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).
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
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)
"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."
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.
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.
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
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.
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)
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Overview
Installation
Features
Credits
"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.
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.
Wait, sheriff, don't! They will thinks that this is just a joke4af ghfdjjkhkvc zgrwt v432hne dkuryfcg
Yes, sheriff, that user ID over there. What? No, I'm not a Sabbath follower, just kidding... totally on your side.
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.