[WIP] The Vampire Experience - Thread Three

Post » Tue Mar 15, 2011 10:58 pm

Original Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=999038
Previous Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1013051

From the first post of the original thread :

Download Link : Build 8, Version 1.0 : http://www.tesnexus.com/downloads/file.php?id=28926
(Note : New Version under development)

With 'Darkness Everlasting', my aim was to provide a Vampiric experience that was specifically tailored to the Player's style-- did they want to burn in water, or breath under it; did they want to be cast out of Holy Ground, or defile the Cathedrals of the Nine? Maybe they wanted to play Dracula, or something more contemporary. Ultimately, however, Darkness Everlasting succumb to the same aspect as other Vampire Mods: no matter what the Player chose, it was the Author who was in control, who decided how strong the Vampire would become, which Powers it would gain, which Attributes and Skills would be boosted.

With my "New Vampirism" (now officially known as "The Vampire Experience", I propose to overcome this tradition, and instead give the Player almost absolute control over the development of their Vampiric character: Do you want to play a Magic-oriented Vampire? You can. Maybe a Warrior is more your style? Go for it. In fact, you can play any kind of Vampire you want, with the Skill and Attribute Bonuses you want.

For the first time in a Vampire Mod, the Player will be able to determine exactly which Attributes and Skills receive a Bonus, and how much that Bonus is at each Level of their Vampiric Development. Similarly, The Vampire Experience allows the Player to decide how much 'Lore' (Vampire Experience) is needed to Level Up, and the minimum Level their Character must be to evolve as a Vampire.

Features...
- 10 Stage Vampirism System: Rise through the ranks of the Undead World, beginning as a Fledgling and feeding your way to becomign a Vampire Regent.

- 5 Stage Starvation System: Failure to feed will cause significant weaknesses, but will never kill you.

- Incredible Control: Drop in the Default Files for an instant Vampire Experience, or tailor almost every feature of the Mod to your own preferences-- Want to be super-fast? Maybe super-strong? A day-walker? Or a Night-stalker? Be the Vampire you want to be!

- Many Optional Features, Including: Choose to Burn in Water; Breath Underwater; Be harmed by the Will of the Nine; Suffer Garlic Allergies; and more...

- Vampire Awareness System: As you sate your Everlating Thirst, the people of Cyrodiil will become more aware of your presence, and take actions against you-- each Town has its own Awareness Level, so whilst one Town is terrified of a Vampire attack, another could be letting their guard down...

- Obtained Powers: As a Vampire, you will gain a few "free" Powers just for being a Vampire, but The Vampire Experience introduces a "Power Learning System", where your behaviour in-game contributes to which Powers your Vampire learns: Want to be able to throw people across the Room? Increase your Strength until you're truly superhuman. Want to be the ultimate stealthy-predator? Practice your Sneaking Skills. With PLS, Vampire Powers are linked to Playstyle, aiming to make Roleplaying a Vampire more fun!

[More Pending...]
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Mel E
 
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Post » Wed Mar 16, 2011 1:38 am

just some notes CDM LoginToDownlaod has a rather itnerestign system that you may be able to make use of http://www.tesnexus.com/downloads/file.php?id=27329

actually very remniscent ofyour mod the siring and questing system is a little rough though (only works with vanilla genaric vampires not with spacific vampires like the Count of Skingrad for some reason) but it has a very nice skill/power tree based on days spent as a vampire and quests ocmpleted. perhaps you cou ld implament a system simmiler to that b ut tie it to lore instead?
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louise hamilton
 
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Post » Wed Mar 16, 2011 12:21 am

Thanks for the link, tnu, I'll check it out later :)

Some Good News/Bad News,

Good News...
- I think this will be the last time you'll need a Clean Save when updating-- based on current progress, and how much work I am getting done each day, I estimate I can release the next version within 2/3 weeks. That means the Core Vampirism system should be in place-- the only thing then will be working out the occasional bug :D
- Vampire Projection is now hooked to Mysticism greater than 50
- Vampire Flight is now hooked to Alteration greater than 50
- I've updated the Physical Body form Vampire Projection, so it now acts like a Vampire in terms of the damage it takes :D
- Sun Damage now utilises the Sun Damage effect, so has a better look, and more variation through the inbuilt variation :)

Bad News...
- I broke Flight :( It's based off Hex_0Ofs Script, but when I originally modified it for Vampirism I broke it a little, and have somehow done worse now :( I'm going to try and re-write it to fix the issues, but can't promise anything yet :(
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yessenia hermosillo
 
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Post » Tue Mar 15, 2011 2:26 pm

Congratz on the new thread.

tnu the reason why alterations to vampirism doesn't affect specific vampires like county skingrad is because specific vampires don't have the generic vamirism disease. They have they're own individual "vampirism". In fact
Spoiler
Seridur doesn't even have his own "vampirism" disease and isn't even listed in the vampire faction.
In order to make alterations the specific vampires the modder must alter each of the individual vampire's files.

Oh yeah. CDM do you intend the vampire hunters/knights/...uh to have unique vampire hunting equipment that would, say, cause damage to vampires for trying to equip them. Kinda like the darksun shield and light of day that the vampire hunter in morrowind had for the aundae quests.
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gemma
 
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Post » Tue Mar 15, 2011 4:14 pm

Yes. Vampire Hunters and special items-- got some in Concept, but more to come later, hopefully :) Main one right now is the Divine Icon, which weakns NPC Vampires by a small amount, and causes continual damage to the PC if worn by them as a Vampire.

Some minor updates...
- I've got almost all of the Vampire Powers transferred over to the new system now. Some will probably need to be re-worked a little (i.e., the Message when you get them, how you get them)-- but that will be easily done later :D
- Finished Placing the additional enemies for Awareness.
- One new Death Animation (turn to stone) --also added the Stone shader to all Death Anims, since the Skeletons look better with it I think.

Next Steps...
- Finish transferring original powers to new system
- Add New Powers
- Add Rumble Effect as you near Mortal Death
- Possible updates to Vampiric Projection: Astral Enemies (only attack the Player, random chance of spawning); Reincarnation-- a short quest to be Reborn if your body dies.
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Shannon Lockwood
 
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Post » Wed Mar 16, 2011 1:00 am

Cool. That certainly makes the hunters more realistic...well...as realistic as fantasy goes anyway.

If you broke the Vampire flight, and I'm just an armature, but couldn't you just wright your own flight spell. I know that A LOT of levitation mods are out there and most of them are choppy and still require you to "walk" making it feel like your not really levitating but there still out there. I know that in Midas Magic there are levitation spells were you actually levitate/fly without walking. Maybe you could use that as a reference to get it to work.

On that note on the last thread I think you mentioned something like "your cornered by the city guard with nowhere to run but that if you were inside a city that if you flew high enough you would be reloaded to the outside of the city :bolt: . Kinda like if you scaled the walls or something. If you can't get the flight to work will you wright that option out of the mod or are you going to keep it in there in case people already have their own levitation spell?

Also, not that I'm being picky...I'm just innately curious, but are you going to add a fire animation if the pc as a vampire were exposed to sunlight or more realisticly "died" from exposure to sunlight. Since we all know that the sun is our enemy. :chaos:
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Aman Bhattal
 
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Post » Tue Mar 15, 2011 11:05 am

Fire Effect is present at highest Sun Damage Value for each stage (a warning to let you know you're taking full sun damage), also occurs in most Death Animations.

I will probably keep the effect-- I don't know how high it is going to be yet (wanted to test Flight for what felt natural), so may be a bit high for Levitation, depending how they work.

Hex's Flight Script felt more like Flying, I think-- not Superman flying, admittedly, but more like TK flying-- hence my preference for it :) I've sent Hex a PM, so hopefully he will be willing and able to point out where I've gone wrong, and fix it :)
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Markie Mark
 
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Post » Tue Mar 15, 2011 7:47 pm

fiddlesticks brings up somthing very interesting. would you be able to code in an ability for a vampire to scale wall s? perhaps based on agility or acrobatics or somthing
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Ella Loapaga
 
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Post » Tue Mar 15, 2011 9:26 pm

That would be awesome but lets try not to load him down with too many ideas that might be overly complicated. Also its nice that there's at least one other active participant in this thread. Good on ya tnu :goodjob:

On a happy note lets give three cheers to the admins for fixing my bad spelling in my user name :celebration:

I had spelled in fiddlesticsk instead of fiddlesticks
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Pawel Platek
 
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Post » Tue Mar 15, 2011 11:21 am

I'd like to do something like that, but I don't want to risk trying too much again-- too many times I've tried doing too much at once, and broke things :(

So, I've got all the original Vampire powers moved over now, and most of the Read Me re-worked (just need to add Power information). Not sure if I mentioned it, but Skills are back now :D I'm going to start on the "secret" ways into Towns later today.
Right now I'm thinking:

- Grates in the walls (i.e., like small Sewers, which you can crawlthrough.
- Underwater passage (for places like Bravil)
- Water Door-way (Cheydinhal, where it has that grate by the river)
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Georgine Lee
 
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Post » Wed Mar 16, 2011 2:28 am

Some progress/information...

- I've removed the Grace Period from Sun Damage, so you will now take it immediately on exposure. This makes it a little more difficult to endure.
- Fixed a bug where Water Damage is never removed when it is disabled whilst suffering from it.
- Fixed an error where NPCs would not take Sun Damage
- Modified the Crypt purchase-- now it is bought for 5,000 from the Office of Imperial Commerce (Market District). Upgrades will also be bought from here. Furnishings can be bought from Jensine's. The reason for this is part of the later plot I have in mind.
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Mr. Allen
 
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Post » Tue Mar 15, 2011 12:09 pm

Lol you can buy a crypt house from the city? I like the idea of a furnished crypt but don't you thinks it's kinda weird that you can waltz into the city and say "Hey, I'd like to buy a crypt and set up shop in it."? I suppose you have to buy it from "some one" and not that I'm going to dog on your ideas but don't you think you should make it available via some other npc of questionable character. I'd say shady sam but "everybody" adds shady stuff to shady sam so that's not very original but just an idea.

Also I had a question about npc vampires. In vanilla oblivion the generic npc vampires only take 5 points of sun damage, not 5/sec just 5 and then no more sun damage. Will you be doing anything to change/fix that or are you not touching the generic vampire script. I would also like to know if you plan on doing anything to the specific vampire npcs like County Skingrad.
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Charlotte X
 
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Post » Tue Mar 15, 2011 10:00 pm

Well, you could probably buy a tomb and claim it's for a dead relative in real life ;)

But in the Mod, you have to be a Vampire, then bare your Fangs to let the Office Woman (forget her name) know you're in the "club", and she'll assist you-- part of the background I have planned is a kind of Vampire influence in certain areas of society, to make their lives easier (if you ever saw the TV show "Forever Knight", for example, there was a Forger who worked with/for the Vampires, providing them with documentation-- this is a similar concept, just with "legal" organisations).

Vampire NPCs are accounted for ;) I'm using a token effect to automatically add it to any Vampire NPC, so it will work with Mods-- for now, nothing special for Special Vampires, but in the end I plan to have something. I want to (finally) finish the core systems, and then work on these extras :D

- You can now find Bones in any Coffin, and have a chance to find an Empty Blood Vial. Vampire Coffins may contain filled Blood Vials.
- You can also enter Cheydinhal via the waterways now, using invisible doors where the Grates are :D (I may even make a new Mod based solely on "roleing into town" for various Role-play methods of entering Towns, but who knows :) )
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Claire
 
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Post » Tue Mar 15, 2011 6:01 pm

Thanks for all your fast replies. I'm sure your really busy with the mod.

"Part of the club" huh? That's a cool idea (why didn't i think of something like that :facepalm: ).
The token is probably the best way to go. I know stuff like that is used in a lot of different mods.
I'm glad your putting in "secret" entrances to the city. I have a mystic elf vampire assassin with droks vampire mod and I always use shadow mist to go in and out of cities since I can't just scale the walls. Makes me feel more like I'm secretly entering the city. I mean come on. I'm a vampire assassin. Why would I let anyone see me go into and out of a city? :ninja:

Good luck with finishing the core systems. If ya need anymore ideas just give me a call and I'll use my vast D&D experience to lay some on ya. :nerd:

Well I'm going to go try to get the E Nomine song "mitternacht" out of my head (I just can't stop listening to it, perfect song to get the feel of "vampires come out at midnight").
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Nitol Ahmed
 
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Post » Tue Mar 15, 2011 8:31 pm

Sorry but I have another question.

In "Darkness Everlasting", I'm pretty sure you made it but I'm not entirely sure, you could turn npcs into vampires. I heard that there names/gender/race/etc... influences how an npc vampire would "grow" making it so it didn't feel like "a bunch of data was following you around". In any case, I was never able to find this mod so I was never able to download it and try it. This ability was one of my favorite things about the "Vampire Embrace" mod for Morrowind.

I just wanted to know if your new mod will come with the option of turning npcs into vampires like in "Darkness Everlasting"?
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Peetay
 
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Post » Wed Mar 16, 2011 12:48 am

I did have a Mod called DE, with making Vampires-- but what you describe sounds like another Mod, since I never got beyond simple NPC Companions (making them more complex was alwasy "after X is done" :( ). It sounds interesting though :)
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Alycia Leann grace
 
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Post » Tue Mar 15, 2011 5:51 pm

Some small updates today:

- Added Hit Effect to the time before becoming a Vampire-- every so often, you will suffer a sudden screen glitch, like when caught in a falling earth trap. It occurs every 1,000 seconds, getting gradually quicker over the next three days, with one final hit as your heart stops, and you die.

- Vampiric Healing added : Replaces Blood Healing. Is now free, but only works outside of Combat. It will Heal you upto 50% of your Maximum Health when not fighting, but can be moddified by using a Cheap Coffin.

- 2 new Coffin types added : Bone and Glass

- Cheap Coffin effect added: "Sleeping in this flimsy Coffin encourages the Sleeper to hone their natural resilience. As such, Vampiric Healing will be modified: Vampires will heal upto 50% of their Health even during Combat, and upto 100% outside of it."

- Glass Coffin effect added : "Spoken of only in Legend, the Glass Coffin is said to drastically reduce the rate at which a Vampire's body consumes Blood, allowing it to go longer periods between Feeds. Equally, its fragile nature is said to grant the same powers as the Cheap Coffin, enhancing the Vampire's Vampiric Regeneration ability. For these reasons, the Glass Coffin is a highly prized artefact, and whomever found it would be truly envied."

- Added a terrible fate for those who choose to Sleep in a Coffin when they're Mortal... If you are quick enough and strong enough, you might just be able to fight your way out...
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Brandon Wilson
 
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Post » Tue Mar 15, 2011 11:39 am

lol, terrible fate for sleeping in coffin if your mortal eh? Sounds amusing, I might try it.

Sounds to me like if you have the glass coffin some other vampires might be out for you blood...so to speak. Maybe a small chance to be attacked by 1 or more vampires every time you sleep in it and/or maybe a quest about it. Possibly to stop the attacks. Definitely a quest to find this glass coffin.

Glad vampiric healing is free, the way I see it vampires have supernatural endurance and healing abilities, they already paid the price for healing by "dieing". Also glad that you made it so it can go to 100% and during combat since it's not like you can turn your natural/unnatural healing off. I hope its balanced or customizable. Don't want to have "instant" healing like Alucard from Hellsing.

Shouldn't there be stone coffins to? They don't have to be anything special but since you find so many stone ones it would arguably be pretty easy to find one for your own use. Maybe you could use the meshes/textures from the coffin in the vile lair plugin for another coffin.

Thanks for the warning about the hit effect. I would have freaked out if it kept happening and I didn't know why.
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Sheila Reyes
 
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Post » Wed Mar 16, 2011 2:30 am

There are five Coffins at the minute: Cheap, Sturdy, Stone, Bone and Glass-- Cheap looks like the yellow-ish Coffins you see; Sturdy are the brown ones; stone are like the ones you see in some dungeons. I'm still trying to find a good effect for Sturdy, Stone and Bone, though :)
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Tha King o Geekz
 
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Post » Wed Mar 16, 2011 12:25 am

some nice progress has been made I see. just wondering will any of these new feetures have INI options relating tot hem or is the ini being ignored for the most part now a days?
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Ebony Lawson
 
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Post » Wed Mar 16, 2011 1:40 am

As far as these features go, the .ini is finished with-- I think it would be overkill, and risk making it too overwhelming, to add all of those to the .ini file.

I'm currently working on something special-- going to be a while until y'all get to see it, I'm afraid, but hopefully (if it goes the way I imagine) it should be pretty interesting/impressive to see in-game :D
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Lucie H
 
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Post » Wed Mar 16, 2011 1:35 am

ok quick question. I see this all the time but I have no idea what it is...so what is a .ini?
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Nice one
 
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Post » Tue Mar 15, 2011 11:09 am

I believe .ini stands for "initialisation", but I might be wrong...

Basically, in TVE, it's just a text file that is run every time you load Oblivion with the Mod installed. It sets Variables in certain Quests which are then used to make other things happen in the mod :D

For example...

Set ZCDMTVE01VaribaleQuest.AllowWaterDamage to 1


is the .ini file line to turn Water Damage on :D
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Stephani Silva
 
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Post » Tue Mar 15, 2011 11:01 am

Hey first I would like to say that I am really enjoying your mod and looking forward to the upcoming update. That said I was wondering if you could change the silence option to a stunted magicka with a small damage magicka effect with that whole fortify of one thing you use for your starvation? I just think it would be more like the sun was draining your powers and also be a little less irritating since alot of '0 manna' spells are really more combat moves and such. If not how would I go about changing it myself?

thanks in advance.
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Chris Ellis
 
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Post » Tue Mar 15, 2011 12:09 pm

the problem witht he "sun draining the powers" deal is that the silence is applied during the day no matter where you are. even if your ain an alyied ruin supposedly miles underground. this was done to replicate the effects as t hey were in Dracula I presume
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sara OMAR
 
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