Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Nubius_aka_RobcoTerminal

Uploaded by

Robcoterminal

Virus scan

Safe to use

About this mod

Changes:
1. Dialogue refusal when interacting with an NPC as a Vampire is removed
2. NPCs provide services to vampire characters they have 75+ disposition towards
3. Vampire characters lose 100 Personality, but it will be compensated by faction disposition bonuses
3. Clan abilities are rebalanced to make clans more unique.

Permissions and credits
Donations
List of changes:
  • This mod removes forced "Goodbuy" from vampire dialogues with NPCs.  Instead, vampire characters will lose 100 Personality points and gain disposition bonuses from Mages Guild, House Telvanni and corresponding vampire clan. Vampires also gain disposition penalties from Dunmer factions, especially from the Temple.
  • NPCs will no longer deny services to vampire characters if the NPC's disposition to the character is higher than or equal to 75. The exception is members of the Temple - they will always refuse services.
  • Only Witch Hunters and Ordinators will attack the vampire character when initiating dialogue.
  • This mod also rebalances vampire abilities so each clan has unique gameplay:

  • All clans: -100 Personality (cannot be buffed or restored in any other way than by curing Vampirism), +15 Strength, +15 Speed, +15 Agility, +15 Willpower, +25 Acrobatics, +25 Athletics, +15 Sneak, +15 Hand-to-hand, +15 Unarmored, +15 Destruction, +15 Mysticism, +15 Illusion, 50% Fire Weakness, 5 Sun Damage, 100% Common Disease Resistance, 100% Paralysis Resistance, 50% normal weapon resistance
  • Aundae: +20 Willpower, Bonus to Max Magicka (0.5 x Intelligence).
  • Berne: +20 Agility, +25 Sneak, 15 Sanctuary (dodge chance %)
  • Quarra: +20 Strength, +20 Speed
  • Each clan of vampires has a unique version of "Vampire Touch": Aundae can cast it remotely and on an area, Berne inflicts paralysis for 3 seconds, and Quarra not only absorbs health but also 50-75 fatigue over 25 seconds.
  • Vampires of each clan get additional spell "Vampire Blood Power" that damages them for 15 Health over 25 seconds but grants +15 to Strength, Agility, Willpower and Speed. Aundae vampires also get additional 10 Willpower and restore 0-2 magic per second, Berne get 10 additional Agility, 20% Chameleon and 20 Sanctuary (dodge chance %) and Quarra get additional 10 Strength and Speed and restore 1-2 fatigue per second.
  • Finally, vampires of each clan get "Vampire Senses" spell, which costs no mana and allows to see in the dark and detect animals.
  • Optional file "Start as a Vampire.esp" will all you to pick vampire clan on stay mortal after choosing a class and a birthsign.


Notes:
1. The player character must become a vampire AFTER installing the mod, otherwise it will lead to bugs.
2. If you start a new game, NPC's will also gain updated vampire abilities.
3. The mod is incompatible with other mods that affect vampire-related scripts and abilities.

Requirements
:
1. TES3: Morrowind

Installation:
1. Place the .ESP file to the Morrowind/Data Files folder
2. Activate the .ESP file in the game launcher


Change Log v1.13
1. Fixed a "Blood Power" spell bug, which applied damage to the player even if the game is paused.

Change Log v1.12
1. Removed "Damage Health" effect from vampire Blood Power spells. Instead, I've created a script to deal damage to the character. It is done in order to prevent Resisting the spell, or increasing it damage because of Weakness.

Change Log v1.11
1. Replaced "Absorb Fatigue 15-45 for 1s." with "Absorb Fatigue 2-3 for 25s. in Quarra Vampire Touch spell.
2. Nerfed Quarra Blood Power spell Fatigue regeneration from 1-3 to 1-2.

Change Log v1.1
1. Added clan-unique attribute bonuses effect to Blood Power spell for all clans. Aundae will get additional +10 Willpower, Berne +10 Agility and Quarra +10 Speed and Strength

Change Log v1.09
1. Fixed wrong service refusal lines for vampire NPC's.
2. Added 15 Willpower bonus to Blood Power spell of each clan.
3. Replaced additional attributes bonus (10) from Quarra Blood Power spell with fatigue regeneration (1-3 per second)
4. Rebalanced magnitude of Chamelleon and Sanctuary in Berne Blood Power spell from 30/15 to 20/20.
5. Removed permanent 15 Endurance bonus from all clans
6. Replaced Quarra Endurance bonus (20) with a Speed bonus (20)
7. Buffed Aundae Blood Power spell magic regeneration from 0-1 to 0-2.

Change Log v1.08
1. Removed unnecessary messages about exclusion from vampire clans when curing vampirism. (previously all 3 were displayed, now only the message about the exclusion from the player's clan will be displayed)
2. Increased Health cost of Vampire Blood Power from 1-3 for 5 seconds to 3-5 during 3 seconds.
3. Increased Attributes bonus from Vampire Blood Power by 5 for all clans.
4. Replaced "Absorb Attributes"  effect from Quarra Vampire Touch with "Absorb Fatigue" 15-45
5. Slightly nerfed Aundae and Berne "Vampire Touch" spells magnitude/duration.

Change Log v1.07
1. Replaced "Drain 75 Personality" vampire debuff with "Damage 100 Personality", because drain effect could be completely removed with "Restore attributes" effect (for example, using an Imperial Cult Shrine). New "Damage Personality" effect, on the other hand, will remove any incoming Personality points.
2. Added new dialogue topics to the player in vampire transformation scripts: "vampires" and "vampirism".
3. Clan attributes bonuses will now be 20 instead of 15.
4. Temple members get unique service refusal lines.

My other mods:
1. Easy Enchanting
2. All Birthsigns Are Playable (ABAP)
3. Fatigue Consumed Only In Combat
4. Start as a Vampire