Oblivion
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43 comments

  1. kalipou
    kalipou
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    Just tested it, went to the vampire testroom, became a vampire and i got the following problems, i get vampire spells, some of which aren't listed on this mod, i also don't get about a third of the vampire spells listed on this mod including feed on corpse, when i feed no the test guy my blood bar doesn't go up, if I try the other vampire spells the guy instantly dies and my blood still doesn't go up. I also get the old woman's face from being a vampire and i didn't get any bare fang spell.

    My only other vampire related mod is from the unofficial oblivion patch, gonna check it out see if I can fin a work around or something
  2. Zombiemold
    Zombiemold
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    I'm getting an extremely odd bug linked directly to your mod. When I try to feast on someone (Who is sleeping), 80% of the time it doesn't work, even with most my mods disabled.

    Sometimes I'll simply get stuck standing over someone (Who is sleeping) or, on the rare chance it works, I still get stuck, and the person I fed on seems to cast something (He even makes a noise)

    Whats going on here? Did I miss some step or requirement in the install?
  3. darko870
    darko870
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    I had to edit the .ini file of CoH to allow vampirism and lycanthropy.

    I've found another conflicting mod.
    I use an alternate start mod, Alternative Start by Robert Evrae. It allows me to infect myself with diseases, among them is advanced polymorphic hemophilia. When I start a new game and choose to be a vampire, my blood is drained to zero, and when I feed my blood does not go up.
  4. ndervish
    ndervish
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    Sure. Making the threshold levels for Blood Immortality was already on my to-do list, just at a low priority. I'm leaving on vacation next week, but this should be a simple change, so I should be able to get to it before I leave. Once that's in, you can set the magicka regen threshold to 0 and effectively disable that part of it.

    Although I don't think that previous TES games allowed you to be both a vampire and a werewolf at the same time, did they?
  5. darko870
    darko870
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    Do you think you could add in a way to make this compatible with "Curse of Hiricine?" Currently, if you're a werewolf and a vampire, you lose all blood, due to the fact that CoH drains magicka and it is restored via blood immortality, draining blood.

    Since we regenerate magicka automatically, perhaps an option where if you hit 0 magicka blood immortality doesn't work until you regenerate at least one.

    Another option is going into the ini file and setting the blood cost of regenerating magicka to 0.0, but that does take a bit out of the game, since it's effectively infinite magicka.
  6. ndervish
    ndervish
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    I developed the latest version with all DLC active, and have also tested it with no DLC, so that shouldn't be the issue.

    Would it be possible for you to email a copy of your saved game to [email protected] so that I can take a look at the problem myself? Or, if not, can you post your load order to the relz thread on the bethsoft forum ( http://forums.bethsoft.com/index.php?/topic/1197105-relz-blood-is-everything-classic/page__pid__17796428 ) along with a detailed description of what happens when you try to run a game with BloodIsEverything.esp loaded?


    Update: The problem was determined to be that rekh127 didn't have OBSE installed.
  7. rekh127
    rekh127
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    I can't seem to get this to work. I copied the .esm file to the Data folder. I copied the ini file and folder to the Data folder and I loaded the .esm. It didn't seem to convert my vampire, but it did break processing through the levels. I did the little debug I could based on comments in here as I've never done modding before. I tried it with a freshstart going to the vampiretestroom, but it still didn't load. I also can't seem to become a vampire with this mod loaded. Perhaps is it incompatible with shiveringisles? I did try it without any of the DLC loaded, but it still seemed to be a no-go. What am I doing wrong? What can I do to check variables to help debug?
  8. ndervish
    ndervish
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    From the general user perspective, the important part is that "BloodWaste" and "Vampire.BloodWaste" are two different values, which is why the upgrade process in the readme is necessary - you need to transfer your character's waste value from the old one to the new one.

    From the technical perspective, these values are scoped differently - "BloodWaste" is globally-scoped, while "Vampire.BloodWaste" is locally-scoped to the Vampire quest script. The TES scripting language is very weakly scoped, so this doesn't actually make that much of a difference in practice, but it does help to keep the code a little bit cleaner and more self-contained, as well as reducing the chance of unintended interactions with other mods.
  9. monuel
    monuel
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    Sorry if this is another stupid question but how does that change anything? set vampire.bloodwaste to z still contains bloodwaste. I've tried set bloodwaste to z but that doesn't work either.
  10. ndervish
    ndervish
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    No problem. The storage location for the waste rate was moved from being the global variable "BloodWaste" to the quest variable "Vampire.BloodWaste" in the changeover from 0.2 to 1.0 (which is also where I added the "Classic" designation).