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About this mod

Allows vampiric players to pass their state on to NPCs. These vampires will hide from the sun and hunt at night instead of sleeping, feed off sleeping NPCs and corpses, and otherwise retain their former identities. If the player infects an NPC who has a high enough disposition, they\'ll offer to serve.

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Spreading Vampirism
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This plugin allows vampiric players to pass vampirism on to helpless NPCs. They will take shelter in the daytime and wander outside at night, retaining their former identities. If thirsty, they will feed off sleeping NPCs (On occasion, this will turn the victim into a vampire as well) or fresh corpses. (If they're very thirsty, they'll have no qualms about creating a corpse to feed on) If, when turned, a vampire has a disposition of 70 or more to the one who bit them, they'll become fanatically loyal. This isn't restricted to vampires transformed by the player, but those loyal to the player will have added "Follow/Wait" functionality, and a single vampire loyal to the player can be favoured. The favoured vampire will be more powerful and receive a strong (but magicka-consuming) combat feeding spell (This also has a chance of turning the victim into a vampire, in which case they'll break off combat), as well as allowing the player to access their inventory.
This plugin does not affect the already-present vampires in any way. Only ones transformed using this mod.

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Installation
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Requirements: OBSE v0014 or later.
This mod is incompatible with Open Cities. Expect a fix shortly.
Extract the archive to Oblivion/Data. If you use Elys' Universal Silent Voice, which I highly reccommend, the "Sound" folder in the archive is unnecessary. Activate either SpreadingVampirism.esp, or SpreadingVampirism_NoSecondaryInfection.esp if you don't want vampiric NPCs to be able to turn other NPCs into vampires, using Oblivion Mod Manager (OBMM) or the Oblivion launcher's Data Files section. If you use Open Cities, use SpreadingVampirism_OpenCities.esp or SpreadingVampirism_OpenCities_NoSecondaryInfection.esp instead. If you experience unusual thumping sounds when using this plugin, also activate ScriptEffectSubduer.esp.

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Uninstallation
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NPCs that are vampires when the plugin is uninstalled may have their aggression and responsibility (And the favoured vampire's confidence) attributes permanently altered. See "Miscellaneous" on how to cure vampiric NPCs before uninstalling.

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Technical Details
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Whether the player is vampiric or not is determined by the standard "GetVampire" function, so if a vampire overhaul that hides the player's vampirism is used, toggling vampiric appearance may be needed. The standard "Infectious Bite" power is added when player.GetVampire turns up 1, and removed when it's 0. Essential or respawning NPCs, as well as those without low level processing, can't be affected, as well as beings immune to disease for immersion's sake. Otherwise, for example, you could infect a bandit and end up with all bandits of that type being vampires. This does something to alleviate that.
If a vampire hasn't had any blood on the current day, and any sleeping NPCs (not vampires) or corpses (not undead/vampires) less than an hour old come into their "range", they'll take the opportunity to feed if no non-vampires are observing them. If a vampire has went three days without blood, they'll feed even if they're being watched. When first transformed, vampires start off thirsty, and the "Last fed day" is considered the day *before* the one they were turned.
Whenever a vampire is inside, their co-orindates are saved to provide a place to hide if they get caught outside in the sun, and a "Shelter marker" shared by all vampires is moved to them if not already there. Whenever they're outside, and a persistent "Wander marker" shared by all vampires isn't in their cell, it's moved to them.
If the player or a vampire enters an exterior in daytime, the vampire will pop back to his saved "shelter" co-ordinates. If it becomes sunny whlie both the player and vampire are outside, they'll more visibly run for the shared sheltler marker (as opposed to the unique saved co-ordinates, which an AI package can't really be set at). Either way, once out of the sunlight, they'll wander about in their shelter until nightfall.
If it's night time and the vampire is sleeping or going to sleep, they'll instead wander outside in their home city or at their shared marker until sunrise. If, for any reason, a vampire would be sleeping in the daytime, they'll be left alone. Unless, of course, they would be sleeping in the sunlight. The vampire is allowed to keep sleeping if transformed at night until they first awaken, however, though they'll experience nightmares.
Vampires' eye colour will change as soon as they transform, but they won't adopt the remainder of their vampiric appearance until the blood previously in their system has had time to drain, and the NPC is loaded again.
If the player doesn't share a cell with a vampire for two days, not giving them a chance to feed, the vampire gets the benefit of the doubt and will reset to having gone one day without blood.

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Conflicts/Known Problems
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This mod should be loaded before any that change the sleeping idle animations. This means that vampires won't experience nightmares if they transformed in their sleep, but it's not a necessary addition by any means. This will also conflict with any other plugins that, by a freak fluke, create a global variable called HasTheTouch.

Loading a save that was made while a VampireFeed AI package is running (That is to say, a vampire is walking over to a sleeping NPC to feed) will crash Oblivion. This plugin doesn't cause this, but it does make use of the VampireFeed function. It's unlikely to cause any trouble, but if you only keep one or two saves per character (Which is a very bad idea anyways) a lot of your game is liable to be lost.

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Miscellaneous
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Typing "Set HasTheTouch to 1" into the console will give the player two lesser touch powers. One is an easier, more widely usable infection spell (It doesn't require the player to be a vampire, and can work on non-helpless, respawning, no low level processing, and/or essential beings. Needless to say, use with care), and the other cures vampirism.

Aside from its standalone usage, consider this plugin a modder's resource. Anyone may use anything in this plugin for any non-commercial purpose. In fact, this plugin was made with abundant comments in the scripts and room for expansion in case anyone *does* want to use it.

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Special Thanks
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TalkieToaster, the creator of Companion Share and Recruit. A trick he had for script packages proved necessary for a lot of this plugin to work properly.
Vagrant0 here on TESNexus, for scripting help.
The Werewolves Team behind Curse of Hircine. Again, I never could have made this had I not learned what I did from the .esp file.
The community at the Elder Scrolls Construction Set Wiki, the single best database of Oblivion modding information there is.
Bethesda Softworks, for the game itself and modding tools.
pihwht on TESNexus for his vast help playtesting, and enough encouragement that I don't get too depressed by the countless bugs he's found.

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Changelog
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v1.6a: August 11th, 2008
-Vampires will now not need to break off feeding on a sleeping victim due to witnesses unless they're rather close to the victim. Nothing wrong with loitering around them until nobody's looking.
-After some deliberation, the Aggression increase after three days without blood has been removed. It only causes trouble.

v1.6: July 8th, 2008
-Vampiric NPCs can no longer feed off of actors with a base health of 0. Predominantly, the non-animated skeletons you see littered around dungeons.
-The recent changes made to make hunting easier didn't apply for Cheydinhal. Fixed now.
-Those same changes also conflict with Open Cities. Two new plugins were made that disable this, for Open Cities users.
-Increased the priority of the loyal vampires' greeting dialogues.
-If the player has a bounty, loyal vampiric guards will now remove the bounty instead of trying to arrest.
-Vampires were previously having trouble feeding off sleeping victims. Should be fixed now. Also note that vampire-feedings can register if they get close enough, even if they never end up performing the feeding animation.

v1.5a: June 17th, 2008
-Fixed a problem with vampires remaining stock-still outside when they should be wandering about.

v1.5: June 16th, 2008
-Secondary Infection should actually work now. If you don't use NoSecondaryInfection.esp, of course.
-Vampires will no longer experience what looks to be seizures on occasion.
-Vampires should be more willing to enter combat.
-Overhauled the hunting/shelter AI to stop vampires traveling about nonsensically.
-Overhauled the hunting AI to make it easier for vampires to find a hunting location.
-Vampires will only interrupt their feeding if the witness actually has line-of-sight to them, as opposed to just hearing them.
-Added matching blank dialogues for MurderNoCrime and AssaultNoCrime. Also, all of these dialogues will only take effect if it's not the vampires themselves being wronged.
-Improved the scripts for searching for victims when multiple thirsty vampires are in the same cell. Again.
-Cleaned up the main script somewhat.

v1.1a: June 12th, 2008
-Fixes a bug that caused vampires to remain in the "Feeding" faction after corpse-feeding, so their every idle animation becomes the feeding one. These changes make the main script somewhat under-optimized, but this struck me as an important thing to release quickly. Expect a more streamlined script shortly.

v1.1: June 11th, 2008
-Vampires were responding slowly to changes in orders made while said vampire is checking for a victim. Fixed now. This should also improve the scripts when multiple thirsty vampires are in the same cell.
-Vampires, unless crazed with thirst, will not feed while being watched by a non-vampire (Not including the player, for maximum compatibility with vampire overhauls).

v1.0b: June 6th, 2008
-Added an empty "murder" dialogue to go with the assault one.
-Fixed a nonsensical problem with trying to access the Favoured's inventory crashing the game.
-A new vampire's disposition towards their sire will now be checked *before* adding them to the Vampire Faction.

v1.0a: May 25th, 2008.
-Apparantly, an NPC going straight from a sleeping position to a VampireFeed package crashes the game. Fixed now.
-Added ScriptEffectSubduer.esp to the archive, for those who experience annoying thumping sounds with this plugin.
-Added an empty "assault" dialogue for vampires-not too high priority-so they'll stop screaming when a different vampire feeds.

v1.0: May 25th, 2008. Initial release.