Oblivion

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kuertee

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kuertee

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About this mod

1. Oblivion Vampirism reversed: stronger after feeding, grows weaker every day after 2. Life detect and Night-eye toggable, no duration. 3. Random \"gift\" power, magnitude increases at level-ups. 4. Vampiric level increases as the player levels-up. 5. At every 10th Vampiric level, new \"gift\" power.

Permissions and credits
Name: Simple vampirism expanded Ver B
Version: 0.61
Date: 26 December 2011
Category: Gameplay
Requirements:
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
Optional:
Oblivion Graphics Extender (OBGE): http://timeslip.users.sourceforge.net/obge.html
Author(s): kuertee
Source: http://tesnexus.com/downloads/file.php?id=36408

Changes since last update, 0.60:
================================
0.61, 26 December 2011:
Bug-fix: Feeding would trigger the murder crime system once only.
Fixed so that it occurs everytime feeding is witnessed.
Bug-fix: The murder crime system is streamlined to work for when the player is witnessed feeding or when the player is known to be a vampire to the guards.
Compatibility: Drinking Human Blood potion when Unofficial Oblivion Patch is installed now works as if the player has fed on fresh blood.
Tweak: Human Blood potion name changed to Blood (Magically preserved) because gameplay-wise dictates the warm needs to be warm/fresh.

===========
Description
===========
1. Oblivion Vampirism reversed: stronger after feeding, grows weaker every day after
2. Life detect and Night-eye toggable, no duration.
3. Random "gift" power, magnitude increases at level-ups.
4. Vampiric level increases as the player levels-up.
5. At every 10th Vampiric level, new "gift" power.

=======
Details
=======
This mod firstly reverses Oblivion's vampirism system:
1. The player is stronger after feeding and grows weaker every day.
2. The player looks younger after feeding and ages every day.

Oblivion's default vampire abilities and effects have been renamed.
Here are their details:
Vampirism (No blood lust): Vampirism 25 (no age effect except for pale skin), Sun damage 0, Attributes and skills +20
Vampirism (Mild blood lust): Vampirism 50 (mild aging), Sun damage 1, Attributes and skills +15
Vampirism (Moderate blood lust): Vampirism 75 (moderate aging), Sun damage 4, Attributes and skills +10
Vampirism (Blood-starved): Vampirism 100 (aged and gaunt), Sun damage 8, Attributes and skills +5

And secondly, tweaks/fixes it:
1. Life detect and Night eye powers are toggable and has no duration.
Cast the Hunter's sight Lesser power to cycle through: Life detect, Life detect + Night eye, normal vision.
Detect Life can be set as a constant in the INI. When at 0, this feature is disabled.
Night-eye can be automatically turned on when the light-level on the player is 60 or below. Set this light-level in the INI. When at 0, this feature is disabled.
For an unobtrusive Detect-life effect and a practical Night-eye shader, use my Detect Life effect and Night-eye shader mod: http://tesnexus.com/downloads/file.php?id=36407
2. In the default Oblvion game, once the player is cured from vampirism, they become immune to it.
Not so, with this mod.
Once cured, the player can become a vampire again.

And thirdly, expands on it:
1. When the player first becomes a vampire, they receive not only Oblivion's default vampiric powers but also one other random power.
In the game, this random power is a vampiric "gift".
Most gifts are passive (e.g. Resist magic - effectively cancelling default Oblivion's Weakness to magic vampire attribute, or Resist normal weapons - effectively increasing Oblivion's Resist to normal weapons vampire attribute, or Fortify Magicka - fairly useless to warrior-type vampires).
But a handful are offensive spells (e.g. Fire damage - which maybe weaker for high-level spell-casters but very useful for specialist warriors).
These gifts are totally random.
The player has no control of what gift they receive.
2. When the player acquires a new character level, they acquire a new vampiric level also.
3. A new gift is received at every 10 vampiric levels.
4. Unlike Oblivion's default vampire powers, these gifts increase in effectiveness (i.e. magnitude) at every vampiric level.
5. After getting cured from vampirism then getting turned into one again, the player's previous level (based off Days as a vampire) is returned.
I.e. their vampiric level is not reset to 1 but will be based on the number of days they were previously a vampire.
6. Optionally, as a vampire hungers (PCVampire from 2 to 4), their view becomes blood-coloured.
OBGE is required for this to work.
7. NPCs fed on will have their Disposition to the player increased up to 5 points - depending on the player's blood lust.
No blood lust: +5, Mild blood lust: +5/2, Moderate blood lust: +5/3, Blood-starved: +5/4
8. NPCs with a disposition of 75 or more can be commanded to Follow the player.
The commands are not permanent and will be overidden when the NPC "wakens" from the suggestion.
(E.g. The Follow command will be overidden by the NPC's own scheduled AI packages when they are triggred.
9. Feeding options:
As per the non-modded game, feeding on sleeping NPCs will reset Vampirism stage to 1 (i.e. PCVampire = 1).
However, with this mod, the feeding gameplay has been expanded.
9.1. Feeding on live and non-sleeping NPCs and creatures:
Feed on knocked-out or unconscious NPCs or creatures by pressing the Left-ALT key when they are activatable.
This key can be changed in the INI.
NPCs with a Disposition of 75 or more to the player will allow the player to feed on them during conversations.
NPCs and creatures fed on twice within 24 hours will die.
Feeding on live creatures does not reset Vampirism stage to 1 but delays the onset of the next Vampirism stage by upto 12 hours.
9.2. Feeding on newly killed NPCs and creatures (i.e. GetTimeDead 0.25):
Newly killed NPCs and creatures will have a state of "barely alive and will soon die" and can be fed upon.
Feeding on the newly dead will not reset Vampirism stage to 1 but will only delay the next Vampirism stage.
The amount of the delay will depend on how long the NPC or creature has been dead.
However, the hunger for blood from the living constantly increases so the next Vampirisim stage cannot be delayed indefinitely.
9.3. Feeding on vampires:
Feeding on a live vampire will reset Vampirism stage to 1.
Additionally, the magnitude of the player's Vampiric gifts will be increased by 20 for the duration of the current Vampirism stage.
Feeding on a newly killed vampire will not immediately reset Vamprism stage to 1 but will decrease Vampirism by 1 stage at a time.
Feeding on a newly killed vampire will also increase the magnitude of the player's gifts by 10 for the duration of the current Vampirism stage.
9.4. Feeding on long dead NPCs and creatures (i.e. GetTimeDead > 0.25):
Load dead NPCs and creatures have dead blood and feeding on these will severely penalise the player's Attributes.
9.5. NPCs knowledge of the player's vampirism.
As in the non-modded game, NPCs will refuse conversations with players who has their vampiric stage at 4.
These NPCs will also remember (npcsRemember in the INI) this and will spread this knowledge to other NPCs (npcsSpreadRumours in the INI).
Any NPC with this knowledge will refuse conversations with the player.
Feeding on NPCs will make them forget that the player is a vampire.
NPCs with their Disposition to the player at 100 or above will converse with the player and will not spread the rumour.
9.6. Feeding (when witnessed) is equivalent to a crime of murder:
Players witnessed to be feeding will be charge with murder and will be attacked.
Witnesses will also remember the player as a vampire and will refuse conversations with them.
10. Vampirism is a crime. (vampirismIsACrime in the INI. If this is set npcsRemember is automatically set.)
You will receive a bounty equal to murder if a sufficient number of guards find out you are a vampire.
If you are sent to jail with a charge of vampirism, your vampirism will be known by all the citizens of that city.
The penalty for being known as a vampire is as per the non-modded Oblivion: some NPCs will refuse conversations with you.
You can be sent to jail with this charge only once per city.
To avoid this outcome, it is best to kill the guards that attack you and serve your time as a murderer.
Also, you will not be able to pay off this crime.

Check Data\Ini\kuerteeSimpleVampirismExpanded.ini for configuration options available in this mod.

===============
Available gifts
===============
Increased attribute and skills:
Fortify Acrobatics
Fortify Agility
Fortify Athletics
Fortify Endurance
Fortify Fatigue
Fortify Health
Fortify Intelligence
Fortify Luck
Fortify Magicka
Fortify Personality
Fortify Speed
Fortify Strength
Fortify Willpower

Defensive abilities:
Reflect Damage
Reflect Spell
Resist Fire
Resist Frost
Resist Magic
Resist Normal Weapons
Resist Shock

Offesive spells:
Fire Damage
Frost Damage
Shock Damage

Suggestions:
Calm
Charm
Command
Rally

Instill fear:
Demoralise
Paralyse
Silence
Turn undead

==========
Activation
==========
This mod should seamlessly work when activated on a game with only Oblivion's vampirism system.
I.e. the player need not do anything other than activate the mod for it to work.

If my Simple Vampirism mod (kuerteeSimpleVampirism.esp) was active, simply deactivate that from the launcher and activate this.

If another vampire mod is active in a game and the player wish to try this mod, I suggest these steps to take:
1. In-game, turn off the other vampire mod.
Read that mod's read-me on how to turn it off.
Usually, the player needs to activate an item or use a console command to deactivate the mod.
3. Save that game.
2. Deactivate the mod from the launcher.
3. Load that game. Wait in an interior cell that is empty of other NPCs (e.g. the player's house) for the amount of time the game resets the cells.
In the default game, this time is 3 days.
4. Then save that game again and quit.
The previous vampire mod should be cleaned from the that game.
This process is called doing a "clean-save".
5. Activate kuerteeSimpleVampirismExpanded.esp in the launcher.
6. Load that game.
7. If the player was a vampire before (i.e. PCVampire > 0), my mod should set the player's vampire level appropriate for their previous experience as a vampire (Days as a vampire).
8. If the player wasn't a vampire before (i.e. PCVampire == 0), my mod should seamless work with Oblivion's default method of acquiring vampirism.
9. If the player was a vampire before and the previous vampire mod reset PCVampire to 0, the player can force vampirism.

=================
Forcing vampirism
=================
Type this in the console:
Set kSVEQ.functionMode To 254

==========================
Forcing cure for vampirism
==========================
Type this in the console:
Set kSVEQ.functionMode To 255

============
Deactivation
============
If a cure from vampirism is required, force the cure.
Do a clean-save: i.e.: deactivate from launcher, load a game, wait in an empty cell for 3 days, save the game.
Oblivion's default vampirism should take over from this point.
And other vampire mods can now be activated.

============
OBMM install
============
1. Add the archive into a newly created OMOD.
2. Activate the OMOD.

==============
Manual install
==============
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the kuerteeSimpleVampirismExpanded.esp file.

==============
OBMM Uninstall
==============
1. Deactivate the OMOD.

================
Manual Uninstall
================
1. Start Oblivion Launcher, click Data Files, uncheck the kuerteeSimpleVampirismExpanded.esp file(s).
2. Delete the .esp, .ini and .txt file(s) associated with the mod.

===============
Incompatibility
===============
The blood-hunger screen shader doesn't work when OBGE Liquid Water is active. OBGE Liquid Water disables dynamic full-screen shader effects methods of OBGEv2. OBGEv3, when released, will make these two mods compatible.
Other vampire mods.

====================
Known Issues or Bugs
====================
None known.

=======
History
=======
0.60, 5 December 2011:
Bug-fix: Prevent non-vampire players to use the custom feed feature.
Tweak: NPCs that know the player is a vampire actively spread that knowledge by looking for others that don't know.
Previously, this behaviour was dependent on when the game decided that the npc needs to talk to another.
You can test this by typing this in the console "Set kSVEQVerB.functionMode To 200" when in a room full of NPCs.
Save your game first.
Tweak:NPCs with a disposition of 100 or above with the player will not spread the rumour.
Tweak: NPC behaviours of remembering that the player is a vampire and spreading that knowledge are now toggable in the INI file.
New feature: Vampirism is a crime.
You will receive a bounty equal to murder if a sufficient number of guards find out you are a vampire.
If you are sent to jail with a charge of vampirism, your vampirism will be known by all the citizens of that city.
The penalty for being known as a vampire is as per the non-modded Oblivion: some NPCs will refuse conversations with you.
You can be sent to jail with this charge only once per city.
To avoid this outcome, it is best to kill the guards that attack you and serve your time as a murderer.
Also, you will not be able to pay off this crime.0.59, 24 November 2011:
Bug-fix: In the last version, custom feeding will sometimes put the code in a logic loop that caused nothing to happen.
It would have fixed itself upon reloading a saved-game or maybe even feeding normally (i.e. on sleeping NPCs).
This version fixes this small bug.
Bug-fix: Auto-Night Eye would sometimes stick when moving from an interior cell to an exterior cell.
This is now fixed.
Bug-fix: Feeding on a live NPC twice in 24 hours killed them only when there were witnesses.
Fixed now so that they are killed even without witnesses.
Tweak: Go to sleep command removed.
Now that the player can feed from the Dialogue UI, the Go to sleep command seems obsolete.
Tweak: The amount the player can delay the next stage of Vampirism is dependent on their current stage of Vampirism.
At PCVampire 1, the player can delay the next stage by 24 hours. At 3, only 9 hours.
0.58, 6 November 2011:
New features: Feeding changes:
As in the non-modded game, feeding on sleeping NPCs will reset Vampirism stage to 1 (i.e. PCVampire = 1).
However, with this mod, the feeding gameplay has been expanded.
9.1. Feeding on live and non-sleeping NPCs and creatures:
Feed on knocked-out or unconscious NPCs or creatures by pressing the Left-ALT key when they are activatable.
This key can be changed in the INI.
NPCs with a Disposition of 75 or more to the player will allow the player to feed on them during conversations.
NPCs and creatures fed on twice within 24 hours will die.
Feeding on live creatures does not reset Vampirism stage to 1 but delays the onset of the next Vampirism stage by upto 12 hours.
9.2. Feeding on newly killed NPCs and creatures (i.e. GetTimeDead 0.25):
Newly killed NPCs and creatures will have a state of "barely alive and will soon die" and can be fed upon.
Feeding on the newly dead will not reset Vampirism stage to 1 but will only delay the next Vampirism stage.
The amount of the delay will depend on how long the NPC or creature has been dead.
However, the hunger for blood from the living constantly increases so the next Vampirisim stage cannot be delayed indefinitely.
9.3. Feeding on vampires:
Feeding on a live vampire will reset Vampirism stage to 1.
Additionally, the magnitude of the player's Vampiric gifts will be increased by 20 for the duration of the current Vampirism stage.
Feeding on a newly killed vampire will not immediately reset Vamprism stage to 1 but will decrease Vampirism by 1 stage at a time.
Feeding on a newly killed vampire will also increase the magnitude of the player's gifts by 10 for the duration of the current Vampirism stage.
9.4. Feeding on long dead NPCs and creatures (i.e. GetTimeDead > 0.25):
Load dead NPCs and creatures have dead blood and feeding on these will severely penalise the player's Attributes.
9.5. NPCs knowledge of the player's vampirism.
As in the non-modded game, NPCs will refuse conversations with players who has their vampiric stage at 4.
These NPCs will also remember this and will spread this knowledge to other NPCs.
Any NPC with this knowledge will refuse conversations with the player.
Feeding on NPCs will make them forget that the player is a vampire.
Getting their Disposition to 100 or above will also make them forget.
9.6. Feeding (when witnessed) is equivalent to a crime of murder:
Players witnessed to be feeding will be charge with murder and will be attacked.
Witnesses will also remember the player as a vampire and will refuse conversations with them.
Bug-fix: Save-game bloat due to unclean String variables are removed in this verion.
An update process is triggered when this new ESP (kuerteeSimpleVampirismExpandedVerB.ESP) detects the old ESP (kuerteeSimpleVampirismExpanded.ESP).
(Note the "VerB" in the new ESP's filename.)
Do not deactivate kuerteeSimpleVampirismExpanded.ESP until this mod allows you to.
You will be notified in-game when this update process is finished.
After the update process, you are free to keep playing the game.
The old version (kuerteeSimpleVampirismExpanded.ESP) can be deactivate in the next session.
Note: The current version of OBGEv3 seems to be backward compatible and so the full-screenshader of this mod works in my game.
New feature: TheNiceOne's HUD Status Bars is supported.
Insert the line below in an appropriate location in your "HUD Status Bars.ini" file.
RunBatchScript "data\ini\kuerteeSimpleVampirismExpanded_HUDStatusBars.ini"
0.57, 24 September 2011:
Tweak: Dialogue options for the Follow and Go to Sleep.
E.g.: The NPC will let you know if he/she can't find a bed.
New features: Wait and "I release you." commands.
Bug-fix: Previously, these commands is never available to NPCs that you wake from sleep.
In this version, these commands are available.
0.56, 19 June 2011:
New feature: By default, Detect Life is constant.
Turn off this constant effect in the INI.
New feature: Auto Night-eye when the light-level on the player is below 60 (default).
Set the light-level that controls this in the INI.
Set it to 0, to manually control Night-eye.
Even when set to automatic, the player can still control the Night-eye with the Hunter's Sight Lesser Power.
Suggestion: For an unobtrusive Detect life effect and more useful Night-eye shader, use my Detect Life effect and Night-eye shader mod: http://tesnexus.com/downloads/file.php?id=36407
New feature: NPCs with a disposition to the player of 75 or less will remember them as a vampire.
Getting fed on will make them forget.
New feature: NPCs with a disposition of 75 or more can be commanded to Follow the player or Go to sleep.
The Follow command is not permanent and will be overidden when the NPC "wakens" from the suggestion.
(I.e. The Follow command will be overidden by the NPC's own scheduled AI packages when they are triggred.
Incompatibility note:
The blood-hunger screen shader doesn't work when OBGE Liquid Water is active. OBGE Liquid Water disables dynamic full-screen shader effects methods of OBGEv2. OBGEv3, when released, will make these two mods compatible.
0.55, 5 June 2011:
Bug-fix: Full-screen shader when requiring blood.
The previous implementation of this shader was very buggy in previous versions.
And the actual shader file included in previous releases were from the very first version rather than those listed in the updates.
This version fixes these problems.
Bug-fix: In previous versions, passive gifts are lost when the player's blood requirement change.
This version fixes this.
Tweak: In this version, the full-screen shader is also active when Night-eye is active.
New feature: NPCs fed on will have their Disposition to the player increased up to 5 points - depending on the player's blood requirement.
No blood lust: +5, Mild blood lust: +5/2, Moderate blood lust: +5/3, Blood-starved: +5/4
0.54, 1 April 2011:
Tweak: Hot-keyed spells now stick after they get upgraded/downgraded when the player's blood-lust changes.

0.53, 1 March 2011:
Bug-fix: Dream messages should show only after the player has slept.
Tweak: Abilities are now enchanted and slot-less (i.e. invisible) clothing.
Abilities and spell effects corrupt player's Actor Values when the mod is deactivated.
Not so with enchanted and slot-less clothing.
Tweak: Blood-coloured view when hungry for blood only affects the edges of the screen.
I.e. the centre of the screen remains free of the full-screen shader.

0.52, 3 January 2011:
Bug-fix: Previously, players were gaining vampire levels and receiving vampiric gifts even when they are not a vampire.
Fixed now.
Bug-fix: Previously, curing vampirism didn't remove the Detect life and Night-eye spells from the player.
Fixed now.
Tweak: Sometimes Detect life and Night-eye would get stuck on the player after deactivating the previous version.
It's best to upgrade to this version WITHOUT doing a clean-save.
This version will try to fix any discrepancies with Detect life and Night-eye effects.
Bug-fix: Detecting OBGE.
Previously, the mod was reliant on it because of how I incorrectly detect OBGE.
Fixed now.
0.50, 3 January 2011: Initial release.

=======
Contact
=======
kuertee in http://www.bethsoft.com/bgsforums/

=======
Credits
=======
kuertee in http://www.bethsoft.com/bgsforums/
Singian for "A Vampire" poem: http://www.vampires.nu/pages/Poetry.cfm/ID/3934/PageID/13

==========
Tools Used
==========
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.