[WIP] The Vampire Experience - Thread Three

Post » Tue Mar 15, 2011 10:58 pm

So, some mixed bit and pieces to report today.

First off, a few Script updates-- as you know, I am working through all of them, to make them more efficient, so these are changes you won't really see as a Player, but should make things better :)
- Modified the Awareness Script to make it more self-contained
- Re-wrote Feeding Script
- Added More Guards to Town Awareness

Some ideas I have for the future-- nothing definitive, but possibiligies ;)
- The Vampire Nemesis - Mortals who kill 200 or more Vampires get pursued by an unstoppable Vampire Nemesis. He attacks every so often, and can only be killed for a short time. Triggers a quest that leads to his final destruction.

- Vampire Enforcers. Inspired by an episode of Forever Knight where
Spoiler
A woman obtains video evidence of the Main Character using his Vampire Powers
and Vampire Enforcers come after her. If a Player gets a Town's Awarness to twice the maximum (i.e., 2000 + Awareness), Vampire Enforcers will come after the Player. These powerful Vampires will never stop until you are dead, or they are-- they never stop, never retreat, and can take huge amounts of damage before going down-- and then you can watch in horror as they get right back up to keep on fighting... A special challenge for the toughest of the tough ;)
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Kayla Keizer
 
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Post » Tue Mar 15, 2011 7:51 pm

Wow, I didn't think it would take this long to find this thread again. Bethesda and their updates...anyway keep up the good work CDM I like the idea of the vampire/nemesis/enforcer but I didn't see anything related to a way to stop the enforcers. I like a challenge but I don't like invincible enemies. Maybe you could add some kind of method to kill them (a secret one perhaps) or something like that. Also if you could clear something up for me. Are the Vampire Enforcers vampires or vampire hunters? It seems to me that it was implied that they are vampires but considering there role that seems contradictory.
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Cameron Garrod
 
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Post » Tue Mar 15, 2011 8:07 pm

Well, I could see it either way. Vampires Hunting Vampires could make sense if the one being hunted has threatened the vampire community by not being discrete, or it could be a hunter seeking to end the unholy spree of feeding.
Just wondering, but do different feed settings cause different awareness levels? Like, sip is nigh-invisible on the radar, but drink dry waves a big red flag with "Blood for the Blood Gauntlet! BLOOD FOR THE BLOOD GAUNTLET!" written on it?
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lauren cleaves
 
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Post » Tue Mar 15, 2011 7:01 pm

i'm so torn between vampire mods right now its not even funny :( stuck between this, Unholy Darkness, and the one i'm currently using "Lithians Nature of The Beast Mod" i like this (Vampire Experience) for pretty much everything since i'm pretty sure you said we can choose most of what we want in it or not, i like Unholy Darkness for a lot of their features too (mostly the blood around the mouth after feeding XD) and i like Lithians for the vampire abilities (conceal vampirism, transform into mist/bat/wolf , etc) i guess i should wait until this and Unholy Darkness are done to finally pick (ill probably download both to decide which i like more) before i finish this really long run-on sentence i have one question... do you think you might later try to include any of the cool features (mainly the ones i mentioned) from those other mods into this :D? (with permission if its required of course)
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Charles Weber
 
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Post » Tue Mar 15, 2011 8:14 pm

YX has the right idea-- the Vampire Enforcers "punish" Vampires who are being too reckless. For example, in Forever Knight (the inspiration) their job was to stop Vampires becoming known-- i.e., keep them a myth. Obviously the game doesn't allow that sort of mechanic directly, so all Enforcers do is go after a Vampire who is being indiscrete-- hence why you need to get a Town to well above the usual Max Awareness before they come after you. They're not QUITE invincible-- but they are going to be intended to prove a challenge. Hopefully not "Oh my god, I can't win!" challenge-- I'm thinking "Gosh, that was a tough fight... Cool!". The Nemesis, on the other hand IS invincible overall, but not in fights (outside of the Quest):

What I'm thinking is that he coomes after you. You fight, and after a tough battle, you beat him. He goes down, but is obviously only "stunned". A few days later, he shows up again (he'll probably use a Package like the Conjourer from Spell Tomes), and you beat him again. And then once more. At this point, a Quest triggers along the lines of "This guy won't stop, maybe I should ask someone how to deal with him...", which leads to a location-- you go there, and the final fight ensues. If you don't go there, he will keep showing up every so often.

YX,
More or less. You will be able to customise the amount in the Ini, but by default, it is roughly:
Sip - Minor Awareness increase, because someone is ill (i.e., "You don't look well, hope a bug isn't going round!")
Dead Animals/People - Small Awareness Increase (i.e., "did you see that corpse, something took a bit out of it... Wonder what it was?")
Draining - Big Awareness Increase ("By the Nine! someone killed her in her sleep! Drained her blood! Only one thing could do that... A Werewolf!" [Guards start laughing at the crazy Wood Elf])

JoshuaW,
Whilst there are some features here that are similar/inspired by other Mods, I'm somewhat hesitant to directly mimic certain other Mods right now, particularly MMs-- the whole "not stepping on anyone's toes" idea :)
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Kim Bradley
 
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Post » Tue Mar 15, 2011 7:06 pm

Thats why i said possibly with permission XD but im pretty sure that lithian said they were done (" I'm now leaving oblivion and the mod behind. There will be no new updates or patch's made by me. Thanks" from their Tesnexus page), so probably no problems borrowing ideas from them :D
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Antonio Gigliotta
 
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Post » Tue Mar 15, 2011 7:13 pm

Nature of the Beast isn't so much of a problem. the way its disinged means its compatible with just about anything that doesn't alter the default vampire diologue
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kiss my weasel
 
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Post » Tue Mar 15, 2011 3:53 pm

I've never heard of either Unholy darkness or nature of the beast mods. Maybe I'll try them out but I've only heard good things about CDM and from I've can see this mod will probably be my favorite oblivion vamp mod.

Thanks for clearing up my questions about the enforcers/nemesis. Maybe I'll have to start a new character so they will be a challenge. My current character is a lvl 300 vampire lich :toughninja: (vampire is vanilla lich is MOE) with an infamy over 1000 (it was here that I learned that once you get about 800 infamy dremora won't attack you :obliviongate: unless you have your weapon out) and yes I cheated to get to lvl 300. It was either that or get arrested for a trillion days so all my major skills would go down and then train them back up thus getting morel lvls. I'm bad and everybody knows it (commit one or twelve mass murders and suddenly your a bad guy) :flamethrower:

Anyway I'll just have to get used to not being awesomely powerful and not having a literal army of skeletons, zombies, ghosts, wraiths, and liches, at my disposal (courtesy of mini necro revised plus some of my own tweaks).

Ideas:

This has probably been suggested but you could make you could turn into a bat/wolf/mist as a vampire.

The ability to turn a pc into a vampire or a ghoul. The ghoul being less powerful and almost mindless but bound to the sire's will (i.e a companions).

Vampires and werewolves being at war (MOE has a nice werewolf aspect, you could get permission from the author of MOE, think they're called thePOSTALdude, to use the werewolf part).

Change the life detection mesh to look like veins so it seems like your detecting their blood.
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kirsty williams
 
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Post » Wed Mar 16, 2011 5:30 am

I've never heard of either Unholy darkness or nature of the beast mods. Maybe I'll try them out but I've only heard good things about CDM and from I've can see this mod will probably be my favorite oblivion vamp mod.

Thanks for clearing up my questions about the enforcers/nemesis. Maybe I'll have to start a new character so they will be a challenge. My current character is a lvl 300 vampire lich :toughninja: (vampire is vanilla lich is MOE) with an infamy over 1000 (it was here that I learned that once you get about 800 infamy dremora won't attack you :obliviongate: unless you have your weapon out) and yes I cheated to get to lvl 300. It was either that or get arrested for a trillion days so all my major skills would go down and then train them back up thus getting morel lvls. I'm bad and everybody knows it (commit one or twelve mass murders and suddenly your a bad guy) :flamethrower:

Anyway I'll just have to get used to not being awesomely powerful and not having a literal army of skeletons, zombies, ghosts, wraiths, and liches, at my disposal (courtesy of mini necro revised plus some of my own tweaks).

Ideas:

This has probably been suggested but you could make you could turn into a bat/wolf/mist as a vampire.

The ability to turn a pc into a vampire or a ghoul. The ghoul being less powerful and almost mindless but bound to the sire's will (i.e a companions).

Vampires and werewolves being at war (MOE has a nice werewolf aspect, you could get permission from the author of MOE, think they're called thePOSTALdude, to use the werewolf part).

Change the life detection mesh to look like veins so it seems like your detecting their blood.



just a couple of notes.

shapeshifting is all handled by Nature of the Beast.

the detect life shade3r is also handled by another mod somewhere.


the vampire and werewolf mods were split for reasons of ocmpatibility with mods like Curse of Hircine

making vampires is already in the works.

and lastly whjere is th is Necromancy Revised?
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rebecca moody
 
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Post » Tue Mar 15, 2011 9:56 pm

Some News, y'all :)

- I've almost finished re-working the various Scripts, and will hopefully be able to release something very soon :D There are a few features "missing", because they've been temporarily removed-- specifically, the Crypt, Coffins and Dialogue Feeding. The reason for this is basically that the first two are "secondary", and I want to make sure the Final Core is complete-- if so, then no more irritating Clean Save/New Characters (thank the Nine!). The latter is obviously part of the more involved making Vampires feature, which will FINALLY be included in the release after that :D

Because most of the Scripts have been entirely re-written, or somehow upgraded, I'll need you to let me know of any and all issues you find, even if they should already have been solved. Hopefully there won't be any, but as ever it's released as a "Beta", so bugs are expected here and there.

Thanks again for all your patience with the repeated re-builds, delays, glitches and bugs-- hopefully we're almost there, now :D
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Sxc-Mary
 
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Post » Wed Mar 16, 2011 6:16 am

Some News, y'all :)

- I've almost finished re-working the various Scripts, and will hopefully be able to release something very soon :D There are a few features "missing", because they've been temporarily removed-- specifically, the Crypt, Coffins and Dialogue Feeding. The reason for this is basically that the first two are "secondary", and I want to make sure the Final Core is complete-- if so, then no more irritating Clean Save/New Characters (thank the Nine!). The latter is obviously part of the more involved making Vampires feature, which will FINALLY be included in the release after that :D

Because most of the Scripts have been entirely re-written, or somehow upgraded, I'll need you to let me know of any and all issues you find, even if they should already have been solved. Hopefully there won't be any, but as ever it's released as a "Beta", so bugs are expected here and there.

Thanks again for all your patience with the repeated re-builds, delays, glitches and bugs-- hopefully we're almost there, now :D

hehe sounds almost like a new build
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Dale Johnson
 
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Post » Tue Mar 15, 2011 4:28 pm

wait wait wait...wait. the mods actually almost done? Thank you (insert deity, preferably vampire related such as Molag-Bal,Dracula or Cain...)! anyways does this version your releasing have a feed animation?
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Nana Samboy
 
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Post » Tue Mar 15, 2011 5:29 pm

wait wait wait...wait. the mods actually almost done? Thank you (insert deity, preferably vampire related such as Molag-Bal,Dracula or Cain...)! anyways does this version your releasing have a feed animation?



well maybe not done but certainly progressing
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 16, 2011 4:38 am

hehe sounds almost like a new build


*whistles and tries to look innocent*

we have a Feed Animation for Sleeping NPCs (that was removed from the earlier version due to a Glitch-- everyone knew, even if they should not have :( -- Fixed now :) ), but no Corpse/Combat Feed animations.

Yes, the Core is almost "Done". :D There's a LOT of other features I want to add into the Mod in terms of Quests/Powers/Vampire Lore, et cetera, but the absolute "can play the game properly" as a Vampire is almost done :D

The only things I Officially need to add in/finish off are:
- New Vampire Powers
- Crypt
- Coffins (2/5 to go :D )
- Full Making Vampires System <-- no trace in next release.

So what I'm thinking, roughly, is:
- Add Coffins
18th March - Next Release
- Add Crypt
- Bug Fixing
- New Vampire Powers
- Vampire Making System
20th April - Final Core Version
- Begin messing with additional bits and pieces (like Nemesis, Enforcers, et cetera)-- from that point everything else will be adding on to the Vampire system, to make being a Vampire more involved with the world :D
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Unstoppable Judge
 
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Post » Tue Mar 15, 2011 8:14 pm

Well good on ya CDM. You've really worked hard to to give the elder scrolls community a much needed vampire mod. Kudos. :bowdown:
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Monika Fiolek
 
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Post » Tue Mar 15, 2011 8:56 pm

Hi again, i know i said i would probably try to choose either this or unholy darkness...but im just going to try just this one instead, the other one seems to be getting some more advlt like content (not that it matters to you if i play your mod :P) its not that im too young for the content...its just i prefer not to have it in my video games XD. Really looking forward to this now, so good luck, you seem talented (in other words... way better than i am :) ) .
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Tarka
 
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Post » Tue Mar 15, 2011 5:41 pm

Hey everyone :) So, release going ahead tomorrow as planned, but... Sturdy and Stone Coffins will have no benefits (I cannot think of anything suitable right now :( )-- I hope to have the Mod released by Lunchtime tomorrow (12:00 GMT). As ever, I advise that it is ONLY A BETA, and that if you find any issues-- big or small-- that you please let me know (now more than ever, please)
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Tamara Dost
 
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Post » Tue Mar 15, 2011 10:25 pm

Great mod. I do have a feature request, though (if it's even possible): could you add a switch that toggles whether vampires are damaged by running water, any water, or no water in the INI? I don't know if you can check to see if water is running in Oblivion - but if so, that would create a great callback to classical vampirism (ala Dracula) where vampires are just fine with still water, but can't cross running water.
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Adriana Lenzo
 
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Post » Tue Mar 15, 2011 10:11 pm

Great mod. I do have a feature request, though (if it's even possible): could you add a switch that toggles whether vampires are damaged by running water, any water, or no water in the INI? I don't know if you can check to see if water is running in Oblivion - but if so, that would create a great callback to classical vampirism (ala Dracula) where vampires are just fine with still water, but can't cross running water.




an additional note to that is something of an artifical slack/flood ofthe tide. where as a vampire can cross running water at those perticular times of slack/flood of the tide
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Danielle Brown
 
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Post » Wed Mar 16, 2011 4:57 am

Well, I can't check for running Water, but Water Damage IS available thorugh the ini (you have to be swimming)-- and there is a new feature for artificial tides (for ease, I based it on 6-7, 12-1, and 18-19 -- not totally realistic tides, I know, but they give a "Morning, Noon and Evening" sense to it)

Build 8, Version 1.2 Beta now Available:
Link : http://tesnexus.com/downloads/file.php?id=28926
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mimi_lys
 
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Post » Wed Mar 16, 2011 5:38 am

looking at the new ini i noticed somthign. didn't you once mention that you had sort of just quickly put in an option that would toggle blood congealing and how much time it would take if it was active?
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Darlene Delk
 
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Post » Tue Mar 15, 2011 7:36 pm

Just a quick pointer: I uploaded the wrong file; the new file is now available-- so if you downloaded before this time stamp, please download again for the correct version. Apologies.
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OnlyDumazzapplyhere
 
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Post » Tue Mar 15, 2011 7:12 pm

this may sound strange but how do i open thenew readmes? my comptuer doesn't recognize a docx file
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DarkGypsy
 
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Post » Tue Mar 15, 2011 11:41 pm

Try Microsoft Word-- I'm using the version of Word that comes with Microsoft Office 2007; if this is a common issue, I'll try and upload another RM later :)
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Tiffany Castillo
 
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Post » Tue Mar 15, 2011 8:04 pm

Ugh, Word 07, I've had nothing but bad experiences with 07 :brokencomputer: . To the point where I may be traumatized :wacko: . No joke, I'll never EVER buy 07, not after what happened :thumbsdown: . If you could, then an earlier version of word if you have one. Like 2000 or 2002. Actually, word hasn't been installed on my computer, nothing a quick installation wouldn't fix but if you have notepad that would be even better.

P.S.

tnu I still haven't gotten a reply from you about the necro mod. Your probably better at modding then me and therefore don't need my help but I remembered that you need more then just the construction set to do what I did to it. If you have any questions let me know ok.
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Misty lt
 
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