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Welcome to the Revised Edition of Sanguinaire for Fallout 4. This module maintains the unique experience of the original with superb extra functions for your enjoyment. See full description for full details. Please Note: This is a rewritten from scratch version of Sanguinaire and is not compatible with the original.

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Sanguinaire: Revised Edition (Core Module - Fallout 4)
Designed and created by: Christopher Ham.

Welcome to the Revised Edition of Sanguinaire for Fallout 4. This module maintains the unique experience of the original with superb extra functions for your enjoyment. See full description for full details. Please Note: This is a rewritten from scratch version of Sanguinaire and is not compatible with the original release The older version of Sanguinaire has been taken offline now.

Vampirism Overview:
Vampires are a mutation caused by a strain of FEV (Forced Evolutionary Virus). Vampires of this strain are effectively immortal but rely on blood to counter the effects of the virus. Vampires are toxin resistant, disease resistant and stronger than mortals. Vampires will grow more powerful with each life they take (see ranking), but may suffer consequences for killing innocent (non-hostile victims). Please read the full mod description for details on all of these mechanics.

FEV-Sangporphyris:
This disease escaped the institute labs during experimentation. This virus causes cell mutations that damage the enzymes responsible for creating haemoglobin. The disease was believed to have left the lab, carried in the blood of an escaped synth trying to masquerade as human. The disease can be contracted from other vampires at a rate of 25%. The disease can also be contracted from Low-Grade blood packs, from vampire blood,  and from blood-bugs at a contraction rate of 10%. NPCs are also at risk of contracting FEV-Sangporphyris and becoming vampires.

FEV-Sangporphyris Serum:
This serum is the only way to cure the disease once it has completed it's incubation period and progressed the player to a state of vampirism. The serum can be located in the Virgil's old FEV research lab inside the institute. This is the only serum in existence. If the player becomes a vampire again after it has been used, they cannot cure the condition a second time. FEV-Sangporphyris can be cured before transition completes, using viral disease cure or visiting a doctor.

Difficulty Settings:
The player's chosen difficulty setting will govern many of the vampire mechanics. At higher difficulty settings, the player will experience a more frequent need to feed, slower ranking progression, and faster loss of humanity when killing innocent victims (see more information on this in the description that follows). This allows individual players to decide on the experience they wish to be subjected to, based on the difficulty settings they select.

Hunger:
Blood hunger will come, always, repeatedly. There is no escape from the blood-lust as a vampire. Hunger will activate the feed perk, allowing the player to feed on a living person. Alternatively they can drink from a blood pack or a vial of blood. The frequency of hunger is determined by the player's difficulty settings. Each hunger stage will damage all S.P.E.C.I.A.L stats at a magnitude of -1. Accumulating to -4 in total starvation.

Feeding:
A perk entry point will activate labelled "FEED" when in range of an acceptable target. This option will only be available while in hunger. The prompt will not show if the NPC is marked as essential or is in scene dialogue. On using the feed option the player will tackle the target to the ground and feed, tearing flesh from their body to take blood from. Living blood will over time increase the player's vampire rank, while blood packs and vials of blood will not as they contain dead blood. Be careful who you feed from however, as killing innocent (non-hostile) victims leads to humanity loss and consequences.

Vampire Ranking:
Feeding on living blood will progress the player's vampire rank over time, increasing strength, agility and endurance. This has beneficial effects in combat and opens up perks in the perk tree. The player's difficulty settings will affect the progression rate of vampire rank. Dead blood will satiate hunger, but will not progress the player's rank. These ranks include Vampire Fledgling, Vampire Neonate, Blooded Vampire, Vampire Skirmisher, Vampire Reaver and Vampire Master. A message will be displayed after feeding stating the number of feeds required to achieve the next rank. Rank based STAT increments will be treated as a permanent stat change, only removed if cured of vampirism. Therefore they will not show a + symbol next to the stat, allowing the player to still see a + when something else such as a chem, clothing item or perk is affecting their stats.

Rank Rewards:
Each rank achievement will increase the following:
[STATS] Strength: +1, Endurance: +1, Agility: +1, Damage Resist: +1, +10% Jump Height, +10% resistance to poison.
Rank awarded stat increases do not just increase the base stat, but also add the associated stars to the perk tree. This means the payer can access perks associated with those stats. Beware however, if you cure yourself your vampire stat buffs will be subtracted. If you unlocked perks relying on the stats you earned as a vampire, you'll have to level up to earn them again. All actions have consequences.

The path of purity:
Vampires on the path of purity, have made a moral choice to never take a life to satisfy their blood-lust. To maintain the path of purity, the player would need to complete their transition using a blood pack and play the game refusing to break their moral decision to never kill for blood. On the path of purity, the player receives increased EXP earned by 20% and provides 100% immunity to addiction. The player will benefit from +4 charisma, intelligence and perception (Heightened Senses) which are reduced by  -1 in each hunger stage. To maintain the path of purity the player will sacrifice the ability to progress their rank. They will achieve the rank of Vampire Fledgling on completing transition, but it will never be able to progress their rank further without breaking their morals and entering another path. Stats affected by the path of purity will show a + symbol as this is not a permanent change. These stat buffs only last until the path is broken and the perk is lost.

The path of humane:
Vampires on the path of the humane, do not kill innocent people for feeding purposes. They kill to feed and progress their abilities but discriminate between what they consider innocent and hostile targets. This increases their physical strength, endurance and agility over time. On the path of the humane, the player will receive +4 charisma, intelligence and perception (Heightened Senses) which are reduced by  -1 in each hunger stage, and are able to progress their rank but no longer benefit from of the path of purity perk, reducing EXP earned and losing their resistance to addiction. To maintain the path of humane the player must not kill non-hostile victims. The player cannot access additional strength provided by inviting the beast without entering the path of the beast. Stats affected by the path of humane will show a + symbol as this is not a permanent change. These stat buffs only last until the path is broken and the perk is lost.

The path of the beast:
Vampires on the path of the beast have entirely forsaken their human nature. They kill indiscriminately in exchange for the power that comes with progressing their rank. Vampires on this path also feed on the innocent, which over time increases their physical stats in addition to ranking, but their appearance will become twisted and inhuman, they will lose humanity, and attract unwanted attention from the brotherhood of steel as well as vampire hunters. On this path the player will no longer benefit from the perks gained on the path of purity, or the path of humane. Humanity loss does not happen with each innocent victim killed for blood. It is a process that takes time over prolonged killing of innocent people. How quickly the player loses humanity is based on their chosen difficulty settings. The higher the difficulty, the faster the player will lose humanity when killing innocent people for blood. Humanity loss occurs in stages when a number of innocent kills accumulates. Stats damaged by the path of the beast will not show a minus symbol, as this is a permanent stat change unless vampirism is cured. The consequences of humanity loss can be dire, and make game-play difficult:

Humanity Loss Stage 1: 
[Eyes] Whites of the eyes become darker, and the iris more pronounced.
[Frenzy] 15% chance of frenzy when hungry. Lose control of your character's actions as they kill and drink from the nearest character in range.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +1 Strength. +1 Endurance. +1 Agility. +1 Damage Resist.
[Hunger] -2 hour penalty to hunger timer, increasing blood-lust and needing to feed more often.
[Health] The player will gain health regeneration.
[Speed] 10% movement speed increase.
[Attention] Vampire Hunters will occasionally begin to appear in the wild.

Humanity Loss Stage 2: 
[Eyes] Whites of the eyes become darker still, and blood seeps into parts the iris.
[Frenzy] 30% chance of frenzy when hungry. Lose control of your character's actions as they kill and drink from the nearest character in range.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +1 Strength. +1 Endurance. +1 Agility. +1 Damage Resist.
[Hunger] -4 hour penalty to hunger timer, increasing blood-lust and needing to feed more often.
[Health] Health regeneration increased.
[Speed] 20% movement speed increase.
[Attention] Vampire Hunters will appear 5% more frequently.

Humanity Loss Stage 3: 
[Eyes] The iris of the eye starts to turn a dark red-ish colour.
[Frenzy] 45% chance of frenzy when hungry. Lose control of your character's actions as they kill and drink from the nearest character in range.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +1 Strength. +1 Endurance. +1 Agility. +1 Damage Resist.
[Hunger] -6 hour penalty to hunger timer, increasing blood-lust and needing to feed more often.
[Health] Health regeneration increased.
[Speed] 30% movement speed increase.
[Attention] The brotherhood of steel will treat the player as a hostile life form (Can be quite problematic after defeating Kellog, when the brotherhood begins it's sweeps of the landscape hunting mutants. Vampire Hunters will appear 10% more frequently.

Humanity Loss Stage 4: 
[Eyes] Whites of the eyes become darker, and the iris is now a deep red.
[Frenzy] 60% chance of frenzy when hungry. Lose control of your character's actions as they kill and drink from the nearest character in range.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +1 Strength. +1 Endurance. +1 Agility. +1 Damage Resist.
[Hunger] -8 hour penalty to hunger timer, increasing blood-lust and needing to feed more often.
[Health] Health regeneration increased.
[Speed] 40% movement speed increase.
[Attention] Vampire Hunters will appear 15% more frequently.

Inherent Abilities and Weaknesses:
As a vampire, the player will have access to unique abilities and weaknesses.

Weakness to Fire: Vampires suffer a vulnerability to fire, dealing additional damage from fire attacks.
[Hunger Stage 1] 20% Weakness to fire.
[Hunger Stage 2] 30% weakness to fire.
[Hunger Stage 3] 40% weakness to fire.
[Hunger Stage 4] 50% Weakness to fire.

Weakness to Energy Damage: Caused by UV radiation in energy weapons which use a beam of highly concentrated light (Lasers).
[Hunger Stage 1] 20% Weakness to energy damage.
[Hunger Stage 2] 30% weakness to energy damage.
[Hunger Stage 3] 40% weakness to energy damage.
[Hunger Stage 4] 50% Weakness to energy damage.

Weakness to sunlight:  Vampires are physically afflicted by sunlight.
[Hunger Stage 1] -20 peak health, -20 peak AP, 100% inhibition of health and AP regeneration, 0 UV Damage p/second. Varies with difficulty.
[Hunger Stage 2] -40 peak health, -40 peak AP, 100% inhibition of health and AP regeneration, 2 UV Damage p/second. Varies with difficulty.
[Hunger Stage 3] -60 peak health, -60 peak AP, 100% inhibition of health and AP regeneration, 4 UV Damage p/second. Varies with difficulty.
[Hunger Stage 4] -80 peak health, -80 peak AP, 100% inhibition of health and AP regeneration, 8 UV Damage p/second. Varies with difficulty.
[Vision Impairment] The sunlight will impair a vampire's vision. Wearing sunglasses, goggles and full-face gas masks will prevent vision impairment.
[Prevention] Purchase sunblock from merchants to prevent UV radiation damage while in hunger.

Resist Disease: Vampires are 100% resistant to diseases.
Regenerative Blood: Vampires have regenerative blood. Heals accumulated RADS. Rank based ability. (See Ranking.)
Vampiric Strength: Increases Strength STAT. This is a rank based ability. (See Ranking.)
Resist Poison: As a vampire the player is naturally resistant to toxins. This is a rank based ability. (See Ranking.)
Vampiric Jump: Allows the player to jump higher than a mortal. This is a rank based ability. (See Ranking)

Unlockable Perks:
There are additional perks that can be unlocked. These add additional feeding and combat experiences that the player will not benefit from until they have unlocked those perks. See below:

[Extract Blood] Allows the player to extract blood from a sleeping humanoid if they have at least 1 bleedout syringe and 1 empty blood pack. This ability is unlocked at rank 1 Medic.

[The Sire] Allows the player to infect humanoid companions with a craft-able FEV-Sangporphyris injector. The player must have the injector in their inventory to perform this action. This ability is unlocked at rank 2 Medic.

[Blood Buff] Drinking blood in combat (Blood Pack or Living) will give a 60 second +50 Damage Resistance and +50 extra damage to enemies. This ability is unlocked with Rank 1 Toughness.

[Vampire Vision: Rank 1] Vampires have excellent vision at night, increasing VATS  accuracy by 15% at night. This ability is unlocked with rank 1 Night Person.
[Vampire Vision: Rank 2] Vampires have excellent vision at night, increasing VATS  accuracy by 25% at night. This ability is unlocked with rank 2 Night Person.

[Shadow Veil: Rank 1] Vampires receive 10% additional sneak effectiveness at night. This ability is unlocked with Rank 1 Sneak.
[Shadow Veil: Rank 2] Vampires receive 15% additional sneak effectiveness at night. This ability is unlocked with Rank 2 Sneak.
[Shadow Veil: Rank 3] Vampires receive 20% additional sneak effectiveness at night. This ability is unlocked with Rank 3 Sneak.
[Shadow Veil: Rank 4] Vampires receive 25% additional sneak effectiveness at night. This ability is unlocked with Rank 4 Sneak.
[Shadow Veil: Rank 5] Vampires receive 30% additional sneak effectiveness at night. This ability is unlocked with Rank 5 Sneak.

[Additional Feeding]
Unlocking Ghoulish (Rank: 1) enables the player to feed on citizens (outside of combat) without needing to wait until they are hungry.

Food and Chems:
Vampires cannot regain health from food or chems (excluding Stimpaks, Blood-bug meat and Blood-leaf). Vampires survive solely on blood and is their only form of nourishment. Stimpaks will still heal a vampire, but are 50% less effective. Blood-bug meat risks infection of FEV-Sangporphyris to mortals. Vampires can create blood laced foods in the cooking station menu, creating unique foods they can regain some HP from. These foods will not satisfy blood-lust.

Blood Packs and Vials:
Empty blood packs can be crafted with plastic at a chem station. Low-Grade blood packs can be crafted with plastic and filled (red) Blood-bug Blood-Sacs. Drinking low-grade blood packs carries risk of infection if the player is mortal. The player can also purchase vials of blood. Vials of blood are cheaper than blood packs,  but heal less HP. Glowing blood packs will provide vampires with extra RAD resistance to vampires.

NPC Vampires:
Vampires will occasionally be encountered in the wild at night. Vampires can often be found searching abandoned medical facilities for blood packs and sometimes make themselves a home in abandoned buildings. Encountering vampires is generally a rarity, unless the player has knowledge on where to hunt for them. The player will occasionally come across more humane vampires hiding in society, masquerading as human.

NPC Vampire Hunters:
Encountering vampire hunters as a vampire is linked directly to humanity. Vampire hunters will not show up at all if the player have never killed an innocent person. Killing innocent citizens will catch the attention of vampire hunters. We are looking into the idea of including vampire hunter quests later down the line when we are comfortable that the vampire side of the mod is completed.

Known Bugs:
At this time, it is not possible to change the player's appearance at a facial reconstruction doctor as a vampire. This is due to limitations in the creation kit that I am unable to resolve at the present time. For the time being, we shall put this down to vampires being immortal and unable to change physically. In the future, I may find a way around this. I would suggest the player ensures they are happy with the way their character looks before turning. If the player cures themselves this function will return to normal. This may just be a Creation kit restriction as I recall in Skyrim they blocked the ability to change ones face as a vampire in the vanilla game.

Known Compatibility Issues:
Survival Settings MOD: If the player is using SSM with Sanguinaire, it will override Sanguinaire's resist disease settings. This is because it makes changes to the same Global Variable for it's own purposes. If using both mods together and have this issue, the fix is to simply disable diseases in SSM.
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