[WIP] The Vampire Experience - Thread Three

Post » Wed Mar 16, 2011 2:39 pm

tnu,
That's why it only works if Sun Damage is turned on (although if they set it to 0, and turn it on for some reason, yes we do have an odd issue...-- but they can use the Escape option :D )

Mav,
Hopefully it won't require a Clean Save-- I always suggest using a Clean Save with updates just in case, but when I'm Modding them, I load it without Clean Saves and generally don't hit too many issues (of course, I generally don't run many Mods overall (I think maybe 30 is the most) which obviously impacts).

Edit: So, Created Vampires are now set up to Level. What I decided is that it would be too much of a hassel to have to Mirco-manage your Vampires, and take away from the idea of Oblivion/the Mod. So, Created Vampires do not need to Feed-- you can feed them Blood Vials if you want (which give them more Lore), but it isn't necessary.
They DO level, based on Lore: what happens, however, is that they receive 10% of the Lore the Player does, as long as they are in the same Cell when you Feed. This means that whilst you don't have to look after them directly, you DO have to spend time with them in order for them to Level up. When they Evolve, they receive a Level Boost (according to the same Levels used by NPC Vampires with TVE), and gain a 10% bonus to their Attributes (multiplied by their Evolution-- so a Stage Ten Created Vampire gets 100% bonus to all Attributes)
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Nikki Hype
 
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Post » Wed Mar 16, 2011 1:31 pm

Mhm... I managed to get the Build.ini to work, and the template applies the first time I get turned, but the stats refuse to update after I reach a new stage (RequiredLore and MaxBlood variables update properly, though). Done clean saves, bashed the plugin countless times, messed with load order - still the same. In the old version everything worked just fine. Did you rewrite the progression scripts?
BTW. Does anyone still have the files from the previous build?
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x_JeNnY_x
 
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Post » Wed Mar 16, 2011 5:51 am

What Vampire Stage are you at? And which Stats are you trying to Augment? I just tested using Agility, and it seems to work fine (updates correctly, except for the Faction Menu icon apparently going crazy...)-- it is possible you hit a Bug I just fixed yesterday (for next release), that stops you being able to Level beyond Levels 3/4. Have you tried going into your Item Menu, and coming back out? (this forces the update, since it's one of the most common menus). Please let me know, thanks.
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ashleigh bryden
 
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Post » Wed Mar 16, 2011 11:57 am

Well, I can't even go beyond the first stage. I've tried skipping the one by manually changing VampireStage variable (with one of the control quests as reference ID.), because I thought only the second stage is bugged, but nothing else is working too. And it's only in regard to the variables from the build.ini, because everything else advances as it should (well, I didn't look at the factions, but Lore and Blood pools increase properly).

My build theoretically should only increase the four physical attributes - the rest (resistances, weaknesses, sun damage, etc.) I've set to remain the same at all levels, so I don't know whether they don't update too.

And yes, I discovered the menu reset trick - the stats indeed do update, but it works only once, after installing the mod.

I've found the old version on my HDD (tested, progression works flawlessly) and if I find some time later, I'll try to compare and determine what's wrong with the new build (grrrrr... two years without writing a script and I've already forgotten everything).
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Brandon Bernardi
 
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Post » Wed Mar 16, 2011 10:27 am

Bizzare... It seems to work for me; which means something could be interfeering...

You could try:

Set ZCDMTVE03PowerControlQuest01.RemovePowers to 1Set ZCDMTVE03PowerControlQuest02.RemovePowers to 1


and see if that does the trick... Hmm... I'll need to take a look at this, thanks :)
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Sammi Jones
 
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Post » Wed Mar 16, 2011 5:03 am

Okay, I took a peek at both versions' PowerControl scripts, but I can't see why the old version is working, and the current one shouldn't :<
The only significant difference I've noticed is that the previous version batched the build.ini in ZCDMTVE02ControlQuest01Script (in the initial setup and If GetGame Loaded block, both contained in GameMode) and this one does in ZCDMTVE03PowerControlQuest01Script directly under GameMode. Aside from that I think everything is pretty much the same.

Buh, never mind, I could anolyse it further, but I don't have patience for that. For now I'll just stick with the previous version (I liked the percentage system better, anyway) and wait for the next build. Hopefully unbugged.
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helliehexx
 
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Post » Wed Mar 16, 2011 7:40 am

One odd issue, when I cured myself of blood infection using a cure disease potion, I kept the 1 point health regen. Not sure if thats fixed or not in your next build :)
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Wanda Maximoff
 
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Post » Wed Mar 16, 2011 5:19 am

Mav,
I know about this and it's fixed :)

I liked the percentage system better, anyway

Well, you might like this then: I've brought it back as an optional :D You can have both systems running if you really want to, but it's advised to use one or the other. You can set the Percentage Bonus for Each Vampire Stage, which is applied to ALL Attributes (ie, all 8 Attributes; not Skills).
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Anna Kyselova
 
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Post » Wed Mar 16, 2011 9:58 am

That is all attributes that I chose in my build, or just all of them, from endurance to luck without modularity?

Either way, keep up the good work. I'll check it out when the next version is out (provided it is before I reincarnate).
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Chris Ellis
 
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Post » Wed Mar 16, 2011 8:35 am

It is just all of them, but now you can set the Percentage increase for each Vampire Stage. What I was concerned about was that the Build file would be getting too big again if I added in the 80-odd lines necessary (esp. since it's already a little overwhelming, given it is something like 380 lines long).
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Rachyroo
 
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Post » Wed Mar 16, 2011 1:11 pm

Mhm... I don't think I like it, but if that's what you want I can survive that - I'll just modify the scripts to suit my tastes. Other players, without the basics of modding expertise, however, may not be happy with this change - just a feeling.

Edit:
Though perhaps you could shorten these 80 lines to 8 by allowing the user to choose which attribute bonuses to just turn off. Personally, I can hardly imagine how vampirism could confer luck or intelligence increase...
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Siobhan Wallis-McRobert
 
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Post » Wed Mar 16, 2011 10:43 am

Mav,
I know about this and it's fixed :)


Well, you might like this then: I've brought it back as an optional :D You can have both systems running if you really want to, but it's advised to use one or the other. You can set the Percentage Bonus for Each Vampire Stage, which is applied to ALL Attributes (ie, all 8 Attributes; not Skills).


Good to hear! Right now I am just assuming my character is a wee bit of a mutant, since he has been bitten so much.

So if I am following the update for the next version -- we can nix the gaining bonuses for various skills and instead get a buff to attributes based on vamp stage? Also, what if any leveling mod do you recommend? Nexus doesn't have the most friendly searches for alternative leveling systems. And some of those systems if I recall right can really mess up your game :P
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Flutterby
 
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Post » Wed Mar 16, 2011 1:13 pm

It is now official, I think: The Vampire Experience is THE most customisable Vampire Mod for Oblivion Ever :D

I've re-introduced FULL Percentage systems, which means the Player can now...

- Choose how much Experience is Required to Evolve as a Vampire
- Choose the minimum Level needed to Evolve
- Control the Maximum Blood for each Stage of their Evolution
- Choose when Starvation kicks in
- Choose how much Sun Damage they take
- Control a number of Existence Variables, from Sun Damage to Water Breathing, to Garlic Allergy and more
- Control the exact Bonuses applied to Skills
- Control the exact Bonuses applied to Attributes
- Control if Percentage Bonuses are given to Attributes, which Attributes, and how much that bonus is for all ten Evolutionary Levels
- And probably more that I've forgotten!! :D

I think that is basically "it" with the Vampire System now-- that should cover almost any Vampire build you can imagine, so all that is left to do is the extra features of Vampire Nature (making others, being number one on the list right now)



For Levelling Mods... I really can't say-- I've used mine for so long now, so I'm a bit biased (a new version is out soon, once I've tested everything), but I hear Progress is good from a lot of places, so might be worth a look.
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Blaine
 
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Post » Wed Mar 16, 2011 7:33 am

Well, I was able to get the turning Aspect done today-- it isn't quite as indepth as I originally planned, mainly to avoid it being too-big a chore to make a Vampire, but it will take a few days. The process goes...

1) Earn someone's trust - get their Disposition over 80

2) Reveal you are a Vampire - They may Accept you (move to Stage 4), Need a bit of time (Move to Stage 3) or freak out entirely (Also move to Stage 3)

3) Regain their Trust - Get their Disposition over 80 Again

4) Request Blood - Show them that you aren't a nasty Vampire, and be polite :) If they accept, move to Stage 5. If they refuse, you can either leave and try again tomorrow, or feed on them by force (resetting you to Stage 1)

5) Request Blood - Like Stage 4

6) Request Blood - Like Stage 4/5 - this time they completely trust you, and will always allow you to Feed on them.

7) Offer Vampirism - They always accept.

You can attempt each Stage once a Day. So, for example, if you raise their Disposition over 80, you cannot reveal your Vampire nature until the next day-- but you can spend all day trying to get their Disposition up. This means it takes a minimum of 5 Days to make someone a Vampire, and can take much longer if they keep rejecting your Feed Requests/if you force them. My aim has been to try and keep the process flowing and straight-forwards, but still try and retain the idea of Friendship/Trust between the Player and their chosen mortal-- you're not forcing Vampirism upon them, but showing them that Vampire's don't have to be monsters (and even a bloodthirsty monster is nice to those it likes ;) )
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IM NOT EASY
 
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Post » Wed Mar 16, 2011 5:44 am

:celebration:

I can't wait to make my vampire army...
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Natalie Taylor
 
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Post » Wed Mar 16, 2011 11:33 am

You can attempt each Stage once a Day. So, for example, if you raise their Disposition over 80, you cannot reveal your Vampire nature until the next day-- but you can spend all day trying to get their Disposition up. This means it takes a minimum of 5 Days to make someone a Vampire, and can take much longer if they keep rejecting your Feed Requests/if you force them. My aim has been to try and keep the process flowing and straight-forwards, but still try and retain the idea of Friendship/Trust between the Player and their chosen mortal-- you're not forcing Vampirism upon them, but showing them that Vampire's don't have to be monsters (and even a bloodthirsty monster is nice to those it likes ;) )


Just a thought, perhaps eventually add an option to force the vampirism? Perhaps you need extra vamp shock troops for your next dungeon raid. Or you really are just an evil blood svcker.

Downsides would be a wee bit complicated but could have things like the npc abandoning you(Maby shacks up in some bar?). Or they poof off to a cell, where once a certain number of disgruntled vampires is reached, they all come after you. The posability of waking up with 4-5 irate vampires standing over me would be unsettling.

Oh also do you think your leveling mod will be released with the next version? I was reading your thread on it, and it seems interesting :)
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Robert Jr
 
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Post » Wed Mar 16, 2011 3:30 am

Not sure on my levelling Mod-- I've been using it for a while, but re-wrote it with a few updates (my personal version had a dodgy Health Script in it, which lead to Health being calculated a little weirdly...)-- all I really need to do is test things out a bit, and I can release, so... :)
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LADONA
 
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Post » Wed Mar 16, 2011 1:53 am

so it ake it the "Turn Anyone" option is out?
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matt oneil
 
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Post » Wed Mar 16, 2011 2:02 am

Perhaps my sleeping pills talking,but I believe the turn anyone is still in. Its just that you might have to sweet talk your victim over the course of several days.
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electro_fantics
 
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Post » Wed Mar 16, 2011 7:37 am

Yes, you can turn anyone you can talk to-- but I assume tnu meant the "Just turn them" option; I can allow that quite easily with a variable check, so it's no problem :)
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clelia vega
 
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Post » Wed Mar 16, 2011 1:58 pm

I have been off for a while and im finally back
I see the thread is still alive thats good to know :D
I hope everything that we've discussed still stands?
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Mark Churchman
 
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Post » Wed Mar 16, 2011 8:03 am

Lol. Whoa. A lot happened in one or two days didn't it. I like the whole idea of gaining their trust. It reminds me of Vampire Embrace for Morrowind. It looks like this mod will be better though. Since I have almost no modding capabilities all I can do is give you another Kudos.



Kudos! :bowdown:

Maybe you could add the option to make someone a "Thrall". A mortal that doesn't particularly want to be a vampire but likes you enough to serve you.

Also. Could someone post a link to CDM's leveling mod thread.
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Antonio Gigliotta
 
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Post » Wed Mar 16, 2011 1:49 am

Still aiming for the late April release date for next version? Or going to release an updated beta into the wild? Just reinstalled oblivion and was thinking am I better off using the old version and upgrading, or play without wait on the next version.
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Sammi Jones
 
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Post » Wed Mar 16, 2011 3:37 pm

If enough people want it, I can release tomorrow possibly... But some things might sitll be faulty-- so I'll need you to report anything you encounter.
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sally coker
 
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Post » Wed Mar 16, 2011 11:25 am

CDM is working on a "Thane" system if i remember properly. but i'm not sure
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Amy Masters
 
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