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Valkrom

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Valkrom93

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About this mod

Rework of vampirism: reverse progression, new ways of feeding, reduced sun hazard, powers turned into lesser powers with costs ad skills/attributes tweaks and optional wather breathing.
Added hardcore version and new spells as optional files.

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Hello there, this is my first mod. I've always liked vampirism (both for practical advantages and roleplay) in the old Oblivion, but never liked the "the less you feed the stronger you became" progression in the game and how sun damage works... and now that during the years I've learned a bit of coding I've decided to try to work on it.

My objective was to make vampirism more "user friendly" without making it too mutch powerfull, mantaining the skill originally modified by "vanilla" with a bit of tweaks, just because playing as a vampire with this mod should be easier. Here is the list of all the modifications that I've done:

NEW WAYS OF FEEDING
Feeding when needed should be an option for every vampire, so this mod adds two new lesser powers:
  • Feed on Corpses
  • Feed on Charmed
as the names suggests those powers will reset vampirism to stage 1 if used on the correct target (dead target / +85 disposition) but they will not impact on stage progression: this means that if you are at stage 2 and you will go in 2 hours in stage 3, feeding with those metods will revert you to stage 1, but in two hours you will still progress in stage 2.

REVERSE PROGRESSION

The less you feed, the weaker you become. At Stage 1 of vampirism the player is at the peak of his strenght, has all the powers of a vampire and fiew-to-none downsides.
As thirst progress the player will become weaker (but still stronger that a "normal mortal") until, at Stage 4, his/her stats will go negative and start to take sun damage, but its nature will boost his/her sneak ability, guided by the need of feeding.

VAMPIRE STAGES
The core of this mod doesn't change the skills and attributes touched by "vanilla vampirism", instead tweaks them with fortity / drain effects based on the stage.

Stage 1
  • Resist Desease - 100
  • Resist Paralysis - 100
  • Resist Normal Weapons - 20
  • Weakness To Fire - 20
  • Fortify Attributes and Skills - 15
  • Powers: Hunter's Sight, Vampire's Seduction, Reign of Terror, Embrace of Shadows

Stage 2
  • Resist Desease - 100
  • Resist Paralysis - 100
  • Resist Normal Weapons - 15
  • Weakness To Fire - 30
  • Fortify Attributes and Skills - 10
  • Powers: Hunter's Sight, Vampire's Seduction, Reign of Terror

Stage 3
  • Resist Desease - 100
  • Resist Paralysis - 100
  • Resist Normal Weapons - 10
  • Weakness To Fire - 40
  • Fortify Attributes and Skills - 5
  • Powers: Hunter's Sight, Vampire's Seduction

Stage 4
  • Resist Desease - 100
  • Resist Paralysis - 100
  • Resist Normal Weapons - 5
  • Weakness To Fire - 50
  • Sun Damage - 8/sec
  • Drain Attributes and Skills - 5
  • Fortify Sneak - 20
  • Powers: Hunter's Sight
  • Usual comments / hate from NPCs

HARDCORE VARIANT
If you want a more difficult experience the hardcore version (optional file, load after core file) tweaks attributes, skills and sun damage:

Stage 1
  • No sun damage
  • Fortify Attributes and Skills - 15
Stage 2
  • Sun damage 5 hp/s
  • Fortify Attributes and Skills - 8
Stage 3
  • Sun damage 10 hp/s
  • Drain Attributes and Skills (not Sneak) - 8
Stage 4
  • Sun damage 15 hp/s
  • Drain Attributes and Skills (not Sneak) - 15

GREATER POWERS NO MORE
I've never been a fan of "greater/lesser powers" in Oblivion, so I've modified all the 4 vampiric powers to be "Lesser Powers" instead of "Greater Powers" but, since now can be casted infinitely and can be mantained with less effort, I've added a mana cost and some changes to each of them:
  • Hunter's Sight - 10 mana - Night Eye for 10s, Detect Life 50 per 10s
  • Vampire's Seduction - 30 mana - Charm 40 for 20s
  • Reigh of Terror - 60 mana - Silence area 10 for 20s, Demoralise 20 for 20s
  • Embrace of Shadows - 100 mana - Night Eye for 20s, Invisibility for 20s
Surely I've still some balance to do, meanwhile if you don't like the changes to the "new" lesser powers then version 1.0 of the mods keeps them as vanilla, just lesser powers with a mana cost.

DYNAMIC SPELLS
As an optional file I've added two new custom spells:
  • Blood Drain - absorbs health on touch in 5s and slows down the target for 1s (through drain speed and burden, still looking for a better option)
  • Blood Frenzy - drains the caster's health for 5 hp/s for 10s and fortify Strenght and Agility
Those spells come in 4 variants, one for each stage (Lv.4 -> Stage 1,..., Lv.1 -> Stage 4): the higher the level the stronger the spell is. This mechanic is still under observation: it works from my testing, but the final objective would be creating a single spell with a script effect that cast the relative effect based on the stage).
This functionality is temporary alted, for now you will just get two new spells if you are a vampire

KNOWN BUGS
  • The progression from one stage to another seems to be altered even for vanilla vampires, I still don't understand what strange calculation the remastered does for progressing through stages: for now passing from a stage to another could need 1-3 days ingame from my testing (apparently the longer the wait times the longer it takes to shift stage).
  • Since I've modified a fiew spells and abilities everything that has been touched now has the annoying "[NL] Tag bug" that needs the "NL Tag Remover" mod to get rid of it. https://www.nexusmods.com/oblivionremastered/mods/473

TESTING, COMPATIBILITY AND UPDATES
  • I've tested this mod on the Steam version of the game, so I'm not sure if it could work on the Game Pass version but since I've just modified a fiew skills/abilities and added a custom script with vanilla code there souldn't be problems. For the same reason this mod should be compatible with everithing that doesn't touch the vampire abilities/skills nor the script/"quest" that manage the stage progression.
  • I've tried to load the mod while already being a "vanilla vampire" and it instantly switched the vanilla bonuses with the modded ones, I just had to feed once to reset the stages and add everything that this mod gives as stage 1. The same goes for passing from a version of the mod to another, or loading an optional module: I've tried many combinations, just feed to reset the stage and everything should work.

UNINSTALL CUSTOM SPELLS AND ABILITIES
This mods add new feeding options and spells/abilities (based on optional files). Simply removing the mods while you are still a vampire will make them disappear from the list, but that doesn't mean that they are completely gone (in particular the wather breathing option: the passive spell will disappear but not the effect). In case you want to uninstall the mods follow those steps:
  • feed once on a sleeping NPC to reset the stage
  • open the game console and insert the following code
    set PCVampire to -1
  • wait a fiew seconds for the scripts to update and check if the feeding options and wather breathing have been removed
  • save your game to a new slot (just to be sure)
  • uninstall the mods/optional files you want to remove
  • load your game, then open the console and insert the following code
    set PCVampire to 1
  • test the progression just in case... I've tested those passages and everything went good
Those passages have been made mainly for the wather breathing optional file, but I've updated all the other files to be sure that everything is removed.

MANUAL INSTALLATION FOR STEAM VERSION
If you have problems downloading the mod through Vortex follow the standard steps:
Put the VNVampireRebalance.esp into the "your_drive:\your_installation_path\SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data" and add the line "VNVampireRebalance.esp" into the "Plugins.txt" file located into the same folder.