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A hidden door in Pell\'s Gate leads to Claire Sylvain, a reclusive vampire growing bored with her existence.

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Claire Sylvain: A Vampire Companion

WARNING: May give player-characters Porphyric Hemophilia without them noticing.

This mod, as the name implies, adds a new companion to the game. Initially, she resides in a hidden room accessible from the exterior of Pell's Gate, directly south of the Imperial City. Features include:
-Full-on inventory sharing.
-Togglable aggression that changes Claire's follow/wait behavior as well as the stat. Stay very still or wander about when ordered to wait.
-When following, Claire assumes the player's sneaking/weapon-out status automatically.
-Standard vampiric attributes, primarily blood dependency and sunlight damage, along with AI behavior for Claire to effectively deal with them. To offset the added difficulty, Claire stays at five levels above the player.
-Over fifty new lines of dialogue.
-An alternate method of determining the player's vampirism, in regards to the aforementioned lines of dialogue with Claire, for maximum compatibility with the various vampire-overhaul mods out there. If Claire treats you as a vampire when she shouldn't, simply type "set VampirishPlayer to 1" into the console to revert the scripts to a more traditional method.


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Installation:
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OBSE REQUIRED!

Extract the archive to Oblivion/Data, (Unless you use Elys' Universal Silent Voice*, which I strongly recommend, in which case you don't need the "Sound" folder in the archive) and activate VampireCompanion.esp using your preferred method. If you get annoying thumping sounds every few seconds while in Claire's vicinity, they can be removed by activating ScriptEffectSubduer.esp as well.

*Can be found here on the Nexus at http://www.tesnexus.com/downloads/file.php?id=16622.


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Adventuring with Claire:
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Note that this portion of the description isn't necessary to read, and increases the transparency of this mod significantly. If you don't mind that, or were freaked out by my warning up top, read on.

Claire has four levels of blood-thirst, increasing in level every 24 hours she goes without feeding. If she's at her home and not in companion-mode, she'll automatically revert to and remain at the second level the next time it's calculated.
Level 1 means she's just fed on a living target. After twelve hours in this state, she'll feed on any sleeping humanoids she happens across, which will start Level 1 over again.
Twelve hours into level 2, she'll feed on any humanoid corpses dead for less than an hour she encounters as well as sleeping humanoids. Doing so will revert her to the beginning of level 2.
Twelve hours into level 3, she'll feed on creature-corpses as well (Not undead, naturally). This doesn't differ from feeding on humanoid corpses, and will likewise put her at the beginning of level 2.
At level 4 she becomes mad with thirst. She will attack about any non-vampires she sees, including the player if applicable. Needless to say, this also forces her into "aggressive" mode.

If a non-vampire player sleeps in the same area as Claire (And she's above level 1 thirst level) she'll take the opportunity to feed, reverting her to level 1 thirst and giving the player Porphyric Hemophilia without any way of noticing (short of going under the Active Effects tab, or listening for the little "Spell added" rustle) if the player isn't subject to a Resist Disease effect.

The player can get a general idea of Claire's condition by asking her how she is. The info that can be gleaned from her responses show in this order of priority.
Is at level 4 thirst
Is caught in the sunlight*
Is at level 3 thirst*
The player or her is carrying a torch/has a light effect active, and her eyes sting.*
Is at level 2 thirst
Is at level 1 thirst
*Shows as "I've been better..." if the player has suggested through dialogue that they aren't aware of Claire's vampirism.

If caught in the sunlight, (In an exterior between 5:30 AM and 9 PM. She'll shrug off any minor sun damage before/after that) Claire will run for the last interior she was in. If brought down to 1/5 health while subject to sun damage, she'll cast a spell to return her to her home. (Or just pop back if she's outright knocked unconscious under the sun) She'll also refuse the player's summoning spell if he's in a sunlit area. Claire will remain in the shelter she found until summoned/otherwise collected by the player.

Claire currently has three dialogues concerning her background, which the player can ask about every three days of adventuring after the last dialogue.

Claire is fine with the player borrowing her starting 450 gold, but if you hold onto it for a while she'll ask for it back on occasion.

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Changelog:
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v1.3:
-Altered Claire's script for feeding on sleeping NPCs. Another mod suggests it wouldn't work very well for beings in "Crawl" bedrolls the other way.
-Added a new "How are you" dialogue to run if Claire is heavilly wounded (50% health or lower).
-Activating Claire when she's in combat will cause her to break off. Unless she's crazed with bloodthirst, of course. (Companion-mode only)
-Claire will no longer comment when the player trespasses, steals, or pickpockets.
-Claire doesn't like necromancers. If she doesn't know you, greeting her with a Necromancer Robe equipped will make her respond less than kindly. She won't attack right away, but will lose her essential status. Talking to her with the Necromancer Robes removed will return her essential status.

v1.2a:
-Switched around some dialogue scripts to work better with recent changes.
-Fixed a bug where Claire would constantly break off combat when in "Aggressive" mode.
-Packaged ScriptEffectSubduer.esp in the archive for those who experience annoying thumping sounds in Claire's vicinity.

v1.2:
-A new yield-recongition system has been added. If the player breaks off combat with a being Claire is fighting, she'll stop as well.
-Claire's AI and scripts have been changed to make her more willing to fight in the player's defense when in non-aggressive mode.
-A new tree of dialogue if the player commits three or more murders with Claire following him. Particularly cruel player-characters might find Claire no longer wants to adventure with them, but she's forgiving.
-Fixed her "Porphyric Hemophilia" topic so it won't be available for player-characters who actually become vampires.

v1.15:
-Claire's inherent Fortify Speed effect has been increased from 30 to 50.
-Claire's custom class now uses Marksmanship as a major skill instead of Hand to Hand. If you decide to give her a bow, she'll prove more effective with it.
-Claire previously did a rather poor job of following the player when in "aggressive" mode. She won't fall behind anymore when you start moving.
-Claire will no longer use "Hello" and "Goodbye" dialogues with the player-character when in companion-mode.


v1.1:
-Claire will now only ask for her money back once a day at most if you borrow it.
-A separate set of "transformation" dialogue is put in place if it was Claire's sleep-feeding that turned the player into a vampire.
-A certain previously-in-place dialogue will now result in Claire losing her Essential status (you'll probably know it when you see it). Taking the dialogue down a different path will reverse it. This was intended for the initial release, and it took me this long to notice I forgot a dialogue-script. Again, whoops...
-Activating Claire while sneaking will now initiate conversation as if the player-character was standing.
-Fixed a couple of dialogues that didn't have the GetIsID LTDClaireSylvain condition, thus cutting down on the number of silent MP3s attached to the mod.


v1.0:
-Removed a set of Fur Armor I had in Claire's home for testing purposes. Whoops...
-If you borrow Claire's gold using Access Inventory and hold on to it for a while, she'll ask for it back on occasion.
-Claire will attempt to dissuade vampiric player-characters from taking the cure if the player is in the middle of the quest. (Companion-mode only)
-If the player-character realizes Claire fed on them, (That is to say, if Claire gives the player Porphyric Hemophilia by feeding, and the player cures it) the player can discuss it with her and convince her only to do so if she really needs to feed. (Only if the player-character has previously implied they do, in fact, know Claire is a vampire. Companion-mode only)
-If the player-character has implied they don't know Claire is a vampire and witnesses Claire feeding, going mad with thirst, or fleeing from the sun, multiple reactions are in place, including a method for the player to voluntarily ask to become a vampire. (Companion-mode only)
-Improved the method by which Claire's thirst and background dialogues update.
-Added new AI behavior if Claire is mad with thirst and the player isn't a vampire. Primarily, this is to overwrite her "Follow" behavior, so the player can flee/knock her out and hide until she manages to feed.
-Claire will now follow slightly closer behind the player when using her default "Follow" AI package.
-Claire’s companion-mode dialogues generally put her in higher spirits than they did.

v0.9: Initial release.


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Special Thanks:
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-Elys for the incredible OBSE plugin, Universal Silent Voice.
-Geiosa for Script Sound Disabler.
-The Werewolves Team behind Curse of Hircine. I learned a lot pertinent to this mod from looking at and tinkering with the esp.
-As always, the community at the Elder Scrolls Construction Set Wiki, for the huge supply of scripting information.
-Bethesda for the game and all.


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Incompatibilities:
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Any plugins that move the houses in Pell's Gate will make the entrance to Claire's home look ridiculous, and any that give Pell's Gate's inhabitants Editor IDs not done in the standard way (That is to say, NameRef) are likely to totally break an important script.