Morrowind
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PrinceShroob

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PrinceShroob

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About this mod

Changes vampirism to work like in Oblivion and Skyrim; feed on your clan's cattle to decrease your vampirism stage. Most people won't recognize you as a vampire until you reach stage four vampirism.

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DESCRIPTION:

Morrowind's vampire experience was more of an Easter egg than a viable path through the game -- while the benefits were enormous, they came at the cost of almost total isolation.

This mod alters how vampirism works in Morrowind to be more like Oblivion and Skyrim. When you first turn, you are not affected by sunlight and many will not recognize you as a vampire. However, every twenty-four hours afterwards, your vampirism "stage" will increase, to a maximum of four. At that point, your vampiric abilities will be at their strongest, but you will take heavy damage from sunlight, and very few people will be willing to speak with you. NPCs that have the "NoLore" variable in their scripts will never care that you’re a vampire.

In order to return to the earliest stage, you must feed upon the cattle present in Ashmelech, Galom Daeus, Druscashti, and Reloth Ancestral Tomb by using your Vampire Touch spell on them. You need permission from your clan's ancient to feed upon cattle in your lair, but you can snack on other clan's cattle (or the cattle in the Reloth tomb, away from Raxle Berne's prying eyes) with impunity. The player will be able to perform vampire quests at any stage, and will always have the appropriate undead appearance as a vampire.

The benefits from stage four vampirism are weaker than vampirism in the base game. The bloodline-specific specials have been similarly nerfed. However, NPC vampires are unaffected by these changes, and are as strong as ever. While a vampire, the player will use the echoing vampire hit lines that shipped with the game but went unused.

No vampire quests from the base game have been altered. You must still complete the ancient's two tasks and then kill enough of the rival clan's members to be allowed the privilege of using the cattle for food. However, new vampires have been added to Ashmelech, Galom Daeus, and Druscashti that provide additional services. Between the new vampires and the originals, every clan now has an alchemist, a smith, and a spellmaker. The Aundae have an enchanter, the Berne have a merchant who sells thieves' tools, and the Quarra have a general merchant.

Additional dialogue has also been added. Telvanni and Mages Guild members will allow vampires who outrank them to use their services, and will generally be more polite to vampiric fellow faction members, especially their superiors. New rumors will point the player to Ravyn Omayn's and Mastrius' quests, which previously required you to stumble across them. By speaking with mages and sorcerers, you can learn more about the three vampire clans on Vvardenfell, which allows you to figure out where you clan is headquartered using in-game information; you can receive more specific directions from clanless vampires of your bloodline. Finally, mages and sorcerers will be more helpful when searching for a cure for you condition, pointing you to Jobasha. Reading the second volume of Vampires of Vvardenfell will allow you to ask around about Galur Rithari's papers.

There are also a few fixes incorporated: the dialogue for Aundae and Berne vampires has been altered so that the "limitations to our powers" topic appears; in accordance with the Morrowind Patch Project, the player will receive the Vampire Fly spell mentioned in vampire dialogue when they turn; NPCs who dismiss you due to vampirism will now attack you outright to avoid problems with permanently raising their fight; Mastrius, Marara, Merta, and Irarak have been edited so that their auto-calculate flag will no longer destroy their vampiric appearance; and Odmi, Iminda, Toranu Rothalnim, Ticemius Conciatius, and Jeanciele Macile have the appropriate appearance and script to match their hit and attack lines.

Finally, non-vampires also gain some benefit: the clan's cattle may be freed, and will contribute to the freed slave counter and tell you about the Twin Lamps if you've already freed enough slaves.

REQUIREMENTS:

A working copy of The Elder Scrolls III: Morrowind.

INSTALLATION:

Place the contents of the .7z file in your "Data Files" folder, which is usually located under Bethesda Softworks/Morrowind.

The ReadMe document is not required for the mod to run -- you may keep it or discard it.

UNINSTALLATION:

It is recommended that you cure yourself of vampirism, then you may delete the included .esp file.

UPDATING:

Replace all older files with newer versions. If in doubt, replace all mod files with the contents of the latest uploaded archive.

No in-game configuration is necessary.

BUGS:

Because cattle are spawned from leveled lists, allowing the cells to reset after they have been freed will cause new cattle to reappear, allowing for essentially infinite incrementing of the freed slaves counter. However, as no new rewards for freeing large quantities of slaves have been added, this provides no benefit to the player once thirty slaves total have been freed.

COMPATIBILITY:

This mod edits several scripts related to contracting and curing vampirism, as well as the scripts on vampire NPCs and their cattle. A script has also been attached to the book Vampire of Vvardenfell, Volume II. Where necessary, fixes from the Morrowind Patch Project have been carried over.

If you have another mod which alters vampirism, it is recommended that you do not use it and this mod together, as they are likely to conflict (although they may not necessarily).