Oblivion

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riair

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riair

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7 comments

  1. ArmlessWunder
    ArmlessWunder
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    Great mod, I modified it a bit for my own personal use. Made it to where a calmed OR paralyzed target can be fed upon and got rid of the corpse/high disposition feeding (Just didn't like the idea personally).

    if HasMagicEffect PARA == 0 && HasMagicEffect CALM == 0
    Message "The target is not restrained"
    Return
    endif

    Might be good to add the following line:

    if GetIsPlayableRace != 1
    Message "Only humanoids can be fed upon"
    Return
    endif

    Some may not think it makes sense for undead/creatures/daedra to be fed upon.

    Haven't tested this one yet, but it looks like feeding day is never reset. This means the player will advance through vampirism in a non-linear fashion after feeding. The following lines ought to fix the issue:

    set Vampire.vampday to GameDay
    set Vampire.vamphour to GameHour

    Also allowing spell reflect/absorb doesn't make sense for a feeding spell. Lesser powers generally require 0 spell points whereas this one costs 1...
    Not trying to be nitpicky, but... I guess I just prefer to have mods that work as best as they should. Thanks again for making this!
    1. DEEJMASTER333
      DEEJMASTER333
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      set Vampire.vampday to GameDay
      set Vampire.vamphour to GameHour

      Should these be added to the CorpseFeed script or the Vampire script and where?
    2. ArmlessWunder
      ArmlessWunder
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      Corpsefeed script or any script where vampire feeds. I got the author's blessing to release my own version of the mod with my own list of fixes so I will be releasing that prob before the end of the year.
  2. RatTech2099
    RatTech2099
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    What I find confusing is the question of which one of the esp files I should use. Are they updates in number order each superseding the other, - or are they individual options to make a choice from?
    Edit: Whatever scripts are running in version 5 kills off being able to use Human Blood bottles even though the bottle script is still enabled on the potion bottle in the CS.
    1. ArmlessWunder
      ArmlessWunder
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      SUPER 3 YEARS LATE SOLUTION!

      Looks like the human blood potion has wrong sort of implementation. The script effect is applied to the base item and not to the potion effects list. To fix, you just need to create a magic effect script like so:

      scn HumanBloodPotion1Script

      Begin ScriptEffectStart

             if player.getVampire == 0
             return; no need to turn someone into a vampire just bc they drank a little blood >.>
             endif

             Set PCVampire to 1

             ;remove any spell from higher states
      Player.removespell Vampirism50
      Player.removespell Vampirism50Att
      Player.removespell Vampirism50Skills
      Player.removespell VampireSeduction
      Player.removespell Vampirism75
      Player.removespell Vampirism75Att
      Player.removespell Vampirism75Skills
      Player.removespell VampireReignofTerror
      Player.removespell Vampirism100
      Player.removespell Vampirism100Att
      Player.removespell Vampirism100Skills
      Player.removespell VampireEmbraceofShadows

             ;re-add state 1 spells
      Player.addspell Vampirism25
      Player.addspell Vampirism25Att
      Player.addspell Vampirism25Skills
      Player.addspell VampireHuntersSight
      set Vampire.vampday to GameDay
      set Vampire.vamphour to GameHour
      MessageBox "Your hunger for blood has been satisfied... for now."

      end


      And then add the script effect in to the list of effects. Hope this helps.

      PS you may see some dangling endif tokens which the interpreter may nag you about... I have NO idea how this syntax error was introduced/enforced but yeah, you may need to add some random endifs in there
  3. Davitto94
    Davitto94
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    What version should I use if I am using Nekhanimals Awesome Vampire Mod?
  4. lexidol
    lexidol
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    Compatible with http://www.nexusmods.com/oblivion/mods/35340/? ?