WIPz CDM & Kriztofer's More Natural Vampirism

Post » Fri Dec 09, 2011 4:31 am

Hey everyone!

I know Vampirism Mods are pretty big right now, but I've been working on my own (well, technigcally), and thought I'd share my progress with you.

The first thing I have to say is a big thanks to CDM. It was his Mod which originally got me into making my own Vampirism Mod, and I've "borrowed" (with permission) a large chunk of his Vampirism System, in terms of the Blood Meter system (3,600 units = 1 True Hour), and basically his whole feeding system. I've also borrowed a few ideas, and had some scripting help to put things together, so this is really a CDM/Kriztofer project, rather than just my own work. But hopefully it's not just a carbon-copy of CDM's Mod. For one thing, I've stripped out all of the customisation stuff, and gone back to an old-school pre-determined style in terms of your Bonuses. I've also cut out most of the Vampire powers.

The idea was to go for a more "natural" Vampirism. Something that isn't overtly supernatural, but instead pushes towards the upper-end of human ability. There are still a few superhuman things in there (target pin-pointing with Detect Life, incredible jumps) but no outright powers like most Vampire Mods I've seen had (no telporting/flying, mind control, transformation). It's not quite perfect yet, but it's getting there. The biggest thing, really, is that these Vampires are what you'd call "Daywalkers". They don't take any sundamage at all, but instead have a photosensitivity (since I thought that was cool in CDM's Mod), and the fact that there are no negatives to not feeding. Instead, refular feeding keeps your bonuses topped-up.

So, without further-ado, here is a rough outline of CDM/Kriztofer's Vampirism

Introduction
Kriztofer’s More Natural Vampirism is a Vampirism Mod for Oblivion.
The concept of the Mod is to create a Vampirism that, whilst still inherently supernatural, moves away from the more overt supernatural nature seen in most other versions of Vampirism (both in terms of Mods/Games and traditional Lore). Whilst the Vampires of this Mod are still supernatural, they do not have any of the more obviously supernatural powers such as flight, transformations, mind control, et cetera; instead, they opt for a more “physical enhancement” based set of powers: better eye sight, superior Strength and Agility, heighted senses and superior healing.

Install
1) Copy “Kriztofer’s Vampirism.esp” to your Oblivion/Data folder
2) Check “Kriztofer’s Vampirism.esp” in your Data Files menu

UnInstall
1) Cure Vampirism
2) Go to a Remote Cell
3) Save
4) Cure Vampirism
5) Wait Three Days
6) Save
7) Exit Oblivion
8) Delete “Kriztofer’s Vampirism.esp” from your Oblivion/Data Folder
9) Reload Oblivion
10) Check Save
11) Wait Three More Days
12) Save

Vampirism Configuration
Upon first loading KMNV, you will receive the “Vampirism Configuration” Item. Equipping this will open the Configuration Menu, from which you can choose the following options:

- Check Blood
This allows you to check your Current Blood. This menu will display the following Information:
XX / XX Units - This indicates how many Units of Blood you have available. The first number represents the Current Units in your Blood Meter; the second number represents the Base Maximum (Maximum, without overflow).

Power Status - Your Power Status will display a value between 10% and 100%, and represents the effectiveness of your powers. For every 360 Units of Blood below 3,600, your Power Effectiveness will decrease by 10%, but never below 10%.

Blood Rush Mode - This will indicate whether Blood Rush Mode is Enabled or Disabled.

- Configure Hot Keys
This allows you to configure your Hot Keys. It is necessary to run this at least once upon starting a new Character with KMNV installed.

- Make Me A Vampire
This allows you to instantly become a Vampire.

Becoming a Vampire
There are two options available to become a Vampire:
- Encounter an NPC Vampire, and engage them in combat. Eventually you may contract the disease “Blood Infection”. At this point, your Faction Menu will update to reflect how many days you have until you become a Vampire. If you cure the disease before the time is expired, you will be in no danger of becoming a Vampire. If the disease incubates, however, you will die and rise again as a Vampire.

- Select “Make Me A Vampire” from the Configuration Menu, and you will instantly die and rise again as a Vampire.

Note: If you are already a Vampire, whether Vanilla or by a Mod, you will need to cure your Vampirism, and then use either of these methods to become a Vampire in KMNV.

Feeding
As time passes, your Blood Meter will decrease. For every real-world second that passes, your Blood Meter drains by 1 Unit (except when you are in Blood Rush Mode). This means that the default Blood Meter capacity will last for one real-world hour.
Failure to Feed will never cause you to die, or incur any direct penalties. However, if your Blood Reserves are too low, your Vampire Attributes will not be as effective, making you weaker.
In order to restore your Blood Meter, you will need to Feed. This can be done in a variety of ways:

Sleeping Victims - Sip
If you find a Sleeping Victim, you can choose to “sip” on them. This will recover 1,000 Units of Blood. However, each time you Sip on a Victim, they will become slightly weaker, with the effect becoming more severe as time passes. It will take the Victim 24-hours to recover from being fed on. If you feed on them too often in too short a space of time, they will die-- even if they are essential. And no-one can survive being fed on six times, no matter how much Health they usually have.
To Sip, press the Feed Hot Key whilst looking at a Sleeping Victim, and select “Sip”.

Sleeping Victims - Drain
Instead of Sipping, you can choose to Drain the Victim. This will instantly kill the target, but fully restore your Blood Meter.
To Drain, press the Feed Hot Key whilst looking at a Sleeping Victim, and select “Drain”.

Sleeping Victim - Harvest Blood
If you do not wish to take Blood immediately, you can Harvest Blood from a Sleeping Victim for later use. To do this, you will need at least one Empty Blood Vial. This Blood Vial will then be filled with Blood, producing either a Small, Medium or Large Blood Vial.
To Harvest, press the Feed Hot Key whilst looking at a Sleeping Victim, and select “Harvest”.

Blood Vials
If you have a Blood Vial, you can select it from your Inventory and drink it like a normal potion. Blood Vials come in three sizes, Small, Medium or Large, which restore 500, 1000, or 1,500 Units of Blood Respectively.

Corpses
You can feed on any Corpse you find. The amount of Blood produced from a corpse varies greatly, but will usually tide you over until you find a better food source. Animals and People can both be fed on in this manner.
To Feed on a Corpse, press the Feed Hot Key whilst looking at a dead body.

Living Creatures
If you can reduce an enemy creature (not person) to less than 25% of their Health, you can instantly kill them and drain them. As with draining Corpses, this produces a varying amount of Blood, and is usually used to tide over the Vampire until a better meal can be found.
To Feed on a Living Creature, press the Feed Hot Key whilst looking at it.

Food
Eating Food will allow you to recover a small amount of Blood. Actual Food restores more Blood than non-Food Ingredients. Simply select them from your Inventory Menu.

The Blood Meter
Upon becoming a Vampire, you will gain access to the Blood Meter. This is a background system which is actively monitored and controlled by the Mod itself, and reflects how much Blood you currently have available, and the maximum amount of Blood you can hold at any one time.
When you first become a Vampire, your Blood Meter has a maximum Value of 3,600 Units. For every ten Character Levels (i.e., Levels gained through Leveling Up, as in Vanilla Oblivion), you will gain an additional 3,600 Units to your Blood Meter. This means you can gain upto an additional 18,000 Units (giving you a total of 21,600 Units of Blood if your Blood Meter is full).
However, the Maxium score of your Blood Meter is not the Maximum amount of Blood you can have at one time: instead, your Blood Meter can hold up to twice the Maximum amount of Blood recorded. For example, if you have 3,600 Units (the default), you can actually hold 7,200 Units of Blood at one time. This excess is called “Blood Overflow”, and is caused by gorging yourself on Blood (i.e., drinking more than necessary). Whenever your Blood Meter is above capacity, you will enter Blood Rush Mode, which is discussed further below.
For every real-world second that passes, your Blood Meter drains by 1 Unit (except when you are in Blood Rush Mode). This means that the default Blood Meter capacity will last for one real-world hour.
When you bring up the Configuration Menu, you can check your current Blood Reserves, and see the following information:
XX / XX Units - This indicates how many Units of Blood you have available. The first number represents the Current Units in your Blood Meter; the second number represents the Base Maximum (Maximum, without overflow).

Power Status - Your Power Status will display a value between 10% and 100%, and represents the effectiveness of your powers. For every 360 Units of Blood below 3,600, your Power Effectiveness will decrease by 10%, but never below 10%.

Blood Rush Mode - This will indicate whether Blood Rush Mode is Enabled or Disabled.

Blood Rush Mode
Whenever you exceed the limits of your Blood Meter, you will enter Blood Rush Mode. Having too-much Blood is not a good thing, and so entering Blood Rush Mode will have several negative consequences: firstly, you will expend Blood four times faster for the duration of Blood Rush Mode, as your body attempts to burn through the excess Blood and restore itself; secondly, every 60-seconds you spend in Blood Rush Mode will decrease your Blood Meter by 100-Units, up to a maximum of 3,500 Units. This means that the maximum amount of Blood you can hold at one time decreases.
If damage is incurred to your Blood Meter, it can be restored at a rate of 50-units per 120-seconds by staying out of Blood Rush Mode.
Blood Rush Mode also stops all Blood Healing, and actually incurs 1-point of damage every 1.5-seconds. This damage will continue until you either exit Blood Rush Mode, or have only one Unit of Health left.
Despite this, Blood Rush Mode offers several advantages:
- Resistance to Magic 50
- Resistance to Normal Weapons 50
- Fortified Speed 50% of Base
- Fortified Hand to Hand 50% of Base

Blood Healing
Blood Healing is the Vampire’s passive Healing abilities. It occurs at all times, regardless of how much Blood you have left, and incurs no charge to your Blood Meter in any way.
Outside of Combat, Blood Healing will gradually heal you up to 100% of your Base Health (i.e., fully recovered). During Combat, however, it will restore up to the last milestone (25, 50, 75 or 100% Health). For example, if you take damage that reduces you to 90% of your full Health, you will Heal back up to 100% Health; contrastingly, if you took damage that reduces your Health to 74%, you would only Heal up to 75% for the duration of the Combat.
This means that Blood Healing will keep you alive, but will not allow you to simply wait-out the damage altogether: you still need to be careful in battle.

Vampire Attributes
Vampire Attributes are the passive bonuses Vampires receive for simply being a Vampire. These Attributes are tied to your Blood Meter: if your Blood Meter is at 3,600 or above, your Vampire Attributes will be at 100%. However, for every 10% of your Base Blood Reserves (i.e., every 10% below 3,600), your Vampire Attributes will decrease by 10%.
So, if your Blood reserves are at 3,600 or higher (which is 100% or more), your Bonuses will be 100%, and therefore double the corresponding Attribute. If your Blood Meter is at only 50% of 3,600 (1.800), then your Attribute Bonuses will only be 50%. Your Attribute Bonuses will never drop below 10%, no matter how much Blood you have.
The following example assumes a Vampire with 100 in all of its Attributes:

Bonus 100% Blood 50% Blood 0% Blood
Agility 200 (100 + 100) 150 (100 + 50) 110 (100 + 10)
Intelligence 200 (100 + 100) 150 (100 + 50) 110 (100 + 10)
Speed 200 (100 + 100) 150 (100 + 50) 110 (100 + 10)
Strength 200 (100 + 100) 150 (100 + 50) 110 (100 + 10)

Only Agility, Intelligence, Speed and Strength receive a default bonus for being a Vampire. However, your Class Attributes will always receive an additional 10% bonus, regardless fo what they actually are.
In addition, some Vampire Attributes never change, no matter how much Blood you have:
Resist Disease 100
Resist Poison 100*
Resist Paralysis 100
Resist Frost 50
Water Breathing --
Photosensitivity/Sun Damage 0
No Fall Damage --

*Includes the Poisoned Apple

Vampire Powers
As a Vampire in KMNV, you will not have access to the sort of supernatural powers usually found in Vampire Mods/Lore, but are instead restricted to a more “natural” series of powers that are designed to reflect the Vampire’s heightened abilities, rather than out-right supernatural abilities. That is, Vampires in KMNV do not have supernatural abilities, but simply heightened physical abilities that boarder on the superhuman.
The following Vampire Powers are available:

Vampire Jump
Using their superior strength, Vampires are able to jump incredible heights. This Toggle Power allows you to boost your Acrobatics Skill by 400%. Pressing the Vampire Jump Hot Key will activate a permanent Fortify Acrobatics effect. Pressing it again will deactivate this effect.

Vampire Sprint
Using their superior strength, Vampires are able to run at immense speed. This Toggle Power allows you to boost your Speed Attribute by 300%. Pressing the Vampire Sprint Hot Key will activate a permanent Fortify Speed effect. Pressing it again will deactivate this effect.

Hunter’s Sight
The Vampire’s incredible night-vision is manifest in this Toggle Power. Pressing the Hunter’s Sight Hot Key once will activate a permanent Night-Eye effect. Pressing it again will deactivate this effect.

Predator’s Senses
By combing its inhuman senses of Hearing and Smell, the Vampire is able to pinpoint those around it with incredible accuracy. In Game Play terms, this is manifest in the form of a Toggle Power. Pressing the Predator’s Senses Hot Key once will activate a permanent Detect Life effect. Pressing it again will deactivate this effect.

Focus
Vampires have incredible cognitive and observation abilities, and with this power you are able to employ these powers in viewing your surroundings. By pressing the Focus Zoom In Hot Key, your vision will zoom-in, allowing you to see things further away as though they were closer. Alternatively, pressing the Focus Zoom Out Hot Key will retract your view back towards normal.

Curing Vampirism
Lore-wise, this Mod offers no cure for Vampirism: the concept is that Vampirism is permanent, and can be cured only with death. However, if you grow bored of your Vampiric nature, or simply wish to uninstall the Mod, please follow the following steps:
1) Open the Console
2) Type: Set ZKMNVCureVampirism to 1
3) Press Enter
4) Wait for the Message to confirm your Cure.


Edit : Updated Quote to be a reflection of the Read Me.
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