If you see this as a problem like this user (and me): The fix is pretty easy. The mod is very good, but under Spellmaking ID: v_disease Name: Vampirism is set as "Disease" that's why people treat you as sick and don't want to talk. Seems intentional, but if you set that as an Ability you'll be treated as normal until you get stage 4, at which point people see you as a vampire and vampires see you as a yearling.
@Max560 Not console commands, you need to open the Morrowind Construction Set and change that in there. Diseases are under the Spellmaking tab. It takes about 5 seconds to make an edit like that.
Thank you. I just went into contruction set and edited this mod using the instructions you gave me and save it. Came out perfectly. Now I can use this mod and npcs will not tell me I am diseased and obstruct progressing in some quests. Thank you so much!
This seems to break the quest for getting Eltonbrand since the guy you get the quest from immediately turns hostile after you talk to him as a vampire.
For people using the OpenMW, you might find that this mod doesn't work straight away as intended. I used the MWEdit tool to change the feed spell to:
- Touch: Damage Health for 1 damage for 5 seconds - Self: Fortify Health for 1 point for 5 seconds
This seems to make the script trigger for the vampire stage reversion to stage 1 (for example, the trigger player->getspelleffects "v_B_feed" == 1), unless the target resists the feed spell. Don't know a way around this.
For why this works now, I think it has to do with PC status bar. It gives you the Fortify Health boost for a while, which triggers the if argument in the script, so that causes the revert back to stage 1 vampirism (I do not know why it didn't trigger with the original Fortify Health... Might be that you need to give it a duration to work correctly in OpenMW?). I also added a little while loop within the revert part, because the MessageBox function is popping out as many times, as there are effects in the spell, so it's a little bit annoying to be bombarded with many messageboxes with the same message.
Just replace the MessageBox "As you feed, your thirst weakens, but so do your powers..." with:
short Message = 0 while(Message == 0) MessageBox "As you feed, your thirst weakens, but so do your powers..." set Message to (Message + 1) endwhile
Someone could make it more compact, but this at least forces the message to appear just once.
And if you're going to ask me for the mod file, I need to say no. Get MWEdit, make the changes yourself:
1. Get MWEdit 2. Copy Oblivion Style Vampires.esp into the MWEdit folder. 3. Open the .esp file in the program (remember to set it as ACTIVE) 4. Make changes to the spells by increasing duration... or change them around if you want (I only did my changes into the Berne spells and scripts) 5. OPTIONALLY make changes into the script, by adding the while loop so that you won't be flooded with messageboxes.
Hope it helps, don't ask for help, because I'm playing Morrowind. I really don't know how the copyright stuff goes with these mods, but the owner of the mod can take everything here and say that it was his/her idea. I just found a fix and thought it would be good to share it.
This fix comes with it's own problem: Since the script only checks that YOU got a spell effect from the feed spell, changing it to have a self-component like that allows you to simply reduce your vampirism level by casting the spell regardless of it actually hitting something. The script's check would need to be changed to test who you hit and fail if you hit a creature or nobody at all.
On a related note, why is there even a feed spell to begin with when vampires already get a universal absorb spell?
Yeah, it was a quick fix, so that the mod would work for the OpenMW. Never done any script for Morrowind, nor have ever modded it myself, so it ain't elegant nor the best thing. If someone knows how to fix it, so that it works well (or if someone ports this over to OpenMW, that would fix it altogether), then I would welcome a better fix.
When opening dialogue with any NPC, they will still treat you as if you're diseased and greet you with the "treat your disease" warning. This will override some NPC's first greeting 100% of the time, preempting certain topics from ever being provided to the player and stalling certain quests from progressing. The first character to do this is Sharn gra-Muzgob. I fixed this instance by typing the following in the console: player->addtopic errand
I was excited when I tried out this mod on OpenMW as it all seemed to work great until it came time to use the 'feed' spell. I don't suppose anyone knows a fix? It doesn't seem to reset your stage. Such a shame! But I'm glad I checked before starting a new vampire playthrough.
openMW user here. I'm having a problem with the feed spell for aundae.
1. added aundae specials 2. trigger vamire_aundae_pc 3. sleep for 3 days and get level 3 vamp 4. feed on cattle in aundae stronghold which does not revert to stage 1
I changed the feed spell to feather on self for 90 sec so I can check the condition: Player->GetSpellEffects "v_A_feed" console returns true but none of the effects are changed. However, vampClan is 0 and pcVampire is 0, so it seems like it changes those correctly
Also, feeding seems to remove "aundae specials" which another script uses to check whether or not you're a vampire (in openmw at least)
This mod does not seem to do what is says it does, all i really want is to be able to use barter and smith and enchanting services as a vampire. Is there a command console to force npcs to barter with me? setdisposition does nothing, npcs still hate me.
One issue with this is that you can't feed from the cattle in your clan's quarters, because they will instantly attack you as they no longer see you as a vampire.
40 comments
The fix is pretty easy. The mod is very good, but under Spellmaking ID: v_disease Name: Vampirism is set as "Disease" that's why people treat you as sick and don't want to talk. Seems intentional, but if you set that as an Ability you'll be treated as normal until you get stage 4, at which point people see you as a vampire and vampires see you as a yearling.
- Touch: Damage Health for 1 damage for 5 seconds
- Self: Fortify Health for 1 point for 5 seconds
This seems to make the script trigger for the vampire stage reversion to stage 1 (for example, the trigger player->getspelleffects "v_B_feed" == 1), unless the target resists the feed spell. Don't know a way around this.
For why this works now, I think it has to do with PC status bar. It gives you the Fortify Health boost for a while, which triggers the if argument in the script, so that causes the revert back to stage 1 vampirism (I do not know why it didn't trigger with the original Fortify Health... Might be that you need to give it a duration to work correctly in OpenMW?). I also added a little while loop within the revert part, because the MessageBox function is popping out as many times, as there are effects in the spell, so it's a little bit annoying to be bombarded with many messageboxes with the same message.
Just replace the MessageBox "As you feed, your thirst weakens, but so do your powers..." with:
short Message = 0
while(Message == 0)
MessageBox "As you feed, your thirst weakens, but so do your powers..."
set Message to (Message + 1)
endwhile
Someone could make it more compact, but this at least forces the message to appear just once.
And if you're going to ask me for the mod file, I need to say no. Get MWEdit, make the changes yourself:
1. Get MWEdit
2. Copy Oblivion Style Vampires.esp into the MWEdit folder.
3. Open the .esp file in the program (remember to set it as ACTIVE)
4. Make changes to the spells by increasing duration... or change them around if you want (I only did my changes into the Berne spells and scripts)
5. OPTIONALLY make changes into the script, by adding the while loop so that you won't be flooded with messageboxes.
Hope it helps, don't ask for help, because I'm playing Morrowind. I really don't know how the copyright stuff goes with these mods, but the owner of the mod can take everything here and say that it was his/her idea. I just found a fix and thought it would be good to share it.
On a related note, why is there even a feed spell to begin with when vampires already get a universal absorb spell?
player->addtopic errand
I may encounter later instances of this.
1. added aundae specials
2. trigger vamire_aundae_pc
3. sleep for 3 days and get level 3 vamp
4. feed on cattle in aundae stronghold which does not revert to stage 1
I changed the feed spell to feather on self for 90 sec so I can check the condition:
Player->GetSpellEffects "v_A_feed"
console returns true but none of the effects are changed.
However, vampClan is 0 and pcVampire is 0, so it seems like it changes those correctly
Also, feeding seems to remove "aundae specials" which another script uses to check whether or not you're a vampire (in openmw at least)