by natural means. Instead, Vampires utilise a Passive Ability known as Blood Healing. Blood Healing will restore a small amount of Health each second, and in return will consume a single Unit of Blood. Therefore, a Vampire whose Blood Meter is at zero will not be able to Regenerate Health.



Importantly, Blood Healing does not activate immediately upon sustaining an Injury—instead, there is a brief period of time following an Injury before a Vampire will begin to recover Health. If the Vampire sustains another Injury in this time, this period is reset. Moreover, when the Vampire is suffering Water, Sun, Rain or Silver Damage their Blood Healing Ability will be permanently deactivated (due to the on-going Health Damage) and the time until Blood Healing activates once the Damage is ended will vary based upon the source, with Water Damage triggering the longest delay before Blood Healing activates.

The effectiveness of Blood Healing can be enhanced with both Perks and Type A Blood.





Blood Magick


Spoiler


Unlike Mortals, Vampires do not passively Regenerate Magicka by natural means. Instead, Vampires utilise a Passive Ability known as Blood Magick, which draws Magicka from the Blood the Vampire has consumed. Blood Magick will restore a small amount of Magicka each second, and in return will consume a single Unit of Blood.


Unlike Blood Healing, Blood Magick is always active and will instantly begin to restore your Magicka after it is expended.


The effectiveness of Blood Magick can be enhanced with both Perks and Type B Blood.




Stamina Regeneration


Spoiler


Vampires have a powerful Stamina Regeneration Ability. Unlike Blood Magick and Blood Healing, Stamina Regeneration does not require Blood, and will remain active even when your Blood Meter is at or below zero. The overall speed at which your Stamina Meter refills is determined by whether you are a True Vampire or a Faux Vampire, but both are far in excess of what a Mortal would experience.




Vampiric Vulnerabilities


Spoiler


In addition to being vulnerable to Physical and Magical Injuries just like anyone else, Vampires also have a number of Vampiric Vulnerabilities which are not experienced by the Living :

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Silver Damage

Silver is harmful to Vampires. If a Vampire equips a piece of Armour or a Weapon made out of Silver, they will begin to suffer a small amount of Health Damage. Being struck by Silver Weapons will not confer any additional Damage, however.


Sun Damage

As a Vampire, you are subject to Sun Damage—exposure to Sunlight will cause a steady and constant decrease in your Health for the entire time you are exposed to Sunlight.

The amount of Sun Damage you sustain, and the amount of time for which you must pass before suffering Sun Damage, is dependent upon how much of your Flesh is exposed. The more Flesh exposed, the more Sun Damage you will take, and the more quickly you will begin to suffer Health Damage. By changing your Clothing, and therefore covering up more Flesh, you will be able to avoid Sun Damage, and potentially completely avoid Damage altogether.

There are eleven Covering Slots : Head, Face, Chest, Back, Stomach, Upper Arms, Lower Arms, Hands, Upper Legs, Lower Legs, and Feet.



Note : The definition of Covering provided by Clothing is estimated based on the Clothing’s underlying ArmorAddOn and the Player’s Gender. Some Mod-added Clothing will therefore work with the Sun Damage System, whilst others may not. Only Vanilla Clothing options are officially supported.



Note : Due to how Clothing and Covering is defined, some items of clothing may expose an amount of Skin, but still be classed as ‘Covering’.


Water & Rain Damage


As a Vampire, you are subject to Water Damage—immersion in Water will cause Health Damage and potentially kill you. For the purposes of Game Play, “Immersion” is defined as being in a “Swimming” state. For this reason, merely standing in Water will not cause Health Damage.

Rain, however, is also a type of Water. Although not as harmful, Rain will cause a small and steady decrease in your Health whenever you are outside. Whilst suffering Rain Damage, you will not be able to use your Blood Healing Ability.



Both Water and Rain Damage are not negated by clothing.


Note : Due to game-mechanics, you will still suffer Rain Damage even if you are standing under shelter when it is raining.


Were-Creature Venom

Vampires are descendant from Molag Bal, and Were-Creatures such as Werebears and Werewolves are descendant from Hircine. Due to this difference, Were-Creatures possess a unique ability to cause additional harm to Vampires. When struck by a Were-Creature, there is a small chance that a Vampire will be exposed to Were-Creature Venom which will cause 2-points of Health Damage for 5-seconds.




Racial Abilities & Doomstones


Spoiler


As they are Unnatural and Undead Creatures, Vampires lose the Racial Abilities and Racial Powers that they possessed in their Mortal State. For example, a Nord will lose their Battle Cry Lesser Power upon becoming a Vampire.

Additionally, having been cut-off from their Mortal State, Vampires not only lose any existing Doomstone Bonuses which may be active, but also lose the ability to use Doomstones in the future—although they can attempt to use the Doomstones, they will remain impassive and unresponsive to a Vampire.




Vampiric Appearance & Disguises


Spoiler


Vampires have a distinctive appearance, and the people of Tamriel are not ignorant to these distinctive characteristics. Upon becoming a Vampire, your Physical Appearance will change, becoming distinctly more monstrous and threatening, and your eyes will begin to glow. In this state, you will be immediately identified as a Vampire, and people will attack you on sight.

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In order to prevent your identification as a Vampire, you must adopt a Disguise. For this, you have two choices : you can either use your Core Vampire Power, Mortal Guise, which will give you a veneer of Mortality and make you appear Mortal to those around you at the cost of increasing your Expenditure of Blood. Alternatively you can equip a Helmet or Hood which fully covers your Face, making your features impossible to identify.

Upon becoming a Vampire, you will gain a Disguise Indicator, which appears at the top of the Screen, above the Compass. When the Disguise Indicator is Red, you are not in Disguise, and can be identified as a Vampire. When the Disguise Indicator is Green, you are in Disguise and cannot be identified as a Vampire.


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Image : https://67.media.tumblr.com/dec70ea9ff7c80c6fee94834bf7d833b/tumblr_of6x2nosOq1vehzcoo2_1280.jpg



Due to their different Physiology, Khajiit and Argonians do not suffer as dramatic a Physical Change as the other Races, and therefore Vampire versions of these Races are indistinguishable from their Non-Vampire counterparts, resulting n Khajiit and Argonians always being classified as In Disguise.


As a Vampire, your Mortal Guise and Vampiric Appearance are distinct enough that Mortals will not immediately connect the two, and as such any Bounty incurred by one will not be passed on to the other. Generally, this is of little use--a Vampire will always be attacked on-sight by Mortals; but since any crime they commit will be attributed to the monster, and not the "Mortal", it is possible for a Vampire to utilise this distinction to indulge their darkest desires without sullying their "good reputation".




Awareness


Spoiler


The people of Skyrim are not always particularly quick on the uptake, but when it comes to Vampires they are not entirely foolish. As a Vampire prowls the cities and towns, feasting on the Blood of the living, the people will slowly become aware of the threat amongst them. The more the Vampire Feeds, the more quickly the people will realise that a Vampire is amongst them. Each act of Feeding or Harvesting from Sleeping Victims will increase the people's Awareness, and this Awareness will last for several days. Once this time has passed, people will slowly begin to forget about the Vampire threat, resulting in a decrease in their Awareness.



If the people become too aware of a Vampire, they will begin to take precuations--specifically, Major Cities such as Whiterun and Solitude will begin to lock their Doors of an evening, leaving travellers stuck outside, and residents contained within.


Each of Skyrim's nine Holds has their own level of Awareness, which will rise and fall independently of the other Holds.




Vampiric Evolution


Spoiler


Upon becoming a Vampire, you will gain the Lesser Power "+Vampiric Evolution". When used, this will open the Vampiric Evolution Menu, where you can spend Vampire Perk Points and buy Vampire Perks which will enhance or change your Vampiric nature.


Vampire Perk Points are gained by "Levelling Up" as a Vampire. Each time you consume Blood, you will gain some Vampire Experience relative to the amount of Blood you have consumed. Once you have gained enough Vampire Experience, and as long as you are not in Combat, you will gain a Vampire Perk Point, which will be heralded by an animated event and a message displayed on-screen. There is no way to see how close you are to increasing your Vampire Level.




Vampire Perks


Spoiler


Vampire Perks are the means by which a Vampire can improve their Vampiric nature, gaining new Abilities and enhancing those they already possess. Vampire Perks require Vampire Perk points, which are distinct from normal Perk Points. The amount of Vampire Perk Points a given Vampire Perk may cost varies, and is diplayed in the 'Value' column.


Vampire Perks are divided into three groups :

Vampiric Nature

These Vampire Perks are tied directly to your nature as a Vampire, governing things such as how much Blood you can hold in your body at any given time, how much Blood is consumed whenever you Feed, and how much Health and Magicka you have as a Vampire



Survivability

These Vampire Perks are tied to your ability to survive. They govern things such as your Resistance to Physical and Magical Damage, yand how much Health and Magicka you recover per Unit of Blood expended.



Vampire Powers

These Vampire Perks are tied to your Vampire Powers, allowing you to gain new Abilities such as Faster Reactions, Telekenetically opening Locks, and enhancing existing Abilities such as increasing how quickly you can move, or how high you can Jump.


Note : There is currently an issue where remaining Vampire Perk Points will not update until you leave and re-enter the Vampiric Evolution Menu.




Curing Vampirism


Spoiler


There is currently no In-Game cure for Vampirism. If you wish to cure Vampirism permanently, you may do so via the Debug & Cheats section of the Configuration Menu.




MISCELLANEUOUS--


Spoiler

NPC Vampires

The Player is not the only one enhanced by Ein Leben Mehr. NPC Vampires recieve Attribute and Statistical Bonuses, and also suffer from the same Vulnerabilities as the Player Vampire. Additionally, they gain additional Loot Items which may be dropped when they are slain. These range from more Vampire Dust, to Vampire Bones, to Vampire Hearts and Vampire Flesh.

Wooden Stakes

Wooden Stakes are disposable items which can be used to temporarily subdue a Vampire. When struck by a Wooden Stake, the Wooden Stake is removed from the Attacker, and the Vampire is temporarily paralysed, leaving them vulnerable to additional attacks.




CONFIGURATION SYSTEM--

Overview


Ein Leben Mehr includes a Configuration System. Although you do not have much control over the "Key Elements" of being a Vampire, this Configuration System will allow you to tweak some settings, such as the position of HUD Elements. Please be aware that there is little in-depth details about these settings provided right now.



Spoiler

System Settings

The System Settings Page contains settings related to the background Systems used by Ein Leben Mehr. Generally, these relate to when Ein Leben Mehr updates certain aspects of your Vampiric/Infected nature.


Of particular interest here is the 'Cycles Limit'. This controls the maximum amount of changes your Blood/Starvation/Infection Meter can have at one time. The ideal amount is 1,000, however some Users may find that their Game takes a long time to process these settings, impacting on how fast things such as Blood Healing takes. In these cases, Users may wish to lower the Cycles Limit, resulting in a more "stuttery" change in their Meters, but faster switching between updating Meters and other Mod Functions.


You should also verify your Key Binds here, as some of these are needed for key functionality.

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Mortal Settings

These Settings dictate how likely you are to contract the Blood Infection from various sources, and how likely you are to be visited by a Vampire.

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Blood Infection Settings

These Settings dictate where the Infection Meter appears, its colours, and the average amount of time it takes the Blood Infection to spread.

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Vampire Settings

These Settings dictate where the Blood, Starvation and Disguise Meter appear, and their colours.

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Awareness Settings

These settings relate to the consequence of various Feeding actions as they relate to Awareness, and the amount of Awareness required to raise an Awareness Level. At present, these have limited In-Game Effect.

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Debug & Cheats

These Settings provide Debug and Cheats. They are not officially supported, but are provided for convenience.

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KNOWN ISSUES



Spoiler


- Perk Points Remaining does not update until leaving the Vampiric Evolution Menu


- Loading a Pre-Infect/Pre-Vampire Save without completely exiting Skyrim will result in the Infection/Blood/Starvation Meters not appearing upon contracting the Blood Infection/Becoming a Vampire





SPECIAL THANKS--

S70 - Various Coding Help

CDCooley - Various Coding Help

SmkViper - Various Coding Help

Scrivener07 - HUD Widget help

Mofakin - HUD Widget Tutorial

Schlangster - HUD Widget Source

Mardoxx - HUD Widget Source

Terra Nova - Various Coding Help

Antares - Various Coding Help



EXTRA SPECIAL THANKS--

Whilst working on this Mod, several people have helped with various things which, for one reason or another, have not been used. As such, these people deserve extra-special thanks for their support.


Egocarib - Scripting for a Random Perk System

Hanaisse - An excellent Werebear/Werewolf Hybrid Mesh

Tamira - Mesh Havok/Collision

User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Wed Nov 09, 2016 11:48 am

Not much to report from a 'User Side' perspective, but there's been some big-work behind the scenes in regards to neatening the Scripts up, and making things more manageable. Version 0.7 is not up yet, but when it (or whatever version is released :P ) comes out, it is not going to be compatible with old versions. A few small bugs have been fixed, a few tweaks to other features, and one or two small new features (Daytime Paralysis, for example).



Hopefully more news when the next version is ready :)

User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm


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