Morrowind

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  1. TheDragon13
    TheDragon13
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    Am I meant to be only able to heal myself with life drain? Cause healing magic don't work or potions, I'm wondering if it's this mod.
    1. SaikyoFox
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      The player, as a vampire, can no longer use "Restore Health" spells, potions, or enchantments to regain lost hit points.- The player can
      bottle their blood in special vials sold in the vampire "headquarters".
      These vials take 50 health to fill and restore 45 health when used. You
      can only have 8 vials filled at any one time.
      Just scroll up.
  2. YoshiSaito
    YoshiSaito
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    For those wondering "what does this mod even do?," here's a copy-paste from the HTML files that come with it. I haven't verified how functional it all is (bugs or some other such) but some messing around in the CS can eliminate or alter features if you don't like them easily enough (such as vampires have a 2% chance to spawn in towns). 

    Overview
    This plugin is dedicated to StoneDrake, a great friend and regular on the #Elderscrolls IRC channel, who has sadly left this world.Vampire Realism is an ongoing project of mine to improve vampires in Morrowind. And rather than focusing on a single larger feature, it is basically a large compilation of changes to vampires, to improve the whole experience.
    It has gone through four full incarnations, six counting the betas of this version, and has been worked on for over a year now - the first version was publically released on the 15th of December, 2003, and was in development for a period before that. It is not now, and may never be, "done" - it will continue to have features added to it and adjustments made.Vampire Realism itself is actually the vampire-improving base for a larger planned quest mod. I can't say at this point whether or not this quest mod will see the light of day, but the only reason Vampire Realism is being developed seperately is to give something to the community regardless of what happens to the larger mod. When I first started working on that larger mod, dubbed "Terrors Among Us", in late 2003, I read over several mod release threads by MaxPublic, a forum member who appears to no longer be active. He was working on a Total Conversion of Morrowind named The Twelve Houses, and had released the first three phases of that mod - Green, Leafy, and Forested Morrowind - stating that with those releases people could enjoy his work up to that point even if the larger mod was never finished. This seemed like a logical model to me, so I halted work on the quest mod and released the first version of the base. Had I gone ahead with the quest mod and base in the same project, I doubt I'd still be modding at this point.Have fun with this plugin, and drop me a line on the contact page if you have any trouble, or if there's something you'd like to see in a future version.Regards,
    Jaxalot


    Installation
    Please read through this entire page to ensure that Vampire Realism is installed correctly.First, run the setup file to extract the files to their necessary locations, if this hasn't already been done. Five ESPs will be added to your Data Files folder:
    Vampire Realism II.esp
    Vampire Realism II - TB Add-On.esp
    Vampire Realism II - BM Add-On.esp
    Vampire Realism II - VE Patch.esp
    Vampire Realism II - BL Patch.esp

    The ESP files you should check off in the Data Files screen of the Morrowind Launcher depend on which mods and expansions you're using:"Vampire Realism II.esp" is the base ESP file of Vampire Realism II, and it must be activated in addition to any other add-on or patch ESP's you use."Vampire Realism II - TB Add-On.esp is the add-on file for Tribunal. For a list of the changes it makes, check the Features page. If you're using Tribunal, you should use this Add-On."Vampire Realism II - BM Add-On.esp" is the add-on file for Bloodmoon. For a list of the changes it makes, check the Features page. If you're using Bloodmoon, you should use this Add-On."Vampire Realism II - VE Patch.esp" is the patch file for Vampire Embrace. It fixes a small conflict between Vampire Realism and Vampire Embrace that has to do with VR's staking system and VE's combat-feeding system. It also makes VR's hunger recognize VE feeding, both dialogue and combat. If you use Vampire Embrace you must use this patch file."Vampire Realism II - BL Patch.esp" is the patch file for Bloodlines, which is a quest mod by Carnithus, NOT a misspelling of "Bloodmoon", as many seem to think. It fixes a small conflict between Vampire Realism and Bloodlines to do with Vampire Realism's changes to sun damage and Bloodlines' sun damage-reducing Nasgiel armor. If you use Bloodlines you must use this patch file.Load Order"Vampire Realism II.esp" must be loaded before any of the Add-On/Patch files, and after Bloodlines, if it is installed. It should load before the Add-On/Patch files by default."Vampire Realism II - TB Add-On.esp" must be loaded after "Vampire Realism II.esp". This should already be the default."Vampire Realism II - BM Add-On.esp" must be loaded after "Vampire Realism II.esp". This should already be the default."Vampire Realism II - VE Patch.esp" must be loaded after "Vampire Realism II.esp" and Vampire Embrace."Vampire Realism II - BL Patch.esp" must be loaded after "Vampire Realism II.esp" and Bloodlines.In-Game SetupIf you are not using the Tribunal or Bloodmoon add-ons, which complete the final step of the installation for you, you must activate Vampire Realism from inside the game. To do this, open up your console and type:
    StartScript VR_Menu
    A menu will pop up. Click on the "Install" option, and a window will come up with some information on the activation. Hit the "Install" button in this new window. A window will then inform you that it has been installed, click on "Ok", which will bring you to the main menu. Then click on "resume" to exit the menu and right-click the mouse to unpause the game. Again, this only needs to be done if you're not using either or both of the Tribunal and Bloodmoon Add-Ons.ConfigurationMany of Vampire Realism's features can be disabled, enabled, and adjusted from the options menu. To access this menu, type:
    StartScript VR_Menu (As above)
    And click on "Options". This will open up a list of features that can be edited.And that's it. If you have any questions that aren't already answered in the manual, you can find out how to contact me on the aptly named Contact page.

    Features

    -Stake vampires to finish them off, after knocking them to the ground. Vampires with weak armor need only a plain wooden stake to do the job, while vampires with more powerful armor need a steel-tipped stake to do it right. Stakes are sold in temples and in the vampire "headquarters".- Scripted sun damage for the player. They take different amounts of damage depending on the weather.- Vampires now randomly spawn in the wilderness and in cities. They have their own spawn points, and appear in 5 different skill levels - Wild, Wandering, Standard, Special, and Ancient (Standard and Special levels go by different names in-game). Ancient Vampires spawn only in vampire ruins, and the top two vampire skill levels sport some of Carnithus' amazing armor. These vampires will also spawn in Mournhold and Solstheim with the use of the Tribunal and Bloodmoon add-on ESPs, respectively.- The player, as a vampire, will take damage inside temples.- The player, as a vampire, can no longer use "Restore Health" spells, potions, or enchantments to regain lost hit points.- The player can bottle their blood in special vials sold in the vampire "headquarters". These vials take 50 health to fill and restore 45 health when used. You can only have 8 vials filled at any one time.- The Dwemer bots in the Berne headquarters will no longer attack Berne players.- There is a 2% chance of the player (when they're a vampire) being attacked by a vampire hunter in their sleep. These vampire hunters carry equipment that has been blessed by Arkay, and as such vampires cannot wear it.- Vampires can no longer use the shrines of saints, though they can still use daedric shrines.- All NPC vampires are much stronger than they were in normal Morrowind. They are now worthy adversaries.- When the player "dies" and is turned into a vampire, they will awaken not in the spot they slept, but in a crypt where they have been laid to rest. There are 14 crypts, located in most of the cities, and the player is relocated to the one closest to their position. These crypts are pitch-black, which will not be a problem if you're a vampire (Vampires have free toggle-on/off night eye, see below), but if you're a mortal you should bring a torch. There are also small rats located in these crypts, which will make a good snack in a pinch.- Hunger. Vampires must feed every few days to avoid weakness and eventual death. The amount of time they may go without feeding depends on their vampiric level. You can feed with the Vampire Touch spell, or through Vampire Embrace's dialogue and combat feeding if you use Vampire Embrace and the patch file.- Almost every feature of the mod can be disabled, enabled, and adjusted through a special menu (only one console command). To access this menu, open the console and type: "Startscript VR_Menu"- Every 4 real-time hours the player will gain a "vampiric level". With each level comes new abilities as well as upgrades to previously earned abilities. There are 10 levels in all. The abilities are as follows:----------------------------------------------------------------------________
    | Level 1 |
    ----------Abilities added:"Vampire: Night-Eye" (Toggle)
    Effects: Night-eye 50 points CE
    Cost: None________
    | Level 2 |
    ----------Abilities Added:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 5 points 5 sec
    Cost: 75 fatigue________
    | Level 3 |
    ----------Abilities Added:Aundae: "Aundae Vampire: Hypnosis" (Cast-On-Use)
    Effects: Paralysis 25 secs
    Cost: 25 fatigue, 25 magickaBerne: "Berne Vampire: Venomous Bite" (Cast-On-Use)
    Effects: Drain Endurance 30 pts, Drain Strength 30 pts, Drain Fatigue 400 pts
    Cost: 20 health. Can only be used once a day.Quarra: "Quarra Vampire: Berserk" (Cast-On-Use POWER)
    Effects: 60 seconds - Fortify Strength 30 pts, agility 30 pts, attack 30 pts, fortify fatigue 150 pts."Vampiric Agility" (CE)
    Effects: Slowfall 1 pointAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 10 Points
    Cost: 75 fatigue"Vampire Touch" (Cast-On-Use)
    Effects: Absorb health 20 to 30 points
    Cost: 40 Fatigue________
    | Level 4 |
    ----------Abilities Added:"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 20 points
    Cost: 20 Fatigue / secondAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 15 Points
    Cost: 75 fatigue________
    | Level 5 |
    ----------Abilities Added:"Dark Ritual" (TOGGLE)
    Trades blood for magicka at a ratio of 10:7. Spell can be toggled on and off, is turned off automatically when magicka reaches full / health is almost empty.Abilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 20 Points
    Cost: 75 fatigue"Vampire Touch" (Cast-On-Use)
    Effects: Absorb health 30 to 40 points
    Cost: 40 Fatigue"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 25 points
    Cost: 20 Fatigue / Second________
    | Level 6 |
    ----------Abilities Added:"Vampire: Mind Reach" (Toggle)
    Effects: Telekinesis 15 feet
    Cost: 7 Fatigue/secondAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 25 Points
    Cost: 75 fatigue"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 25 points
    Cost: 15 Fatigue / Second________
    | Level 7 |
    ----------Abilities Added:"Vampiric Flight" (Toggle)
    Effects: Levitate 35 points
    Cost: 5 fatigue a secondAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 25 Points
    Cost: 65 fatigue"Vampire: Mind Reach" (Toggle)
    Effects: Telekinesis 20 feet
    Cost: 7 Fatigue/second"Vampire Touch" (Cast-On-Use)
    Effects: Absorb health 40 to 50 points
    Cost: 40 Fatigue"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 30 points
    Cost: 15 Fatigue / Second________
    | Level 8 |
    ----------Abilities Added:"Dark Intervention" (Cast-On-Use)
    Effects: Teleports player to nearest crypt
    Cost: 50 healthAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 25 Points
    Cost: 55 fatigue"Vampiric Flight" (Toggle)
    Effects: Levitate 45 points
    Cost: 5 fatigue a second"Vampire: Mind Reach" (Toggle)
    Effects: Telekinesis 25 feet
    Cost: 7 Fatigue/second"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 30 points
    Cost: 10 Fatigue / Second________
    | Level 9 |
    ----------Abilities Added:"Vampire: Obscure" (Toggle)
    Effects: Chameleon 40%
    Cost: 30 Fatigue / SecondAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 25 Points
    Cost: 45 fatigue"Vampiric Flight" (Toggle)
    Effects: Levitate 55 points
    Cost: 5 fatigue a second"Vampire Touch" (Cast-On-Use)
    Effects: Absorb health 40 to 50 points
    Clan Special: Aundae absorbs 20 to 30 magicka, Berne blinds 30% for 15 seconds, Quarra disintegrate armor 20 points.
    Cost: 40 Fatigue"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 35 points
    Cost: 10 Fatigue / Second"Dark Intervention" (Cast-On-Use)
    Effects: Teleports player to nearest crypt
    Cost: 40 health_________
    | Level 10 |
    -----------Abilities Added:Vampire: Coerce (Cast-On-Use) (POWER)
    Effects: Mind Control 15 Levels for 180 seconds, Damage Health 60 pts on selfAbilities Upgraded:"Vampire: Leap" (Cast-On-Use)
    Effects: Jump 25 Points
    Cost: 35 fatigue"Vampiric Flight" (Toggle)
    Effects: Levitate 70 points
    Cost: 5 fatigue a second"Vampire: Mind Reach" (Toggle)
    Effects: Telekinesis 40 feet
    Cost: 7 Fatigue/second"Vampiric Speed" (Toggle)
    Effects: Fortify Speed 40 points
    Cost: 10 Fatigue / Second"Dark Intervention" (Cast-On-Use)
    Effects: Teleports player to nearest crypt
    Cost: 25 health"Vampire: Obscure" (Toggle)
    Effects: Chameleon 60%
    Cost: 25 Fatigue / Second----------------------------------------------------------------------Tribunal Add-OnThe Tribunal Add-On places a few vampire spawn points in Mournhold, though they are very rare, and disables the Dark Brotherhood assassins when the player is a vampire. This is to eliminate the odd situation of being attacked by a Dark Brotherhood assassin at the same time. It doesn't break the Tribunal quest, however, as a Dark Brotherhood assassin will attack you the first time a Vampire Hunter would if you haven't yet recieved the Dark Brotherhood journal entry.Bloodmoon Add-OnThe Bloodmoon Add-On places vampire spawn points across Solstheim, which spawn vampires wearing the proper equipment for the climate (think fur). It also allows the player to kill NPC vampires without staking them when in werewolf form, as they have no way to hold a stake.

    Credits
    Acid Basick created the mesh, texture, and icon of the stake.Smite Plight corrected the UVMapping on the stake to make the steel-tipped texture show correctly.Carnithus created the armor and weapons that the more privileged vampires wear.Jeremy created the armor the the vampire hunters wear, originally for his Knights of Dibella plugin.Barabus made the crypt tileset used by VR.Korrow and NuclearDope for their support and for being cheap sources of entertainment.ContactIf you need to reach me, either to report a bug or to commend my abilities and worship me, I can be reached in the following ways:E-mail : [email protected]
    AIM : Jaxalot7
    MSN : [email protected]
    ICQ : 324509377
    YIM : JaaxalotI also tend to hang about the #ElderScrolls IRC channel, on irc.chatspike.net.
    Or you can PM me on the Official Elder Scrolls Forums, under the name Jaxalot. Who would've guessed?
  3. whizbangx
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    Some of the heads and hair are missing and the vampire effects on the player are very buggy, such as the effect "Satisfied thirst" on "Thirst level zero" and does not ever move from "Satisfied thirst". I have all of the add-on ESPs on and I can't feed on the rats that are in the vampire tomb and they are tiny and move in a very short time rate. The vampire tomb is so dark with zero lighting, I thought my game froze/crashed when I was first spawned in there. I had to spawn a dozen of lights to get out. The NPCs are kinda effy and repeating the same voice lines every few short amount of minutes and move in strange patterns. A blank dialog box would flash up on the screen and goes away when I'm standing in front of NPCs and I have my vampire embrace settings set to -2, meaning they shouldn't be shouting anything on disposition 100 
    1. whizbangx
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      I had to turn off all of the add-on ESPs because my inventory disappeared completely, turning them off brought my inventory back (Can see my things when I couldn't)
  4. Dragon32
    Dragon32
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    Some info on a wiki over here. It seems fairly accurate from what I know of the mod, but then I've never played Jaxalot's mod
    1. MaeseAtorrante
      MaeseAtorrante
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      From the wiki:

      "Vampires now randomly spawn in the wilderness and in cities. They have their own spawn points, and appear in 5 different skill levels - Wild, Wandering, Standard, Special, and Ancient (Standard and Special levels go by different names in-game). Ancient Vampires spawn only in vampire ruins, and the top two vampire skill levels sport some of Carnithus' amazing armor. These vampires will also spawn in Mournhold and Solstheim with the use of the Tribunal and Bloodmoon add-on ESPs, respectively."

      This kills the mod.
    2. OffworldDevil
      OffworldDevil
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      "This kills the mod."

      Agreed. Vvardenfell's vampire population is supposed to be extremely rare and near-extinct.

      Also, the presence of large, Imperial-style crypts in EVERY settlement makes no sense at all--nor the fact you're always somehow transported there after infection, even if you're nowhere near civilization.

      Unfortunately the above mechanics aren't optional like the rest of the mod.
    3. jpmonteith
      jpmonteith
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      What else can I turn off through the VR-Menu? Can I turn off sun damage, and random attacks from civilians?
    4. DETHTWUKTAUR
      DETHTWUKTAUR
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      Yea that sounds like a big nope to me - this would be an excellent patch tho - what are the good points of this mod?
  5. TheDragon13
    TheDragon13
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    How do u configure it like it says u can?
    1. kirodai
      kirodai
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      startscript VR_Menu
  6. Swordsguy2010
    Swordsguy2010
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    Vampire, Realism ....M-kay :/ Vampires aren't real though .....lol smh :/
    1. FeomatarLelouch
      FeomatarLelouch
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      Yes mortal, Camarilla works fine...
      Wait, sheriff, don't! They will thinks that this is just a joke4af ghfdjjkhkvc zgrwt v432hne dkuryfcg
    2. SpiritTauren
      SpiritTauren
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      As long as we slay the cursed Tremere breed, nothing else matters. Saulot must be avenged! W8... wrong franchise.
      Yes, sheriff, that user ID over there. What? No, I'm not a Sabbath follower, just kidding... totally on your side.
    3. paimeimaster
      paimeimaster
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      Spawn of Satan! I will send you demons back to hell! Where is the archfiend LaCroix?!
  7. Trybanmenexusfgts
    Trybanmenexusfgts
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    2022 wheres the better info you said you would add back in 2014? Imagine making a mod with no description of what it does, some people really are complete clowns
    1. Diomes2
      Diomes2
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      This is a re-upload/mod of someone else's work. A better description would have been nice.. but I'm just glad that the mod still exists somewhere. If you look in the video tab you can watch a video that covers some of what it does starting at 26:53.

      Sorry I can't be of more help, but I used to use the original a long time ago with Vampire Embrace, and Vampiric Hunger mods... so I'm not really sure which mod did what, but together they made vampires much more interesting.  It wasn't a lore friendly mod, but none of the really big mods at the time were lore friendly.

      Not really in reply to you but to others down below, as well as to anyone who happens to look here. There was a long phase in Morrowind modding that was just exploring what could be done, and the more drastic the difference the more likely your mod would be noticed. Getting back to a majorally lore friendly and vanilla popular modding scene is kinda a more recent phase overall. The combination of mods that I listed above had more of a Goth type vibe to it, and I would use it alongside Qarl's underground mod, and some of JMK's mods, and forsake the whole core game just to indulge on some vampire RPG questing. It kinda had a Vampire the Masquerade feel to it. I personally had a lot of fun with it for a long time. That's why I came back here to see if I could get it all working together again.

      You could install it along side of a normal playthough but you'd have to ignore all the oddities that go along with it... I've done it many times, but I understand why that would bother some people.
  8. Atanvarn
    Atanvarn
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    Is there version 2.3 somewhere?
  9. Wastelandstan18
    Wastelandstan18
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    Does this mod alter the house of earthly delights by any chance? I keep crashing every time I enter and my main culprits are this mod and vampire embrace ( I made a comment there as well) 
  10. DreamingGod05
    DreamingGod05
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    Does this mod work with the 'NPCs treat vampires as normal' mod?