to add on to the various requests regarding adding helms, would it be possible to keep that list as an external file thats read ingame? similar to what you've done with all the feedable creature types for example.
Having to wear specific unenchanted helmets to hide vampirism IMO breaks immersion a lot. If it is not possible to recognize helmet type dynamically, could vampirism detection be tied to the thirst level instead (at least as an option)?
Was wondering if with the latest stuff from Tamriel Rebuilt that ya might include a patch to Namira's Shroud script where it currently removes the Vampirism effect (Sun Damage) but also can remove the Blood Thirst (Sun Damage) from your mod!
I made a patch myself thru an .omwaddon but just wanted to tell ya about it!
will the hoods from Olafs Best Cloaks in Town mod work with this? you could make a patch Olafs Best Cloaks(hood addon) and Wey Hoods Extra that i think had beast support. thanks for sharing this mod!
Question - if I'm going for the tes3mp script, do I need to get any of the esps as well - for instance, the TR patch? Or is that all included in the script itself? Thx!
Love the mod. A small addon suggestion: give the cattle a feed option. In your other mod Of Melodies and Moonlight we can get a personal Khajiit slave - Khatlura - that lets you feed on her through dialogue. That functionality could be added to all of the cattle npcs in the vampire clan lairs like Ashmelech etc.
Are you planning on doing updates in the future? Just had some feature suggestions in case you do decide...
As it stands, there are several older Morrowind mods that also add vampire feature overhauls, and the classics work with OpenMW, so there's quite a bit of competition for this mod. For example, Vampire Hunger basically does this mod (and with the Vampire Illusion addon can use blood/hunger to power a mask that toggles your face back to normal and disguises you). Then there's the add-on Diablerie, which grants you bonuses to skills/attributes when feeding from another vampire. Or the Scent of Blood add-on which lets you recognise vampiric bloodlines by smell.
Not to mention Vampire's Embrace (which surprisingly works really well in OpenMW), that grants combat feeding with blood animations, lets you convert NPCs to thralls, etc.. And when combined with Scripted Spells (also works surprisingly well in OpenMW) lets you transform into bats and mist, and gain vampiric powers over time. Great stuff! Vampire Realism II even works pretty great in OpenMW (not all features though), like making the player burst into flames when entering sunshine or holy grounds such as a temple.
...............
That's a lot of text lol. What I wanted to say was - I love this mod so much and it's simplistic approach is awesome, but I do believe it has potential for a few more features to really make it stand out against the classic mods.
I feel like the Oblivionized version of this mod (here) is kind of on the right track, giving unique powers to each clan and also granting unique spells every stage of vampirism. But the nerfs to the original mod are too much to make it worth it
I can confirm, using openmw nightly 09/02/24, that closed helm does not work properly. NPC dialogue, in terms of conversation and/or activation works with closed helm, however, voiced dialogue (VO) does not work. NPCs continually voice and mention how I'm an vampire. This break's immersion and undermines a fantastic mod. I'm not sure what caused this since it seems like a newer problem. I look forward to seeing this fixed. Tyvm
You would need to add them to the list of helmets that hide vampirism in the script by editing DVO with the construction set and having the other plugin loaded as well. Afterwards, your DVO will require that esp.
125 comments
similar to what you've done with all the feedable creature types for example.
I made a patch myself thru an .omwaddon but just wanted to tell ya about it!
thanks for sharing this mod!
Are you planning on doing updates in the future? Just had some feature suggestions in case you do decide...
As it stands, there are several older Morrowind mods that also add vampire feature overhauls, and the classics work with OpenMW, so there's quite a bit of competition for this mod. For example, Vampire Hunger basically does this mod (and with the Vampire Illusion addon can use blood/hunger to power a mask that toggles your face back to normal and disguises you). Then there's the add-on Diablerie, which grants you bonuses to skills/attributes when feeding from another vampire. Or the Scent of Blood add-on which lets you recognise vampiric bloodlines by smell.
Not to mention Vampire's Embrace (which surprisingly works really well in OpenMW), that grants combat feeding with blood animations, lets you convert NPCs to thralls, etc.. And when combined with Scripted Spells (also works surprisingly well in OpenMW) lets you transform into bats and mist, and gain vampiric powers over time. Great stuff! Vampire Realism II even works pretty great in OpenMW (not all features though), like making the player burst into flames when entering sunshine or holy grounds such as a temple.
...............
That's a lot of text lol. What I wanted to say was - I love this mod so much and it's simplistic approach is awesome, but I do believe it has potential for a few more features to really make it stand out against the classic mods.
I feel like the Oblivionized version of this mod (here) is kind of on the right track, giving unique powers to each clan and also granting unique spells every stage of vampirism. But the nerfs to the original mod are too much to make it worth it
can confirm as of latest OpenMW 0.49 RC6, the closed helms still don't work
Disregard that, don't know exactly what I did, but it seems to all work as intended now