Love what I read about the mod so far however I'm afraid of how this would impact gameplay in terms of quests, scenes, and sequences. There are quite a few quests from other mods that require the player to "meet this npc at such and such AM or PM" or a quest that takes a while to complete while outdoors. My question is, is there some sort of daywalker perk or mechanic?
Can you give me an example of a quest like that? I’ve been using this through FNV and DC with no issues on almost each play-through for months to fine-tune things.
Sun damage doesn’t kill you that quickly, and you can down Radaway or feed on enemies in daylight if it’s an emergency.
Ok, the perfect example, I play the Frontier and during one of the first quests you and a squad march through the streets of Portland to blow a bridge. Now the issue with this is the quest is quite long and starting at night will become day eventually (vice versa). Also, during the same quest, you will be captured during a sequence where it is daylight.
Ah. The Frontier. If I recall correctly, the weather is almost always overcast there, isn't it? If so, you won't take RADs very quickly at all - sunlight RADs should be either entirely, or almost entirely, mitigated while in Portland since this mod takes weather into high consideration.
That's a good point. The weather is mostly overcast there so hopefully vampirism won't be too much in the way. Thank you for your time good brotha, appreciate the info.
both, actually. my guy just stays crouched while the red glowy thing happens behind him.
otherwise it seems to be working and I like it!
EDIT: would the animations need to be configured in the ini? And if so, how do I open that with MO2? I'm fairly new to modding, sorry if this is a noob question.
No worries, confirming you have both of the plugins listed in the requirements (especially JIP LN NVSE Plugin), and are launching the game via xNVSE through the MO2 launcher? For the .ini you can double-click the mod in MO2 and navigate to "INI Files". The default values are fine though, no need to tweak them unless you're trying to disable screen FX or change the feed animation.
Is your feeding animation in the ini set to anything? Maybe it somehow got disabled (set to 0). Only other thing I can think of is that JIP just isn't installed correctly, that's the plugin that adds the animation command.
I think I may have figured out the issue... I don't think I have xNVSE set up in mo2 properly. I could be completely off base, but how exactly do you do that?
EDIT: Yeah I don't know dude. To the best of my knowledge I've got the most up to date version of everything I should need.
Really seems like your feeding animations are just turned off, especially if the “caught” animation is playing - can you try to type a command into the console to adjust the animation?
I've tried it with all three and while I haven't gotten the feeding animations themselves to work, I've gotten the puking animation. but then after that it just locks my guy into place and I can't move either the player or the camera. It's trying to do something lol
Thanks for answering so much btw. I really appreciate it.
EDIT: i was just messing around, and I selected the feed animation, but then if I enter the command *after* that, setting it to 1 makes it play the puke animation, 2 plays the cannibal animation, and 3 plays the ghoul crouching animation. And each one freezes my camera and movement.
Just did and it didn't fix it. It's likely at this point just one of my other mods messing with it. I'll just deal with it. Sorry to take your time, and thanks for trying to help. :)
Hi there, i know this is a year old now, but i did have a question: Im not sure if it's a mod conflict or what exactly, but i can't seem to tell where my Sunlight RADS are at, or if im having them at all. Does RAD Resist effect Sunlight RADs? How long does it take for someone to get the first stage of Sunlight RADs? I know there's supposed to be a screen effect but i swear it looks completely normal..
Sunlight RADs uses the same system as the base game's radiation, but specifically applies to when the player is outside in clear weather during the day. Stages go up by 200pt increments for RADs and Bloodstarved (Dehydrated). RadX and other RADs resistance effects should apply to Sunlight RADs as well.
You're saying your character doesn't react at all to daylight? It should have this reaction:
Hi! I really like this mod and I was wondering if there was a way to remove the max health increase and possibly reduce the healing from feeding. As it stands it kind of feels like the early game is super trivialized by all the bonuses. Thanks!
Hi, it should be an easy thing to change via xEdit, just navigate to the abilities/spells (all should start with zwv). Values to adjust are pretty straightforward. Lmk if you need assistance.
Would there be a way to have the vampire race use the usual face presets but with the special fangs and eyes? I like those features but the default face itself is kind of hard to work with when it comes to making a good looking face.
I uploaded a plugin that will make vampires use vanilla bodies (but should keep fangs and eye changes). Also lets you pick vanilla presets (ignore them being grayed out, they still work). Should alleviate any incompatibility with body mods, since body data is directed to the vanilla file paths. Just overwrite the plugin.
I don’t think setrace command is in FNV, which is why I had to directly edit each member of the Family (TTW optional file) instead of scripting their changes and avoiding conflict… maybe an xNVSE plugin may re-enable that functionality?
Some feedback: the mechanics are nice and well thought, good job. The buff to the vampire are too op, too much DT and poison immunity ruins the cazadores.The damage is too high, killing enemies too fast. Lastly the animation when drinking blood is too long(first person).
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Sun damage doesn’t kill you that quickly, and you can down Radaway or feed on enemies in daylight if it’s an emergency.
otherwise it seems to be working and I like it!
EDIT: would the animations need to be configured in the ini? And if so, how do I open that with MO2?
I'm fairly new to modding, sorry if this is a noob question.
now, I have noticed that if I'm detected while feeding, the animation for getting caught does work and then the npcs aggro. I'll play around with JIP
EDIT: Yeah I don't know dude. To the best of my knowledge I've got the most up to date version of everything I should need.
”set zwvfeed to 1”
And the command is typed exactly as you wrote it? It seems like it's being accepted so idk
Thanks for answering so much btw. I really appreciate it.
EDIT: i was just messing around, and I selected the feed animation, but then if I enter the command *after* that, setting it to 1 makes it play the puke animation, 2 plays the cannibal animation, and 3 plays the ghoul crouching animation. And each one freezes my camera and movement.
this is so weird lmao
Im not sure if it's a mod conflict or what exactly, but i can't seem to tell where my Sunlight RADS are at, or if im having them at all. Does RAD Resist effect Sunlight RADs? How long does it take for someone to get the first stage of Sunlight RADs?
I know there's supposed to be a screen effect but i swear it looks completely normal..
You're saying your character doesn't react at all to daylight? It should have this reaction:
Edit: Incorporated into 1.07a.
I've always wished there was some equivalent mod like that for Oblivion, seeing it in New Vegas would be really interesting.
Yes from a lore perspective I approve. But from a gameplay standpoint it renders one of the main threat of new vegas pointless.
Mainly with melee and unarmed.
- Poison immunity changed to a perk, "Vampiric Atrophy" (lv.12 req.), but otherwise vampires have 30% resistance.
- The +20 DT (shelter bonus) has been removed (+10 total DT bonus).
- Ignoring target's DT 20-100% (stage-dependent) replaced with a flat 10% (stage-independent).
- Melee & unarmed damage bonus reduced from 15 to 10.
lmk if there's anything missing, otherwise I'll roll the update out.I credited you in the changelog for 1.07, thank you for the feedback