SKYRIM
GuruSR's Friendly Vampires by GuruSR
Skyrim » Gameplay effects and changes
Added: 16/05/2014 - 07:14PM
Updated: 17/08/2014 - 04:52PM

34 Endorsements

1.35 Latest version

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Uploaded by GuruSR

Description

Last updated at 16:52, 17 Aug 2014 Uploaded at 19:14, 16 May 2014

GuruSR's Friendly Vampires
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Version: 1.35
Date: Aug 17, 2014
Author: GuruSR

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Preface
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Gives the player the ability to play as a Vampire and not an infected person. Extra liberties are afforded to the player to make things more immerse.

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Description
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You got infected, slept, woke up and found you're a vampire. Congratulations, nobody cares! Literally, not even the existing vampires in the game!

Well, this is where the fun begins. This mod now adds the player to the same faction as the rest of the vampires in the game (with or without any vampire altering mods, including Dawnguard). You're now one of the Undead and can walk around with them, but is that all? No, it's not all, you can ask other vampires, to go hunting with you! While they're hunting, you can give them better equipment and they may/may not use it (some vampires can be so picky).

But what DO you do with your new found vampire group? Sack a city of course! Wander into a town and the guards will see all of your group (player included) as a group of vampires attacking the town (brings a whole new meaning to "When Vampires Attack").

Version 1.1: You'll hear a (Vampire) "Hiss" or a (Player safe) "Ting" sound, those tell you that you're a "Vampire" (not Player safe) or a "Player" safe vampire. This was done to allow quests to continue normally and to not cause any issues (please see the version history for details). This new addition only works *if* you're not near undead/vampires and you're defintely not in a vampire group.

Version 1.2: The Vampire/Player Hiss/Ting now monitors "creature state" for those using mods that offer wolf transformations. Vampires going to Dawnguard to start "Awakened" need to have no follower vampires with them, so they'll temporarily become hostile to regular vampires (only *if* "Awakened" hasn't been started), so Dawnguard won't be hostile to the player. Upon leaving the Dawnguard area, back to normal Skyrim, the player will be re-made friendly to other vampires. A new dialogue "You're a vampire, act like one!" is added, so vampires in towns can be made to join the Vampire faction as well, so you can include them in your town raids, add a home changing mod and you can move your vampire followers to the Dawnguard castle (but use the new dialogue on all of them inside before making your follower leave you, otherwise they'll attack them when you do). Side effect of the new dialogue and Dawnguard, is they'll constantly be attacking the Moth Priest (which is funny, but may make questing with him a bit harder). For nastier immersion, vampires you use the "You're a vampire, act like one!" on, if you set GSR_FriendlyVampiresComplete to 1, they'll be only in the Vampire faction (and will behave 100% like a wild vampire).

Version 1.3: This was a bug fix release, not major ones (most will never notice), if you filled the group, you couldn't add any more if any left. Vampires leaving were not removed from being a Player Teammate.

Version 1.31: This is a "tweak" and bug fix release, again, nothing major. Fixes the testing for player homes and *should* allow vampires (outside of groups) access to items in their player homes. When adding or removing vampires from a group, the notification should happen quicker now.

Version 1.32: Super small "tweak" which makes your Vampire group not expire until the combat ends (if you're the last one in the group, you're still part of it until the fighting ends).

Version 1.33: Added support for "Abandoned House" quest in Markarth and added new global to temporarily disable Friendly Vampire's influence: set GSR_FriendlyVampiresNormal to 1 (to be hated by vampires like normal)

Version 1.34: Added Wait/Continue support (note, some vampire followers can vanish in unloaded cells while waiting). Your Vampire group is determined by those following, not waiting.

Version 1.35: Slight fix to version 1.34 to properly include Waiting vampires.

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GLOBALS
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GSR_FriendlyVampiresComplete: Setting this to 1 causes a vampire being told "to act like one", removes them from their regular factions.
GSR_FriendlyVampiresNormal: Setting this to 1 makes you a "normal" vampire (meaning other vampires hate you) until you set it to 0.
GSR_FriendlyVampiresQuit: Setting this to 1 tells the game you want to uninstall it.
GSR_FriendlyVampiresWeapon: Setting this to 1 is a workaround for weapon weirdness when giving vampires weapons.


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Requirements
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The final updated version of Skyrim 1.9.32, anything less and it may not work at all. This mod does not require anything else.

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Installation
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Drag the files from the archive as normal (or use your favorite mod manager) OR go onto Steam and subscribe to it there.

Activate the mod.

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Upgrading
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Follow the installation method, all versions don't require a new game.

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Uninstallation
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Simply make sure you've got no vampire group going and go somewhere away from vampires, then type the following into the console:

set GSR_FriendlyVampiresQuit to 1

Save your game after it says it's quit, exit the game and uncheck/remove the mod.

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Game Impact
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Minor, I couldn't see any impact on game performance, as I was making sure to slow the unimportant items down, plus the looping of the quest is not automatic, it's done manually each time it's called.

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Compatibility
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This mod does not have any issues with any other mod, as it does not interfere/alter anything present. This mod *IS* compatible with ANY vampire mod (Dawnguard included).

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Troubleshooting
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Q. Can't ask a vampire to follow me.
A. Esc, Save, New Save Game, then Load that new Save Game back in. Fixed.

Q. Vampire won't wear my outfit, and I can't take theirs.
A. Default outfits, didn't touch them, they'll wear what you give them, if it's better than what they have at the moment.

Q. No matter what weapon I give, they won't equip a thing!
A. Sounds like another mod is blocking this, simply go to the console and type: set GSR_FriendlyVampiresWeapon to 1 <enter to set it>

Q. The vampires I had, some of them just vanished! WTH?
A. Some vampires in the wild, by some mods, are on timers and will vanish on you, don't worry, they'll be auto-removed from your group.

Q. I'm seeing errors on the mod in the log about actors being dead and can't start combat, WTH?
A. I'm testing for actors being dead, but sadly, they can die RIGHT after I do that and before the combat start happens... Safe to ignore.

Q. Does this work with Vampire mod XYZ.
A. Yes, this mod doesn't interfere with any mods that alter the original vampire design, this mod talks to NPC vampires in the game and doesn't care about other mods.

Q. I told Alva to act like a vampire, had her join me, went outside and, well, we got attacked by the guards.
A. Using "You're a vampire, act like one!" makes the NPC just like the vampires in the wild, you have the NPC join you, you're a group of vampires.

Q. I have "follower mod" and I used "You're a vampire, act like one!" and I have 2 types of follower options, they're all messed up!
A. If you're going to use the "follower mod", use it, or my vampire following options, not both!

Q. I told the Vampire follower to "Stay here for a bit." and left the house it was in, a few moments later I was told I lost a vampire, huh?
A. The wait function in the follow goes into "low priority". Some vampires out there, will vanish if left that way too long, unavoidable, tell them to wait off in the distance, go do your talking out of the group, run back and get them to "Come on, lets go!"

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Version History
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1.0 May 16, 2014 : Initial Release
1.1 May 29, 2014 : Offers "Auto-Player" when within 200 feet of Essential/Protected NPCs or in Player Faction owned locations.
1.2 July 5, 2014 : Offers "Real Vampire" dialogue, Dawnguard quest start "safe mode", "ghost safe" and minor bug fixes.
1.3 July 13, 2014 : Fixed vampire release and max vampire group unlock.
1.31 July 20, 2014 : Fixed "player home" recognition, sped up start/leave vampire group recognition.
1.32 July 24, 2014 : Keep player in vampire group until fighting ends if they're the last vamp standing.
1.33 July 27, 2014 : Support for "Abandoned House" quest in Markarth and newtemporarily disable global.
1.34 Aug 17, 2014 : Added Wait/Follow (some vampires will vanish when in "low priority wait", unavoidable game design).
1.35 Aug 17, 2014 : Fixes to 1.34 for proper waiting status.