Oblivion

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Traven73

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About this mod

With hope for the future im proud to introduce (with permission from NomadDervish).... Blood Is Everything - Vampirism Overhaul Revamped!

Permissions and credits
This mod is officially open source, so if somebody wants to do something with it, be my guest. I ran out of interest, so am no longer supporting this.


Long ago (2007) there was a mod released called Blood is Everything. With permission (and help) from NomadDervish (the original author), i'm happy and excited to continue his work.

Now support kurtee's custom HUD bars. Not a requirenment but obviously recomended. Install pluggy with additional HUD active (see pluggy readme for instructions) and kurtee's custom HUD (once again see that readme) and then extract the new file from me to oblivion/data. Allow over ride of kurtee's ini (unless you forgot to rename it like it says in the readme) and enjoy seeing your blood level.

Readme:
Since the blood model is so central to this overhaul, that's where I'll start.


BLOOD MODEL:

When a vampire first encounters this mod, his maximum blood supply is set to 100, current blood supply to a random value in the range of 10-30, and blood waste rate to 1. Each time you consume blood, your maximum blood level is increased somewhat based on the amount consumed. Your waste rate is also increased based on your current blood level and the amount consumed - if your blood supply is empty, the waste rate won't increase at all; if you're at or near your limit, the waste rate will increase substantially. Your maximum blood level never goes down, while the waste rate is reduced by 0.01 each day.

While there is no fixed "you must feed every X hours" rule, maintaining your existence as a vampire uses up 2 blood per game hour, multiplied by your waste rate. This means that an older vampire who constantly gorges himself on blood (and thus has a high waste rate) will go through blood quickly, but will also have a huge pool of blood to draw on. Another, equally-old, vampire who has instead chosen to live off a minimum of blood will find that, though he can't maintain as high of a blood level, he will also use it much more slowly, allowing him to survive on just the occasional rat or wolf.

Feeding on sleeping NPCs increases your blood level by 25-75 and you can only do so once per game hour. Feeding from any source will also restore health, magicka, and fatigue in varying amounts. The higher your blood level, the more health/magicka/fatigue will be restored per point of blood consumed.

Vampire age:

There are two different paths. One for what I call Berserker vampires and the other for Manipulators. Berserkers are for vampires with high max blood, manipulators for vampires with a low waste rate.

1. Newborn. You start here. Extra weakness to fire and drained willpower. No path choice. This is where you start to choose your path.

2. Fledgling: Though at this time you are either a Berserker or a Manipulator, you gain the same abilities. You gain this stage as a Berserker at 150 max blood and as a Manipulator when your waste rate decreases to 0.9 or below.


3a. Mature (Berserker): Upgrades to preexisting abilities. 300 Blood needed.

3b. Mature (Manipulator): Switches from all fledgling abilites to toggles and gain seduction.

4a. Elder (Berserker): Upgrades to all abilities. 500 Blood.

4b. Elder (Manipulator): Upgrade to all existing abilities. 0.55 blood waste.

5a. Ancient (Berserker): Upgrade to all abilities. 900 Blood.

5b. Ancient (Manipulator): Upgrade to all abilities. 0.3

6a. Immortal (Berserker): Get an upgrade to all abilities. 1500 Blood.

6b. Immortal (Manipulator): Upgrade to Everything. 0.1

STAGES OF VAMPIRISM:

There are currently 5 stages of vampirism defined, dependent solely on your blood level.

* Gorged on Blood (75-100% of maximum blood level) - This stage combines the benefits of the vanilla stage 4 vampire (+20 to stats/skills, 20% Resist Normal Weapons) with the 20% Weakness to Fire of the vanilla stage 1.

* Sated on Blood (50-75%) - This combines the vanilla stage 3 benefits and stage 2 weakness.

* Hungry for Blood (25-50%) - As you've probably guessed, this has vanilla's stage 2 benefits and stage 3 weakness.

* Thirsting for Blood (0-25%) - Still sticking with the pattern, we now have vanilla's stage 1 benefits and stage 4 weakness. Also at this stage, you are no longer able to conceal your vampiric nature, causing the Bare Fangs and Blood Scent powers to activate automatically. These powers cannot be turned off until your blood level is once again raised above 25% of your maximum.

* Blood-Starved (0 blood) - When you have no blood, your magicka regeneration stops, your Weakness to Fire increases to 75%, and you become susceptible to Sun Damage. Additionally, all normal blood costs must still be paid, but, as you have no blood, this takes the form of physical and mental deterioration - each point of blood which you need but do not have is translated into a point of damage to a random stat.

And, yes, you read that right - Blood-Starved is the only stage which includes a Sun Damage effect. However, all stages include the Solar Desanguination effect: so long as you have blood, sunlight doesn't damage your health, it drains your blood supply. As with standard Sun Damage, Solar Desanguination's effects are reduced in bad weather, at dawn/dusk, and when underwater. The amount of blood lost to sunlight is also multiplied by your blood waste rate.


VAMPIRIC ABILITIES:

To avoid issues with leveling, all stat-affecting or togglable vampiric abilities are implemented as diseases. If you are affected by a Cure Disease effect, your vampirism will reassert next time you feed, but any togglable abilities will have been turned off. This process also reduces your blood level by up to 10 points as the vampirism un-does the damage/repairs (depending on your viewpoint) done by the Cure Disease.


* Bare Fangs - As in most vampirism mods, you retain your normal face under most circumstances, but must change to a vampire face to feed on sleeping NPCs. Use the Bare Fangs power to show or hide your vampiric appearance. Showing your true nature in this fashion will also reduce your Personality by 50 points.

* Blood Immortality - This is an automatic ability which is triggered when you fall below 25% of maximum health or 10% of maximum fatigue. When activated, it instantly regenerates your body at a cost of 2 blood per point of health or 0.1 blood per point of fatigue. Unlike all other abilities, Blood Immortality will not take you below 0 blood and will not activate after your blood supply has run out.

* Blood Energy - This lesser power toggles the Blood Energy ability, which provides Restore Magicka 2/second while in effect, at a cost of 1 blood per second. Doesn't improve with age yet.

* Blood Reconstruction - The physical counterpart of Blood Power, this restores 1 health per second. Same.

* Blood Scent - This toggle provides the ability to smell the blood of the living (i.e., Detect Life). Unlike the other vampiric abilities, it costs no blood to use. Magnitude increases to a fairly dramatic 2000 ft at later stages. I might make a old-cpu version with only a 100 effect.

* Corpse Feed - This ability allows you to drain the blood from freshly-killed bodies to sustain yourself. Be aware, however, that overkill splatters the blood, rendering it unavailable, and allowing the corpse to grow cold will rapidly reduce the amount of benefit you can gain from the blood that is there.

* Embrace of Shadows - Chameleon Effect. BERSERKERS get an activate ability with large chameleon, MANIPULATORS get a toggle.

* Hunter's Sight - Unlike the vanilla Hunter's Sight, this version is a toggle and includes Night-Eye only. (For Detect Life, use Blood Scent instead/also.) Using this ability costs 1 blood per minute.

* Reign of Terror - Only for Berserkers. Much better than vanilla. Upgrades with age.

* Vampire's Seduction - Beefed up from vanilla. Only for manipulators. Upgrades with age. Upgrades influence AOE, Magnitude, and Duration. Once again 30 Blood to activate. Will be soley for manipulator class. When you reach elder it will become true seduction, forcing the target to sleep where they are (Not implemented yet).

* Vampiric Mobility - Gives bonus to speed, agility, and acrobatics. Increases with age. Splits to both paths at mature level.

* Vampiric Strength - Gives temporary bonus to strength. Increases with age. Splits at mature.


FUTURE ABILITIES:

These abilities are planned, but have not yet been implemented.

* Feral instinct - Let your instincts take control and feed on a live awake victim. Manipulators get a more subtle form that will only draw attention when there are gaurds around. Berserkers jump on the target causing hysteria in any nearby actors and makeing the gaurds suspicious. If you escape in time then you can avoid a bounty. Both require a speed and strength check. The amount of blood you take depends on your path, Manipulators being more efficient, but with a harder check, and Berserkers spilling more blood, but with an easier check.

* Blood Immortality (revised) - Make it a little more useful. Add in controls to set fatigue, health, and magicka regen. Brilliant.

* Blood Reconstruction (revised) - Add controls allowing you to select rates of health, magicka, and fatigue recovery to run continuously. Also revise this so that the toggle will remain active, but drain no blood when you are at full capacity. Blood Power will be removed when this is added, as magicka regen will just be another aspect of this power.

* Blood Sympathy (aka "you are what you eat") - Using Corpse Feed on creatures whose stats are better than yours will restore damage and/or provide bonuses to those stats. (e.g., Feeding on a mountain lion will provide a bonus to Speed, while a bear will give a bonus to Strength.) I haven't yet decided whether larger differences in stat value should provide a larger bonus for the same time or the same bonus for a longer time.


--- Configuration ---

By default, a message will be displayed at the top of the screen showing your current and maximum blood level after every 10 points of change in your blood level. (The change total is calculated as the sum of the absolute value of all changes, so a 5-point gain and a 5-point loss will add up to 10 points of change and display your 'new' blood level, even though it's the same as the last one shown.) To change the number of points of change between messages, open the console and use "set BloodReport to X", where X is the desired amount of change. Setting BloodReport to 0 will immediately show every fluctuation in your blood level, but this runs the risk of blocking out any other messages, especially if you go for a walk on a sunny afternoon.


--- Requirements ---

* Oblivion 1.2

* OBSE 0018b


--- Incomplete/Upcoming Features ---

* Add Blood Sympathy. A little tricky but I have a plan. I think I'll make this into a biproduct of feral instinct.

* Blood Reconstruction Revision.

* Blood Immortality Revision. Right after Reconstruction.


* Feral instinct. Coming when I think of the script. Lots of trial and error but I have an idea that might work

--- Bugs ---


* Waiting in the sun isn't interruptible in the first hour, so it is currently possible to avoid the effects of Solar Desanguination by waiting in one-hour increments until the sun goes down. Considering making a damage health effect coupled with a retore health to prevent this.

* The script for feeding somtimes fails to updating causing you to not be able to feed no longer how long you wait. To fix this open the consle and type: set Vampire.RecentlyFed to 0

* Vampire cure doesn't work all of the way yet. For now please dont drink the potion.
--- Contact Information ---

You can find me as Traven73 on the bethsoft forums and email me at [email protected]
Email NomadDervish at [email protected]


--- What you can do to help ---
Report bugs!!! Email me or leave a comment. If anyone has a great idea for an ability I'd be happy to hear it. I'm also looking for an animator for feral instinct. I could use the vannila but it wouldn't be preferable. Email me if you want to help.
--- Compatibility ---

This mod substantially alters the stock Vampire quest script and the action of the Cure for Vampirism potion and is therefore incompatible with anything else which does so, including (but perhaps not limited to) the large majority of other vampirism overhaul mods. The one known exception is Terran Vampirism which I use in conjunction with this mod.


--- Thanks to: ---
* YOU for reading this and supporting the mod!
* Bethsoft and the OBSE team for making this possible.
* Nomad Dervish for the original mod.
* Nehks for HER great bug reports! ☻

--- Changelog ---
1.0 - Bug fixes, more bug fixes. Unfortunately, due to a lack of interest I dropped support for the mod here.

0.9 - Major bug fixes. Clean save required for upgrade.

0.8 - Split both paths completely. Fixed many names. Forgot to fix cure script but should only take a minute. For now don't finish the vampire cure quest with this mod active. You might end up with allot of abilities you cant use.

0.75 - Added manipulator path. YAY! Got a working update script. YAY!

0.5 - Added age levels according to maximum blood. Added many new abilities. Fixed and tweaked names of abilities to be more.... Cool.

0.2 - Fixed incorrect behaviour on player death. Fixed Vampire Cure potion to work with this version of vampirism. Added check to interrupt resting/sleep when the sun is out. Fixed maximum blood level increases to take effect immediately.

0.1 - Initial release