About this mod
Overhauls and improves player vampirism and diversifies some of the benefits according to the vampire clan you belong to. Removes Sun Damage and the fast travel in daylight ban.
- Permissions and credits
- Changelogs
- Donations
Details are as follows.
All Vampire Clans:
Attributes: +15 to all except +20 to Personality, Strength and Willpower, and +25 to clan attributes.
Skills: +30 to Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, Stealth, Thaumaturgy and clan Skills.
Spells: Levitation, Calm Humanoid, Charm Mortal and clan Spells (if any).
Advantages: Immunities to Paralysis, Disease, and any weapon material below Silver. Resistance to Frost and Acute Hearing.
Disadvantages: Critical Weakness to Fire. Damage in Holy Places. Must kill once a day to stay satiated (or will not be able to rest/loiter). I've removed Damage from Sun Light and the fast travel in daylight ban (though you still arrive at night - can't seem to change that).
Anthotis Clan:
Attribute: +25 to Intelligence and Willpower
Skill: +30 Restoration and Illusion (they get an extra magic skill due to a lack of additional spells)
Spells: None
Regions: Alik'r Desert, Antiphyllos, Bergama, Dak'fron, Tigonus
Garlythi Clan:
Attribute: +25 to Endurance and Strength
Skill: +30 to Alteration
Spells: Shield
Regions: Northmoor, Phrygias
Haarvenu Clan:
Attribute: +25 to Speed and Personality
Skill: +30 to Destruction
Spells: Ice Storm and Wildfire
Regions: Anticlere, Ilessan Hills, Shalgora
Khulari Clan:
Attribute: +25 to Luck and Strength
Skill: +30 to Alteration
Spells: Paralysis
Regions: Dragontail Mountains, Ephesus, Kozanset, Santaki, Totambu
Lyrezi Clan:
Attribute: +25 to Agility and Willpower
Skill: +30 to Illusion
Spells: Invisibility and Silence
Regions: Alcaire, Isle of Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains.
Montalion Clan:
Attribute: +25 to Endurance and Personality
Skill: +30 to Mysticism
Spells: Recall
Regions: Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, Wayrest
Selenu Clan:
Attribute: +25 to Agility and Strength
Skill: +30 to Destruction
Spells: Resist Cold, Resist Fire and Resist Shock
Regions: Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, Sentinel
Thrafey Clan:
Attribute: +25 to Intelligence and Willpower
Skill: +30 Restoration
Spells: Heal
Regions: Daenia, Dwynnen, Ykalon, Urvaius
Vraseth Clan:
Attribute: +25 to Speed and Personality
Skill: +30 Mysticism
Spells: Nimbleness
Regions: Betony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, Tulune
PLANS FOR THE FUTURE:
I tried to add Darkness Powered Magery (unable to cast in daylight) as a disadvantage, but the vampire race template wouldn't allow it. I then tried to hack it in with some code, but I couldn't get that to work... I will keep trying.
I wanted to add Athleticism as an advantage, and although it parsed in the race template, it wouldn't work in game. So again I'll try and figure that out too.
Really wanted to add extra spells both in general and to each clan, but again couldn't get that to work. Certain elements of the vampire coding just seems untouchable mod wise, while other elements are unpredictably so and seem very temperamental.
USEFUL CONSOLE COMMANDS:
Make yourself a vampire with "diseaseplayer vampire"
Cure your vampirism with "vamp_cureme"
Satiate your vampirism with "vamp_feedme"
Having done testing using the console command "diseaseplayer vampire" it has become apparent that the resulting vampire has a mix of the regions' clan benefits with those of clan Lyrezi, even though I thought it would always default to Lyrezi (like in vanilla)... not sure why or whether this is dfu behaviour or is a consequence of this mod.
VERSIONS:
Version 1.0: Initial release for play-testing.
DOWNLOADING AND INSTALLATION:
Download from NEXUS. Unzip or paste the download contents into your StreamingAssets folder and let it overwrite if requested. VORTEX, if you use it, should do this automatically.
PROBLEMS AND CONFLICTS:
Vampire Diversity by it's very nature will conflict with the No Vampire HP Drain mod (whichever loads last will take precedence) ... but Vampire Diversity includes the same changes as well as adding to them so yeah, you don't need it anyway (unless you just want the no HP drain affect). Many thanks to ConsoleZOMBIE for that mod though, without their work it would have been much harder working out how to make this mod.
Vampire Diversity is also incompatible with the Vampiric Options mod in much the same way (whichever loads last will take precedence). It's a shame, because I love that mod. I will try and work out a way for both to work together somehow, but I can't make any promises at this point.
If you are using the Climates and Calories mod, when you are infected with vampirism (once you get the dream), and you still want to become a vampire, you MUST disable Climates and Calories or YOU WILL DIE immediately upon waking up in a crypt after turning into a vampire. Once you have established yourself as a vampire and have been satiated, I think it should be safe to turn it back on if you want to (not tested) ... though you don't really need it anymore, food and water mean nothing to you now.
If you come across any problems or mistakes please leave a comment on the appropriate Nexus or Daggerfall Workshop Forums page. Ask yourself whether it can be considered a feature before reporting it as a bug.