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Welcome to Sanguinaire: The fallout 4 vampire experience. This module maintains the unique experience of the original Sanguinaire 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 - Fallout 4 Vampire Experience)
Designed and created by: Christopher Ham.

Notification:
I have just started a pre-release test run of the soon to be released Skyrim version of Sanguinaire. Here's a link to the first video: https://www.youtube.com/watch?v=JLxTmW8vqQ0

Introduction:
Welcome to the Revised Edition of Sanguinaire for Fallout 4. This module is a re-release of the original Sanguinaire which has now been taken down. Please note: Sanguinaire is a vampire survival mod. Life as a vampire is a life of hardship and suffering. Your choices determine your fate, and the path you take will determine your power. Through hardship and survival, vampires eventually become very powerful beings. But it's a lonely road, forever shadowed by the darkness, and fear of the sun. Sanguinaire maintains it's immersion in that it does not allow the player to configure the entire game-play through menus. You will find below that many aspects of the game-play are governed by the player's chosen difficulty settings, the perks they choose as a vampire, and the path they decide to follow.

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 over time if they feed on living blood (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%. The virus incubates in the player's system for 3 in-game days before transformation. NPCs are also at risk of contracting FEV-Sangporphyris and becoming vampires. On completion of incubation period the player will enter a transition phase, where they will be harshly weakened as their body pushes them to feed and complete the transition.

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.

Vampire Biology:
Victims of a mutating virus, a vampire's biology is altered after transition. These changes affect the blood, the tissue and even cause the vampire to become sensitive to certain substances that can be found in certain foods.

[Haematology]
Once a human has succumbed to FEV-Sangporphyris, it alters their DNA causing a vital enzyme to fail. This enzyme failure damages production of healthy blood cells requiring the host to absorb healthy blood through the stomach and gut as an alternative method of haem synthesis. A bi-product of the enzyme's failure to bind the necessary components to create haemoglobin causes excessive levels of unused hormones to rise in the blood, skin and thin tissues. These hormone levels considerably rise in hunger, as their bodies strain to replace the missing blood cells with little success.These hormones react to UV radiation. The resulting chemical reaction causes harm to the hosts body when exposed to direct sunlight or UV radiation from light concentrated energy weapons. Vampires often apply sunblock to block UV radiation damage while in hunger, however it will not protect them from loss of peak HP and AP.  A vampire's body is highly irradiated, as FEV-Sangporphyris is a mutated strain of FEV which was exposed to radiation. The vampire's regenerative blood keeps these high levels of radiation from destroying the DNA and cells of the body. However this process is compromised while exposed to sunlight which not only inhibits the ability to regenerate and heal radiation, but also inflicts radiation damage. This make it much harder for the vampire's body to keep in tact in hunger. This can result in a vampire demonstrating signs of burning or even combustion in the light of day. The burn damage of the sun reacting with the excess hormones, combined with the radioactive inner-workings of the subject can create a catastrophic reaction when in high levels of hunger.

[Chemistry and Toxicity]
Garlic and related vegetation is highly toxic to vampires due to chemical compounds in these foods that would normally boost blood production. In a vampire these compounds cause toxicity levels of these hormones to rise. This can result in higher sunlight sensitivity and temporary damage to the body. Vampires have access to additional strength, endurance and agility which increases over time - but this does not come from the condition itself, but rather the additional mutations the virus causes as it progresses. The virus stimulates enzymes known as Telomerase, causing over-production Telomeres which are responsible for protecting DNA from damage and unravelling with age. As a result of this, the vampire is effectively immortal in the sense they will never age to death, but they are not invulnerable. Vampires can be killed in any way a mortal can, such as a gun shot, stabbing, or any other method of damaging vital organs but will be more resistant to mortal and chem-related damage due to the overproduction of Telomeres which increase protection of their cell tissue. The regenerative properties of a vampire's blood can increase healing speed if additional mutations are encouraged by certain behaviours. 

[Sensory Enhancement]
Vampire's suffer heightened senses as a result of their condition. This can be beneficial, but it can also be detrimental. During the day, a vampire must cover his or her eyes to prevent overwhelming damage to their vision. If a vampire is out in daylight without the proper protection (sunglasses, goggles or full-face masks), they will be blinded. Their eyes will eventually adjust but never fully focus unless protected. At night, a vampire can benefit from enhanced night vision. But in order to benefit from this they need to remove their eye protection. If they are still wearing sunglasses, goggles or masks at night it will prevent effective night vision due to the light obscuring effect of these clothing items. Vampires can smell the blood of those around them while in hunger also. While this effect is active, their mind will create a visual interpretation of a potential feeding source, allowing a vampire to see and sense mortals within a approximately 200 yards of their location, even if they are behind an object obscuring them visually.

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 with the exception of luck. Hunger only affects physical and mental stats. Accumulating to -3 in total starvation. Hunger also increases the potency of your vampire weaknesses such as sunlight, fire and energy weapon damage. See inherent abilities and weaknesses section for details.

[Stage 1] Satiated (No detriment to stats).
[Stage 2] Mild Hunger (-1 to all S.P.E.C.I.A.L stats with the exception of luck).
[Stage 3] Moderate Hunger (-2 to all S.P.E.C.I.A.L stats with the exception of luck).
[Stage 4] Severe Hunger (-3 to all S.P.E.C.I.A.L stats with the exception of luck).

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. Feeding will remove hunger detriments and restore all stats to normal.

Disposition with mortals:
A vampire shows physical characteristics of their condition (eyes) which will put other's around them ill at ease. Therefore while the player's eyes are visible to those around them, they will suffer a hit to their social disposition with those they speak to. As a vampire you will suffer a 20% loss of charisma success, goods from traders will cost 20% more, bribing will require 20% more caps to be successful, and intimidation success will increase by 20%. The player can cover the appearance of their eyes to go undetected in the mortal world with sunglasses, goggles and masks. This will remove the disposition effects, but will return intimidation success chance to normal. On the path of the beast, the disposition hit will worsen as the player's appearance becomes more monstrous. Each stage on the path of the beast adds an additional 20% to all above specified traits.

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.
[PERK] The effect of all ranked vampire perks will increase on each rank. (See unlockable perks section for details.)
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:
The path of purity, is a moral path to which the vampire refuses to take the lives of others for blood. To maintain the path of purity, the player would need to complete their transition using a blood pack and never kill for blood. The path of purity perk increases EXP earned, scaling with the player's level and provides 100% immunity to addiction. The player will also benefit from +4 charisma, intelligence and perception (Heightened Senses). The downside to survival as a vampire on this path, is the inability to progress vampire rank, as doing so will break the moral code, losing the perk as a consequence. Vampires on this path receive the rank of Vampire Fledgling on completing transition, but will never be able to progress their rank further without breaking the moral code 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) and is 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. Morality however is not dictated by someone's potential to be hostile. Unless they actually attack you, killing them will cost you humanity. The game will warn you once about this course of action - but further killings of non-hostile targets will cost you the path of humane. The beast will find any excuse, any form temptation to manifest itself and gain power over you. 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 but these vampires also feed on the innocent, which over time increases their ability to regenerate health, AP, increases movement speed and weapon speed, but their appearance will become twisted and inhuman. You will receive a warning the first time you kill an innocent or unprovoked target that you will end up on the path of the beast if you do so again. Killing an innocent person, or someone who has not provoked you at the time of feeding on them will cost you 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. They will also be at risk of "The Dark Craving" (See dark cravings section for details). 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.
[Dark Craving] The player will be at a low risk of experiencing the dark craving.
[Stats] Mental Stats gained from path of humane lost. +20 Speed, +20 Weapon Speed, HP regeneration given, Increased AP regeneration
[Hunger] -1 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.
[Dark Craving] The player will be at a moderate risk of experiencing the dark craving.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +30 Speed, +30 Weapon Speed, Increased HP regeneration, Increased AP regeneration.
[Hunger] -2 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.
[Dark Craving] The player will be at a higher risk of experiencing the dark craving.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +40 Speed, +40 Weapon Speed, Increased HP regeneration, Increased AP regeneration.
[Hunger] -3 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.
[Dark Craving] The player will be at a serious risk of experiencing the dark craving.
[Stats] -1 Charisma. -1 Perception. -1 Intelligence. +50 Speed, +50 Weapon Speed, Increased HP regeneration, Increased AP regeneration.
[Hunger] -4 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.

The Dark Craving:
The beast may strike at any time, any place, any situation without warning. On the path of the beast the player will always be at risk of the dark craving and will be powerless to stop it when it happens. In the event of dark cravings, the player's heart will pound in his or her chest and their vision will become distorted. This will continue for a short while before a sudden drop to stage 4 hunger. This damages all S.P.E.C.I.A.L stats by -3. The player must feed urgently to replenish their stats and return their physical state to normal. The chance of experiencing the dark craving is increased by the player's beast level. In a role-playing sense this acts as a psychological form of frenzy.

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

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)
Weakness to Fire: Vampires suffer a 20% weakness to fire damage, increased by a further +10% in each hunger stage.
Weakness to Energy Damage: Vampires suffer a 20% weakness to energy damage, increased by a further +10% in each hunger stage.

Weakness to Sunlight:  Vampires suffer a weakness to sunlight, resulting in -20 HP, -20 AP, and HP / AP regeneration loss. In hunger these damages are increased further and the player will take UV radiation damage which will become more serious with each hunger progression. Vampires can protect themselves from visual impairment in sunlight by wearing sunglasses, welding goggles or full-face masks. This only includes vanilla game sunglasses, goggles and masks. Items that are part of another mod, or override the keywords on vanilla clothing will prevent this effect from working. The clothing items will need to be removed at night to regain the effects of oversensitive vision to see better than mortals in the darkness. The player can also wear sunblock to help prevent UV damage in hunger which can be purchased from some traders.

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 bleed-out syringe and 1 empty blood pack. This ability is unlocked at Vampire Neonate.

[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 Vampire Skirmisher.

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

Ranked Unlockable Perks:
This perk increases with each vampire rank. The more powerful you grow, the more effective this perk becomes. Ranked perks only increase when the player successfully increases their vampire rank:

Blood Buff: When a vampire has the blood buff perk, they can drink blood in combat, either from a living target or blood pack, to obtain a stats buff for a limited time, offering additional damage resistance and attack damage for the duration of the effect.

[Blood Buff: Rank 1] Drinking blood in combat gives +10 Damage Resistance and +10 extra damage for 60 secs
[Blood Buff: Rank 2] Drinking blood in combat gives +15 Damage Resistance and +15 extra damage for 60 secs Feed in combat if health drops below 20%.
[Blood Buff: Rank 3] Drinking blood in combat gives +20 Damage Resistance and +20 extra damage for 60 secs Feed in combat if health drops below 20%.
[Blood Buff: Rank 4] Drinking blood in combat gives +25 Damage Resistance and +25 extra damage for 60 secs Feed in combat if health drops below 20%.
[Blood Buff: Rank 5] Drinking blood in combat gives +30 Damage Resistance and +30 extra damage for 60 secs Feed in combat if health drops below 20%.
[Blood Buff: Rank 6] Drinking blood in combat gives +35 Damage Resistance and +35 extra damage for 60 secs Feed in combat if health drops below 20%.

Vampire Vision: Vampires can only benefit from the enhanced night vision effect of this perk when not wearing sunglasses, goggles or full-face masks. This was done to create the ability to toggle the effect of night vision as desired while keeping within the realism theme of the module. Vampires cannot simply turn off their over-sensitivity to light, but the effects of night vision can be toggled if desired by applying clothing to obscure light to the eyes. Any item of clothing used to protect against the vision effects of the sun can be used to toggle night vision on/off.

[Vampire Vision: Rank 1] +15% VATS accuracy at night, automatic night vision at night and detect life ability.
[Vampire Vision: Rank 2] +25% VATS accuracy at night, automatic night vision at night and detect life ability.
[Vampire Vision: Rank 3] +35% VATS accuracy at night, automatic night vision at night and detect life ability.
[Vampire Vision: Rank 4] +45% VATS accuracy at night, automatic night vision at night and detect life ability.
[Vampire Vision: Rank 5] +55% VATS accuracy at night, automatic night vision at night and detect life ability.
[Vampire Vision: Rank 6] +65% VATS accuracy at night, automatic night vision at night and detect life ability.

Shadow Veil: Vampires are stronger than your average mortal. As a result they find it much easier to tread lightly the ground they stand. Vampires have an uncanny ability to sneak up on their prey and take it unawares. Shadow veil is a measure of how effectively a vampire can sneak in addition to their mortal abilities from the perk chart.

[Shadow Veil: Rank 1] Vampires receive 05% additional sneak effectiveness at night.
[Shadow Veil: Rank 2] Vampires receive 10% additional sneak effectiveness at night.
[Shadow Veil: Rank 3] Vampires receive 25% additional sneak effectiveness at night.
[Shadow Veil: Rank 4] Vampires receive 20% additional sneak effectiveness at night.
[Shadow Veil: Rank 5] Vampires receive 25% additional sneak effectiveness at night.
[Shadow Veil: Rank 6] Vampires receive 30% additional sneak effectiveness at night.

Kindred Souls: Vampires in society look out for each other. The kindred souls perk is a measure of how effectively a vampire can persuade or charm another vampire in dialogue. Non-hostile vampire's consider each other kin, and are more likely to help each other out than they would mortals.

[Kindred Souls: Rank 1] +10% disposition increase with other vampires who may be hiding in society.
[Kindred Souls: Rank 2] +20% disposition increase with other vampires who may be hiding in society.
[Kindred Souls: Rank 3] +30% disposition increase with other vampires who may be hiding in society.
[Kindred Souls: Rank 4] +40% disposition increase with other vampires who may be hiding in society.
[Kindred Souls: Rank 5] +50% disposition increase with other vampires who may be hiding in society.
[Kindred Souls: Rank 6] +60% disposition increase with other vampires who may be hiding in society.

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. Garlic essence is extremely toxic to vampires, and if consumed will damage health as a duration effect as well as damaging all physical stats by -4 for the effect duration and allowing UV radiation damage from sunlight even if fed. If the player is role-playing the vampire hunter, garlic essence syringes can be crafted at a chem station but the player will need to find a suitable weapon to fire them.

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.

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. Some vampire hunters will use garlic essence filled syringes, fired from custom built syringe firing rifles in an attempt to weaken a vampire so they can move in and kill it. If the player is hit, this will cause a duration health damage effect for 25 seconds, as well as reducing all physical stats by -4 for the duration.

Facial crafting: 29/04/2019 Update
In previous versions changing your face after becoming a vampire with a surgeon was not possible. I am very pleased to announce that this is no longer an issue following a change to the core vampirism handler code. Sculpt your faces to your heart's content. Remember, you cannot change your eyes as a vampire because they are part of the condition, and change when entering various beast stages.

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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