[WIP] The Vampire Experience - Thread Three

Post » Tue Mar 15, 2011 8:21 pm

Odd, I've had no issues with 07 :s Either way, when I get back in later (assuming it's not too late), I'll put a new version up-- if not tonight, then sometime tomorrow :D
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Steve Bates
 
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Post » Wed Mar 16, 2011 4:07 am

hehe you have no idea FS i'm not good at moddi ng AT ALL. plain and simple ((sorry for the OT CDM))
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Ridhwan Hemsome
 
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Post » Tue Mar 15, 2011 10:04 pm

New Reasd Me file is uploaded-- let me know if you have any problems.
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Joey Avelar
 
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Post » Tue Mar 15, 2011 10:29 pm

Just wondering, are the new Optional Files a "select one" or "select many" situation? After I know this, I can create an OMOD of TVE if you'd like (or an OMOD-ready archive; same difference to me).
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Steve Fallon
 
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Post » Wed Mar 16, 2011 12:43 am

Select One-- it just replaces the Eyes with Blue, Brown or Green from the Vanilla Textures, for those who do not want Red Eyes. (Or it should do ;) )
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Blackdrak
 
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Post » Wed Mar 16, 2011 8:22 am

I have created an http://goo.gl/md8K! I don't know how to script well enough to install ESPs in subfolders, so I flattened it (aside from the Build Files) but it installs fine. Feel free to use it/upload to TESnexus, or I can edit out the link from this post if you'd prefer.
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Joe Bonney
 
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Post » Wed Mar 16, 2011 12:06 am

Thank-you, Aeltar :D

Just something y'all might want to check out: P-Froggy has a Wall Climbing Mod (English Version Link: http://tesnexus.com/downloads/file.php?id=23419) which I think might go well with Vampirism ;)
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sarah
 
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Post » Tue Mar 15, 2011 8:14 pm

CDM I was wondering if you were planning on changing the vampire eyes. Like adding a new eye mesh or something. One of the things that irritates me the most about oblivion vampirism is the stupid vampire eyes that look like stale cheerios. Since the game crashes when you try to change your characters appearance when they have vampire eyes it's not something that I can fix with my limited modding abilities.
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vicki kitterman
 
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Post » Wed Mar 16, 2011 8:44 am

Try the optional files-- they replace the Vampire eyes with normal eyes (i.e., Green, Blue or Brown from Vanilla)-- one of them may look better :) Other than that, for now there are no plans to edit Vampire eyes yet, but it may come in the future.
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Dylan Markese
 
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Post » Wed Mar 16, 2011 7:55 am

Some small updates this morning-- generally it's nothing you haven't seen already, but now integrated into the new system:

- 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

- Added Credits to Read Me
- Added Holy Water
- Added the Option to Destroy Vampire Corpses
- Does not work on separated Legs
- Added Vampire Enforcers
- Added Vampiric Projection
- Added Heightened Senses
- Added Blood Cost to Vampire Powers as appropriate
- Most powers use between 0.1 and 10 Units of Blood Per Second
- Some Powers use Zero Blood Per second, but need you to have at least 1 Unit of Blood to work


I am also looking into Vampire morphs-- nothing mandatory, but the possibility of getting cloven hands/feet (ala Legacy of Kain)-- I've opened a thread requesting the Mesh, and Drake has already pointed me toward a potentially suitable hand mesh ;) Hopefully, this will let us have some cool-ish Vampires (if you like the LoK barely-human Vampire look, that is ;) )

And I've added in a new Power: Phase through Barrier. It only works on non-Load Doors (i.e., doors that do not lead to a new Cell), but it will allow you to phase through solid matter, and bypass the lock. The lore of the power is that you turn into mist, and filter yourself through the imperfections in the material (cracks, et cetera).

Plus... Stakes!
Anyone wishing to fight a Vampire should carry a Stake on them at all times-- these simple items have long been knonw for their power to destroy Vampires. Stakes are special weapons with Infinite Enchantment-- meaning they never have to be recharged.
Under normal circumstances, Stakes do little to no damage-- however, if the Vampire's Health drops below 10%, there is a chance you can finish them off in one hit: If a Vampire is not wearing Armour on its Chest, a single hit with a Stake will kill them instantly. If they are wearing Armour, however, a calculation is performed to see if you successfully kill the Vampire.
To be successful, your Strength must be Equal to or Greater than Half of the Vampire's total Armour Rating. If you pass the check, you will instantly kill the Vampire.
There are two kinds of Stake:
Rough Stake - These do no direct damage.
Fine Stake - These cause minimal damage against enemies.

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Captian Caveman
 
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Post » Wed Mar 16, 2011 5:47 am

I can't seem too get the vampire attributes to work CDM. All the other powers seem to work but it won't add any of the attribute or skill bonuses contained in the build.ini.

I have a feeling I am overlooking something small or did something stupid that is causing this, but at this point I am at loss.
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brandon frier
 
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Post » Wed Mar 16, 2011 5:57 am

http://www.tesnexus.com/downloads/file.php?id=15236

just som thign to look at. it usesx nice looking stakes and more effective and superior scripts rather then enchanting the stakes andhaving the killing dependon random chance. it actually has some nice geometrical calculations to see how close you are to the heart and base it on your stats and such.

er make sure to look at the legal section of the read me. in there are the terms you must follow for anythign involvign the mod which may actually impedey ou from usign the scripts

also remember to ask for the authors blessings in this respect. i reccomend asking the author about this because of the way that he han d les the stake and other item mechanics.
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Zoe Ratcliffe
 
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Post » Wed Mar 16, 2011 3:44 am

Nighthawk,
Not your fault, mine-- seems I forgot to have it run the batch script; it's easily fixed though.

If anyone wants to do it themselves (quick, slightly untidy fix):
1. Open the Script "ZCDMTVE01ControlQuest01"
2. Insert this line directly after "Begin GameMode"
RunBatchScript"Data/The Vampire Experience - Vampire Build.ini" 


TNU,
Thanks-- but I probably won't use that Mod, since I am quite happy with the way I have it set up at the moment, though. For my version, it is not actually based on Random Chance but "Player Timing"-- i.e., it is based solely on: NPC Health, NPC Armour, Player Strength, NPC Armour Rating. And actually uses a calculation to deal with the issue, rather than just a "X Chance to Kill them"-- hopefully, it encourages the Player to actually think about when to strike :)
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Jason Wolf
 
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Post » Wed Mar 16, 2011 2:48 am

Nighthawk,
Not your fault, mine-- seems I forgot to have it run the batch script; it's easily fixed though.

If anyone wants to do it themselves (quick, slightly untidy fix):
1. Open the Script "ZCDMTVE01ControlQuest01"
2. Insert this line directly after "Begin GameMode"
RunBatchScript"Data/The Vampire Experience - Vampire Build.ini" 


TNU,
Thanks-- but I probably won't use that Mod, since I am quite happy with the way I have it set up at the moment, though. For my version, it is not actually based on Random Chance but "Player Timing"-- i.e., it is based solely on: NPC Health, NPC Armour, Player Strength, NPC Armour Rating. And actually uses a calculation to deal with the issue, rather than just a "X Chance to Kill them"-- hopefully, it encourages the Player to actually think about when to strike :)


That worked, but its worth noting for others that anyone who wants to add this successfully will have to open the toolset with OBSE or the command wont be recognized.
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James Wilson
 
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Post » Tue Mar 15, 2011 10:26 pm

Oh yes, thank-you! :D *Must Remember the Details!!*

You will need OBSE, and to open the CS Using the OBSE Loader to be able to save. You should ideally use OBSE V18 + (ideally the latest Beta, which I think is Beta 6).
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Gemma Archer
 
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Post » Tue Mar 15, 2011 6:19 pm

http://www.imperial-library.info/

Search Vampire in this sites Seach box and you'll get everything y o u need as far as lore info goes
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HARDHEAD
 
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Post » Wed Mar 16, 2011 2:23 am

So, I installed this this morning because I couldnt bear waiting for Unholy Darkness anymore... :D

I have had the incubation disease all day long! I play literally 12 hours so far and though the free health and stam regen is handy, and I do get a second-long "dizzy spell" as advertised in the readme, the actual transition to vampirism never fired.

I saved, tested with the amulet, and it worked fine... but I wanted a normal transition, not the amulet cheat, so I reloaded. Im still waiting on my disease to kill me. Is this working right, or should I screw it and use the amulet?
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Joe Alvarado
 
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Post » Wed Mar 16, 2011 9:39 am

Fix seems to work, I'll try to report anything else I find. I might be getting a dizzy spell bug (I am a vampire and it seems to be firing) though, haven't tested enough to find out yet however.
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CORY
 
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Post » Tue Mar 15, 2011 6:44 pm

Val,
It should be working-- I'll take a look at the Script when I'm at my CS-LT; could you tell me your Endurance/Strength and Willpower, please? My first thought is that you might have a long-incubation period. If so, I'll need to cap it at something reasonable.
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Jay Baby
 
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Post » Tue Mar 15, 2011 6:39 pm

Val,
It should be working-- I'll take a look at the Script when I'm at my CS-LT; could you tell me your Endurance/Strength and Willpower, please? My first thought is that you might have a long-incubation period. If so, I'll need to cap it at something reasonable.


Str 60, End 67 (77), Will 79 (89). In brackets is with equipment.

Might be the long incubation, yes. Whilst I had problems with many aspects of vanilla oblivion, the straightfoward cure-or-turn-in-3-days worked reasonably well, I think.

Your mod is late in the load order, but Im also running OOO, SM, etc.

Also I eventually decided to go with the amulet, but though it cured my disease, was still getting dizzy spells once in awhile. Fortunately I saved just before :)
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Pumpkin
 
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Post » Wed Mar 16, 2011 4:41 am

Val, thanks for the info. Could you test something for me? Get the disease, and type:

Set TimeScale to 9000


in the console. That should make the days pass very quickly-- you can go higher, I think, but it may cause a CTD-- try if for a month or so of game-time, and let me know if it incubates.
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Anthony Rand
 
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Post » Tue Mar 15, 2011 7:09 pm

Quick question. Is the latest update the final core release or will the next update require a clean save?
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Andrew Tarango
 
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Post » Tue Mar 15, 2011 6:42 pm

Fiddle,
The next update is the Final Core Release-- but (hopefully) it should not require a Clean Save. Right now, the Vampire system is basically completed except for little bugs that I am in the process of fixing/receiving, and minor updates (such as adding in the last two coffins, and a couple of new DT effects). If all goes well, the next version should just be a .esp/.ini update.

Val,
The data you've given me suggests your Incubation Period is 9-10 days.
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Richus Dude
 
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Post » Wed Mar 16, 2011 7:00 am

Hey CDM, it seems there is a odd graphical glitch when draining people. I highly doubt this is caused by your mod, as I am using OOO and Integration (Most likely caused by them). However I thought I might as well bring it to your attention.

http://screenshot.xfire.com/s/94366761-4.jpg

It seems to be a shader from a spell. I have no idea what it is caused by though.

Anyway, no other bugs to report, in fact everything seems to be running smoothly. I'll keep testing it though.
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Dalia
 
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Post » Wed Mar 16, 2011 10:40 am

Thanks for the TimeScale tip. I tried it, both with my latest save and a save just before getting infected; waiting 15 in-game days took only a couple minutes with this.

Both times it failed to trigger, but rest easy, I blame it on something conflicting, as your mod appears to work just fine post amulet vampirization. Ill copy you my load order, but in return, tell me if I missed anything cool by going ahead with the amulet. Aside from stumbling over and being revived as undead, is there anything I would have seen?

Oblivion.esm
Jog_X_Mod.esm
EnhancedWeather.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
CyrodiilUpgradeResourcePack.esm
CM Partners.esm
CURP_Controller.esm
BP-CosmeticLibraryBase-Public.esm
TNR ALL RACES FINAL.esp
TNR - ShiveringIsles no helms.esp
nVidia Black Screen Fix.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Atmospheric Loading Screens - Original Text.esp
Natural_Weather_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
EnhancedWeather.esp
EnhancedWeather - SI.esp
Enhanced Water v2.0 HD.esp
Natural_Water_by_Max_Tael.esp
Enhanced Water v2.0 HD - SI Addon.esp
Symphony of Violence.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
Storms & Sound.esp
Cities Alive At Night.esp
Book Jackets Oblivion.esp
Brighter_Torches.esp
CM_Better Wine_SI.esp
Cyrodilic Brandy.esp
diversegrasses.esp
Spell Delete And Item Remove.esp
VA_BetterGold.esp
Harvest[Containers].esp
Living Economy.esp
Immersive Travelers.esp
HouseMapMarkers.esp
HotkeyCasting.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Book Jackets DLC.esp
ExnemEyeCandy.esp
MaleBodyReplacerV4.esp
DarkIllusionArmor.esp
FineWeapons.esp
New Frostmourne Sword by Jojjo v1_0.esp
RustyItems.esp
PersuasionOverhaul.esp
ExnemEC_Rogue01.esp
ExnemEC_Warrior01.esp
Slof's Horses HA Essential.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
Light_Ingred_Appar.esp
Light_Ingred.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Water_Weeds.esp
OOO-Map_Markers_Stock.esp
OOO-No_Guild_Ownership.esp
OOO-DLT_Remover.esp
OOO-Armor_Perks_WearRate_Repair.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-DaedraLord_Quests.esp
OOO-Magic_Game_Settings.esp
OOO-Dangerous_Traps.esp
OOO-Potions.esp
OOO-ThiefGuild_Difficult.esp
OOO-Magic_Script_Effect_Fix.esp
PersuasionOverhaul_OOO.esp
OOO-WaterFish.esp
KvatchAftermath.esp
cyrodiil transportation network wz.esp
300_White Stallion 4.esp
eyja.esp
thievery.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
Artificerens Battlehorn Coblized.esp
DLCFrostcrag - Unofficial Patch.esp
DLCfrostcrag.esp
FrostcragRebornCobl.esp
Knights.esp
Knights - Unofficial Patch.esp
The Lost Spires.esp
Natural_Vegetation_by_Max_Tael.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
DS Portable Sorters.esp
DS Storage Sacks.esp
ImprovedSoulgems.esp
P1DkeyChain.esp
Potable Pastiche.esp
Quest Award Leveller.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Knights of the Nine.esp
GrimbotsSpellTomes.esp
Nec Mystic Dark Elf-Remake.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_DLCSpellTome.esp
SM_EnchantStaff.esp
SM_Scrolls.esp
SM_SigilStone.esp
MidasSpells.esp
Advanced Mark & Recall.esp
HouseTeleport.esp
Lightweight Potions.esp
Lem - Bounty Reduction Over Gametime.esp
No psychic guards v1.2.esp
AFLevelMod.esp
Level_Rates_Modified_x3.esp
Beautiful People.esp
Better Redguard v2.esp
CM Partners.esp
Cobl Races.esp
Chameleon-NoRefraction-2411.esp
Get Wet.esp
Real Lava 1.3.esp
Visually Enchanted 2.1.esp
Viconia.esp
The Vampire Experience.esp
300 White Stallion 4 - OOO.esp
Bashed Patch, 0.esp
settingslast.esp
Streamline 3.1.esp

The rest is texture mods and visual OMODs that couldnt possibly interefere. The load order was BOSS'd and left pretty much untouched from that.
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Charles Weber
 
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