Oblivion

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Blood Is Everything 1.25


'''Foreword:'''

BIE strives to add unique gameplay and immersion to oblivion vampirism, replacing the rather poor implementation Bethesda originally created with a more rich, rewarding experience. Its uniqueness lies in the way it entangles you into its dynamics, making it feel natural, making you feel more invested in your vampiric endeavors. In essence, it completely overhauls oblivion vampirism taking a rather unique approach and adds special powers and abilities fueled by one thing and one thing only .... your blood.


'''''On feeding'''''

Feeding will no longer constitute a trivial act you perform to avoid the aging effects. You will have to feed for your survival, and doing so will not only restore your health and boost your attributes, it will drain your victims health proportionally. Moreover, your traditional health bar will stop being your primary life line, blood will fill this role now and as long as you have blood you will never die.... You will have to drink blood to sustain your existence and you will learn to value each precious drop.


''Before continuing, here are some basic Concepts:''

'''Blood pool''': This is your blood storage capacity, your primary life source. The more you drink the more you'll have. The blood pool initially has a limit of 100cL ( one hundred centiliters ). A vampire's metabolism uses blood in a completely different manner from humans, allowing it to subsist with extremely low levels of blood and granting unique abilities. On the other hand a vampire can't produce its own blood, condemning its existence to a perpetual craving.

'''Metabolic Blood Waste rate:''' This is the rate at which your body expends blood. It will have an effect on everything, from how much blood you need to power your abilities to how much blood you need to sustain your existence.


'''Mechanics:'''


When you first become a vampire, your maximum blood supply is 150cL and blood waste rate is set to 1.00. As you drink more, your maximum blood level will adjust slightly, increasing its size to allow for more storage. Your waste rate will also increase based on your current blood level and the amount of blood consumed; if your blood supply is empty, the waste rate won't increase at all, if you're at your maximum limit when you feed, the waste rate will increase substantially. This will carry some consequences later explained in more detail.


Your maximum blood level will never go down, as long as you feed regularly, but your blood waste rate will be reduced by 0.01 if you go too long without food. This is an automatic metabolic response to preserve your energy.

(The actual game time needed for your waste rate to lower, will depend on your current timescale. It will be the equivalent of 15 real life minutes)


Maintaining your existence as a vampire will require blood. Every instant, regardless if you are fast traveling or sleeping, your body will be consuming small amounts of blood. The exact amount will depend on your blood waste rate multiplied by the base 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 peasant.


'''BASIC VAMPIRIC ABILITIES:'''

To avoid issues with leveling, all stat-affecting vampiric abilities are implemented as diseases. If you are affected by a Cure Disease effect, like a wayshrine or a potion, your vampirism will reassert itself within a matter of seconds.


'''* Feed:''' This ability allows you to drain the blood from Living NPCs or 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 reduce the amount of benefit you can gain from the blood that is there.


To feed on Living NPCs you must be strong enough. Your strength, willpower, agility and hand to hand ability will be measured against an NPC's, if you successfully pass this check you will grasp your victim and feed on it. You will ALWAYS pass this check if your target is knocked out, paralyzed or staggered, or if the target is unaware of your presence.


Feeding on living NPCs will drain their health and proportionally increase your blood, as well as restore your physical condition(Health). To use this ability you must press the 'V' button by default, (though it is configurable). You will drain blood from your target as long as you hold the button. There is a chance of your victim breaking free, though the more health you drain and the weaker he gets the lower the chance.


Feeding can become a powerful weapon when in combat. However, when feeding you are vulnerable to attacks from other NPCs, if you get hit while feeding you will be staggered.


'''''Note:''''' Sleeping NPCs provide an excellent opportunity to feast on their blood. '''''To feed on them is better to bare your fangs and activate them, like on vanilla oblivion. Using this ability on asleep NPCs will wake them up. They will call the guards, scream for help and fight you.'''''


'''* Bare Fangs:''' This power shows or hides your vampiric appearance. Showing your true nature in this fashion will reduce your Personality by 50 points, vampires will be friendly to you and guards will attack you on sight if they spot you. '''You must bare your fangs in order to feed on sleeping actors without alerting them'''. Moderation is key, because you can easily kill someone if you feed more than a couple times.


'''* Blood Immortality:''' This is an automatic ability which is triggered when you fall below 25% of maximum health or 10% of maximum fatigue. When triggered, it instantly regenerates your body at a cost of 1.5cL of blood per point of health or 0.1cL of blood per point of fatigue. Blood Immortality will not take you below 0 blood and will not activate after your blood supply has run out.


'''* Blood Powe'''r: This lesser power toggles the Blood Power ability, which restores Magicka 4/second while in effect, at a cost of 1 blood per second.


'''* Blood Reconstruction:''' The physical counterpart of Blood Power, Reconstructs your body at a cost of 1 blood for every 2 seconds. Reconstruction effect: you gain +6 health regeneration.


'''* Display Blood Poo'''l: This will display with exactitude the amount of blood you have, the maximum blood and the blood waste rate at any time.

'''* Blood Mending'''- restores your basic attributes 4 points. Heals your wounds. (restores 25 health) and dispels up to 80 points.


* '''Vampiric Mobility:''' Grants Super Human speed.


* '''Vampiric Strength: '''greatly Increases maximum strength and jumping height, you take no damage when falling from any distance. Interrupts spell casting (silence) on melee hit.


* '''Scent of Blood:''' Detect life in 150 ft.

'''* Hunter's Sight:''' Night vision.


'''Inherent abilities: '''

'''** Vampiric Resistance: '''This permanent ability grants a 100% resistance to paralysis and disease, a 25% resistance to poison, a 16% resistance to magic and a constant water breathing effect, as vampires can chose whether or not to breathe.

'''** Vampiric Regeneration:''' Vampires have natural health and fatigue regeneration at night.


'''** Blood Rush:''' If you feed beyond a certain level, when your blood pool is full, you will get a “Blood Rush”. This is a tiered ability that grants boons to health, fatigue, speed, strength and endurance.


As a vampire, you will become stronger or weaker depending on your blood level. So yes, the more you feed the stronger you will become, however your diet will also have an effect on other aspects. This will be explained in more detail later.


'''BLOOD STAGES: '''

There are currently 5 blood level stages. These depend solely on the amount of blood you have:

'''* Gorged on Blood''' (75-100% of maximum blood level) While being Gorged on Blood you will gain +20 strength +20 willpower +20 speed +20 acrobatics +20 athletics a 20% resistance to normal weapons and only a 20% weakness to fire

'''* Sated on Blood''' (40-75% of maximum blood level) - While being Sated on Blood you will have +15 strength +15 willpower +15 speed +15 acrobatics +15 athletics a 15% resistance to normal weapons and a 30% weakness to fire

'''* Hungry for Blood''' (10-40% of maximum blood level) - While being Hungry for Blood you will have +10 strength +10 willpower +10 speed +10 acrobatics +10 athletics a 10% resistance to normal weapons and a 40% weakness to fire

'''* Thirsting for Blood '''(1-10% of maximum blood level) - While being Thirsty for Blood you will be in a very weak state, having only +5 strength +5 willpower +5 speed +5 acrobatics +5 athletics a 5% resistance to normal weapons and a 50% weakness to fire. 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 10% of your maximum.


'''* Blood-Starved (0 blood)''' - When you have no blood, your magicka regeneration stops, you are silenced and you suffer from decreased fatigue regeneration, your Weakness to Fire increases to 75%, and you become susceptible to Sun Damage. Additionally, your strength, willpower, endurance, intelligence, speed and/or luck will start suffering penalties. This damage is permanent, You will have to go to a chapel, drink a restoration potion or use a spell to restore your attributes.


And, yes, you read that right, Blood-Starved is the only stage in which you will suffer physical damage from exposure to direct sunlight.

While you have, your blood will shield you from the harmful solar rays, contra-resting the sunlight damage. This process is expensive, metabolically speaking, and your blood supply will be drained quickly. You must seek refuge as soon as possible.

Older vampires with more blood and/or lower waste rate will be able to walk longer periods in daylight. As with standard sun damage, the “solar desanguination” effects are reduced in bad weather, at dawn/dusk, and when underwater.


'''Paths:'''


Now, the way you feed will not only determine if you are a strong or a weak vampire, it will determine the kind of vampire you will become.

If you decide to satisfy every whim, every craving, every desire and engorge yourself with precious blood, even when you don't need it, you will become very powerful over time. Your Blood Pool will slowly increase in size, and you'll be able to store more and more blood. In time you will gain unique abilities and powers. Your strength will increase beyond that of a common vampire, you will be more athletic and have more endurance and health. However your metabolism will adapt to this state of wastefulness, and soon your blood waste rate will increase. This means you will need to spend more blood to sustain your existence, and to use your powers. Choosing this path Will make you more blood dependent.

You will become a BERSERKER.


* Berserkers get a bonus to strength, hand to hand, athletics, endurance, fatigue and health. Bonuses will increase in time, as you advance in stages.


'''''Berserker Stages:'''''


'''1. Fledgling :''' You reach this stage after increasing your Max Blood to 200cL. You gain +10 strength,+10 Hand to hand, +7 endurance , +5 Athletics, +5% resistance to normal Weapons, +20 Health, +20 Fatigue.

'''2. Mature:''' You reach this stage after increasing you Max Blood to 350cL. You gain +15 strength,+15 Hand to hand, +15 endurance , +10 Athletics, +10% resistance to normal Weapons, +30 Health, +50 Fatigue.

'''3. Elder'''. You reach this stage after increasing you Max Blood to 500. You gain +20 strength,+20 Hand to hand, +20 endurance , +15 Athletics, +15% resistance to normal Weapons, +45 Health, +75 Fatigue.

'''4. Ancient:''' You reach this stage after increasing you Max Blood to 900cL. You gain +25 strength,+20 Hand to hand, +25 endurance , +20 Athletics, +20% resistance to normal Weapons, +50 Health, +85 Fatigue.

'''5. Immortal:''' You reach this stage after increasing you Max Blood to 1500cL. You gain +30 strength,+25 Hand to hand, +30 endurance , +25 Athletics, +25% resistance to normal Weapons, +60 Health, +100 Fatigue.


'''''Berserker's Powers: (Blood Cost is based on your blood waste rate.)'''''

* '''Reign of Terror''': Transform yourself into a horrific specter that will cause all but the bravest souls to flee. While in this form you will be practically invulnerable to damage.
* '''Vampiric Resilience:''' Deviates your blood to your skin, forming a shell that protects you, against physical damage, reflects spells and resist magic. Increases in magnitude as you advance in your path.
* '''Berserker's Stance''': Releases a burst of energy in your blood stream that will make you attack faster and reflect damage, when it ends you will have burnt out all of your fatigue.
* '''Blood Shielding''': Your blood reorganizes your molecular structure to make you more resistant against elemental damage.
* '''Lightning Reflexes:''' The epitome of the Berserker's prowess. They can move at more than supernatural speeds as well as attack lightning fast, creating the illusion that everything around you is moving slower.

'''Manipulators: '''

----------------------------------------------


If on the other hand, you choose to live vicariously, carefully selecting your pray, only feeding when is necessary, drinking only to satiate your hunger, and rarely, if ever gorging yourself on blood. Your metabolism will adapt accordingly. Your blood waste rate will decrease substantially, allowing you to stay long periods without feeding. Fasting will increase your willpower, and you will become smarter as you find new ways to feed, without risking being seen. Your body will adapt to this state of austerity, and you will develop unique powers that will facilitate your survival. You will be able to manipulate your prey's mind and lead them to a safe place where you can feed on them without regards. You will become more agile and sneakier.

You will become a '''Manipulator.'''

* Manipulators can learn to channel their blood into high energy spells capable of devastating their opponents.

**Manipulators gain bonuses to Willpower, Intelligence and Personality and Sneak, Agility, Speed and Magicka. All powers that increase speed have a higher effect, and they can walk longer periods in the sunlight due to their low waste rate.


'''Manipulator Stages:'''


'''1. Fledgling:''' You reach this stage after decreasing your waste rate to 0.9. You gain: Speed +10, Sneak +10, Agility +7, Willpower +7, Personality +5, Intelligence +5, Resistance to Normal Weapons 5%, Magicka + 15.


'''2. Mature:''' You reach this stage after decreasing your waste rate to 0.7. You gain: Speed +15, Sneak +15, Agility +12, Willpower +12, Personality +10, Intelligence +10, Resistance to Normal Weapons 10%, Magicka +30.


'''3. Elder:''' You reach this stage after decreasing your waste rate to 0.5. You gain: Speed +20, Sneak +20, Agility +17, Willpower +17, Personality +15, Intelligence +15, Resistance to Normal Weapons 15%, Magicka +50.

POWERS: (Cost is based on your blood waste rate.)


'''4. Ancient:''' You reach this stage after decreasing your waste rate to 0.3. You gain: Speed +25, Sneak +25, Agility +22, Willpower +22, Personality +20, Intelligence +20, Resistance to Normal Weapons 20%, Magicka +70.

POWERS: (Cost is based on your blood waste rate.)


'''5. Immortal:''' You reach this stage after decreasing your waste rate to 0.1. You gain: Speed +30, Sneak +30, Agility +27, Willpower +27, Personality +25, Intelligence +25, Resistance to Normal Weapons 25%, Magicka +90.


'''''Manipulator's Powers: (Blood Cost is based on your blood waste rate.)'''''


* '''Mind Control''': An experienced Manipulator can take control of its victim's mind, increasing their disposition and commanding them to do his will.
* '''Embrace of shadows:''' Manipulators depend on concealment and subterfuge for their survival, rather than sheer strength. This power allows them to pass unnoticed.
* '''Blood Renewal:''' Manipulators can force their blood to reboot when they find themselves in dire situations. This will temporarily damage their physical structure but the immediate benefits more than make up for it.
* '''Blood Poison:''' Manipulators can learn to transform their blood into a potent poison that will damage anyone foolish enough to spill their blood at close range. The process will take a toll on them as well though...
* '''Vampiric Touch:''' Experienced Manipulators are masters of survival, they can upset their victim's vital functions with a simple touch.
* '''Blood Channeling:''' The Most powerful manipulators learn how to harvest their blood and channel it into a devastating energy burst, annihilating anyone on its radius.

Playing as a manipulator can be hard at first as they must keep their blood metabolism very low. That doesn't mean you cant feed, it means you can't feed unless you need it and you must never feed if you are full. As a rule of thumb you should never feed if your blood pool is between 80~90% of your maximum capacity. Doing so means risking a blood waste rate increase.

Every approximately 15 real life minutes you go without blood, your metabolism will slow down and your waste rate will decrease by 0.01.

The exact amount of game hours you need to spend without drinking blood will depend on your timescale. The mod will detect your time scale and adjust the time accordingly.

To remain a manipulator you must keep your blood waste rate below 0.9 at all times. If your waste rate goes beyond 0.93 you'll stop being a manipulator.


'''Notes:'''

*As you become older as a manipulator, it will get easier to advance in your path, since you won't need to feed as often; your powers will require less and less blood, and your basic blood consumption will be minimal.


'''''Whatever path you choose, it isn't written in stone. You can become one kind of vampire or another by simply changing your feeding habits.'''''


Bare in mind; the powers and abilities you obtain from traveling the Manipulator path, do not do not depend on your physical condition, contrary to Berserkers'. Rather those abilities are learnt by the adversities you suffered and are now deeply ingrained into your psyche. As a result if you decide to change your feeding habits and become a berserker, this knowledge will remain with you.


Once you adopt this more relaxed, indulging diet, you will lose the willpower, mind alertness and even charisma that you once had.

On the other hand, a Berserker changing its feeding habits will lose its speed, strength and stamina and its blood pool will start shrinking once the metabolic waste rate is low enough (below 0.9)


'''Sun Damage and hourly blood expenditure explained'''

You will only suffer physical damage from exposure to direct sunlight after your blood supply has run out. While you have blood, it will neutralize the harmful solar radiation, successfully protecting you from harm. This process will burn up your blood very quickly. The exact amount of blood loss during this conditions is dependent on your metabolic waste rate, the weather conditions and external aspects such as water submersion.

The severity of the Sun damage or Solar Desanguination will vary with different weather conditions. Cloudy or rainy weathers cause little to no damage and sunny, bright weathers will cause the most. Sun damage is also reduced at dawn/dusk by 15% and 65% respectively, and 50% when swimming.

For a newborn vampire with a waste rate of 1.00 under clear weather at 12:00 pm the sun damage would be calculated as follows: waste rate (1.00) * weather sun damage (1) * base sun damage (2) = 2cL of blood lost per second. As you increase your blood pool and/or lower your waste rate, you'll be able to walk longer and longer periods under the sun.


'''Powers in detail: '''


'''Common Powers:''' These are powers both Berserkers and manipulators have in common. Each level is gained after advancing in your path.


* '''Vampiric Strength I:''' Fortifies strength 30 points for Berserkers and 20 points for Manipulators. Causes silence for 3 sec on melee hit on target.
** Vampiric Strength II: Strength increased to 45 for Berserkers and 30 for Manipulators.
** Vampiric Strength III: Strength increased to 60 for Berserkers and 40 for Manipulators.
** Vampiric Strength IV: Strength increased to 75 for Berserkers and 50 for Manipulators.
** Vampiric Strength V: Strength increased to 90 for Berserkers and 60 for Manipulators.

* '''Vampiric Mobility I''': Grants superhuman speed. (240 points)
** Vampiric Mobility II: Speed increased to 360 for both Paths.
** Vampiric Mobility III: Speed increased to 480 for both paths
** Vampiric Mobility IV: Speed increased to 600 for both paths
** Vamiric mobility V: Speed increased to 720 for both paths.

* '''Shadow Step:''' Teleports you to the direction in your crosshair. If you target an NPC, you will teleport behind his/her back.
* '''Blood Scent''': Smell blood in a 200 feet radius. Range increases by 200 ft with each new stage for both paths, for a maximum of 1000 ft at the immortal stage.
* '''Flight''': Both Berserkers and Manipulators can use their blood to generate kinetic energy powerful enough to defy gravity, allowing them to “Glide” through the skies. A peculiar glow will emanate from them when in this state. Both paths can fly when reaching the elder stage. The speed at which you glide will be determined by your base speed, hence, speed buffs such as Vampiric Mobility will also influence flight speed.
* '''Blood Rush: '''Feeding when your blood pool is full will give you a blood rush. There are three levels. To obtain level one, you must drink more than 140cL of blood. Blood Rush one fortifies endurance 20 points, strength 30 points, health 60 points, speed 80 points and fatigue 100 points for 90 seconds. To get level 2 you must drink 235cL. Level 2 fortifies endurance 30 points, strength 45 points, health 90 points, speed 120 points and fatigue 150 points for 135 seconds. To get the Blood Rush level 3 you must drink 350cL of blood. Level 3 fortifies endurance 40 points, strength 60 points, health 120 points, speed 160 points and fatigue 200 points for 180 seconds.

'''Berserker Powers: '''


・'''Vampiric Resilience''': (Each level is gained consecutively after advancing in your path)

◦Vampiric Resilience I: Grants 10% spell reflection , resist magic 10% and 25 points of shield for 60 seconds.

◦Vampiric Resilience II: Grants 15% spell reflection , resist magic 15% and 35 points of shield for 75 seconds.

◦ Vampiric Resilience III: Grants 25% spell reflection , resist magic 25% and 45 points of shield for 90 seconds.

◦Vampiric Resilience III: Grants 30% spell reflection , resist magic 30% and 50 points of shield for 120 seconds.


・'''Berserker's Stance:''' 50% increase in attack speed. Reflect 20% of damage back to the source.

・'''Blood Shielding''': 15% fire, frost and shock shield. Fortify health 150 points.


'''Manipulator Powers:'''


・'''Mind Control:''' You charm your target 20 points at the fledgling stage and + 20 points with each subsequent stage. You can access dialogue options to order the affected NPC to follow you, stay in place, or got to sleep, if there's a bed available. You can control as many NPCs as you want but you will lose blood for each one affected. The initial duration will be 25 seconds plus 20 seconds after each manipulator stage attained.

・'''Embrace of shadows:''' You gain the chameleon effect, 35% at the fledgling stage, 60% at stage 2, 75% at stage 3, and 100% after reaching the elder stage.

・'''Blood Renewal:''' You lose 50% of your current health. You gain a boost to health 80 points, fatigue 100 points and strength 45 points for 60seconds. All your attributes are restored up to 30 points. Restores 9 points of health and 10 points of magicka for 50 seconds. Cures poison and dispel 400 points on self.

・'''Blood Poison:''' Damage your fatigue, health and magicka 2 points for 40 seconds, drain strength 2 points for 40 seconds. Foes attacking you lose 2 points of strength and lose 10 health for 10 seconds per hit when hitting you withing melee distance.

・'''Vampiric Touch:''' Your target has a degeneration of 7 magicka per second, for 10 seconds. For each point of magicka lost it loses 2 points of health.

・'''Blood Channeling:''' shock damage 60 points for 2 seconds. 50% weakness to magic for 25 seconds.


'''--- Requirements ---'''

* Oblivion 1.2416
* OBSE 0020 or later

<[http://obse.silverlock.org/ http://obse.silverlock.org]>


''---- Not required but recommended-----''

'''''Enhanced Hotkeys''''': This is highly recommended. It will allow you to easily manage all your vampire powers.

<[http://tesnexus.com/downloads/file.php?id=34735 http://tesnexus.com/downloads/file.php?id=34735]>

'''''MenuQue''''': Required by Enhanced hotkeys and to display BIE's hud bar.

<[http://tesnexus.com/downloads/file.php?id=32200 http://tesnexus.com/downloads/file.php?id=32200]>

'''''From Dusk till Dawn''''': allows you to change the duration of the day/night as you see fit.

<[http://tesnexus.com/downloads/file.php?id=36624 http://tesnexus.com/downloads/file.php?id=36624]>

'''''Oblivion -Elys- Uncapper:''''' makes all stats above 100 to have an effect on the game. Previously everything above 100 was ignored.

<[http://tesnexus.com/downloads/file.php?id=13841 http://tesnexus.com/downloads/file.php?id=13841]>

'''''Vampire race disabler''''': disables the vampire aging effect.

<[http://tesnexus.com/downloads/file.php?id=15697 http://tesnexus.com/downloads/file.php?id=15697]>

'''''Crime and Guard Overhaul:''''' excellent crime mod that will improve your neck biting experience.

<[http://oblivion.nexusmods.com/mods/41526 http://oblivion.nexusmods.com/mods/41526]>


'''---Installation----'''

I recommend you to use the OMOD version, if you want to install manually, simply extract the files into your oblivion folder and check the .esp with OBMM or with the default oblivion loader, whatever you use. Load last or near the bottom in your mod list. Use BOSS for optimal trouble-free load order positioning.

'''It is not necessary to start a new game to play this mod'''. To become a vampire you can; contract Porphyric Hemophilia, ask Vincente Valtieri to transform you, or you can just type in the console " set vampire.isVampire to 1"

'''---UN-installation----'''

To uninstall you must drink the Cure Vampirism Potion.

Type in the console player.additem 977e4 1 to obtain it. After drinking it save, exit the game and and uncheck the .esp.


'''Compatibility: '''

This mod only changes PC's vampirism, not NPC's. Some vanilla vampirism spells are copied by name only, the actual vanilla spells are left intact. No new locations are added or cells edited.

The PCVampire variable is changed depending on the vampire stages, any mod that uses it will potentially be incompatible.

This will not work with any mod that changes the oblivion Vampire Script or the Cure Vampirism Potion, other than that, it is 100% compatible with any mod (to the best of my knowledge). It could be possible to use it alongside other vampire mods that do not alter Oblivion vampirism, e.g Terran Vampires or the like, though it would be odd i.e you'd have to feed twice because hunger and blood management are handled differently by each mod...

Vampire Races like Xenia's bring the same issue, you can be gorged on blood with regards to this mod and starving according to the other. If the race mod you use has only cosmetic changes, and it does not fiddle with hunger stages or blood then there is no issue.


'''Bugs:'''

* It is possible to feed on spectral beings in OOO as well as most of the fleshless creatures in MMM.
* When using Mind control for the first time on loading a game the power will not run for the full duration.
* The oblivion game engine has an infamous bug that may cause female players characters' face, to revert to the default face of a male character of the same race. This bug occurs seldom and randomly, and it only has a chance of triggering if you save your game while having the vampire face, and then proceed to load that save. To avoid this, if you play a female character, do NOT save your game when you have the vampire face.

'''''Credits:'''''

This mod's idea and concept came from NomadDervish, his original mod Blood Is Everything, Is the foundation that sprawled into this. Other features like the Blood Paths were taken from traven73 and his modification of Nomad's original work.

All credits belong to these people.


That said, this mod is free and open source, as long as you credit and mention both names above, you can copy, redistribute and do whatever the hell you please with it without requesting my permission or mentioning me at all.


'''Acknowledgments. '''

'''Special Thanks to''' Stattis, for his excellent mod: "Custom Spell Icons" where I got all icons from, as well as the mediums to force the game to use 'em and for his very clear and precise instructions. Kudos mate !!


'''''Thanks to:'''''

ShadeMe for the CSE.

The OBSE team for the OBSE.

Dragon Wraith for his amazing work at TECS wiki.

The gracious folks at Beth forums that answered my questions during the first versions of the mod.

NomadDervish and Traven73.


'''Changelog: '''


'''Version 1.25'''

* Changed the dynamics of the blood metabolism:
** Now blood is lost frequently in small increments instead of once an hour.
** Reduced the amount of time needed to lower the waste rate from 20 to 15 real life minutes.
** When sleeping, you will need to spend 20 real minutes to lower your blood waste rate by 0.01.
* “hourlyBloodDrain” was renamed to “baseWasteRate” to more accurately represent the new changes. Default value was reduced by 1.
* Modest improvements to the body repositioning when feeding. When possible, bodies will be positioned so that it appears you are biting the neck.
* The mod will recognize if you are a vanilla vampire and will transform you into a BIE vampire right away.
* Developed my own shadow step implementation added the following functionality: When targeting an NPC you will shadowstep directly behind it.
* Changed persistent references from the Aleswell dummy cell to BIE's own interior cell to avoid possible mod conflicts. Reduced the number of persistent references.
* Increased the chances of feeding on small animals like rats and mudcrabs. Similarly feeding on big creatures will be harder. You will be able to always feed on low confidence creatures such as sheep and deers, provided you can catch them.
* Minor grammatical correction to the path update message. Your vampire path will show on the display stats power.
* Implemented a simple HUD bar. You can enable/disable it and customize its position in the ini file.
* Small buff in magnitude to Vampiric Mobility and Vampiric Strength. Vampiric Strength will cause silence to targets hit with melee weapons.
* Buffed Blood Shielding, Vamp Resilience and Blood Renewal. Also, increased the duration and cost.
* Changed the functionality of Lightning Reflexes. Now It will slow down the time while allowing you to move and attack at an increased speed/rate.
* Removed wait/fast travel restrictions. When fast traveling in daytime, you will lose blood. The amount lost will correspond to the amount of time it took you to get to your destination, adjusted for different timescale settings.
* Blood Vials will be added to the game by script. That means no editor alterations will be made to Shady Sam or the vampire drops. This should reduce the chance of incompatibilities with other mods. Though I added it to their leveled list, no merchant seems to offer the blood vials. Until I fix this, Blood Vials can only be obtained as loot in vampire's bodies.
* Eliminated the Stage previously added to the Vincenti Valtieri Quest because it directly conflicted with other mods.
* Fixed minor bugs in the OMOD installer, that would cause Blood immortality to be enabled regardless of player choice.
* Increased the frequency of stats deterioration when blood starved.
* Created the Blood Rush ability.
* Redesigned Reign of Terror, when using it you will transform into a specter gaining immunity to normal weapons and high resistance to damage, while causing nearby folks to run away in terror.
* Merged Vampire Seduction with Mind Control. When using Mind Control you will lose a small amount of blood for each NPC you control.
* Added and adjusted effect shaders for certain powers. Added sun damage effect when the player is under the sun.
* Folks with high confidence will not flee when they recognize you as a vampire, they will attack you instead.
* People will recognize you as a vampire when they see you flying.
* Poison Blood will permanently damage your foes' strength by 2 points with each hit. The ability duration will be determined by your path stage.
* Removed max blood restrictions for manipulators. This makes it viable for people that want to become Berserkers, increase their blood pool and then become Manipulators. Manipulators will retain their abilities (but not their stats) if they decide to become Bersekers.
* Fixed a bug that caused Vampiric Resilience to be activated without blood
* Fixed a semantic bug in the Cure Vampirism potion, that would cause the potion not to remove some active effects.
* Fixed a bug with Vampiric Touch that caused blood gain instead of loss.
* Added a dispel effect to Blood Mending.

'''Version 1.24'''

* Added a stage to the quest obtained when Vincete Valtieri offers you the dark gift, to reflect that you have become a vampire.
* Small change to ensure players that cure their vampirism can transform again without problems.
* Removed the negative effects of the Human Blood potions.
* Yet another update to Blood Scent, the approach I took this time is a little more invasive but it will ensure the effect IS removed no matter what.
* Fixed a bug in Blood Power causing magicka not to be restored.
* Made some changes that will prevent a CTD right after feeding if you are using OSR with bHeapRepalcement enabled.
* Vampires and Dark Brotherhood members will not run away from you when they see you with your fangs out.

'''Version 1.23'''

* Killing your victims by feeding will constitute a murder in both combat and gentle feeding. If someone witnessed the act you'll get a bounty.
* The starting blood pool has been increased from 100 to 150cL. Becoming a Fledgling Berserker will require 200cL and Mature 350cL of blood.
* Slightly changed the chances of your target breaking free while you are forcefully feeding.
* Changed the distance of the activator casting the crime spell to avoid it hitting the player.
* Small change in the feeding script preventing the evaluation of a null reference.

'''Version 1.22 '''

* Increased innate resistance to disease to account for weakness to disease.
* Fixed regression in v1.21; that made possible to feed while being a temporary human during the day and made the powers not return at dusk.
* Fixed a bug causing the player to get "paralyzed" if he were to be hit in a particular moment while feeding.
* Increased knock down time on foes when you bite them, to avoid them standing up while you are still feeding on them.
* Introduced the ability to fly.
* Created a new OMOD installer script, a little more advanced, that offers a few basic customization options.
* NPCs will react when they recognize you as a vampire. ( Guards will attack you, NPCs will flee)
* When feeding on NPCS guards will no longer attack them instead of attacking you.
* Blood Vials will lose their potency after a while. (duration can be customized in the ini)
* Minor fixes.

'''Version 1.21'''

* Lowered the amount of blood a vampire starts with.
* Changed BIE's initialization variables to be independent of Oblivion's.(PcVampire) Implemented new feeding system. Feeding will drain blood continuously by holding the feeding button instead of draining random amounts. The amount of blood drained per second is configurable. Altered the feeding animation to fit this system.
* Rewrote the formula determining the blood available on corpses. Corpses will give less blood on average and blood will get cold after a set of real life minutes.
* Fixed a bug that would allow you too feed on almost any target even if you weren't sufficiently strong/agile. Also, submitting your victim in combat will be slightly more difficult.
* If you get hit while feeding you will get staggered immediately.
* Added an Ini setting that controls the chances of successfully submitting your victim when feeding in combat.

'''Version 1.2 '''

* Changed the blood potion icon to match the empty Blood Vial's.
* Reusable blood vials. Vials wont be discardable anymore, you can reuse them. Empty blood vials will be much harder to find as loot on vampire bodies. I also reduced the amount of vials Sam sells.
* Blood mending and vampiric Resilience will consume blood now.
* Changed the blood immortality implementation, it will restore your health milliseconds before you take the damage, making you literally invincible as long as you have enough blood. The exception is if you have Duke Patrick’s Combat mod, due to the way he handles damage, you can be killed in a single shot.
* Added magicka regeneration into blood immortality.
* Fixed a bug in blood channeling that would cause a CTD if you were to use the power on a door or barrel or any "non-movable" object.
* Reimplemented combat feeding. You can feed now using a hotkey (ini customizable) instead of a spell. This allowed me to make some changes that greatly improve stability when feeding in general.
* Feeding calculations now takes detection into account. You can feed on anyone as long as your victim is unaware of you.
* Added custom demoralize effect for Reign of terror. The calculations will take into account your target's level and confidence as well as your vampire path. The higher your path stage the likelier your enemy will flee. Reign of terror will cause strength loss.
* Added the chameleon visual effect to embrace of shadows.
* Added an extra option to mind control, Which allows you to command to your target to stay put. Also ironed out some nasty bugs with this ability.
* Renamed Blood Shielding to Blood Shield.
* Changed the activators positioning method. Casting certain spells like blood channeling and blood seduction will be much more realistic and accurate.
* You won't be silenced anymore when blood starved. The stunted magicka regeneration made the silence effect redundant and unnecessary.
* Vampiric Regeneration will stop when blood starved.
* Improved detection of Bloodless creatures such as Elemental Atronachs. Note that Enhanced economy arbitrarily removes certain items from corpses. This affects BIE's capability for detecting bloodless creatures since it specifically checks for the presence of certain items such as of fire, frost, and void salts. Check EE's ini file and change the tnoEE.removeFromDeadActors setting to 0 to avoid this issue.
* Mature Manipulators can now master a new power; "Poison Blood". It allows you to transform your blood into a potent acidic poison that will harm anyone hitting you, provided they are in melee range.
* Certain aspects can now be modified through an ini file. Including but not limited to; Fast travel, Blood Immortality, amount of health fatigue and magicka restored, hourly blood waste etc.
* Added an alternative to solar desanguinisation; You can chose to become human during daylight. All your powers and stats boosts will disappear, you won't be able to feed and you wont be affected blood hunger. You will transform into a vampire again at dusk. This feature is ini customizable.
* Blood Fountains in Oblivion will refill all empty blood vials, but it will take twice as long to recharge.
* Removed spam messages when praying on a chapel, Also there are no more messages telling you your current blood stage every time your blood level changes, though a message will inform you when you advance in your vampire path.
* Strengthened blood metabolism stability. Which will result in a more accurate blood transition.
* More script cleaning and optimizations.

'''v1.12'''

* Fixed the fast travel bug, that prevented non-vampire characters from fast traveling.
* Fixed a bug that caused Vampiric Touch not to cost any blood and cause half the damage.
* Fixed a bug in Hunter's Sight, which allowed the ability to continue indefinitely regardless of your blood level.
* Fixed a bug in lightning reflexes. Don't remember what the hell it was.
* Fixed a minor issue with combat feeding that could cause instability in some cases.
* Numerous cleanups, and script optimizations. New shorter and simpler Sun Damage script.
* Draining dry a person will count as a murder.
* Changed the skills cost implementation, now most skills can be maintained indefinitely, as long as you have blood.
* Changed Vampiric Mobility, Vampiric Strength and Hunter's Sight's functionality. Vampiric mobility now gives super human speed. Vampiric Strength increases strength, allowing unnatural vertical leap height as well as eliminating fall damage entirely.
* Introduced the ability to extract blood from corpses and sleeping actors into Blood Vials.

'''V1.11'''

* Potions will now cure or transform you into a vampire, depending on your current state.
* Blood fountains in oblivion will now replenish your blood pool.
* You can now drink from the human blood potions in the game, though ingesting such a stale blood will have negative consequences.
* Altered feeding functionality to avoid killing sleeping victims on the first drain. If they would have previously died, now they lose all health but the minimum to keep them alive. You will have to feed again if you want to drain them dry.
* When feeding on a sleeping person, your fangs will not be automatically removed.
* Completely changed the way animations were implemented. This should provide more stability and get rid of the feeding animation bugs, some people were experiencing.
* Created a mod installer (OMOD) this should simplify the installation process for many users, and it will verify you have installed the mod requirements.
* Changed the powers' icons.
* Fixed some powers that affected the player, as well as the targets.
* Fixed a bug in lightning reflexes that prevented blood costs from being properly applied.
* Minor revisions to some scripts.
* Other minor bug fixes.

'''V1.1: '''

* Fixed the feeding animation. Though far from perfect, bodies now WILL NOT disappear behind walls or under stairs or hills. Bodies will be repositioned more accurately to the player's heading. Fixed some instances were the player would go feed right and the bodies would go left. Moving targets can still be a little problematic in this sense.
* Added functionality for health drain on sleeping targets. When feeding using the default Covert method on sleeping actors the amount of blood drained will be directly deducted from their health. It is possible now to kill them by feeding. There will be no more restrictions to your feeding, you can do it even when the blood pool is maxed. (No more I'm full messages)
* It is now possible to kill actors while feeding in combat. You will still drain a percent of their current health, but if their health lowers below a certain threshold, you will drain all the remaining blood and kill them.
* Changed the feeding success formula to include agility on its calculations. Strength, willpower, agility and hand to hand will all be measured. Also will be able to feed if you stagger your target.
* Adjusted and rebalanced ALL stats and bonuses. For both paths, fixed minor issues.
* Added new animations. When you fail to feed on someone they will push you away.
* Added new powers. Blood Mending, Blood Renewal, Lightning reflexes. Rebalanced old powers.
* Some aesthetic modifications. Namely the way stats are displayed on the screen and the spells' shaders.
* Major clean up and optimization of the main Vampire script. Deleted old unused, obsolete parts and rewrote sections I hadn't touched before.
* Fixed a bug that caused powers costs not to be applied if you were to use your powers in plain daylight.
* Modified the Sun Damage script so it prevents excessive sun damage/blood loss. I noted that different weather mods can affect, the speed at which you lose blood under the sun. Now everyone, -no matter what weather mod you are using- will lose blood at a standard rate.
* Fixed the infamous bug that fails to prevent the player from waiting in daylight. This should have been fixed since the previous release, but a wrong if-endif block was still giving trouble. Now you WILL NOT be able to wait under the sunlight, not even 1 second.
* Added functionality to prevent fast travel in daylight. This needs more work. For now it simply disables fast travel in daytime and enables it at night.
* Added a new ability; Night's Embrace.
* Hud Bar support through Customized HUD bars by the Nice One.

'''V1.01:'''

* Fixed a time desynchronization in the vampire's counters that would prevent normal blood metabolism for the next 24 hours, if you were to fast travel just before midnight.
* Fixed a bug that prevented your fangs from being automatically removed under certain circumstances.
* Fixed the I cant feed till my last meal settles message, that was appearing even when you had not yet fed on that person.
* Fixed blood costs for all spells.
* Fixed a bug that allowed casting certain spells even when there wasn't enough blood.
* Major changes to most scripts. Literally.
* Created a Properly Update module, you will be able to safely update to this version, without any troubles. Your vampire stats will remain unchanged.
* New Blood Cost implementation.
* Fixed the bug that allowed you to wait in 1 hour intervals till the sunset and eliminated the minotaur that waked up the player when sleeping at daylight. Now you won't be able to wait or sleep at all while outdoors in daylight.
* Added Mind Control, Blood Shielding and Shadow Step. **Originally I intended Shadow Step to be a Manipulators only Power. But its SO incredibly fun that I decided to let Berserkers use it too.
* Major changes to both manip and bersk abilities. Minor adjustments to the powers.
* Adjusted blood drain formula. You should drain now between 20 25% on living actors. Corpses will only give 10% of their remaining blood.

'''V1.0: -Initial Version. '''