[WIP] The Vampire Experience - Thread Three

Post » Wed Mar 16, 2011 9:21 am

Your load order is screwed up if bashed patch isn't the last .esp.

I believe I will try to test this to see if I can replicate your effect. That might tell us whether or not it is just a conflict or an actual bug, as I have far less mods installed.
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Chad Holloway
 
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Post » Tue Mar 15, 2011 10:25 pm

Your load order is screwed up if bashed patch isn't the last .esp.

I believe I will try to test this to see if I can replicate your effect. That might tell us whether or not it is just a conflict or an actual bug, as I have far less mods installed.


Actually, Streamline goes after the Bashed Patch I was told... *shrugs* it manages memory and saves, doesnt touch game content. And the other one is just a couple of gamesettings tweaks, but youre right, I moved it over the BP.
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Hilm Music
 
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Post » Tue Mar 15, 2011 10:08 pm

Actually, Streamline goes after the Bashed Patch I was told... *shrugs* it manages memory and saves, doesnt touch game content. And the other one is just a couple of gamesettings tweaks, but youre right, I moved it over the BP.

Oh, really? Hm. That is true it doesn't actually touch game content... eh it doesn't matter.

Anyway, I couldn't contract vampirism after three days, and my heart didn't ever stop (No blur effect every now and then). Am I doing this right or ... what?

Also.. I don't think the vampire sprint is working, at least not like it used too. I don't seem to go any faster with it on or off and I see no speed bonus like it used to display in the "Spell effects" menu.
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Jordyn Youngman
 
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Post » Wed Mar 16, 2011 3:49 am

Yeah, somethings amiss. Plus, another small bug, on my non-vamped save, I noticed that if I cured the Disease effect with a Cure DIsease potion, I still had the 1hp/2fatigue bonuses previously provided by the sickness effect.
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priscillaaa
 
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Post » Wed Mar 16, 2011 2:22 am

Night,
That is the Drain Shader-- it looks like you had the same issue I did, that it only applies to the head. Are you using any body-replacers? I (crazily) installed about 3 on top of each other, and figured that was the cause. If not, let me know.

On not being able to contract Vampirism... Do you have the disease? It sounds silly, but sometimes things can cure unexpectedly-- check you have "Blood Disease". This sounds rather bizzare... Also, are you running OBSE? If so, could you let me know which Version-- it should be 18+, ideally.

Anyway, I'll check these bugs out, and see what I get :)


Val,
Nope, nothing special when you do it the proper way-- just collapse, lay dead, get up. My guess is there is an error somewhere, though from looking yesterday, I couldn't see why... I'll have another check later, see if I can come up with anything :)


EDIT:
- Fixed Vampire Sprint
- Fixed Incubation Bonuses
- Seemingly Fixed Hit Shader Effect still playing when you are a Vampire

... But I cannot seem to find a bug with becoming a Vampire...

If anyone would be willing to test, could you do this please:
1. Start a new PC
2. Open Console and type : Player.AddSpell 3db3d
3. Return to Game, wait until you are Infected (Check Active Effects)
4. Open Console and type : Show ZCDMTVE01ControlQuest01.InfectionTime
5. Open Console and type : Show ZCDMTVE01ControlQuest01.VampCount

Every 24-hours, VampCount should increment-- if you can give me the data of what InfectionTime is, and wait until VampCount is equal to or greater than InfectionTime, and let me know what happens.
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Rob Smith
 
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Post » Wed Mar 16, 2011 5:56 am

Im not 100% sure this is your mods fault, but given i didnt install or uninstall anything else, Ill mention it. Following uninstallation, I now have a glitch on all my recent saves whereas loading the game more than once causes a runtime error crash. The crash happens even if I disable all my mods. It doesnt happen on the last save on which I didnt have TVE installed or any prior save - sadly its about 12 real hours old.

Im probably going to replay that time cuz I hate an unstable game. But no more testing from me :)
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Kevin S
 
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Post » Wed Mar 16, 2011 1:23 am

Night,
That is the Drain Shader-- it looks like you had the same issue I did, that it only applies to the head. Are you using any body-replacers? I (crazily) installed about 3 on top of each other, and figured that was the cause. If not, let me know.

On not being able to contract Vampirism... Do you have the disease? It sounds silly, but sometimes things can cure unexpectedly-- check you have "Blood Disease". This sounds rather bizzare... Also, are you running OBSE? If so, could you let me know which Version-- it should be 18+, ideally.

Anyway, I'll check these bugs out, and see what I get :)


... But I cannot seem to find a bug with becoming a Vampire...

If anyone would be willing to test, could you do this please:
1. Start a new PC
2. Open Console and type : Player.AddSpell 3db3d
3. Return to Game, wait until you are Infected (Check Active Effects)
4. Open Console and type : Show ZCDMTVE01ControlQuest01.InfectionTime
5. Open Console and type : Show ZCDMTVE01ControlQuest01.VampCount

Every 24-hours, VampCount should increment-- if you can give me the data of what InfectionTime is, and wait until VampCount is equal to or greater than InfectionTime, and let me know what happens.

Ah, I love bug squashing!

I am using HGEC and was before that using the "Female Body replacer" I am also running integration TSL, which has npc beautification that might explain why it is only on the neck up (From what I can tell). I am running OBSE 18 beta 6 (I try to update frequently) and yes, on that character I did have the blood disease and the 1 point of hp regen or whatever. The time to wait is three days correct?

In a few hours or so I should be able to do that test for you.
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WYatt REed
 
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Post » Wed Mar 16, 2011 12:44 am

Val,
Thanks for letting me know-- if you still have the save, would you be able to at least check if any of the Vampire abilities are still present on your Character? Thanks.
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Rach B
 
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Post » Wed Mar 16, 2011 7:32 am

I'm not sure that its your mod that's the problem at all. In vanilla oblivion I had issues with becoming vampire. Mostly from the incubation period. I would usually have to wait several game weeks before I actually become a vamp.

As for the shader problem. You should probably try to disable all the body replacers then see what happens. It's possible that with multiple replacers the computer gets confused and adds the wrong shader.
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Czar Kahchi
 
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Post » Wed Mar 16, 2011 12:34 am

As for the shader problem. You should probably try to disable all the body replacers then see what happens. It's possible that with multiple replacers the computer gets confused and adds the wrong shader.

While I would agree with this in most cases here it doesn't quite apply.

My body mod setup is pretty much standard for anyone using body mods (HGEC + TSL), this is more a issue of compatibility.

Besides AFAIK TSL only replaces NPC faces, not bodies. Considering that the shader problem seems only to happen to the NPC face, this seems like TVE just doesn't play well with TSL, which makes sense... Either way, this is a very small glitch, and a cosmetic glitch at that.
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Samantha Jane Adams
 
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Post » Tue Mar 15, 2011 11:58 pm

Did what you requested CDM, the Infectiontime was set to 8 days, and the vampcount rose by one every 24 hours.

However when I did become a vampire it didn't give me any of the attributes or weaknesses. I thought that was odd and put on the vamp amulet and told it to make me a vampire, it instantly gave me the attributes and weaknesses. I decided to test this again and reloaded a save just before I equipped the amulet, and oddly enough all the stats were there. So, that may be a bug or perhaps the stat script was taking its dear time to begin. Given that it did give me the attributes after I reloaded I would assume the latter.

The first time I tried becoming a vampire I assumed that it was the generic "wait three days". So.. oops.

Oh and the blur effect from your heart stopping seems to be...finicky. I don't think it's working correct, but I will have to test this more to be sure.
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GPMG
 
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Post » Wed Mar 16, 2011 1:10 am

I noticed some people want to be able to be more agile in the cities, and go rooftop to rooftop while being chased(is the impression I got). Try P-Froggy's Wall Climbing - http://www.tesnexus.com/downloads/file.php?id=23419
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Horse gal smithe
 
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Post » Wed Mar 16, 2011 7:51 am

Thanks-- I actually found the Stat Issue myself, today: it's waiting for you to enter the Inventory menu before it adds them the first time. Fixed now for next release :D

Other (attempted) Fixes and Updates:
- Fixed a Bug where Dead Vampires would be treated as Dead Mortals
- Fixed Glass Coffin Mesh error
- Fixed Bone Coffin Mesh error
- Fixed a Bug where Seraphine Knights would think they are Guards
- Fixed a Bug where Vampire Sprint would not work
- Fixed a Bug where the effects of Vampiric Incubation would remain after Incubation
Ends
- Fixed a Bug with Transformation into a Vampire

- Added Credits to Read Me
- Added Holy Water
- Added the Option to Destroy Vampire Corpses
- Added Vampire Enforcers
- Added Vampiric Projection
- Added Heightened Senses
- Added Blood Cost to Vampire Powers as appropriate
- Added Blood Effect to NPCs at Stage Four and Five Starvation
- Added Phase through Barriers Power
- Added Give Blood Power
- Added Blood Resurrection Power
- Added Stakes - Now Instantly Kill Sleeping Vampires
- Added Day Time Paralysis
- Added Sunlight Weakness

Day Time Paralysis
This Feature controls whether Vampires feel the irresistible pull of sleep during the day time: when turned on, all Vampires will be paralysed by sleep between 06:00 and 20:00 each day. At this point, the Time Scale will increase to 4 times its default rate, and time will pass more swiftly. When evening returns, the Vampire will awaken, and the Time Scale will return to normal.

Sunlight Weakness
This Feature causes the Vampire to suffer Attribute weakness when exposed to Sunlight: if the Vampire goes outside between 06:00 and 20:00, they will begin to weaken from exposure to the Sun's power-- the longer they stay in the Sunlight, the more significant their weakness will become, until they are powerless.
Escapin the daylight by returning inside will gradually heal the Vampire's Attributes-- but only as long as they have Blood in their Blood Meter. No Blood is expended in the healing process, but it is required to allow the Vampire to heal the damage done by the sunlight.
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Mark
 
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Post » Tue Mar 15, 2011 10:38 pm

Wow, this is coming on grand. Looking forward a [Relz] on this one. Keep it up pal :tops:
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Shelby McDonald
 
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Post » Wed Mar 16, 2011 10:29 am

Fixed now for next release :D

I can has release nao?

2morrow mebey?

No, seriously, release it. Please? :hehe:

Will dialog feeding/thralls be available in this next version?

EDIT: Oh, and good that you found that "bug" with the inventory. :thumbsup:
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Matthew Warren
 
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Post » Wed Mar 16, 2011 5:22 am

Night,

I agree that the glitch is insignificant; however, if it can be fixed without removing one or more mods then perhaps it should be looked into. Lol, I say that but hardly have the patience for it (one reason why I can't mod). Perhaps Wyre Bash could be used to fix it though your probably right that it's just a compatibility issue.

Sorry about the lack of a quote but idk how to do that :P
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Natalie J Webster
 
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Post » Wed Mar 16, 2011 3:35 am

Next release may be a while-- I want to add in the whole Vampire-making system, which is not even started in terms of coding yet (but I have most of the ideas in my head, so it's at least that far :D ). Hopefully I'll be starting on that soon, though-- just a few small bits I want to add in, any other bug-reports, and then I should be able to get started.
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Taylah Haines
 
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Post » Wed Mar 16, 2011 12:25 am

god the anticipation is killing me. and soon someone else to be determined at random.
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Meghan Terry
 
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Post » Tue Mar 15, 2011 11:34 pm

Well, the basics of Companions is done :D -- you can Create, Instruct (Follow, Wait, At Ease, Leave) and check their Inventory. They take the same effects as normal NPC Vampires. What I need to do now is:
1) decide if they're going to level-- most NPCs are static Level, and I'd have to work out a way of levelling the NPC Vampir;
2) Make them use Vampire Items as appropriate (like Blood Vials to feed);
3) Decide if they should Starve-- it may be too much hassel to have to look after their stats, but it would make it more realistic
4) Add the non-Vampire introduction stuff, to make them like you and accept you as a Vampire (the hardest bit, I expect)
5) Possibly add Independence to them-- make them rebelious at times, or give into their instincts, et cetera (only an idea at the moment).

Edit: Also fixed a Bug that stops Vampires evovling beyond Stage Three/Four.
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Stace
 
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Post » Wed Mar 16, 2011 1:00 pm

Heh, patience tnu, patience.

CDM.

Even though it would be tedious I think you should make the companions level. One of my biggest problems with oblivion is that there really is no point in leveling because npcs such as bandit/marauders/guards continue to level with you infinitely. Creatures level to, particularly goblin (I've seen one goblins take out trolls/ogres/guards) which are probably the most overpowered creatures in the game. So if you don't want the companions to become useless once the player reaches level 15+ then they definitely need to level.

I like the other vampire ideas you have listed though (your probably going to do this anyway) you should make it so they can be toggled.

Finally,

isn't it about time for a new thread?
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Antony Holdsworth
 
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Post » Wed Mar 16, 2011 11:05 am


isn't it about time for a new thread?

Not really, I believe the rule is 10 pages.

But yeah, Minion leveling is needed if they are to continue to be useful.

"3) Decide if they should Starve-- it may be too much hassel to have to look after their stats, but it would make it more realistic"
This should be a option in the .ini if implemented. (You probably already planned making it optional anyway, but just to make sure :hehe: )

Are blood memories functioning in the beta version? Either way could you explain how they work again please?
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djimi
 
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Post » Wed Mar 16, 2011 5:45 am

i second that. minion starvation sh ould be an ini option. f as well will you be implamenting the three types of vampire creation you had in mind? i.e. turn anyone/quick/immersive?
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Marnesia Steele
 
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Post » Wed Mar 16, 2011 12:33 am

Blood Memories work by simulating X uses based on the NPCs Skill Level. I.e., a Hand To Hand Skill of 100 simulates 100 Hand to Hand hits by the Player when you drink their Blood. Since most NPCs aren't that high (at least not ones who sleep, which is needed for BMs) it shouldn't be overbalancing (hopefully).

Levelling can be done, I think-- I will give them a 10% Skill Boost for each Vampire Level. Right now, that isn't done-- but the Levelling contols are, with them needing half as much Lore as the Player. Right now, though, they can only feed on Blood Vials. (in the end, they should be able to Feed in the same way the PC does-- or maybe take X amount of the PC's Lore, not sure yet-- I want to make them effective, without being tedious to Level).

And a small new Special Feature tonight: Vampire Execution. It only works on Vampires who are flagged as Taking Sun Damage, and in the IC, but if you fight Guards there is a small chance that the will take you alive and have you executed in the Imperial Arena via exposire to Sun light. A Priest condemns you, and lets you deliver some final words (ranging from "I Forgive you", to "I'll Kill you" and "Oblivion Take You", to just saying nothing and staring evilly). Basically just done for Atmosphere, there's a chance you can escape and run for it :D
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Emma Louise Adams
 
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Post » Wed Mar 16, 2011 7:40 am

Do you think the next version will require a clean save? I had an odd issue, when installing this mod for the first time my game would ctd, without fail. Tried juggling load orders and bashing patches etc - nothing worked.

However, when I started a new game, this worked perfectly, no extra steps required. I am hoping the next version is able to simply replace my old files without a new game. If it matters I am using fcom + lots of other mods. Loading your mod right before my bashed patch. Anyhow I also wanted to say I love the ability to customize my vamp. I cant wait to try your mod in conjunction with the 'training cattle' mod. Never used it before, but I recall in good old morrowind how horrifying it was to find human cattle in vamp lairs.

I am rolling with a
combat build
- silenced during day
- weakened during day
- no fast travel during day
- No garlic allegies
- no holy ground damage
- no water damage
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Karl harris
 
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Post » Wed Mar 16, 2011 1:54 pm

the problem i can foresee with the vampire execution isif the user has Sun Damage Disabled. this would just leave a confusing little bit.
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ShOrty
 
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