Skyrim

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Commandercoldz

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commandercoldz

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About this mod

New/changed abilities for both Vampire Lord and Standard Vampire to include revised strengths and weaknesses.Telekinesis enhanced for combat. Serana's drain and other vampire's drain upgraded and scaled to player level. Better Special effects for existing spells.

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Permissions and credits
Several more powerful and unique changes to existing Vampire and Vampire Lord Abilities
REQUIRES DAWNGUARD DLC

Have you ever played as a vampire and found that playing the standard vampire became obsolete? This mod enhances both in a manner that makes play style choices more interesting. Standard vampires are much more powerful and so is the vampire lord in this mod, however there are more pros and cons to using the vampire lord over the vampire now. There are also changes to the telekinesis spell, enemy vampire drain, and Serana's drain.



<<<Vampire Lord changes>>>

*Reanimate has been changed to a spell known as Undying Command. The spell works much the same as it did before with a few enhancements. The projectile is now a large purple blast wave that can damage as well as cast a slightly weaker version of the Soul Tear power. Undying command revives the dead and harms the living with a mark death damage type. In the event the opponent is killed, they will be resurrected upon death.

*Sunlight can potentially outright kill a Vampire Lord. While exposed to the sun, A vampire Lord will burst into flames and be slowed immensely by the agonizing fire. The fire does not harm over time rather it GREATLY reduces max health points. For a low level vampire lord or a wounded one, this could mean instant death. Vampire Lord players now must fear daylight as it is truly their one drawback. The vampire lord has always been over powered, and even more so now, but now reverting to a standard vampire form has meaning and purpose once more.

*Natural Health regeneration in sunlight is all but impossible. Magicka will slowly restore. Stamina can slow be restored with aid from enchantments.



<<<VAMPIRE CHANGES>>>

*Vamprire Drain is strongest after feeding. As your vampire stages rise the power of the drain dwindles. Feeding = Strength. Starving = versatility and extra abilities.
Stage 1: Your Vampire's power is nightmarish. Vampire Drain staggers and slows enemies greatly as they are engulfed by clouds of black smoke and vampire bats.
Stage 2: Your vampire's power is great. Swarm of bats stagger the opponent to hold them in place for feeding.
Stage 3: Your vampire's power is steady. A reliable level of drain dmg/heal/stamina heal while slowing your opponent.
Stage 4: Your vampire''s abilities dwindle. The drain is reliable, but now it requires a decent charge time and can only be fired in small burst. It still slows the enemy a good deal but less and for only a couple of seconds.
BUG FIX NOTE: Sorry to those of you who enjoyed the original grab player with vampiric grip version of the drain. In some cases it was permanently gone after feeding once or changing to another vampire stage. The only way to fix it was to return it to a format where is drained in a consistent cone animation as the game intended.

*Embrace of Shadows has been changed. It no longer turns the player invisible. Upon use, the Embrace of shadows will transform a player into a swarm of bats as well as call down several smaller swarms of bats to momentarily disorient and stagger enemies within the vicinity. As the player flees from danger, they will be able to knock back opponents. Embrace of Shadows is the ultimate vampire escape move!
NOTICE!!!! LENGTHY CHARGE UP TIME. Not Broken. Watch hand motionas you hold the button.

*Unarmed damage boost now applies to melee weapons.

*Fire weakness is more punishing per stage.

*Frost resistance is set at 50% for all stages.

*Sun light has different effects on each stage. While freshly fed, a vampire can regen a minimal but sufficient amount of health/Mag/Stam. Later stages can prove to be impossible.



<<<TELEKINESIS CHANGE>>>
*Telekinesis has been changed to Hyper Telekinesis. It cost slightly more magicka and now allows the player to grab items and players alike. It also utilizes great ward to shield the caster. Pros: Its like using someone as a human shield or using your telekinesis to shield yourself with a mental barrier. Cons: Your telekinesis can be disrupted and destroyed by magical attacks. (Almost identical to Vampiric Grip for non vampires. Both Grip and Telekinesis add special purple aura wind effects to the caster upon casting.)



<<<SERANA CHANGES>>>
*Serana's drain, by default, already scales by level. Each of these 7 levels of drain now grow to closely mimic the player's 4 Stages of drain. The final levels of Serana's drain morphs into the Vampire Lord drain orb attack... She is a Vampire Lord that refuses to transform after all. Should it only be natural she can tap into this power? (Given her age and background.)



<<<ENEMY VAMPIRES>>>
Enemy vampires with progressive levels will begin to develop more formidable types of drain. The damage will be higher of course, but the big thing to look out for is the added abilities. Slow effects will become stronger and more common at first. Later on bat stagger effects will be linked to the drain that can leave you quite vulnerable... the good news is these powerful blast of drain have a long cast time and have a limited duration of prolonged use... giving you the opportunity to fight back... if you survived.

DOWNLOAD NOTES: It is easier to download the file manually and drag the file to the C:\Users\Program files x86 > Steam > Steam Apps >
Common > Skyrim > Data >