About this mod
An in-depth configurable overhaul for everything having to do with Vampirism. Sun Damage and Hunger Stages Reworked. New ranks, spells and abilities. NPC Vampire changes. More still to come...
- Permissions and credits
- Donations
As someone who only plays a Vampire in Elder Scrolls games if I can help it, I see potential for Vampirism to intersect with almost all aspects of the game.
We've come a long way from release by now and a lot was added, my intention is to implement many new features compared to vanilla Oblivion but in simple and straight-forward ways.
So far almost all aspects of Vampirism have been rebalanced, changed, or added upon. From Hunger and Feeding, to Sun Damage, to the Disease, to Vampire Ranks, new spells and abilities, to NPC changes, to reworked vanilla spells and other thematic general changes.
All that I've listed you'll find below. If you don't mind walls of text too much you may also find vast patch notes in the post section...
...or you can at least visit that section for Cheat Codes.
Hunger Stages
The hunger stages now have their timing configurable ingame between : 24/12/6/P | 24/24/24/P | 72/48/24/P hours respectively.
Keep in mind the mod provides an option to feed via the spell Absorb Life.
You are also highly incentivized to feed each 24 hours to advance in strength and rank.
Stages change regardless of what you are doing. It no longer matters if you are sleeping or not.
Vampire Dreams are now visions and they occur after advancing in stage.
You can now see your stage timer in the bottom corner of your screen as if it were a magic spell effect.
The timer can be reset by overfeeding.
Porphyric Hemophilia
The disease now counts to 12 minutes to turn you, and will do so regardless of what you are doing. Vampire Hunters beware.
Waiting or sleeping does not skip ahead of this timer. Yet.
It now removes 5 points of your max Health/Magicka/Fatigue amounts, while active.
Vampire Ranks & Perks
After each few nights of sating your thirst, you will gain 1 permanent point in : Strength | Agility | Speed | Endurance | Intelligence | Willpower each respectively. This caps at 20 points per ability, or 60/100 feedings.
The amount of times you have to feed after growing in hunger is now configurable between 3 and 5 times per Attribute point.
Your Vampire Ranks are also tied to this configurable option within your Journal item.
The amount of times you have to feed to progress ranks and perks can only be changed in your Journal BEFORE obtaining your first Attribute points bonus from Vampirism.
Otherwise you'll be required to cure yourself, something that also available in your Journal should you not want to cure via normal gameplay methods.
Progressing towards a stat bonus in this manner can happen only once your bloodlust grows (or after advancing to later stages).
Curing yourself will remove all the stats and ranks you've accumulated.
There are 6 new ranks which can be attained by engaging with the feeding system above.
Your Vampire Rank can be viewed in the menus, under Factions tab.
Note again that for a feeding to count, you must grow in hunger at least 1 stage first.
Vampire Fledgling | Vampire | Blooded Vampire | Vampire Nightstalker | Vampire Master | Vampire Nightlord
Added with 10/20 25/40 35/60 45/80 60/100
First Feeding Feedings Feedings Feedings Feedings Feedings
(Human)
Each rank grants a stacking 4% normal damage resistance.
Some of the old abilities are no longer dependent on hunger and instead are added to the player based on rank.
Vampire Fledgling
Blood Hunter's Sight - Toggleable (and otherwise vanilla for now) - No Cost
Absorb Life - Target - Absorbs 10pts Health | 15pts Fatigue
Drains blood and allows feeding under the right conditions - Spell - Costs 35mp
Vampire
Call of the Night - Touch - Controls animals up to level 12 for 10 minutes - Once Per Day - Costs 50mp
Vampire Seduction - Touch - Charms NPCs (not creatures, not Vampires) for 20 seconds up to level 10 | Allows you to Feed with Absorb Life - Lesser Power - Costs 50mp
Tidewalker's Step - Self - Toggleable Water Walking Spell - No Cost
Absorb Life - Target - Absorbs 15pts Health | 20pts Fatigue
Drains blood and allows feeding under the right conditions - Spell - Costs 35mp
Blooded Vampire
Absorb Might - Absorbs 10pts all Warrior skills from the target.
Absorb Dexterity - Absorbs 10pts of all Stealth skills from the target.
Absorb Soul - Absorbs 10pts of all Magic skills from the target.
All of the above : Touch - Duration 10 minutes - Spell - Costs 100mp
These are meant to supplement your natural Vampirism boosted skills from 10 points to the 20 points you usually knew at rank 4.
Absorb Life - Target - Absorbs 20pts Health | 30pts Fatigue
Drains blood and allows feeding under the right conditions - Spell - Costs 30mp
Vampire Nightstalker
Embrace of Shadows - Self Toggle - When toggled, you'll turn Invisible when you crouch - Lesser Power - Costs 75mp
While Invisible you'll have your Magicka Regen halted.
Supernatural Celerity - Self Toggle - Boosts Speed | Acrobatics | Athletics | Sneak by 40 points each - Lesser Power - No Cost
While active you'll suffer 1 Dmg per/s.
Absorb Life - Target - Absorbs 30pts Health | 40pts Fatigue
Drains blood and allows feeding under the right conditions - Spell - Costs 25mp
Master Vampire
Bend Will - Touch - Enthrall Spell, commands a humanoid for 15 minutes up to level 25 - Once Per Day - Cost 100mp
Ruin - Touch - Damages Fatigue by 25pts and 2pts/s for 60 seconds | Damages Health by 1pts/s for 60 seconds | Drains Strength, Speed and Willpower by 10pts for 60 seconds | Soul Traps for 15 seconds - Spell - Costs 75mp
Hex - Target - Drains Magicka for 50pts and 2pts/s after that from the target for 30 seconds | Soul Traps for 30 seconds - Spell - Costs 50mp
Absorb Life - Target/Area - Absorbs 40pts Health | 50pts Fatigue | 15pts Magicka
Drains blood and allows feeding under the right conditions - Spell - Costs 20mp
Nightlord Vampire
Invoke Fog - "Self" - Clouds the area in fog so you won't take sun damage for 3 minutes - Once Per Day - Costs 150mp
Reign of Terror - Touch/Area - Silences enemies and makes them flee up to level 25 for 10 seconds | Turns Undead up to level 25 for 10 seconds - Lesser Power - Costs 100mp
Devour Life - Target/Area - Absorbs 40pts Health | 50pts Fatigue | 30pts Magicka
Drains blood and allows feeding under the right conditions - Spell - No Cost
Absorb Life & Feeding
The spell is obtained after turning. On top of it's usual effects, if this spell :
- Hits an NPC affected by Vampire Seduction it will cause you to feed and advance your rank/attribute progress IF you were stage 2 or above.
It will restore all your health and reset your hunger timer at stage 1 .
- Hits an NPC with no Fatigue left OR who is paralyzed, it will cause you to feed and advance your rank/attribute progress IF you were stage 2 or above.
- Kills, or hits an NPC who is dead (up to 3 minutes ingame), it will cause you to feed IF you were stage 2 or above, and advance your rank/attribute progress.
- Hits an NPC who died some time ago (up to 3 hours ingame), it will cause you to feed IF you were stage 2 or above.
- Kills, or hits a prey animal (deer, horse, sheep) who died some time ago (up to 3 hours ingame) it will cause you to feed IF you were stage 2 or above.
Note that NPC here refers to a "playable race"(and not a vampire) for you to feed on them.
Blood Fountains in Oblivion now will also restore your hunger when activated, if you are stage 2 or higher, and again without advancing your rank/attribute progress.
Sun Damage
Although technically permanent for every stage of vampirism, sun damage is now fully conditional on the weather & Fire Resistance. Fog, heavy clouds, rain or snow will render you completely exempt from direct sun damage as a vampire.
Other planes like the Shivering Isles and Oblivion exempt you of debuffs or damage regardless of plugin used.
There are 4 configurable options ingame for Sun Damage :
- No Damage / Sun Debuffs - No debuffs, no sun damage. No fear whatsoever from the sun. Kind of like ESO.
- Sun Damage - Default, conditional on Fire Resist and Weather.
- Sun Debuffs - Debuff of Stunted Magicka and almost no Fatigue regen, happens outside at daytime regardless of Weather and Fire Resist. Similar to Skyrim.
- Sun Damage & Sun Debuffs - Debuff of Stunted Magicka and almost no Fatigue regen, happens outside at daytime regardless of Weather and Fire Resist & Sun Damage conditional on Weather and Fire Resist.
Incorporated an almost identical function to the mod Vampirism Adaptive Sun Damage by noogy123, with their very kind permission.
If you're looking for something similar to the changes below for vanilla, you should visit their mod above.
Fire Resist only affects Sun Damage, if at all enabled.
Sun Damage conditional on Fire Resist :
- At 100% Resist Fire the Player Vampire is always exempted from direct sun damage, but not debuffs.
- At default -50% Fire Resist you will suffer a 50% increase to Sun Damage, at 0% you will have the default amounts above, and at 50% Fire Resist you'll face 50% less damage from the sun.
General & Faction Changes
Other Vampires and some animals are friendly to you as a vampire.
Joining (obtaining a rank) in the Order of the Virtuous Blood makes Vampires hostile to you again.
Other Vampires have most of your passive abilities, such as resistance to frost, to normal weapons, as well as a weakness to fire.
They won't suffer from poison, disease, will burn in the sun, and they've been given a version of Absorb Life and Embrace of Shadows they can use.
Human Blood advances you back to stage 1.
Bedroll feeding sounds are implemented for Absorb Life & Blood Fountains.
Hunger "growl" sounds for advancing in stage.
Flavor text in messages was changed here and there, there exists one message with is an easter egg to Serana dialogue in Skyrim.
You can regain the disease and become a Vampire as many times as you want.
Added new Journal item that updates after certain ranks, up to 3 new entries, allows configuration and incorporates most cheating commands of the mod into simple buttons.
Can be ignored if you don't want to engage with it after configuration.
Whatever you do though, don't sell or give away your own Vampiric Diary ;)
Reverse Progression
Stronger while fed, weaker while starving.
- Stage 1
Resist Disease 100% | Resist Poison 100% | Resist Paralysis 100% | Resist Frost 75%
Fortify Personality 30pts
Fortify Willpower 20pts
Fortify [ Illusion | Conjuration | Destruction | Mysticism ] 10pts each
Fortify [ Hand-to-Hand | Sneak | Acrobatics | Athletics ] 10pts each
Water Breathing (passive)
Weakness to Fire 50%
Sun Damage (at 0% Resist Fire) 3pts/s
- Stage 2
Resist Disease 100% | Resist Poison 100% | Resist Paralysis 100% | Resist Frost 75%
Fortify Personality 15pts
Fortify Willpower 10pts
Fortify [ Illusion | Conjuration | Destruction | Mysticism ] 10pts each
Fortify [ Hand-to-Hand | Sneak | Acrobatics | Athletics ] 5pts each
Water Breathing (passive)
Weakness to Fire 60%
Sun Damage (at 0% Resist Fire) 5pts/s
- Stage 3
Resist Disease 100% | Resist Poison 100% | Resist Paralysis 100% | Resist Frost 75%
Fortify [ Illusion | Conjuration | Destruction | Mysticism ] 10pts each
Water Breathing (passive)
Drain [ Hand-to-Hand | Sneak | Acrobatics | Athletics ] 5pts each
Drain Willpower 10pts
Drain Personality 15pts
Weakness to Fire 70%
Sun Damage (at 0% Resist Fire) 7pts/s
- Stage 4
Resist Disease 100% | Resist Poison 100%| Resist Paralysis 100% | Resist Frost 75%
Fortify [ Illusion | Conjuration | Destruction | Mysticism ] 10pts each
Water Breathing (passive)
Drain [ Hand-to-Hand | Sneak | Acrobatics | Athletics ] 10pts each
Drain Willpower 20pts
Drain Personality 30pts
Weakness to Fire 80%
Sun Damage (at 0% Resist Fire) 10pts/s
Recommended :
If you want the NL Tag removed from all your modded spells and items, consider using NL-Tag Remover by MeridianoRus.
If you want to stop being spammed by spells notifications each time you change stages, see Silent Notification Framework by MadAborModding.
Compatibility :
The mod is not compatible with any other vampire overhauls. That would be anything that modifies the vampire script to add new powers, reverse progression, or just generally to do similar things to this mod.
Generally speaking if it changes your hunger stage, changes sun damage, turns you into a vampire or affects vampirescript, it'll break everything or just not work depending on load order.
Mods that only distribute new items (like human blood) should work just fine.
Mods that add the disease to you should be fine.
Vampires' Aversion to Silver is compatible.
Vampires' Conditional Sun Damage is not compatible.
Vampire Dialogue Fix by Zounzi (and Bailcdovah) is compatible.
Install :
Use your preferred mod manager, or :
- Drop the esp files inside the Data folder located in OblivionRemastered > Content > Dev > ObvData > Data
- Inside the same Data Folder, open plugins.txt and add on a new line : Daedric Blood - Immersive Vampire Overhaul.esp
Do the same with optional files.
Uninstall :
Use that same preferred mod manager, preferably after curing vampirism, or remove esps files from the same Data folder above, and esp lines from your plugins.txt file.