Unholy Darkness - Complete Vampire Overhaul

Post » Fri Nov 05, 2010 6:11 am

Cool, what about vanilla quests where you have to go in the church? A special hoodie that stunts magicka but allows protection?


I have an idea... (probably would be too much for this version), but it would be nice to possess your ghouls during the day, so you can get them to do your chores (ex. selling loot, act as an emissary to speak to nobles who are only available during the day) while you slumber in the day. Wyre Morph does that sort of thing.
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Jonny
 
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Post » Fri Nov 05, 2010 2:41 am

They will eat garlic so if you force feed on them you will barf, similar to feeding on dead blood.

hahaha. I near spilled my soda after reading that.


Anyways, how often will the hunters respawn, the standard 3 days?
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Alisha Clarke
 
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Post » Fri Nov 05, 2010 9:03 am

hahaha. I near spilled my soda after reading that.

Though if true it would be quite amusing to be a vampire hunter yourself and just eat 5 lbs of garlic then be all rambo on them nasties. :celebration:
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TASTY TRACY
 
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Post » Fri Nov 05, 2010 8:06 am

Aside of the negative sides like dying from garlic, the player vampire should get a penalty in seduction as well.
The smell of garlic coming out of the player pores would be enough to nullify the attraction for the opposite six. :shakehead:
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Tyler F
 
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Post » Fri Nov 05, 2010 7:37 am

I know you can't force feed on hunters but it would be cool to be able to capture them and let the garlic leave their body so I can later 'turn' them just to be a jerk ;)

edit: could hunters have collectibles on them which we can loot and keep as prizes? I have not read all the threads entirely but i'm assuming that hunters will come after you forever? If there were a set amount of hunters you could make them more unique. after the biggest and baddest of them were dead maybe people would give up on hunting you or maybe then would simple random regenerating hunters start appearing. It would just be nice to take out the hunters guild entirely as just one more thing to accomplish in game. Just a thought
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lolli
 
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Post » Fri Nov 05, 2010 7:07 am

I know you can't force feed on hunters but it would be cool to be able to capture them and let the garlic leave their body so I can later 'turn' them just to be a jerk ;)

I like that way of thinking.
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Olga Xx
 
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Post » Fri Nov 05, 2010 2:24 pm

I know you can't force feed on hunters but it would be cool to be able to capture them and let the garlic leave their body so I can later 'turn' them just to be a jerk ;)

Haha, that sounds fun. But dangerous too... perhaps there could be a quest where you do this and then have to "win over" your newest minion? And if you do win them over they get a *huge* stat bonus (Compared to say that blacksmith you turned) because they were formerly vampire hunters.
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Vickey Martinez
 
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Post » Fri Nov 05, 2010 12:16 pm

I had a thought, you've already got the follow going, what exactly out of the CM did you want done? Sneak and such? As for the inventory, I have an idea, rather than doing an inventory copy to a container, how about a separate container for each embraced NPC and you can ask to look at their carrying sack. The sack would then reject stuff if you put too much into it. Unlike CM's which you can load up with 1000's of pounds of stuff and they keep moving, with this you could offer them to carry stuff for you, but not like a CM pack mule. Honestly, I don't know exactly what else you're wanting, but maybe message me with the things you're wanting.

GuruSR.
Well I guess the issue for me was, I already had built follow code, stay, sneak, and other things, then I turn my cm partner and there is all this extra dialogue, and the commands I had put together were pretty weak compared to the cm partner stuff in contrast. I could do inventory and just keep embellishing my stuff I guess, but I think it would be cooler just to some how make it work with cm partners. I haven't looked at it in 6 months, so I probably could figure something better out now. Ultimately I'd like to be able to assign a cm partner script dynamically in the game to a new turned NPC, and then add my existing vampire specific commands.

I've learned quite a bit about scripting since I did the turning stuff. Like object scripts don't run outside of your cell as far as I can tell. Anyhow, I need to revisit turned vampires because I don't like how they get the ugly effect, etc. I tried changing their eyes via obse but never got it to work. I suspect it was the same frame stuff like I had with my third person script. You have to disable them, wait a frame, then then enable. That causes them to blink or flash though and I don't think that is acceptable, so I have to come up with something else.


Cool, what about vanilla quests where you have to go in the church? A special hoodie that stunts magicka but allows protection?


I have an idea... (probably would be too much for this version), but it would be nice to possess your ghouls during the day, so you can get them to do your chores (ex. selling loot, act as an emissary to speak to nobles who are only available during the day) while you slumber in the day. Wyre Morph does that sort of thing.
There isn't holy damage in every church, but if there is one in a quest, take lots of healing potions potions. I use ASI leveling so I get max hit points. This is pretty much needed in OOO anyway.


hahaha. I near spilled my soda after reading that.


Anyways, how often will the hunters respawn, the standard 3 days?
lol. No, I could never get the respawn crap to work so I just wrote my own code. Currently its every 4 days.


Though if true it would be quite amusing to be a vampire hunter yourself and just eat 5 lbs of garlic then be all rambo on them nasties. :celebration:
Yeah that would be cool, but sadly I've only focused on the vampire player experience. Pretty much none of my work would be evident as a non vampire, nor are the NPC's affected.


Aside of the negative sides like dying from garlic, the player vampire should get a penalty in seduction as well.
The smell of garlic coming out of the player pores would be enough to nullify the attraction for the opposite six. :shakehead:
I think the chance for that to happen would be fairly slim, but it is a funny idea. I can think about adding something like that in.


I know you can't force feed on hunters but it would be cool to be able to capture them and let the garlic leave their body so I can later 'turn' them just to be a jerk ;)

edit: could hunters have collectibles on them which we can loot and keep as prizes? I have not read all the threads entirely but i'm assuming that hunters will come after you forever? If there were a set amount of hunters you could make them more unique. after the biggest and baddest of them were dead maybe people would give up on hunting you or maybe then would simple random regenerating hunters start appearing. It would just be nice to take out the hunters guild entirely as just one more thing to accomplish in game. Just a thought
Yes you can force feed on hunters. I will think about making it possible to capture NPCs. I have thrall cages already, and a way to lure someone with six appeal. If I can figure out how to lock doors for real, then it would be feesible to lure someone in there, kiss feed on them or force feed so they pass out, then lock the door. Perhaps I just need a script to lock the door and then NPC's can't get out. I've seen NPC's open and close cages though that were set to locked in the CS I'm pretty sure, and they didn't have a key, so I don't know if Oblivion locks stop anyone but the player. I will look into this, it would be really cool to be able to enslave someone. I guess I could add a trigger zone in there that just adds a script package to stay put once they are in the cage. That would be easier than trying to make doors actually lock NPC's in, and then they would spas out trying to leave with their package anyway, so the trigger idea is way better and would look more convincing.


I like that way of thinking.
Me too. I don't know if you could turn a vampire hunter though, they have coding to lower their liking towards you, which ultimately is required to pass the dark gift on. It might be possible with a powerful enough charm spell and a lot of bribe money, but the probably can't be bribed.


Haha, that sounds fun. But dangerous too... perhaps there could be a quest where you do this and then have to "win over" your newest minion? And if you do win them over they get a *huge* stat bonus (Compared to say that blacksmith you turned) because they were formerly vampire hunters.
There is no need, they already have a huge stat bonus. Vampire hunters are really tough. Tougher than guards in my estimation.
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Tracy Byworth
 
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Post » Fri Nov 05, 2010 8:33 am

Yes you can force feed on hunters. I will think about making it possible to capture NPCs. I have thrall cages already, and a way to lure someone with six appeal. If I can figure out how to lock doors for real, then it would be feesible to lure someone in there, kiss feed on them or force feed so they pass out, then lock the door.

That would be SO. FREAKING. AWESOME.
*goes off starting a collection of NPC*

What about a collection of Counts, that would be something to brag about :biglaugh:
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liz barnes
 
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Post » Fri Nov 05, 2010 2:42 am

That would be SO. FREAKING. AWESOME.
*goes off starting a collection of NPC*

What about a collection of Counts, that would be something to brag about :biglaugh:

I call the Emperor and Lucian Lachance. Oh, and Baurus too!

*begins building ub3r-1337 vampiric army of teh doomz*
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kiss my weasel
 
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Post » Fri Nov 05, 2010 2:33 am

Just please don't stick in a guards remember you as a vampire and bum-rush you on sight. There's two otherwise fun vamp mods with that fun "feature", making it basically impossible to advance any quest but daedra prince gopher quests. :(
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-__^
 
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Post » Fri Nov 05, 2010 7:36 am

Ohhhh, personally I'm going to throw there every NPC that annoyed me during the game, starting from Martin, through Ocato, Raminus, Owyn, Grey Fox and finishing with Adoring Fan. Hmm... though I think I'll Embrace the last one and take him for a walk on a very sunny day, over and over again, after every respawn.

Hah, thank you Madmole for your contribution to the Great List Of Creative Ways To Kill The Adoring Fan ;>
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ShOrty
 
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Post » Fri Nov 05, 2010 8:57 am

Well I guess the issue for me was, I already had built follow code, stay, sneak, and other things, then I turn my cm partner and there is all this extra dialogue, and the commands I had put together were pretty weak compared to the cm partner stuff in contrast. I could do inventory and just keep embellishing my stuff I guess, but I think it would be cooler just to some how make it work with cm partners. I haven't looked at it in 6 months, so I probably could figure something better out now. Ultimately I'd like to be able to assign a cm partner script dynamically in the game to a new turned NPC, and then add my existing vampire specific commands.

I've learned quite a bit about scripting since I did the turning stuff. Like object scripts don't run outside of your cell as far as I can tell. Anyhow, I need to revisit turned vampires because I don't like how they get the ugly effect, etc. I tried changing their eyes via obse but never got it to work. I suspect it was the same frame stuff like I had with my third person script. You have to disable them, wait a frame, then then enable. That causes them to blink or flash though and I don't think that is acceptable, so I have to come up with something else.

Well, for the most part, an ability spell will "stay" on ONLY the person you add it to, since it's not on the base object *if* you don't use GetSelf anywhere, since GetSelf can return the base ref on respawnable characters, I'd sift through the entire code and do a replace of "GetSelf" with "This". As for having a large variety of commands. To be honest, most of the stuff that CM does, I almost never use. Mostly follow, stay here, get lost, and hold this for me, pretty much it. If they sneak and do their weapon draws with me, great, thats about all I want. I would think, the things were you tell them to go find stuff (like weapons, etc) would be useless for a vampire to tell another to do. What other stuff would you have them do? Perhaps ask them to search for possible garlic (yeah, right, they'll not want to do THAT). As for that "ugly effect", there are supposedly fixes for that, but I've not really seen them work too well.

And I agree, the frame wait is annoying, but it's how the engine was designed, there is really no way to avoid it that I've seen. I've got a skeleton body on a human that's been ripped of their "soul" tormented to do the bidding of killing and protecting it's new master, problem is, the NPC I did it to has a spell (leveled, what a BAD way to do that by the way) and this spell adds armor to the human, meaning their body shows up, then a frame later, the skeleton body is forced back upon it, so the NPC goes "wha? ok, lets try that again" (repeatedly). Sadly, I cannot remove the spell because according to the NPC, it has none... Leveled Spell lists are created on use (meaning the NPC reads the list separately from normal spells added). Therefore the only way I can avoid it from crashing the game is to do the end of frame test and beginning of frame replace, what happens is you see a flash of a human body and then the skeleton again, and it continuously does this in some cases. And on that thought there are things called "Dark Altars", that are the same thing as altars in churches. I ran into issues with this on another mod (if you actually visit a church altar during the course of the 3 day period for vampirism and use the altar, it removes the disease) and these Dark Altars are not placed inside churches! One out near where you join the Thieve's Guild, one inside the Dark Brotherhood and there are others, but those are the two I remember the most. You may want to see if anything you've made might get messed up with one of those altars. Since they only work on evil people, it may cause grief to have that spell cast on a vampire, it could remove the disease or any other effect being added! Why I use abilities, the altar's can't interfere with them.
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Kay O'Hara
 
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Post » Fri Nov 05, 2010 6:06 am

Ohhhh, personally I'm going to throw there every NPC that annoyed me during the game, starting from Martin, through Ocato, Raminus, Owyn, Grey Fox and finishing with Adoring Fan. Hmm... though I think I'll Embrace the last one and take him for a walk on a very sunny day, over and over again, after every respawn.

Hah, thank you Madmole for your contribution to the Great List Of Creative Ways To Kill The Adoring Fan ;>

I was making a list for a while sort of like that. Any NPC that annoyed me for whatever reason, I was just going to kill as a vampire one day. It was sort of a hit-list I guess. Making them a thrall sounds nice as well though.
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Daniel Brown
 
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Post » Fri Nov 05, 2010 6:53 am

That would be SO. FREAKING. AWESOME.
*goes off starting a collection of NPC*
Hahaha cool. Its funny how you guys get so excited of certain stuff. Like sometimes I'm all excited about a feature and noone else gives a rats ass and then I come up with some kooky idea that is like a minor nothing to code in and everyone loves it.

I call the Emperor and Lucian Lachance. Oh, and Baurus too!

*begins building ub3r-1337 vampiric army of teh doomz*
Hahahaa.


Just please don't stick in a guards remember you as a vampire and bum-rush you on sight. There's two otherwise fun vamp mods with that fun "feature", making it basically impossible to advance any quest but daedra prince gopher quests. :(
Can you clarify what you said? Stick in a guards? I'm confused...


Ohhhh, personally I'm going to throw there every NPC that annoyed me during the game, starting from Martin, through Ocato, Raminus, Owyn, Grey Fox and finishing with Adoring Fan. Hmm... though I think I'll Embrace the last one and take him for a walk on a very sunny day, over and over again, after every respawn.

Hah, thank you Madmole for your contribution to the Great List Of Creative Ways To Kill The Adoring Fan ;>
ROFL.... Perhaps I can build a pit with ravenous vampire wolves in the bottom, where a vampire can throw the dead bodies of people they drain dry and then the wolves eat the bones and leftover meat of the victims so there aren't dead bodies cluttering up your cage!!!! OMG I'm pumped now, lol. The only thing I don't know how to do would be to stop the fight music from playing when you have monsters in the pit in your room. Maybe if I add the player faction to them they will be happy puppies to me, but hate anyone else.... some experimentation I guess :)

Does anyone know of a pit mesh?


Well, for the most part, an ability spell will "stay" on ONLY the person you add it to, since it's not on the base object *if* you don't use GetSelf anywhere, since GetSelf can return the base ref on respawnable characters, I'd sift through the entire code and do a replace of "GetSelf" with "This". As for having a large variety of commands. To be honest, most of the stuff that CM does, I almost never use. Mostly follow, stay here, get lost, and hold this for me, pretty much it. If they sneak and do their weapon draws with me, great, thats about all I want. I would think, the things were you tell them to go find stuff (like weapons, etc) would be useless for a vampire to tell another to do. What other stuff would you have them do? Perhaps ask them to search for possible garlic (yeah, right, they'll not want to do THAT). As for that "ugly effect", there are supposedly fixes for that, but I've not really seen them work too well.

And I agree, the frame wait is annoying, but it's how the engine was designed, there is really no way to avoid it that I've seen. I've got a skeleton body on a human that's been ripped of their "soul" tormented to do the bidding of killing and protecting it's new master, problem is, the NPC I did it to has a spell (leveled, what a BAD way to do that by the way) and this spell adds armor to the human, meaning their body shows up, then a frame later, the skeleton body is forced back upon it, so the NPC goes "wha? ok, lets try that again" (repeatedly). Sadly, I cannot remove the spell because according to the NPC, it has none... Leveled Spell lists are created on use (meaning the NPC reads the list separately from normal spells added). Therefore the only way I can avoid it from crashing the game is to do the end of frame test and beginning of frame replace, what happens is you see a flash of a human body and then the skeleton again, and it continuously does this in some cases. And on that thought there are things called "Dark Altars", that are the same thing as altars in churches. I ran into issues with this on another mod (if you actually visit a church altar during the course of the 3 day period for vampirism and use the altar, it removes the disease) and these Dark Altars are not placed inside churches! One out near where you join the Thieve's Guild, one inside the Dark Brotherhood and there are others, but those are the two I remember the most. You may want to see if anything you've made might get messed up with one of those altars. Since they only work on evil people, it may cause grief to have that spell cast on a vampire, it could remove the disease or any other effect being added! Why I use abilities, the altar's can't interfere with them.
I have code which re-applies all the vampire powers and diseases if you happen to get a cure disease.


I was making a list for a while sort of like that. Any NPC that annoyed me for whatever reason, I was just going to kill as a vampire one day. It was sort of a hit-list I guess. Making them a thrall sounds nice as well though.
Lol... wow all this pent up hatred for polygons and textures! I'm glad I can provide a quality release to vent! lol.
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Cassie Boyle
 
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Post » Fri Nov 05, 2010 10:43 am

Hahaha cool. Its funny how you guys get so excited of certain stuff. Like sometimes I'm all excited about a feature and noone else gives a rats ass and then I come up with some kooky idea that is like a minor nothing to code in and everyone loves it.

Hey! I was excited for the garlic thing!
Lol... wow all this pent up hatred for polygons and textures! I'm glad I can provide a quality release to vent! lol.

I don't hate them. They just happened to annoy my character once in game and I wrote their name down and figured I'd be back to deal with them as a vampire. Makes it somewhat more roleplay-ish.
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D LOpez
 
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Post » Fri Nov 05, 2010 8:50 am

I agree with Dante, I have my own Hit List as well. Do you know who the first one is...? Rindir, of course, I just could never stand that guy. Hehehehe, Rindir is going to have some funnnn...! >:)
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TIhIsmc L Griot
 
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Post » Fri Nov 05, 2010 12:38 am

Oh mole, what have you unleashed?
:nuke:

Methinks a vampiric apocalypse be coming.
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Kay O'Hara
 
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Post » Fri Nov 05, 2010 10:39 am

I would say that Mole has finally given people like me a pausible reason to make those hated NPCs finally suffer after years of torture.
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rebecca moody
 
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Post » Fri Nov 05, 2010 5:01 am

I just hope we don't end up having the mod pushed back because new things are added at the last minute... :P
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Joie Perez
 
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Post » Fri Nov 05, 2010 8:09 am

Hey! I was excited for the garlic thing!

I don't hate them. They just happened to annoy my character once in game and I wrote their name down and figured I'd be back to deal with them as a vampire. Makes it somewhat more roleplay-ish.
Ah the garlic. Its the little things in mods that sometimes make all the difference. (provided the cool big stuff is there too)


I agree with Dante, I have my own Hit List as well. Do you know who the first one is...? Rindir, of course, I just could never stand that guy. Hehehehe, Rindir is going to have some funnnn...! >:)
I think we all have been irritated by a few NPCs, lol. Sweet paypack time :)


Oh mole, what have you unleashed?
:nuke:

Methinks a vampiric apocalypse be coming.
I see what makes everyone tick now, lol. A bunch of sick puppies we all are.


I would say that Mole has finally given people like me a pausible reason to make those hated NPCs finally suffer after years of torture.
Probably the only reason some people will download, lol.


I just hope we don't end up having the mod pushed back because new things are added at the last minute... :P
Well that was almost a reality. After 3.5 hours I THINK I have the damn thing working, to some degree. Once you put em in there they AREN'T coming out until I finish the script, lets put it that way, hehehe. I was going to shoot video, but its getting too late, lol.

GuruSR was right, it wasn't very easy to get them to stay planted. They want to do their own thing when the next package arrived. I think it is working good now though, but I do need to figure out a way to let them go, heh. Just in case someone you like wanders in there and gets cemented to the ground for eternity and can see someone complaining now about it. My plan is to link a script to the door that releases them once its opened.
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Naughty not Nice
 
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Post » Fri Nov 05, 2010 2:56 am

Just please don't stick in a guards remember you as a vampire and bum-rush you on sight. There's two otherwise fun vamp mods with that fun "feature", making it basically impossible to advance any quest but daedra prince gopher quests. :(


I think what Canus meant is a feature where Guards Remember that you are a Vampire Indefinitely, and will always attack you on sight :) I did this with an early version of DE (and it's planned for the current version, too)-- where Guards remember for a period of time; but I think Canus doesn't like that ;)

Interesting on the "This" command-- that might help me with a few issues (including a WHOLE Mod I scrapped because of the "GetSelf" Base Reference issue)-- glad you found a way around the issue ;)
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Love iz not
 
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Post » Fri Nov 05, 2010 1:49 pm

I think what Canus meant is a feature where Guards Remember that you are a Vampire Indefinitely, and will always attack you on sight :) I did this with an early version of DE (and it's planned for the current version, too)-- where Guards remember for a period of time; but I think Canus doesn't like that ;)

Interesting on the "This" command-- that might help me with a few issues (including a WHOLE Mod I scrapped because of the "GetSelf" Base Reference issue)-- glad you found a way around the issue ;)

No they only attack you if you walk by them in vampire form and they say one of the passer by comments like "how are you" sort of stuff, which of course is "die unholy monster" once your fangs are out. If you keep to the alleys and wait til they are engaged talking to someone else you can slip by them undetected. There is a vampire hood too which helps conceal your identity.

Yeah apparently this is much more effective than getself. I'd never had any problems with getself before, but I guess it depends on how your using it. I didn't bother remembering the fine details of it all, other than to always use THIS from now on when getting a ref.
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Brandon Wilson
 
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Post » Fri Nov 05, 2010 6:58 am

I'm wondering though. After some vampire hunters show up in your city, how long will they be there before they finally leave? I mean, if after they show up, you don't do anything to arose suspicion toward yourself. They'll eventually give up and leave, right?
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evelina c
 
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Post » Fri Nov 05, 2010 6:52 am

Holy cow it svcked while the forums were down. I like the new look though. Here's what I've been up to the last couple nights:

New features
*Added ability to lure people into the thrall cage in Imperial city. Need to do other thrall cages yet.

*Added a messagebox pop up when you load the game for the first time that asks you if you want to become a vampire. This will save you the trouble of finding a vampire and getting the disease, and getting killed 5 times before you luck out and get the disease before getting killed.
*Added code so that vampire hunters will stop following you once your bounty gets low enough.
*Added a victim animation when you force feed on someone. (this is awesome)

Fixes:
Fixed the code that buffs all your spells so that it doesn't add vampirism every time you load a game.
Fixed a bug where your character's craving counter was increasing even before you were a vampire, so when you turned you would be way too hungry.
Fixed a bug where vampire hunters bodies were disappearing right after you kill them.
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anna ley
 
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