Unholy Darkness

Post » Fri May 27, 2011 1:28 pm

if you want to hunt vampires though there is a vanilla quest that allows you to turn in vamp dust for like 250 gold each I think. I still like the powerful blood and ashes though. It would be cool to collect these items for a quest to make some kind of ultimate elixir, leaving you with bonus abilities permanently or something of the sort.
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Nicola
 
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Post » Sat May 28, 2011 2:33 am

if you want to hunt vampires though there is a vanilla quest that allows you to turn in vamp dust for like 250 gold each I think. I still like the powerful blood and ashes though. It would be cool to collect these items for a quest to make some kind of ultimate elixir, leaving you with bonus abilities permanently or something of the sort.

Yeah but the more I think about it, there are plenty of old ideas I am yet to implement which would be much cooler IMO like hunters destroying your coffins, force feed animations, sneak feed, etc. I've put it on the list but I need to stay focused on getting a playable episode one out for everyone to enjoy. I can always add little stuff in later. To me I've saved the best for last, being able to force feed on someone and have a custom animation played like deadly reflex does it, would make this THE vampire mod to have, if it already isn't ;)

Right now I still have to create vampire areas in Leyawiin, Bruma & Cheydinhal, finish the hunters, do a bunch of missing dialogue & lip sync, plus figure out the force vampire feed stuff & coffin area of influence so if I'm to be done in roughly a month I had better stick tight to the plans. It is a lot more fun to deviate and just do whatever comes to mind, but that also delays things a lot.
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roxxii lenaghan
 
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Post » Fri May 27, 2011 3:52 pm

A force feed animation would be epic, even though this is the vampire mod to have lol. On another note, just something cool to look at the Terran Vampire guys made a pretty sweet looking vampire bat form.
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ruCkii
 
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Post » Sat May 28, 2011 1:25 am

Take you time madmole. Let this mod be all it can be.
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 10:02 pm

A force feed animation would be epic, even though this is the vampire mod to have lol. On another note, just something cool to look at the Terran Vampire guys made a pretty sweet looking vampire bat form.
I've looked at doing morphs but I'm not sure I'm going to bother just yet. With vampire speed you can run pretty fast so why bother turning into a wolf, and with the planned flight once you show your wings you won't need to turn into a bat. Mist has clipping issues. I mean I'm a big dracula and underworld fan, but I've already captured the underworld morphing with my ancient bat form. I'm just not conviced that any other forms have much to offer in terms of gameplay.

Take you time madmole. Let this mod be all it can be.
True, but I think the mod is getting close to the point where an initial version with substantial content is ready for release. I can add more quests later, but I want to get the base version out there soon.
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Taylor Bakos
 
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Post » Fri May 27, 2011 2:36 pm

yeah I'm not so big on wolf form or mist, I just thought you might like to see their van helsing bat form morph. I guess its more like a suit though, much like lycan mods use. My favorite vamp movies are underworld and queen of the damned. :) so this mod is incorporating the best that both those movies have to offer
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Elea Rossi
 
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Post » Fri May 27, 2011 6:29 pm

yeah I'm not so big on wolf form or mist, I just thought you might like to see their van helsing bat form morph. I guess its more like a suit though, much like lycan mods use. My favorite vamp movies are underworld and queen of the damned. :) so this mod is incorporating the best that both those movies have to offer

I loved Queen of the Damned :P

That's one of my favorites as well. Not a huge fan of underworld, but I don't dislike it either.
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Sabrina Schwarz
 
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Post » Fri May 27, 2011 9:31 pm

yeah I'm not so big on wolf form or mist, I just thought you might like to see their van helsing bat form morph. I guess its more like a suit though, much like lycan mods use. My favorite vamp movies are underworld and queen of the damned. :) so this mod is incorporating the best that both those movies have to offer
I found it, it looks pretty cool. I can always make mine look a little better by swapping out more of the meshes. I like how mine retains some of your human look though, so each person in bat form is different yet looks like their character where when you put a full suit on your going to like the suit.


I loved Queen of the Damned :P

That's one of my favorites as well. Not a huge fan of underworld, but I don't dislike it either.
I loved queen of the damned also. I really didn't pull any direct inspiration from it that I can remember though. I kind of liked the part where they bled her dry at the end. Any ideas I forgot about from that movie that would work well in Unholy Darkness? I don't really want to bother with vampires lighting on fire power.... the game already has fireballs and I think what she did would be overpowering.
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Smokey
 
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Post » Fri May 27, 2011 4:14 pm

well the the fast running kind of comes from queen of the damned, they use a very similar effects in the movie. I suppose you could actually add the queen of the damned (blood matron, Lamae Bal I think was the first vamp going by the book from the vile lair plugin) The queen of the damned vamps didn't really have powers other than immortality, strength and speed.

StarX already did it, but I like ripping a heart out of someones chest like Akasha did in the bar :evil:
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Flutterby
 
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Post » Fri May 27, 2011 8:59 pm

Well I got some things accomplished tonight. I made a garlic cluster script where the little hanging cloves of garlic are vampires can smell them initially to give you warning and when you get close to them you will start having adverse side effects making it pretty tough to stay there. Ultimately I want for the player to be able to destroy them with a fireball or other means. I did some research on coffins too but I'm still undecided about what I will do yet. I'm not against any of my previous ideas, but I'm not exactly for them either. I do think there needs to be some penalties if your coffin gets tainted and you sleep in it. Basically you can't tell until you wake up the next day. There would be a detect taint spell you could buy, and then a purify coffin spell too.

I'm thinking that new vampires will get slowly paralyzed in the daylight. There is sun damage already, but I mean in doors even. So you have to crawl into your coffin before sunrise or start dealing with fatigue drain. Let me know what you guys think of this or any other coffin ideas you may have. I liked it in true blood where they were getting bloody eyes from staying awake during daytime, etc. I want for older vampires to have power over this, but new to moderate level vamps should have daytime penalties.

I also worked on the Vampire Huntress some more. I've got her look pretty good. Next will be all the pain she will cause the player. She's going to burn your coffins, stick garlic in your house, and in general make life tough for you. I hope to even have her able to throw down garlic in combat which will cause the player additional damage and stat drains giving her the edge she needs.

New vampires had better just run if you see her coming. She will stuff garlic in your mouth and chop off your head, then light her cigarette on the stake she pulls out of your your burning chest after she throws you outside.

Here's my confrontation with her for the first time:

http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/blood_huntress01.jpg
http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/blood_huntress02.jpg
http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/blood_huntress03.jpg
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Céline Rémy
 
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Post » Fri May 27, 2011 9:35 pm

Drain Health (kills you if you are not careful/"young"), Constant Effect Damage Magicka/Fatigue, Stunted Magicka, any combination of those until you sleep in non-tainted coffin. An idea.
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Destinyscharm
 
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Post » Fri May 27, 2011 10:41 pm

I like the garlic idea, when I was testing I was wondering if there was anyway to make you weak to it. that would be an awesome addition to the mod. I'm not sure what to do with the coffins, I'd like to see them be sort of an essential part of life, that way buying the house upgrades are even more important. But I'm also wondering if that will be too much, especially if drains are implemented. I think just giving a temporary boost to stats is the best thing and or slowing down hunger. If it is tainted you get sick, maybe add the shaders you made for prevampire life, and drains are implemented on strength, speed, agility, stunted magic, drained health/fatigue. Those particular attributes and stats would be very detrimental to the vamp since that's what they use.
Screenshots look great :tops:
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Nadia Nad
 
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Post » Fri May 27, 2011 11:41 pm

I've looked at doing morphs but I'm not sure I'm going to bother just yet. With vampire speed you can run pretty fast so why bother turning into a wolf, and with the planned flight once you show your wings you won't need to turn into a bat. Mist has clipping issues. I mean I'm a big dracula and underworld fan, but I've already captured the underworld morphing with my ancient bat form. I'm just not conviced that any other forms have much to offer in terms of gameplay.

True, but I think the mod is getting close to the point where an initial version with substantial content is ready for release. I can add more quests later, but I want to get the base version out there soon.


The bat from will fly, are you by chance using the flight script from Saltare? If you are, I've cleaned up the latest version and also done what I can to make improvements:

1.) Player and NPC's need a "Boost" token to avoid issues with missing ability on cell changes.
2.) Unified key code testing, to allow NPC fliers to be able to fly with you when following, etc.

The second item, works, but sadly, due to not being able to reset gravity's hold on the NPC flier, it will shake uncontrollably. :( But, it does follow just fine. My only current issue is solving why combat exit causes you to land.
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T. tacks Rims
 
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Post » Sat May 28, 2011 1:23 am

you don't need to start a new game period, starting a new game if you are a vampire is suggested so you can essentially be "reborn" properly and you get to see the cool sickness shaders while the change to a vampire is happening.

in short, no

That's unfortunate older characters won't get to see that then.

Is there any possibly way you can add that in for characters that are not new, madmole?


And speaking of flight: http://www.tesnexus.com/downloads/file.php?id=14528
That mod does it pretty well. It uses a separate key to take off and land (though you can just touch your feet to the ground to land too). You can also control how fast you're flying by hitting pageup/pagedown. Your character looks sort of like an imp flying around, but it still looks pretty good IMO. I was wondering how your mod is going to handle that though. I haven't seen anything of it yet (or maybe you've shown it, but I missed it).
That race also has some decent looking wings. They're semi-transparent. I was surprised when I first noticed that....
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Latisha Fry
 
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Post » Fri May 27, 2011 3:17 pm

The one thing I've done in many mods, I've been working on is to use an "Activator Quest". Who's sole purpose is to borrow an activator.

It does the following:
1.) Says it's ready for use.
2.) Someone or something sets itself as "the user".
3.) Moves the activator to a specific location, makes it cast a spell.
4.) The quest contains refs, shorts, longs, etc, for generic storage.
5.) Once the duration of the spells is done, release "the user" from the quest.

For the garlic, since area spells only deal with actors and scanning the entire area using GetFirstRef, etc, can slow the gameplay down, with each vampire containing a "token", the token can be Activated, by specific items, then it could act accordingly. You could use another hidden token with a short 5 second life span (script RemoveMe's after 5 seconds), call it say "Garlic Stench" and when the activate happens on the "token", merely see how much garlic has built up, and raise or lower the affected spell that's doing the damage.

The nice thing about the activator quest, is you can also use it with the vampire to detect life, other vampires, etc.

Has the Blood Huntress been decided on human or damphir?

GuruSR.
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Wayne Cole
 
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Post » Fri May 27, 2011 9:04 pm

And speaking of flight: http://www.tesnexus.com/downloads/file.php?id=14528
That mod does it pretty well. It uses a separate key to take off and land (though you can just touch your feet to the ground to land too). You can also control how fast you're flying by hitting pageup/pagedown. Your character looks sort of like an imp flying around, but it still looks pretty good IMO. I was wondering how your mod is going to handle that though. I haven't seen anything of it yet (or maybe you've shown it, but I missed it).


Actually, that flight script is the exact one I've been repairing. I have a CM partner that's also of that race, try flying with the version you have, you'll have your partner out cold as you do. The updates I've done, they do fly, but the game's gravity hold on them makes them jump and there appears to be no way to reset it AND keep their wings flapping.
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Gwen
 
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Post » Fri May 27, 2011 1:39 pm

I think you should just have a purify coffin spell. Having a detect taint spell is kind of meaningless.
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Johanna Van Drunick
 
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Post » Fri May 27, 2011 3:49 pm

Wow lots of activity! Good to see some new/old faces and a growing interest.

Drain Health (kills you if you are not careful/"young"), Constant Effect Damage Magicka/Fatigue, Stunted Magicka, any combination of those until you sleep in non-tainted coffin. An idea.

Thanks for the ideas.

I like the garlic idea, when I was testing I was wondering if there was anyway to make you weak to it. that would be an awesome addition to the mod. I'm not sure what to do with the coffins, I'd like to see them be sort of an essential part of life, that way buying the house upgrades are even more important. But I'm also wondering if that will be too much, especially if drains are implemented. I think just giving a temporary boost to stats is the best thing and or slowing down hunger. If it is tainted you get sick, maybe add the shaders you made for prevampire life, and drains are implemented on strength, speed, agility, stunted magic, drained health/fatigue. Those particular attributes and stats would be very detrimental to the vamp since that's what they use.
Screenshots look great :tops:
Doing the garlic was tricky. I made the cloves that hang in basemants actually be what damages you by smell and area. The way I have to do the ingredient garlic is put a script on the regular garlic to where begin onadd player it swaps itself out with a special garlic that has a script that does damage and if you eat it it kills you. The reason for this is ingredients only have 4 slots and they are all taken. So to preserve garlic to non vamps I have to swap it out with a nasty one for vamps. It should work pretty nice. A lot of work for such a little pain in the butt feature, lol. It took quite a bit of work just to get the cloves going because Oblivion scripting is retarded most of the time, or I am retarded half the time, lol. Its usually my mistake but there are instances where doing something will cause a CTD or it flat out won't work. Like I found out that object scripts only run if the object is in the same cell as you are. So you have to use quests scripts if the object is moving in and out of places, etc.


The bat from will fly, are you by chance using the flight script from Saltare? If you are, I've cleaned up the latest version and also done what I can to make improvements:

1.) Player and NPC's need a "Boost" token to avoid issues with missing ability on cell changes.
2.) Unified key code testing, to allow NPC fliers to be able to fly with you when following, etc.

The second item, works, but sadly, due to not being able to reset gravity's hold on the NPC flier, it will shake uncontrollably. :( But, it does follow just fine. My only current issue is solving why combat exit causes you to land.
I'm not using any flight script yet. Do you have a link ot the Saltare script you are talking about?


That's unfortunate older characters won't get to see that then.

Is there any possibly way you can add that in for characters that are not new, madmole?


And speaking of flight: http://www.tesnexus.com/downloads/file.php?id=14528
That mod does it pretty well. It uses a separate key to take off and land (though you can just touch your feet to the ground to land too). You can also control how fast you're flying by hitting pageup/pagedown. Your character looks sort of like an imp flying around, but it still looks pretty good IMO. I was wondering how your mod is going to handle that though. I haven't seen anything of it yet (or maybe you've shown it, but I missed it).
That race also has some decent looking wings. They're semi-transparent. I was surprised when I first noticed that....
Yeah I was planning on an alternate beginning for existing vampires.


The one thing I've done in many mods, I've been working on is to use an "Activator Quest". Who's sole purpose is to borrow an activator.

It does the following:
1.) Says it's ready for use.
2.) Someone or something sets itself as "the user".
3.) Moves the activator to a specific location, makes it cast a spell.
4.) The quest contains refs, shorts, longs, etc, for generic storage.
5.) Once the duration of the spells is done, release "the user" from the quest.

For the garlic, since area spells only deal with actors and scanning the entire area using GetFirstRef, etc, can slow the gameplay down, with each vampire containing a "token", the token can be Activated, by specific items, then it could act accordingly. You could use another hidden token with a short 5 second life span (script RemoveMe's after 5 seconds), call it say "Garlic Stench" and when the activate happens on the "token", merely see how much garlic has built up, and raise or lower the affected spell that's doing the damage.

The nice thing about the activator quest, is you can also use it with the vampire to detect life, other vampires, etc.

Has the Blood Huntress been decided on human or damphir?

GuruSR.
I didn't need to use getnextref for the garlic. It was a lot easier than that actually. But it only affects the player. I could make it affect NPC's but then I'd have to give them AI to deal with it. I don't think NPC's need all the same vampire perks or limits a PC vampire has. NPC's are there to simulate the world and making them have equal reactions is too much work for very little return in my opinion. I mean it would be cool... but I don't have the time to do everything like that. All I'm doing is a simple begin OnLoad block and then a gamemode block using an object script and a pcvampire check and a distance check, then I add spells that expire after time or distance threshold. The reason I had to add the time removal was because some cells you walk into and the garlic is so close you back out the door and then your stuck with the ill effect permanently attached. So I just made them 30 seconds long so they wear off just in case.

I'm undecided about her being damphir yet.

Since you seem to have vast knowledge of CM Partners, and my vampire thrall scripts are totally lame compared to CM Partners..can you think of a way to dynamically add the CM partner script to a character? What I want to do is make it so when you turn a vampire they become a CM partner that way inventory management, stay follow, etc all that stuff they have done an excellent job on is built in and I can delete my stuff. I have a basic follow/stay and a few other things but its crap compared to CM partners and I'd rather just use their code so you can download the ultimate vampire companions and turn them and they will have all that excellent functionality.

I remember when looking at it that the script had to be that characters script, and I wasn't sure at that time how to make it work if the character didn't have that script attached to them in the CS in the first place.

Actually, that flight script is the exact one I've been repairing. I have a CM partner that's also of that race, try flying with the version you have, you'll have your partner out cold as you do. The updates I've done, they do fly, but the game's gravity hold on them makes them jump and there appears to be no way to reset it AND keep their wings flapping.
Send me your script and how to hook it up and I'll try it out.


I think you should just have a purify coffin spell. Having a detect taint spell is kind of meaningless.
Actually I think I'm leaning towards a more obvious approach. Coffins will get burnt and I'll just toss on that awesome sun damage shader I made so they will be smoking and soot looking. You'll have to go to sillian and pay for a replacement coffin and the smoke shader will then be removed. I think that vampires senses are so evolved that they could easily smell if anything was wrong with the coffin. Just like my dogs can smell another dog on me if I pet one, even hours later. I don't like lots of spells cluttering up my spellbook and the idea of feeling like I need to cast a purify coffin spell every time I go to sleep just to feel safe. That is work and not fun. So I'll make it obvious that your coffin is toast, and a financial burden to replace since Oblivion needs more money pits.
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lolli
 
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Post » Fri May 27, 2011 2:40 pm

It would be awesome if your vampires could use the cm script. I'm just using vanilla races and alot of the cm partners are custom and I can't use them. I'm liking the burnt coffin idea, simple yet effective :) will this only happen in the lower end houses? the homes without guards
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c.o.s.m.o
 
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Post » Fri May 27, 2011 5:13 pm

It would be awesome if your vampires could use the cm script. I'm just using vanilla races and alot of the cm partners are custom and I can't use them. I'm liking the burnt coffin idea, simple yet effective :) will this only happen in the lower end houses? the homes without guards


I agree CM partners are pretty awesome. Why don't you get the custom races? I have several installed + HGEC + Roberts, slofs xvilia and haven't had any trouble.

I would like to make it so that guards can help reduce the likelihood of it, but not be a 100% iron clad guarantee.
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Camden Unglesbee
 
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Post » Fri May 27, 2011 1:44 pm

I agree CM partners are pretty awesome. Why don't you get the custom races? I have several installed + HGEC + Roberts, slofs xvilia and haven't had any trouble.


I just don't have all the custom races installed lol. I've been looking for a custom race with a good looking male, more of a human character but I can't find one I like. Most of them make really amazing looking females and then have a feminine male or more often no male at all. I really just want a smooth face with no makeup/tatoo but I have yet to find one. So I have just stuck to the vanilla races.
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Sammykins
 
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Post » Fri May 27, 2011 9:58 pm

What mod did you use for that sword and character? or does that come with this mod?
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Ludivine Poussineau
 
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Post » Sat May 28, 2011 2:32 am

The sword is from a mod done by floydian I believe. It was recetly released on the nexus as a single download or in a lost chapel mod that packs a few things from him/her together. The outfit i have no idea, it could be lots of things lol. Those items are not in the mod. And if you are talking about the vamp hunter that is blood rayne armor.
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Mr. Ray
 
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Post » Fri May 27, 2011 7:58 pm

I would like to make it so that guards can help reduce the likelihood of it, but not be a 100% iron clad guarantee.

I like that idea! I do wonder what happens if and when they die though. Do you have to "buy them back" or what? And speaking of when they fail to protect your coffin, does THAT mean they would have died trying?
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Loane
 
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Post » Sat May 28, 2011 2:33 am

I just don't have all the custom races installed lol. I've been looking for a custom race with a good looking male, more of a human character but I can't find one I like. Most of them make really amazing looking females and then have a feminine male or more often no male at all. I really just want a smooth face with no makeup/tatoo but I have yet to find one. So I have just stuck to the vanilla races.
Ah I see. I can't really think of anything off hand either.


What mod did you use for that sword and character? or does that come with this mod?
I think it came with Floydian's big mod but I'm not sure any more. Too many to remember. I spent a month or so just downloading cool stuff to get my character to look that good, then did a lot of the textures myself. The race is Raven elf with my own tweaks.


The sword is from a mod done by floydian I believe. It was recetly released on the nexus as a single download or in a lost chapel mod that packs a few things from him/her together. The outfit i have no idea, it could be lots of things lol. Those items are not in the mod. And if you are talking about the vamp hunter that is blood rayne armor.
Yup.


I like that idea! I do wonder what happens if and when they die though. Do you have to "buy them back" or what? And speaking of when they fail to protect your coffin, does THAT mean they would have died trying?
I might just make them respawn if I can ever get it to work. I have the thrall in chorrol set to respawn and she's been dead for quite some time, lol... but I don't play much (too busy modding) so I can't be sure yet.

Ok big update tonight.
Its insane how long scripting takes me. I mean I'm no genius coder but I've managed to do a few cool things here and there... usually with lots of help from the community, but I had to put in about 6 hours just to achieve this garlic illness and there is still more I could do yet (see below).

Anyhow, here is a video of it. I want to get rid of the multiple pop up warnings about the garlic, and I know how to do it, but didn't have time just yet. http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/Unholy%20Darkness%20Garlic%20Weakness.wmv

I still have some things I want to do with it yet. I am thinking of making it so that if you are hiding your vampirism with mask darkness that it will be removed. So if you walk into a store and they have garlic hanging there, your fangs will pop out, the eyes, and then you will get sick...and of course they will recognize you as a vampire. This could make for some interesting scenarios. I don't even know where garlic is in the game... only play testing will let me know. The player might just have to burn up all the garlic when other NPC's are not around (sneak in at night) to get past the stuff, or avoid stores that have it hanging around. Also I might make it so elder and ancient vampires are not affected by it as much if at all, provided they are well fed.
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