[WIP] The Vampire Experience - Thread Three

Post » Wed Mar 16, 2011 2:31 am

hmm...as much as I rave about how modern vampire lore is crap since it doesn't follow actual vampire lore from the days when people believed in vampires (example: vampires were NOT harmed by the sun, they were just nocturnal. Dracula was the first vampire story to introduce the idea that sunlight burns vampires.) I prefer the modern lore with stuff like harmed/weakened by sunlight.

Anyway, despite that I don't think you should be affected by the sun if your in an interior cell. At least the interior cells where there literally is no sunlight.

Will you be added a feature that will allow the disablement of "sun draining the powers" in interior cells?

cold burn, the sun should affect you if your in an exterior cell during daylight hours but "to each his own I say". If it bothers you that badly I could tell you how to change the effects. It's simple if you have the CS.

Keep in mind that I won't know exactly what I'm talking about since I haven't downloaded the mod yet. I'm still waiting for a release where I no longer have to worry about making a clean save for an update.
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Taylor Bakos
 
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Post » Wed Mar 16, 2011 12:27 am

the wh ole point of this mod was to conf i g ure it to the users l iking so perhaps a no ther variable like 1 for during the day, 0 for off and 2 or somthing for with exposure to sunlight only? and your wrong on that. Dracula was weak and ocu ldnt use his powers during the day TIME it didn't matter if he was exposed to sunlight or not. the sunlight motif came abo ut in the 1922 film Nosferatu. was later hinted at in Dracula (1931 film) and again made use of a second time in Return of the Vampire then it zsorta stuck, to modern lore
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Lovingly
 
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Post » Tue Mar 15, 2011 5:56 pm

I am gald there is interest in this :)

On this issue os Sun Damage, tnu is correct: in the original book, Dracula was only weakened during the Day Time (Harker saw him outside in London during the day, and Van Helsing says they have to kill him before Sun set)-- which is why I originally chose Silence to represent this lack of power (since it seemed the most suitable to me).

On that issue... It will be possible to add more bits in-- Stunted Magicka, Only out doors, et cetera, and see what happens :)

That said, it may be a while: I'm devoting a week or so to my ORE Challenge Entry-- mainly because the Castle I'll be making for that (at least it's physical appearance and structure) will also be used in THIS Mod as the Vampire Citadel (where the Vampire Nobility like to hang out, acting all important :D ). Basically, that means you might get to explore the place with the next release ;)
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Andrea P
 
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Post » Wed Mar 16, 2011 3:19 am

Nice the vampire Citadel is comming. glad to see yo ur submitting it to ORE. on that note since your doi ng that it may be a good idea to keep the Citadel as a sepret plugin for compatibility with other mods that place th ings there. (years working with a perticular modder have made me a compatibility nut can you tell? always wi th the sepret plugins and the workarounds and such hehe) for example if there is a conflict with Uniqe Landscapes or another house mod. that is if the Citadel wouldn't have anything that would rely on the presence of the Core mod
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Blackdrak
 
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Post » Tue Mar 15, 2011 2:29 pm

Oh yeah! I forgot about Nosferatu! That was a REALLY creepy vampire.

I agree with tnu. You should definitely add the Citadel in a separate plugin. I would avoid adding a portal that leads to the Citadel. That's boring.
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matt
 
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Post » Tue Mar 15, 2011 4:27 pm

Ah, Citadels... Armor... now all you need is a true vampire clan CDM. Actually not so much a clan as just a "Society" if you get my meaning.. you could have the various vampires in this said citadel have missions that your character could choose to partake in.

I'm sure you have considered this already though, it would be alot more work but definitely worth it if you chose to pursue it.

Anyways, hows that graphics card issue coming along? I hate it when a computer component dies, especially when I'm in the middle of a mod/game I'm interested in.
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.X chantelle .x Smith
 
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Post » Tue Mar 15, 2011 11:52 am

Wow looks really good but I have an idea

When you feed you have 3 options
1. Feed
2. Infect
3. svck dry (kill)

When many people have died because you have drained them of all their blood then Vampire hunters should appear in town and in the nearby area and ther should be some notification that there may be vampires in the area (Black horse courier, poster, etc.)
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Wayne W
 
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Post » Tue Mar 15, 2011 9:05 pm

Wow looks really good but I have an idea

When you feed you have 3 options
1. Feed
2. Infect
3. svck dry (kill)

When many people have died because you have drained them of all their blood then Vampire hunters should appear in town and in the nearby area and ther should be some notification that there may be vampires in the area (Black horse courier, poster, etc.)

He already has all of the above planned.
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Amelia Pritchard
 
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Post » Tue Mar 15, 2011 10:42 pm

This morning I re-wrote the Infection Script, so that it works a bit better, and should be a bit more interesting:

Becoming a Vampire
In order to become a Vampire, you must first acquire the "Blood Infection". This can be gained randomly whilst fighting Vampires, or acquired directly through certain interactions with special NPCs. Once you have "Blood Infection", the process of becoming a Vampire will begin.
At this time, your Endurance will be checked, and an Incubation Timer will be set. This is how long it will take you to become a Vampire. The equation used to calculate the length of Incubation time is :
3 + ( Endurance / 10 )
During the Incubation Period, you will begin to receive very slight benefits from your advancing Vampirism: specifically, you will receive a 2-point Fatigue Regeneration, and a 1-point Health Regeneration for the duration of the Incubation Period.
Every so often during the Incubation Period, you will feel a tremor as your Heart misses a beat. These tremors will occur no less than 16-minutes apart, but can occur much less often. The frequency of tremors is tied directly to the Incubation Period-- they will become more frequent as you near transformation. This means longer Incubation Periods (from higher Endurance) will produce tremors less often at first. When you experience a tremor, there is a 10% chance the shock will stun you, knocking you to the ground.
When the Incubation Period is complete, you will die.
Shortly thereafter, you will be reborn as a Vampire.


I have also modified the Starvation Scripts. They're now a little more efficient in terms of the number of lines, but keep the same effectivity :D

I am going to work on updating a few other bits and pieces throughout today, and try and make things "flow" a little easier :)

Another, relatively small, update is to do with the Powers: as I said in the last thread, most Powers will have to be earned my performing certain actions in game-- what I have decided is that these are going to be more linked-in to the actual Skills, so that the Mod feels better integrated with Vanilla Oblivion-- so Power Acquirements will now be tied mostly to Skill Masteries.
There will be several "Skill Trees", each one with three Powers in it, that improve as you improve the associated Skills: using Sneak, since that's the one I am most certain of:

Skill Tree: "Sneaking"
Level One: Sneak 25+ - 50% increase to Sneak Skill at Night
Level Two: Sneak 50+ - 50% Increase to Sneak SKill during the Day
Level Three: Sneak 75+ - Preternatural Stillness.

This should make it feel more natural when you gain Vampire Powers, as though your Vampirism is actually working based on your own powers, and you are learning how to utilise your Vampirism, rather than just random powers.
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Baby K(:
 
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Post » Tue Mar 15, 2011 8:24 pm

Sounds pretty good, you are a great modder CDM, you can mod even when your compy is busted :hehe: . BTW I went ahead and played LTD's vampire mod or whatever. I am definitely in favor of the feeding/biting. I retract my doubt of the whole "bite" dice roll thing. That was awesome, if you get a chance you should check it out and see if you get any cool ideas from it.

Edit: And let me know if you need me to test anything for you! I'm dying to see what new things you have included.
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QuinDINGDONGcey
 
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Post » Wed Mar 16, 2011 2:06 am

I have a theory - in truth CDM stands for Clones Doing Modding; there's dozens of them and they can simultaneously mod, browse the forums and have a real life, they never tire and survive by photosynthesis.
Seriously, the rate at which you update the project is defying the laws of nature and human laziness. Incomprehensible.

Don't stop ;p
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saharen beauty
 
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Post » Wed Mar 16, 2011 2:50 am

Thanks for the complements :) I just wish things were as good as I imagined-- I have loads of ideas, but a lot are beyond what Oblivion can do, or just beyond my skills :(

Anyway, good news! With ShadeMe's advice, I've been able to make a feature I'm very pleased with: poison your claws! You'll have an item called "+ Claws" in your Inventory. Simply equip it, poison it, and return to game-play-- your next few punches will deliver the poison into your enemy's bloodstream, bringing them down :D

Current Hand to Hand Bonuses:
Name: Claws
Requirement: Hand to Hand, 25
Effect: When fighting with your bare hands, you will have a 10% chance of inflicting deep, bloody wounds on those enemies who are not Resistant to Normal Weapons-- this causes 10-points of Automatic Damage, regardless of the enemy's Armour Rating.

Name: Silver-Tipped Claws
Requirement: Hand to Hand, 50
Effect: When fighting with your bare hands, you will have a 10% chance of inflicting deep, bloody wounds on those enemies who are Resistant to Normal Weapons-- this causes 10-points of Automatic Damage, regardless of the enemy's Armour Rating.

Name: Poisoned Claws
Requirement: Hand to Hand, 50
Effect: This Power enables you to poison your Claws, transferring the poison directly into your Victim's blood stream! To do so, enter your Inventory, and equip "+ Claws". Poison this weapon, and return to game. + Claws will be unequipped, and your next five strikes will wield the effects of Poison.

Name: Crushing Blow
Requirement: Hand to Hand, 50; Strength, 60
Effect: When fighting with your bare hands, you will have a 5% chance of inflicting a Crushing Blow-- a powerful strike delivering an Automatic 30-points of damage, regardless of the enemy's Armour Rating.

Name: Paralysing Strike
Requirement: Hand to Hand, 75
Effect: When fighting with your bare hands, you will have a 2% chance to deliver a Paralysing Strike, temporarily paralysing your opponent.


As you see, I expanded the Bonuses beyond the initial three-- and scrapped the "Skill Tree" name, since that just makes it sound more complicated than it is. Here, the powers are designed to reflect the Vampire's use of its natural fighting ability, and so they're based on weakening the opponent quickly. Other Powers will be based on different things-- for example, I am currently thinking Block will be based on Vampire resistances, so might include "Resist Elemental X whilst Blocking"-- enough to give you an edge, but at the cost of actually being able to attack.
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Project
 
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Post » Tue Mar 15, 2011 5:55 pm

Just an idea instead of making Vampirism bonuses diseases which breaks some of th em. would it be more practical to make them Enchanted tokens that lack Biped slots (there3fore owyuld not limit use of armor or anything) that force equip on a vampire player with a script to check for their presence? or would that pose the same pro blem as using Abilities?
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Claire Lynham
 
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Post » Tue Mar 15, 2011 7:37 pm

I have to admit that I do not know-- my guess would be that without bi-pedal slots, they would not equip properly, and thus not work at all... It may be worth looking into, though :)
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Emmi Coolahan
 
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Post » Wed Mar 16, 2011 3:17 am

people make tokens wit6ho ut biped slots all the time the problem is you'd have to have a script to force equip the items and keep them equipped to anyone who has them. but thats onl,y iwth my limited knowlige of modding so you are best ioff asking around the forums

also Pacific Morrownd has a nice Vampire Skull resource that you may be able ot make use of

http://www.tesnexus.com/downloads/file.php?id=27178

Here we have a cool animated Sleeping Coffin

http://www.tesnexus.com/downloads/file.php?id=25557

a resource for various blood potions

http://www.tesnexus.com/downloads/file.php?id=27449

Demon Claws Resource

http://www.tesnexus.com/downloads/file.php?id=24440

Windowless Coffin

http://www.tesnexus.com/downloads/file.php?id=25706
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Taylah Haines
 
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Post » Wed Mar 16, 2011 3:53 am

Hmm... A question's just come to my mind. And having nothing constructive to do I will ask.

How does Preternatural Stillness look in the version you're working on (aside from being tied to sneak skill, which I think is a great idea)? In the current build, it adds invisibility whenever you stand still for a few seconds, regardless of whether you want it or not. For my own, aesthetic comfort I changed invisibility to +100 bonus to sneaking, which IMO is way, way more natural and doesn't feel as if you were playing a ghost.

But if you want keep the invisibility effect, could you at least make it activate only in sneak mode? I'd like to be able to control when I want to disappear (That's pretty logical: if I choose to sneak that means I don't want people to see me, if I don't, then most likely I want to get noticed)
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Neko Jenny
 
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Post » Tue Mar 15, 2011 4:47 pm

Tnu,
Thank-you for the links; I'll take a look-- hopefully there's something I can use :) I'm already using a modified version of the Vampire Skulls as Wearable Vampire Skulls ;)

For PS-- Chameleon 100 was used because it is a reliable way to make NPCs completely ignore you; but I should be able to set it to only work if sneaking ;)

Some small updates today:
- Fixed a bug with the new Starvation Scripts, it now works correctly.
- Re-wrote the Scripts for Existence Effects and Sun Damage
- Modified how Weather Type is calculated, so it reduce the contrast between what we see and what the Mod sees
- Added a bonus to Divine Wrath: if you pray at an Altar of the Nine, or God Altar, you will be destroyed-- Pray at all Nine Wayshrines, and Receive Grace to be tolerated.
- Added a new Feature: Blood Memories.

Based on the feature in the Underworld Movies, it allows you to take the memories from someone by drinking their Blood. Because the Movie version is not really practical to a game, what this results in is a Skill Increase based on their Level. The Mod compares the Player's Class SKills against their Victims, and where there is a Match, it increments the Skill use by the Victim's level-- so if you fed on a Victim with 100 Hand to Hand, it would be as though you had performed 100 Punches. This means that lower-levels will level quicker, due to the difference/skill levels, but slower higher up-- since you can only do this from Sleeping victims.
Can be toggled on and off.

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naomi
 
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Post » Tue Mar 15, 2011 2:14 pm

- Added a bonus to Divine Wrath: if you pray at an Altar of the Nine, or God Altar, you will be destroyed-- Pray at all Nine Wayshrines, and Receive Grace to be tolerated.
- Added a new Feature: Blood Memories.



t hats a nice idea for those who want to roleplay a Vampire of Virtue and what are blood memories?

also would you per chance have any suggestions as to Bash Tags to add to the mod?
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Verity Hurding
 
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Post » Tue Mar 15, 2011 3:36 pm

Suggestion for Blood Memories: Perhaps add a chance to steal one of their spells? For when we drain mages, I mean.
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Lauren Dale
 
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Post » Wed Mar 16, 2011 12:26 am

I don't know much about Bash Tags, so I cannot make any suggestions :( If someone else has any though, feel free to post :D

In the Underworld Movies, the Vampires could get memories from drinking Blood-- if memory serves, it was only from other Vampires in those movies
Spoiler
Victor learnt what was happening from Selene's blood in the first movie, and Marcus learnt the events of the first from Craven's in the second movie
. In the movies, they were show as actual images of what happened. For the Mod, I'm trying to take this concept, and expand it into something more useful in game (since seeing what's already happen is not particularly useful in gameplay)-- so whilst the Player does not see anything when they drink, it is implied that the Vampire gains the memories of the Victim's experiences, resulting in a small increase in Skills Experience (or big, if you're an early level-- but by about Level 10+, I doubt many of the NPCs you'll be feeding on will be able to make a BIG difference all in one go :)
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Jaki Birch
 
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Post » Tue Mar 15, 2011 7:30 pm

Suggestion for Blood Memories: Perhaps add a chance to steal one of their spells? For when we drain mages, I mean.

Hm. I like this idea. Though it should be somewhat limited of course.

Your planning to let the player feed on vampires after a certain age also right? I think I remember asking you about "blood memories" affecting vampires in a PM once, but I can't remember your answer.

EDIT: Also, if you let the players decide whether they are daywalkers or not this mod would be nice to have: http://www.tesnexus.com/downloads/file.php?id=23873

You may or may have something like that already implemented, but I can't remember (been awhile since I played the Christmas teaser version)
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chinadoll
 
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Post » Tue Mar 15, 2011 9:01 pm

Hm. I like this idea. Though it should be somewhat limited of course.

Your planning to let the player feed on vampires after a certain age also right? I think I remember asking you about "blood memories" affecting vampires in a PM once, but I can't remember your answer.


Me neither :( I had to clear my old messages out, so can't check-- either way, it is here in a limited form-- I *may* make it more powerful for Vampires, but right now I am trying to keep it just to Sleeping Victims (to make it part of the whole "break into someone's house, sneak upto them, and drink") :)
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Tom
 
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Post » Wed Mar 16, 2011 12:17 am

you8 kn ow its a shame that t heres no invitation mod out there it would meld perfectly with this mod. perfect roleplaying for old fashioned vampires.
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vicki kitterman
 
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Post » Tue Mar 15, 2011 4:19 pm

Me neither :( I had to clear my old messages out, so can't check-- either way, it is here in a limited form-- I *may* make it more powerful for Vampires, but right now I am trying to keep it just to Sleeping Victims (to make it part of the whole "break into someone's house, sneak upto them, and drink") :)

I can understand this, draining blood memories from vampires is much more... elegant than sleeping victims, plus it adds a bit of stealth fun. I found the old PM btw, you said that you might add it after you had proper NPC vampires established, which makes sense also. I would suggest that if you do decide to do it, don't bother with the regular and insignificant vampires, but rather the vampires that have been around the block. (Examples:
Spoiler
Vicente, Springheel Jack, etc though it might be better to just make new NPC vampires as you suggested, as the former selections might cause mod conflicts)

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Red Bevinz
 
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Post » Wed Mar 16, 2011 1:47 am

I can understand this, draining blood memories from vampires is much more... elegant than sleeping victims, plus it adds a bit of stealth fun. I found the old PM btw, you said that you might add it after you had proper NPC vampires established, which makes sense also. I would suggest that if you do decide to do it, don't bother with the regular and insignificant vampires, but rather the vampires that have been around the block. (Examples:
Spoiler
Vicente, Springheel Jack, etc though it might be better to just make new NPC vampires as you suggested, as the former selections might cause mod conflicts)



it warms my heart to see that someone is being cautious about compatibility in this day and age rather then editing everything known to man
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Ashley Clifft
 
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