Oblivion

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Pihwht

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pihwht

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Train Npcs to serve as cattle. You don\'t have to kill to be evil.

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3.9 ( requires OBSE 20x ) Vampire trainers work much better and are a bit more independent tending to appropriate the belongings of new cattle. If you tell a vampire who has qualified as an assistant trainer that there is a plaything available, they will often undertake the training themselves. Trainers who are in the same location, may decide to help. Authorized trainers may also jump into help when you cast VA or use the club. 3.9 Also adds a new amulet. If you get an npc to wear it, they will/should be hauled along behind you to the location of your choice. It is a collar. As a treat, your player may also anchor a leash/halter wearing npc in a specific location. If a bed or food is available, they should spend time sleeping and eating once they settle down. Only one anchor location is permitted as of version 3.9.

Hawke1133 helped me find and fix some problems with Training the Player so I've uploaded the fixes.
3.7 ( requires OBSE 18x) adds a cattle training rod which may be used instead of or in addition to the regular Vampire Arrogance spell. Certified vampire trainers seem to have no problem recognizing that training is going on. In addition, in a new game you won't get the Luring spell to clutter your spell list if you player's personality is too low for the seduction dialog choices.
3.6 ( requires OBSE 18x) Improves vampire trainers so that they work more effectively. Vampire trainers will sometimes cooperate by casting VA until a new cow is made. Fixes VA so that it doesn't work on dead bodies. Fixes a gender filter issue with the Counts quest. Allows those npcs who claim to own houses that actually belong to their factions, to invite your player to use the property as you see fit. Makes a few changes with the attacks on the player from npcs who don't like the idea of integrating vampires into society. Corrects a problem in 3.4 which had too many new cows get happy too quickly. Now, more new cows should rebel or fall into dispair.

Have added an optional file which brings the player into the Training Cattle system. A new character does not need to seek infection. It will seek him. Includes a tiny quest involving a bit of treachery on the player's part.
3.4 ( requires OBSE 18x) Adds some opponents if you're are in the habit of freeing cows to make the world safe for vampires. Someone thinks that is a bad idea. Reduces the differences between volunteer cows and forced cows. They all get the name change, and their behavior should be the same. Occasionally, the name of cow in a cell with a player on loading a save doesn't adjust properly, but it will return to the cow in question at a later time. Found an fixed a couple of the "no greetings" that seem pervasive in this mod. Both of these could be fixed by feeding or by letting the affected npc talk to cows a little more.

Training Cattle is a little bit different from many quest mods. Much of the action takes place without the player's knowledge. If you wish get the plot(s) going, train cattle, and free cows to go back to their lives singing your praises. Then take time to hang out with npcs as they gossip. Unfortunately, you often cannot hear what they are saying, thier dialog doesn't show up on the screen consistently, but if npcs have been talking to your livestock they are likely to be talking about vampires. As more talk to each other, attitudes toward vampires will change. Meanwhile, other npcs in the world the player hasn't even met will notice and take action for or against the training of cattle. The world may be a little more dangerous for your defenseless cattle.

The mod is compatible with old saves. You may get a rush of log messages is you've got a very experienced trainer. If you use a vampire overhaul, be sure to use the non-vanilla esp. For me it worked fine with Unholy, VE, and LTD with the non-vanilla esp. Of course, that has been a few weeks.


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Sandorena was successful and Sandorena was busy. Leading the Mages' Guild and the Thieves' Guilds simultaneously while remaining active in the Fighters' Guild and helping unfortunate residents of Cyrodiil solve their local problems kept her going all the time. She was not surprised to be tired after an encounter with vampires she undertook for Azura as Champion of Cyrodiil. After healing the wounds she received fighting the vampires at Gutted Mine and making one more visit to Azura's Shrine, Sandorena trudged home to her house in Bruma. People she talked to during the next few days told her they thought something was wrong. Caring about her, they urged Sandorena to visit the temple or a healer. She could have. She could have taken a cure disease potion or cast a cure disease spell. Sandorena was just tired. She had a disease, but it was not like helljoint or blood lung. She was just tired. Then she died in her sleep.

When she woke up, she was thirsty. She was thirsty for blood. Instinctively, she knew how to take that blood from her long-time partner Andrew without waking him. Just as she was beginning to understand the source of her earlier fatigue., a strange woman showed up in the room and gave her two sets of shackles and a book before running out of the house.

Reading the book showed Sandorena how to cast a spell and asked her to become involved in a plan to change the lives of the vampires and mortals in Cyrodiil forever. The anonymous source of the shackles and book, believed it possible to force any mortal to serve vampires without dying. Anonymous wanted Sandorena to discover whether this was true and to develop a technique for doing it. Sandorena did not realize that she was being drawn into a conspiracy that would affect all of Cryodiil.

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3.24 The spell VA is changed a little bit so that casting it at a future cow wearing bound armor is less apt to cause a crash.
3.23 DocClox found that vampires wouldn't attack even before your player became a vampire. This fixes that and another problem Pvan found that prevented your player from gaining control of a cow's house if things worked out just right. Now you'll get another chance to ask.
3.22 reworks 'Charm and Seduce' so that it works a little bit better. Lovelies visit a little more energetically and a crash which visited Pvan has been fixed. Susan's dialogue has been modified a little bit.
3.21 fixes the beginning which got messed up again somehow. Thank you, Pvan. I don't remember changing that script. I've also made an adjustment to "Charm and Seduce" which may help with the problem Pvan ran into. I still haven't reproduced it, so my hopes aren't high.
3.2 (still requires OBSE 17b) Finishes the castle sub-polt and makes 'Charm and Seduce' much more active and effective. They will persue npcs they regard as good prospects. To achieve results, the player will still have to spend time the the cell and npcs will have to have time to talk. but the lovelies will set them up more effectively. Training irons are more readily available to allow the player to follow a new path for training cattle: restrain them with the irons and torture them as your player desires. There is a new vendor in the ICMarket named Susan who doesn't work 24/7, but who will always have irons if your player lacks them.

3.192 Fixes some quest log spam The_Scourge found. If you lose the training irons, you will get another pair in a couple of days. The mod will check to see if the player has the irons at midnight. If they are missing two nights in a row, a replacement will magically appear.
3.19 Adjusts respawning npcs the player chooses to make into cattle or vampires. They will still respawn, but not until they die. They should not require frequent visits. When they become cattle or vampires, the respawn flag is removed. When they die it is reapplied. Hopefully, this will preserve npcs needed for quests. Cattle need to have 'Vamp Cow Recover' cast on them while they retain 'cow' as part of their name if they are to continue as cattle. They will need training after that or they will function as amateur cows. Npcs made into vampires are ready to feed the first time. In both cases, respawning is postponed until death. This does nothing in regard to levelled list npcs. They continue to behave in the same way. We also make another attempt at plugging Pvan found holes. Thank you, Pvan.

3.187 Plugs a couple more holes which Pvan found and resupplies you with training irons if you lose them.
3.186 Okay. This one does what 185 meant to do a little more effectively. Jerian shows up more quickly and is more reliable.
3.185 Shadowform discovered that in some miraculous way something mysterious had happened and the whole game wouldn't start in a consistent fashion. Actually, when I tested it before uploading, everything was fine. When I tested it after hearing from Shadowform, Jerian showed up the first time, but after that she wouldn't show up at all. We're in the process of adjusting the follow command and expanding the plot, but I wanted to get this up while the beginning still worked.
3.184 fixes another "No Greetings" message Pvan found, and corrects the problem of npc items disappearing if you take the violent approach to training. If you install the Trainin Irons violently, you will need to leave them with the npc until 'Cow' is added to the npc's name or the irons will pick up a stolen flag. A problem Cassandra at the Bethesda forums found with LTD's Vampire Overhaul and hypnotism showing the '-vamp dealings' topic is also fixed. I think.
3.183 Pvan found a misplaced "mistress" "master" pair in real estate which is now fixed and a misplaced disposition check which is also fixed. The error in giving the house is tested. The disposition check has not been checked, because it showed up in rather unusual circumstances. I'm pretty sure it is fixed also.
3.182 puts Jerian back the way she is supposed to be in a new game with her forced greeting working. Some further adjustments to book spam also made. Npcs should stop hollaring at the player about the book about how to be a cow. There is also a slight chance that Jerian will make a brief appearance later on carrying cash as a reward for progress by the player.
3.181. Thanks to Cassandra, a bit of random conversation where npcs could talk about the books before they were distributed has been squashed.
3.18 (OBSE 17b or later) implements a little bit of independent feeding by vampires. If the player is present and a sleeping npc is available, the npc vampire will break off what she is doing once each day and run the feeding animation. The vampires still have problems finding the sleeper occasionally. The player now has the option of infecting an npc without having to wait for a request by the npc. Changes to fame/infamy have been slowed down.

3.171. This morning the vampire effect didn't seem to work. I thought it did before. Now it does and it stacks.
3.17 allows a little bit of damage when a vampire npc feeds on a sleeping victim. It also advances the plot a little bit with the introduction of a new book written by a cow named Long Neck. There is a chance that a dialogue problem encountered by drogers_wv is fixed and the garlic allergy may kill your player a little quicker if you are carrying lots of garlic.

3.16 (OBSE 17b or later) makes it possible for you to gain a vampire companion without forcing them to first be a cow. This version, again, leaves cows a little stronger and better able to resume their old lives than earlier versions. We also added a small garlic alergy. No reason to start a new game, but new cows will end up a little more capable.

Your vampire can also gain access to the Skingrad Castle.

3.15 makes available some dialogue options which disappeared when I cleaned up some quest conditions for 3.141. Recruiters should be a little bit more aggressive and guest vampires should feed a little bit more often.
3.141 fixes a misplaced semi-colon and should stop a bit of spam. Should also, unless I caused another new problem, keep cows you don't want to turn into vampires asking for large drinks.
3.14 (OBSE 17b or later) Fixes things so that Sam won't wear irons. The mod always placed them on Sam's person instead of in his chest, because Sam gets killed frequently in my games. Placing them in his inventory insured that the player had a chance of getting a few extra irons if Sam's body hadn't disappeared. This version checks to see if he is dead, resurrects him if he is, and places the irons in his chest so that he won't be wearing them. I'm not sure how this will work out, but everything seems okay with a couple different vampires in my game. We can wait to see what new problems this solves.

3.14 also starts the player out with two pair of cattle irons. Jenariel and Pvan have succeeded in determining that mercantile skill level keeps Sam from selling irons sometimes. Starting out with two sets will allow a little more flexibility for the lower leveled vampire without changing the emphasis put on the development of the more socially oriented skills and attributes. I've not been able to do anything with the problem Mariojakobi encountered with Imperial Guards. In my own game I was able to confirm that Imperial Guard Lovely Cows left alone for several days are respawned and are no longer your cattle even though they carry the name for a time. Quitting the game and reloading removed the leftover name in my game.My Imperial Guard Lovely Cow didn't do anything goofy except go back to his regularly scheduled guardpost. An Imperial Guard Lovely Cow visited everyday stayed a happy cow for a couple of weeks. Ignored for three days, he got his armor back (which my player had stolen) and went back to his regular work.

3.13 Attempts to prevent a problem Elriczano had with his infamy going wild which I haven't been able to reproduce. I don't think it will happen again. Mariojakobi encountered creatures that were overly tolerant of his player. That friendliness is toned down and tested. This version also attempts to fix an oversight on my part I'd been planning to check, but which Mariojakobi found and explored to his very reasonable annoyance. I think this last problem is also fixed. It is very a simple fix, and I think it will correct an ongoing issue. It prevents it from happening in the first place.

3.12a Mariojakobi noticed that battle cries were missing when cattle irons were in the player's inventory. I think this fixes that.
3.12 (OBSE 17b or later) LostScout discovered that 3.11 and 3.11a messed up greetings for Martin and Ocato near the end of the MQ. This version fixes that. LostScout very kindly tested 3.12, so we know you won't run into the same problems he encountered. We also discovered that many of the vanilla quests have setstage commands and other stuff in greetings, hello, infogeneral and even goodbye. I think we've adjusted things so that most of those problems will be avoided, but we won't know for sure till someone runs into a problem and then we'll know that a problem hasn't been avoided. Martin has been protected thoroughly and Ocato's greetings are protected unless you make him into a cow. Greetings of other figures who are important to quests should be safe, but if you make an npc into a cow all bets are off. If you want to play a quest out, you might want to hold off on inducting the key figures until the quest is finished. I hadn't run into the problem before, because I spend my time messing with the mod instead of doing the quests.

This version also expands the concept of a vampire-cow game spreading through the population. The person who has engineered this whole thing and arranged to give the player the spell and the irons, has published some books about the game. As Lovely Cows circulate you are apt to overhear npcs pretending to bite each other. A small number of npcs who have actually gotten ahold of the book itself my ask you if you would like to play.

The recommendation quests for the Mages' Guilds have been subverted. If you manage to induct the head of one of the guild houses before receiving your recommendation, he or she should send in your recommendation. It is a silly sort of thing to do, because those quests are fun. A low-level player will have a pretty hard time making the heads of any of the Mages' Guild houses into a cow.

Once cowed, most of the Counts and Countesses will offer your player the use of their castles. I imagine that they will request your placing a vampire or two at their disposal in the future, but they don't do so yet. A couple of other important npcs will offer the player access to areas which are normally off limits as well. They really love your vampire.


3.11a I found a couple more male vampire holes in regard to promoting cows and asking them to recruit. Very sorry.
3.11 Attempts to fix a problem which Marpy discovered. I've not been able to reproduce it, but I did find a hole a male vampire player might be able to encounter, and I've adjusted the script which watches over the cows to try to automate some promotions within the cow faction.

3.0 (OBSE 17b or later) Allows you and other vampires you befriend to infect other npcs with vampirism. The player must wait for a request to come from an npc. The request may be accepted or rejected. Non-player vampires infect accidentally, but the disease progresses in the same fashion either way. The infected npc feels bad for a couple of days then goes to sleep and awakens a vampire. If the player points out a treat, the new vampire will try to feed the same way the vampire npcs do in 2.97 and 2.8. When around other non-vampire npcs who have been fed upon before, the npc vampire will attempt to feed through dialogue. Like the Lovely Cows, the vampires created by the mod will attempt to carry on their lives without reference to the player. The vampires won't be so deferential as the cows. They are fond of the player, but they won't fawn over him or ask for favors. New vampires are a little clumsy. There is a small chance that they'll kill those they feed upon at first.

This version also adds a little bit to advance the larger plot in that the player may gain access to the castles, if the Counts or Countesses go through training. They are a little harder to persuade if you want to draw them in to the player's orbit through the addiction to vampire nibbles.

The vampires are not good companions anymore than the cows are. I've tried to keep them independent. They will follow and allow access to gear, but this mod does not replace CSR or other companion mods. CSR does work with the vampires. I'm pretty sure it works with the cows too, but I haven't tried it. The cows do show up in the list of friends.

This version, 3.0, doesn't implement stages. If everything works, I may do that later.

There are a few changes to basic cowdom, but things seemed to work fine with an old save from last year. You shouldn't have to start a new game. Old cows won't be quite as flexible as new cows, but they will happily offer their blood to your player or other vampires.

After getting involve with other vampires, the player will pick up a power to force an infected npc to take a nap. That is just for those npcs who don't have sleep on their schedule.

2.8 Fixes a dialogue greeting issue which affected a couple of quest giving vampires. It also begins a largely untested expansion of usuable real estate.

2.97 (OBSE 17b or later)The biggest difference is that feeding on a sleeping npc has an effect on them now. It does a small amount of health damage, but more importantly gives them a dream which they remember it they fall into a group of people talking about and praising vampires. In that case, they will be more willing to let you take a playful sip through dialogue.

Should work with an old save. Rebalances training a bit, especially when it involves vampire npcs doing the training. This means that new cows progress according to the depth of their addiction to and interest in vampires. It is possible now that a volunteering cow will skip a few of the stages more coherently. The player still needs to cast VA at the new cow at least once to get things going.

The problem of vampire npcs not being able to see cattle left for days in their lairs is reduced. Still seems to pop up occasionally, but most of the time you should be able to step up to a vampire and tell him to feed or just cast Vampire Treats on him.

Cows are not quite as weak in this version. Most will have a little bit of magicka once they turn lovely. They will still not be much good as fighters, but are more apt to try to heal themselves. Some will cast one or two offensive spells if they feel threatened. Unfortunately, this is usually an error on their part. If we are going to embrace one or two of them down the road, I thought they ought to be a little stronger.

Vampire npcs will train cattle more aggressively. They can tell if a recruit is ready. If one of your potential cattle is given training by a vanilla vampire, they will usually run over to you to talk to you. I had one who didn't. It is best to lead them to a quiet place and cast Vampire Arrogance at them. My player thinks it safer to cast it twice, but once is probably sufficient. I've only had three npcs trained by one of the generic vampires and can easily imagine problems. If you run into the "NO GREETING" problem ( I don't think you will, but I did) cast the sleep spell and feed on the new cow once they are asleep. That should get you past the problem.


2.95 (OBSE 17b or better) Recruiting by Lovely Cows has been enhanced. If you explicitly tell them to charm and seduce people, they will make an extra effort. If they are dressed in very expensive clothes, people will listen to them more closely.

The biggest change is the addition of vampire npcs to the mix. You could already share cattle with other vampires, but now, after vampire npcs have learned to feed without killing and have calmed down a bit, it is possible for them to move to town to a venue which your Lovely Cows have prepared. If vampires are popular in the Mages' Guild in Anvil, and you can sip from most if not all of the residents, a vanilla vampire can join the party and feed through dialogue. There is nothing fancy about it, but this will accelerate the generation of volunteers for cowdom. It is possible that these vampire npcs will work with Toaster's CSR. I've added low level processing to them so that CSR doesn't throw up a warning. CSR commands do work, but I haven't tested it very much. You might be able to build that vampire army you've been thinking of, or you might lose everything you've worked toward. Subjectively, vampire npcs seem to feed less while told to wait using Toaster's than when taking orders from Training Cattle, but I'm not sure of that.

When you return to a vampire lair where you have left a cow, you will still have to tell the vampires that they have a treat waiting. Sometimes they can see the old cow, but often they cannot. Before talking to them, tell the cow to sleep. If the vampires can't find the cow, you'll have to walk out of the cell with the cow and then return, put the cow to bed and talk a second time to the npc you plan to recruit. The vampires are not companions, but if you happen to be attacked they will, in my experience, take your part enthusiastically until they are injured seriously. I wanted to have the feeding begin upon your arrival, but so far the stale cow problem has kept us from that. The vampires try to sense the sleeper, but they will fail.

This should work with an old save, but some dialog choices will remain outside of the current structure. I went back to an old pre-Lovely save, and everything worked even though the dialogue menus were all over the park.




2.91 attends to a log spam issue that served no purpose at all.
2.9 (OBSE 17b or better) expands dialogue choices. You can feed through dialogue with your new cattle. It may slow down their conversion, but there is a small chance that dialogue feeding from reluctant cattle will speed things up. Lovely Cows who are reintegrated with the world now actively advertise vampires and strive to persuade others that vampires can be trusted. In particular, the player is a wonderful person. This is a slow process. You will have been training cattle for sometime before you notice any effects. As you talk to people, you will notice that there is occasionally new choice offering to demonstrate what your cattle have been talking about. As npcs talk to cows or let you take a sip, they will share their experiences with others who have a chance of becoming available to you. Eventually, npcs have a chance of asking to stay with you. The expansion the the seduction aspects of the game may be too easy, but it is difficult to guage. Npcs who are seduced through conversation with cows or little sips, do no require much training time. They are in love with your player before getting the training irons.

It is also possible to share cattle with other vampires. If a cow is asleep, and you have a vampire you can talk to, you may offer to share the bounty. Vanilla vampires and a certain Count actually seem to appreciate the gesture. Right now, there is nothing to be gained from this except their affection, But if you offer a cow, a vampire barbarian will walk right over and feed. In my testing, if something happens to prevent feeding like the cow had died suddenly or he hasn't gotten all the way to sleep, your guest will be disappointed and think less of the player.

I believe that cattle are a little more apt to die in the early stages, and an occasional cow will still try to kill other cattle or the player if allowed to spend time awake before her transformation. If you ignore a new, untrained cow for a few days, he will be on the verge of death when you get back to him.

Curiously enough, with this version, a command spell will stop the very rare npc who is not restrained by combination of the training irons and VA. I've only had that happen once. Since I didn't want to be attacking the npc in fron of the guards, we used a command spell to get him back inside the house. To my surprise, the command spell didn't effect the operation of VA. After the npc was changed into a cow, the command spell was still functioning. After that wore off, things progressed normally.

The quest logs have been cleaned up a bit. There is less repetition.


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When the player wakes up as a vampire, he will be visited soon by an Agent who will leave a book, one set of Training Irons and two pair of Cattle Irons and an unhelpful message urging the player to figure things out. Reading the book yields a spell called Vampire Arrogance which will transform people into vampire cows if used with the shackles. From that point, things are pretty much up the the player. At first, your only choice is a violent approach. You have no way of asking an npc if they would like to be a cow. If you are going to create a cow, your first objective is to get the Training Irons into an npcs inventory. Casting Vampire Arrogance will do it eventually if their willpower is lower than the player character's willpower. (If an npcs willpower is higher that the player's VA won't do anything except make the npc mad.) If the chosen npc is a friend, you could give them a gift or ask them to open their inventory. They may not appreciate the gift.

If you are being violent and your player's willpower is high enough, eventually, the npc's inventory will be accessible. Place the training irons and close the inventory. Cast VA repeatedly. Usually, their inventories stay closed until their stats have lowered sufficiently for them to be good cattle and you'll get a message. Once in a while, their inventories will open repeatedly with a message that training irons would be useful. Just keep casting till the inventory opens with a message that it is time for the cow irons. Replace the training irons. Close the inventory. Their name will have “Cow” appended to it. Cast VA once more. Now all of the items in their inventories will belong to you. After you take anything you don't want them to have such as weapons, the new cow should go to get in bed. Be sure you have provided a place to sleep.

Most new cows will be angry. Many will not get in bed immediately. Leaving them alone to think about it, will get almost all of them to get in bed. Those who do not meander towards a bed or bedroll when you return will probably respond to the sleep spell, VA or a brief conversation.

You can have them sleep. You can feed them. They will follow you and you can drink their blood. You soon gain spells to help manage them when they won't talk to you, but most of the time you can give instructions by just talking to them. S

After you've got three cows you will figure out how to seduce potential cows and you will be able to if your personality and speechcraft are very high, but things really open up when your cows come to love their vampire enough to talk other npcs into becoming cows.

There is a sub-plot involving control of the castles which has been brought to a conclusion. You do not need to pay any attention to the plot which is advanced by gaining control of the castles and by releasing lovelies to do P. R. for vampires. It may be safely ignored.

Install the mod by putting it in you data directory and clicking the little box. Uninstall the mod by unclicking the little box. Changes made to turn npcs in to cows and vampires will be permanent, but cows won't be cows any longer. Vampires will still be vampires. Both will usually go back the life they had before TC.

I've tried the mod with most of the vampire mods available and haven't really had any problems. The vanilla version includes vanilla feeding through dialogue. The non-vanilla version blocks that to insure compatibility with mods which change the feeding system. The use of either is transparent to the player. The only time I notice a difference is when TC and another mod such as an old version of Scorn's get in a fight.



The spell allows the vampire to overpower a victim and force them to wear the training irons through violence, but Sandorena has also found that it is sometimes possible to talk people into accepting a gift. The npc who accepts the gift of the training irons and equips them is doomed. Sandy, as she was known to her friends back when she had friends, is careful to cast the spell as soon as her new victim dons the irons. They are always surprised when they can't move, but they always seem relatively compliant and happy when the transition from person to livestock is complete.

The mod is geared more toward seduction than violence. A high personality and speechcraft open opportunities otherwise unavailable. Though it is dangerous to force the training irons on npcs who do not accept them willingly, it is certainly possible. Sometimes there is no other way. Some victims are violent. Npcs will fight back if given a chance, and the vampire must be careful not to kill them. Knocking them out doesn't work. The victims have to be aware of what is happening to them. As the npc attacks and the vampire casts the spell repeatedly, the unfortunate victim finds his attributes dissolving. Eventually he gives up for at least a moment. As soon as that happens, (the npcs inventory becomes accessible) the vampire forces the training irons on the victim and the fight is over. Continued casting of the evil, destructive spell completes the transformation and the training irons can eventually be traded for the cattle irons. At that point, the victim can once again move. Some go directly to bed, but most require a dose of Vampire Arrogance. Some also require a little time.

You will also run into Npcs, bandits for example, who do not react normally to the irons or the spell. In Sandorena's experience casting the spell until they finally equip the cattle irons will succeed, but you may have to chase them down as the usual restraint associated with the Training Irons doesn't always apply. If they should happen to die, before they are trapped by the process, their inventory may appear empty. Casting Vampire Arrogance on the corpse should enable recovery of the irons they never equpped. You can go ahead and give them the Cattle Irons as the appropriate time, but will have to continue your assault until the irons are equipped. Once they do equip them, they should be good obedient cattle if you can move them to one of your cattle ranches and out of the cell where they are meant to respawn. No promises. They might very well disappear. It is sometimes difficult to get them to go places. Usually seems to work better with pauses between castings.


This mod is intended for high level characters with plenty of money. The hardware is expensive. You don't have to own any houses (seduction requires a player owned dwelling, but access to a guild facility should work if there is sufficient privacy), You need to make sure that arrangements have been make for your new cattle to sleep. It would be really mean to create them and not give them a place to sleep. Bedrolls are fine. Ownership of at least one house is necessary if you're going to progress by seducing the people you meet.

A cow's belongings are owned by the player after the name change.

Seduction requires at least 90 in Personality and 60 in Speechcraft. This can be achieved through leveling, spells or enchanted items.


Notes:



This mod has the potential to destroy your game. So far as I can tell, the changes you make to the npcs are permanent and some cannot be fixed from within the game. Restoration spells cannot fix everything. Essential characters are no longer essential. The mod does give your vamp the chance to do something evil besides killing people.

After the cows fall in love, you should be able to safely remove the cattle irons. If you seduced them in the first place, it should take less time for them to fall in love.

Thanks to Toasters scripting, problems with bound armor are solved, but you should never be in a hurry. Most of the time now, the game doesn't crash if a future cow throws on some Mythic Armor. When encountering bound armor, I've found it useful to cast slowly, making sure the spell effects have disapated. It is always best to wait for spell effect to dissapate.

You just put either esp in your data folder and put the little check beside it in the list. Both work so far as I can tell with a number of vampire mods. Scorn's is the only mod where I've noticed bad behavior, but I have no idea how it will work with your collection of mods. You should certainly backup your saves.

When you choose a violent path, put the training irons in place when the subjects inventory opens the first time. Continue casting the spell until the inventory opens a second time and replace the training irons with the cattle irons. If you choose a gentler approach cast Vampire Arrogance after you give your soon to be surprised friend the training irons. (Be sure to remove any gloves or gauntlets.) They will be held in place while you continue the process. When they are ready for the cattle irons, the victims inventory will open. Trade irons, close the inventory screen. Zap them again and they should hop into bed.




A very small percentage of new cows will die of despair shortly after training begins You may be able to keep them alive by forcing them to eat. The new vendor will always have irons, if she feels like doing business. She doesn't work 25/7.

If your vampire's Willpower is lower than that of the chosen victim, they will not be trainable. If you lack a spell to damage their Willpower, you may have to kill them to get your training irons back iif your were able to slip the Training Irons into their inventory before casting Vampire Arrogance the first time.

Drinking deeply is recognized as vampire feeding if you are playing vanilla or are using a vampire mod which doesn't change the feeding system. Have included a second version in the extra folder which doesn't include the feeding script. Of those I've tried, Scorn's is the one where it makes a difference. If you use the version with dialogue feeding with Scorn's you have to be careful about whether your fangs are showing because the fang cursor quits disappearing after you feed on a sleeper.

Merchants are now free to give you property they own. They may continue to work in their old shop as a clerk. Profits are not given to the player at this time, but prices should be better because their skills have generally fallen.

2.81 tries to fix an oversight discovered by Marpy involving victims who throw themselves at you.
2.8 (OBSE 17b or newer http://obse.silverlock.org/) consolidates cattle management dialogue choices so that they do not sprawl all over the place. They should appear when a cow first greets your player. The feeding, sleeping, and following spells are still available, but verbal instructions are now available as well. Seduction choices have also been consolidated. One of the effects of this change is that you will need to maintain speechcraft and personality levels to contine the conversation with the chosen victim. If that isn't convenient, you still have the choice of a violent attack on the npc who followed you home. The changes won't register with an old game, but most of the clutter should be gone for a new one. Some of the clutter will be hidden with an old game as well, but the savegame seem to hold on to the topics tenaciously once they are know. Jcp768 offered the idea and it makes things much nicer.

You no longer have to be a vampire before becoming one of the Terran Vampires. Covert blood drain will start things off.

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Thanks to Kendo 2's KendoGirl_Final which holds the original of the inventory part of the spell. Originally, my thief thought it would be nice to create a spell for muggers, but eventually my vampire took it over.

Nic-V's Lockable Houses is very useful, because victims sometimes run away. The neighbors can take exception to you running down the street chasing the chosen one. One of the various lock spell mods if useful if you are given a house. Your victims will try to run away if they think that fighting is useless. A mod will lock spells is a good idea, because it will enable you to lock up npcs in other locations. Locking them up allows you greater flexibility. You might just lock someone up with some lovelies till they learn to love vampires.


Bg2408's Less Annoying Magic Experience's teleport spells made it easy to pop from house to house checking on the cattle to see if the scripts were working right. Mark and Recall makes it easy to get back to Sam quickly when you notice that you used your last set of cattle irons on the previous npc.

Toaster's Companion Share and Recruit together with Persuasion Overhaul by Strategy Master helps the wimpy player avoid some strenuous fights. Toaster's Postal Service is a very convenient tool for building a herd of cattle. Send a note asking friends to join you near the house you have selected as a base.

OBSE -Elys- Universal Silent Voice is very nice. I doubt you'll have trouble reading the little bits of dialog in this mod, but USV would make sure that isn't a problem.

A mod such as Reneer's Guard Overhaul is useful. Cows tend to have low responsibility and a tendency towards stealing. Guard Overhaul gets them arrested instead of killed.