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Lena Wolf

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LenaWolfBravil

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  1. LenaWolfBravil
    LenaWolfBravil
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    This mod is now complete, this is likely the final version. All functionality is working as described, but consider that many mods make changes to the vampirism system of Oblivion and don't always tell you about it. If something is broken, it is because of a mod conflict.

    The mod has open permissions, so you are welcome to fix it yourself, make it compliant with UOP, XYZ or whatever.
  2. idgafaboutnames
    idgafaboutnames
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    Potion feeding for this mod isn't working.  There's no confirmation window stating your thirst has been satiated.
    Edit: From my understanding, without UOP's script fix, human blood potions don't reset your vampirism level back to 25.  So, it's probable that you might need to forward the scripts from UOP and add it as a requirement.  I'll do some testing in xedit and in game, then report what I find.
    Edit 2: I can confirm that overwriting VampireFeedEffect [SCPT:030080D3] with UOPHumanBloodPotionScript [SCPT:0100D293] will result in a confirmation window stating that thirst has been satiated.  If that script is not fowarded, feeding from bottles of living blood will not work.  I'm not sure about undead blood, though... but [SCPT:0100D293] might need to overwrite the feeding script on undead blood potions, too.
    1. LenaWolfBravil
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      You have a mod conflict. Bottled blood is changed in this mod and I make no allowances for UOP. Something in your load order overwrites some of my scripts. Potion feeding is working. I use it all the time.
    2. idgafaboutnames
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      Well, UOP is technically a conflict.  I'll load my whole list into tesedit and see what I can find.
      Edit: just doubled checked. The only conflict I have regarding the potion is UOP, but forwarding the script from it to your mod fixes feeding for my character.
      Now, I do use this mod https://www.nexusmods.com/oblivion/mods/47681 but the only conflict between that mod and yours are the spells reign of terror and embrace of shadows, nothing to do with feeding.
      However, my endurance neglects to drop when going without feeding. What part of your mod controls that? I'm assuming it's a script.
    3. LenaWolfBravil
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      I'm sorry you are having issues. I shall not be making any updates or making it compliant with UOP. I am opposed to UOP.
      This is an old mod and I don't remember exactly which script does what, but I believe that most things are controlled from the main vampirism script. Your best bet is to read the scripts, there are several that are affected. Consider that if you are forwarding complete scripts from another mod, you are overwriting my scripts which explains why they stop working as intended.

      EDIT: There is no way that undead blood could conflict with UOP because undead blood was my invention added by this mod. It does not exist in UOP.
    4. idgafaboutnames
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      Honestly I'm kinda with you on UOP, but too many mods have it as a requirement including at least one I've made.  Now, I did move your mod dead last in my load order (original version without the edits I made) and feeding from bottled blood does work as intended in that case.  However, the endurance drop is a still a bit finicky.  It started working, but then stopped.  I also noticed there's no more nightmares/visions when stages rise. Not sure if that's intended or not. I also can't tell how often stages are supposed to rise.  I assumed it would be if you've gone anywhere from 24 to 72 hours without feeding, but I been waiting for over a week in game and no stage change.  However, from my understanding that might not be an issue with your mod, but just Oblivion in general since that same issue happens with vanilla vampirism.  Anyway, I initially fowarded the script from UOP since your mod appeared to not be working (at least as far as feeding goes.) 
    5. LenaWolfBravil
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      As far as I remember, vampirism stages progression is coded in the main vampirism script. It is rather complicated, and endurance may not drop every time. Regular vampirism should not have changed, but recessive vampirism has different progression and no nightmares. I've never had any issues though, not with standard vanilla vampirism and not with my recessive version. If you really want to find out what is going wrong in your game, you'd need to add various debugging messages to the main vampirism script where stage changes should be occurring, and then you'd need to try and see which conditions are not fulfilled.
    6. idgafaboutnames
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      Hmm, that's odd, since I'm referring to a character with vampirism (not recessive).  Anyway, I don't yet know how to add debugging messages to the main vampirism script. I'll have to look that up.
    7. LenaWolfBravil
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      If your character is a regular vampire, you can disable this mod and first of all debug your regular vampirism. If there are issues with it, then something is interfering with vanilla, and is likely to be interfering with this mod as well. I'd start there. If you just wanted feeding from potions, there are many other mods that allow for that.

      EDIT: Use "printc" function to print messages to the console. This can be very helpful to trace the execution of a script.
    8. idgafaboutnames
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      I assume I would have to use printc within the construction set? Or is this something that can be done in game?
      Edit: I found another mod in my load order which overrides your vampirism scripts: Dark Brotherhood Chapel-Memorial.  I'm not even sure why that mod would need to touch vampirism scripts in the first place. I'll see what happens if I load your mod after that one.
      Edit 2: Loading your mod after that one makes the feeding mechanism from your mod work as intended, however nightmares disappear.
    9. LenaWolfBravil
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      Mods often make changes that they do not mention in the description. Sometimes those changes are made on purpose, sometimes by accident, so that the author does not even realise what happened. The only fool-proof way to resolve this is to read the scripts and see what exactly has changed, then combine them to make your own. Yes, this is something you would need to do in the Construction Set, and yes, "printc" is a command to be inserted into the scripts - it prints messages to console which allows you to see which portions of the script are executed under which circumstances.

      However, if you do not want to go editing scripts, you can start by analysing exactly which other mods are conflicting with mine. Load your whole load order in Xedit, open my mod, look under scripts and click every script to see which other mods conflict with it. But like I said before, if you are already having issues with vanilla vampirism, you need to debug that first. Scripts depend on other scripts, so conflicts can be implicit and not visible with Xedit. It does make it difficult to debug. If you can live without the nightmares, perhaps it is not worth the trouble.
    10. idgafaboutnames
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      So, I started new game to test this out. The only mod loaded is yours.  Everything else is Oblivion.esm plus all the dlcs (no patches. no uop. no obse)  And there was still no nightmare popup while advancing in stages.  However, if I load the game without your mod, the nightmares come back.  The popups not being there don't have much impact on the gameplay, but from what I understand your mod isn't supposed to change that for regular vampirism.  So, I'm a bit confused as to why they aren't showing up... especially since nothing about that part of the vampirism script between your mod and vanilla has been changed.  The part of the script that controls the dream popups are the same.
    11. LenaWolfBravil
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      First, you need OBSE. Without it the mod won't work.

      Second, let me rephrase: the whole script has been rewritten. This means that although the part for stage changes remained conceptually the same as in vanilla, the code has been changed.

      Third, apart from the lack of OBSE, I see no reason why nightmare messages would not appear, that part is exactly as in vanilla. There is a 1% chance that you don't get a message, and if you are very (un)lucky, you can be potentially hitting it repeatedly. Very unlikely but not impossible. Exactly like in vanilla.

      If you are having issues with endurance not dropping, check your OBSE.

      I am sorry I forgot to put OBSE in the requirements for this mod, I shall fix it now.
    12. idgafaboutnames
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      Ah, I see.  Anyway, I loaded in your mod in a new game with only oblivion, the dlcs, and obse. The first dream shows up, the one confirming you've turned into a vampire.  The others still don't.  Just to clarify this was done on a completely seperate mod profile.  The endurance drop works now, though.
    13. LenaWolfBravil
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      If you insist on having those dreams, you will need to modify the script yourself as I have other changes to that mod now that I am not going to be releasing any time soon. This needs to be done in the CS loaded with OBSE.

      Open script VampireScript, scroll down to line 288 and add the following line after it:

      set randomdream to GetRandomPercent
      Thus that section of code should look like this:
      Spoiler:  
      Show

      ;If player is ready for state change, check for time passing and increment PCVampire

      if ( PCVampire >= 1 )
       if ( vampupdate == 1 )
       if ( IsTimePassing == 1 )
       set enduranceloss to enduranceloss+1
       player.ModActorValue endurance -1
      if ( PCVampire < 4 )
       set PCVampire to ( PCVampire + 1 )
       set randomdream to GetRandomPercent
       set vampupdate to 0
       set vampday to GameDay
       set vamphour to GameHour
      endif
       endif
       endif
      endif



      I am really not sure however whether all this work is needed, since the only thing that's missing is the nightmares. All transitions are done correctly as it is.
    14. idgafaboutnames
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      Ok, I have CSE and afaik that has to be loaded with obse anyway.  I'll go ahead and try what you requested.  But yes, as far I can tell, everything else seems to work properly now, aside from the dreams.  That isn't much of an issue from a gameplay mechanism, but the roleplay aspect is what I personally miss.

      Edit: Alright there we go. It works now! Feeding from potions and the dreams are back.  I haven't even played the recessive side of this mod yet, but I do have to say this is quite a nice piece of work you've done here, and I'm excited to see how this pans out.  Anyway, thank you helping me sort through this. Endorsed.
    15. LenaWolfBravil
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      Thanks! Glad it worked out. I must admit, I never noticed the lack of the nightmares... I guess I didn't care for them in vanilla.
      Hope it works for you as intended!
  3. DreamPrince
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    If everything works out according to your description,then I will Congratulate you on yours very smart and intelligent scripting work.......I am going to download and try it along Vampire Race Disabler as mentioned in description.......I really like your IDEA very much....It adds so much variations and uniqueness in Oblivion gameplay.....How come it never occurs to our Senior Modders !( I mean no dis-respect towards our Senior Modders whom the Whole Oblivion Community is very grateful) ......Just when we thought we have seen everything in Oblvion,you deliver us this splendid MOD and it takes only 16 KB Hard Disk space.......Thanks for your New Year gift to "Oblivion Community" ( referring to your update of January)....I hope it is "BUG Free" Now
    1. LenaWolfBravil
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      Thanks! As any real programmer will tell you, programs are never bug free... But I hope it works for you correctly. I made this originally for myself, and have been playing with it for some six months now, which is why I noticed the problems in version 1.2 so quickly. Please report anything out of place and I'll do my best to fix it.
  4. Dispensation
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    The Vile Lair DLC is not a master of this mod. I can't find the chest in the prisoner's cell. In fact, this mod seems to have its own version of Vile Lair integrated into it, so it looks like something went wrong somewhere:

    Spoiler:  
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    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [01] 0-Vampirism with relapse.esp[00:00] iVampirismAgeOffset [GMST:01030FC2][00:00]     GMST -> Warning: internal file FormID is a HITME: 02030FC2 (should be 01030FC2 )[00:00] VampireFed [GLOB:01031696][00:00]     GLOB -> Warning: internal file FormID is a HITME: 02031696 (should be 01031696 )[00:00] VampireFeedEffect [SCPT:010080D3][00:00]     SCPT -> Warning: internal file FormID is a HITME: 020080D3 (should be 010080D3 )[00:00] TempVampirism [SCPT:0102DFF0][00:00]     SCPT -> Warning: internal file FormID is a HITME: 0202DFF0 (should be 0102DFF0 )[00:00] RemoveVampirism [SCPT:0102DFF1][00:00]     SCPT -> Warning: internal file FormID is a HITME: 0202DFF1 (should be 0102DFF1 )[00:00] ExVampireEffect [SCPT:0102F46D][00:00]     SCPT -> Warning: internal file FormID is a HITME: 0202F46D (should be 0102F46D )[00:00] TempVampirismTarget "Vampirism Relapse" [SPEL:0102DFF2][00:00]     SPEL -> Warning: internal file FormID is a HITME: 0202DFF2 (should be 0102DFF2 )[00:00] TempVampirismTouch "Vampirism Relapse" [SPEL:0102DFF3][00:00]     SPEL -> Warning: internal file FormID is a HITME: 0202DFF3 (should be 0102DFF3 )[00:00] VampirismEx "Recessive Vampirism" [SPEL:0102FB41][00:00]     SPEL -> Warning: internal file FormID is a HITME: 0202FB41 (should be 0102FB41 )[00:00] DeepscornHollowJournal "Greywyn's Journal" [BOOK:010046AC][00:00]     BOOK \ SCRI - Script -> [010065AC] < Error: Could not be resolved >[00:00] BloodVendorChest "Blood Supply" [CONT:01005413][00:00]     CONT -> Warning: internal file FormID is a HITME: 02005413 (should be 01005413 )[00:00] UndeadBlood "Undead Blood" [ALCH:01030FC1][00:00]     ALCH -> Warning: internal file FormID is a HITME: 02030FC1 (should be 01030FC1 )[00:00] [REFR:010308E8] (places BloodVendorChest "Blood Supply" [CONT:01005413] in GRUP Cell Temporary Children of CheydinhalSanctuary "Dark Brotherhood Sanctuary" [CELL:00025031])[00:00]     REFR -> Warning: internal file FormID is a HITME: 020308E8 (should be 010308E8 )[00:00] [REFR:0100541B] (places BloodVendorChest "Blood Supply" [CONT:01005413] in GRUP Cell Persistent Children of SkingradAllThingsAlchemical "All Things Alchemical" [CELL:00027D5C])[00:00]     REFR -> Warning: internal file FormID is a HITME: 0200541B (should be 0100541B )[00:00] [REFR:01030FBE] (places Candelier02Yellow512 [LIGH:0002464D] in GRUP Cell Temporary Children of LairVile02 "Deepscorn Cloister" [CELL:010013C8])[00:00]     REFR -> Warning: internal file FormID is a HITME: 02030FBE (should be 01030FBE )[00:00] [REFR:01030FBC] (places BloodVendorChest "Blood Supply" [CONT:01005413] in GRUP Cell Temporary Children of LairVile02 "Deepscorn Cloister" [CELL:010013C8])[00:00]     REFR -> Warning: internal file FormID is a HITME: 02030FBC (should be 01030FBC )[00:00] [REFR:0100E0F2] (places CathedralCryptLight01Orange384 [LIGH:000262A4] in GRUP Cell Temporary Children of LairVile02 "Deepscorn Cloister" [CELL:010013C8])[00:00]     REFR \ XESP - Enable Parent \ Reference -> [010015ED] < Error: Could not be resolved >[00:00] [REFR:01005417] (places BloodVendorChest "Blood Supply" [CONT:01005413] in GRUP Cell Persistent Children of CheydinhalBorbasGoodsandStores "Borba's Goods and Stores" [CELL:0003042A])[00:00]     REFR -> Warning: internal file FormID is a HITME: 02005417 (should be 01005417 )[00:00] Done: Checking for Errors, Processed Records: 84, Errors found: 18, Elapsed Time: 00:00
    1. LenaWolfBravil
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      I had to replace the torches around the pool by static lights because for some reason when I added the chest to the prison cell, all torches fell on the ground. So this is what you see in the records of crypt lights. The chest with bottled blood is in the cloister by the prisoner cave, and your listing shows it as this record:
      [00:00] [REFR:01030FBC] (places BloodVendorChest "Blood Supply" [CONT:01005413] in GRUP Cell Temporary Children of LairVile02 "Deepscorn
      Cloister" [CELL:010013C8])

      I am sorry I don't know why it doesn't show in your game. It is on the opposite end of that cave - by the skeleton (to the right as you come down the stairs). Sorry it's not in the prisoner cell itself - I wrote it incorrectly in the initial description. Fixed now.

      I'll check to make sure that Vile Lair is a master, it was supposed to be. My TES4Edit did not report any errors...
    2. LenaWolfBravil
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      I have uploaded a new version where Vile Lair is a master.
  5. redondepremiere
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    This looks like an interesting take on vampirism, I gotta say.
    1. LenaWolfBravil
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      Thanks, I hope you like it - and I hope it works for you! Keeping everything crossed... :-o