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!
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.
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.
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
7 comments
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!
set Vampire.vampday to GameDay
set Vampire.vamphour to GameHour
Should these be added to the CorpseFeed script or the Vampire script and where?
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.
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