Note about 3.0 version and upcoming ones ( if there will be ):
4.5 Experimental release ( still needs more testing ), youre welcome to try it out! Basically rebalancing of daylight gameplay along with nightime as suggested by some mod users If you think that rebalance is good enough for release let me know
Hi all, if youre updating just replace old file with new one In game DONT forget to feed to update the script and effects
I'm not sure if it is something with your mod or a conflicting mod but the health damage and only the health damage from being in the sun seems to be ticking way faster than it has in the past. Blood shield also is not stopping the health damage. Magicka damage seems to be working like normal.
This is happening on 4.5a and the version I had previously. I have already tried to cure and reset vampirism without success. Any idea what could cause an issue like this?
To debug try to wait 25 hours total ( wait for next stage ) and then add to your player inventory human blood potion and use it so the stages can reset Because this should not happen ofc if you havent install any other vampire mods or something that touches vampires
The issue I'm having is at stage 2, The 5pt ticks were happening insanely fast instead of per second. The 5pt magicka drain and health damage has also stopped working all together now. I take no magicka drain or health dmg when standing outside during the day on a new save.
I'm not sure what is affecting this but if no one else is reporting it it must be something conflicting even though I'm showing no conflicts.
So I did some testing. I reinstalled the game, and only installed your mod. Everything works.
I then tested it with Alternate Beginnings mod starting as a vamp. Died in 7 seconds at stage 2 with 89 health. Did another start and got the disease naturally, Died in around 15-17 seconds with 89 health.
I'm guessing because alternate beginning's vamp option starts you at stage 4 when you spawn in the script isn't tracking it correctly because it assumes you will start at stage 1.
I have not figured out what broke the sun magicka/health drain completely in my other playthrough yet. Still testing.
Final Update, After more testing I have found that the issue lies specifically with Immortals version 4.5 and any version of Core survival. Immortals version 4.0 works with Core Survival without issue.
I would like to try it but first I would like to know if it is compatible with these mods: Guards Attack Vampires Human Blood Feeding Vampire Vampire Again Thanks.
I already told you which mods are compatible... if you install that mod you will break this one cause it already has Human Blood potion distributed to NPC vampires, and has forwarded and tweaked the script from unofficial patch specifically designed for this mod Do not install any other vampire mods...
I installed it and put it here: D:\SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data. But it doesn´t work idk why.
Slight problem with how you are currently handling weaknesses and buffs. I noticed that when you go inside, even if during the day, vamp attribute bonuses now activate. This is problematic in that it represents the same problem of leveling while vamp buffs are applied. Given that the player has to sleep in an owned/rented bed, and these are all indoors, the buff will always be active when you go to level. Ideally, vamp buffs shouldn't apply during daytime at all, my preference at least. While being indoor can stop the debuffs, adding the buff presents the above problem. I understand the logic is to have the buffs active while adventuring in caves, etc. We need to be able to level our stats correctly which the current implementation prevents.
During the day it shouldnt be any attris or skills gained from vampirism, you can also sleep for 1 hour as stage 1 vamp and lvl like that Until obse idk if theres other way
With 4.5a, if you are indoors, even during daytime hours, you receive the vampire buffs. I rolled back to 4.5ex for now and that has it where you are debuffed when outside during the day, but neutral when inside during the day. Buffs apply normally during night hours. And that particular setup works for me. So I'll hold here for now. I looked over the NPC patch in xEdit and it seems to still work just fine with 4.5ex.
I get that, and it does make sense. But, man! That leveling headache, for me, it's a lot. I do use both current uncappers, but my understanding is that they really only uncap calculations. I don't know if you can use it with your scripts, but Skill Masteries and Prestige Attributes have a good way of handling fortify effects. So I'll stick with 4.5ex for now. It's really solid and has a good solution for leveling. I'll definitely keep checking back to see what else you do. Keep it up!
Just updated to 4.5a, I noticed after feeding that i now have multiple instances of the Royal Bloodline buff to intelligence and endurance. Previously it appeared to max out at +25; now i have 3 effects of same name at +25, +10, and +8 to both stats. I'm assuming this wasn't intended?
Finally I feel strong as I vampire. Crimson scourge spell and Orb of darkness are fitting perfectly in the role play of Badass know it all Vampire Royal Bloodline Lord. I tested it on vanilla master difficulty and I can say that I'm wrecking havoc. Thank you so much for creating this mod !!! :)
Ok. I just must not have noticed. I tend to feed once a day once it hits 1 or 2A. Thanks. Looking forward to trying out the NPC Patch. One thing I did want to ask/suggest: Have you considered adding a UI element to the Faction Tab to show the PC's vampire rank? The spells help track on their own, but thought it'd be kind of cool to have that visual feedback as well.
Once again I’m asking for a power or powers that either: slow time for a certain period of time and a toggle ability to fling/knockback enemies on hit/power attack.
412 comments
4.5 Experimental release ( still needs more testing ), youre welcome to try it out! Basically rebalancing of daylight gameplay along with nightime as suggested by some mod users
If you think that rebalance is good enough for release let me know
Hi all, if youre updating just replace old file with new one
In game DONT forget to feed to update the script and effects
This is happening on 4.5a and the version I had previously. I have already tried to cure and reset vampirism without success. Any idea what could cause an issue like this?
Because this should not happen ofc if you havent install any other vampire mods or something that touches vampires
Not a huge deal, I'll just play it like it's Morrowind. Figured I'd ask incase you encountered it before.
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
FightersGuildInfinitum.esp
thv_explorationquest.esp
No Annoying Messages.esp
Alternative Combat AI.esp
DLC Integration.esp
Inn Storage.esp
aTrueHomeownerX2.esp
Increased TG Requirements.esp
aaalfDBScantuaryLights.esp
Waterfront Lighthouse Beacon.esp
Lumiere.esp
LI_ImperialWaterfront_ObeliskFree.esp
Available Arcane Enchanters.esp
Sheep.esp
SutchRuins.esp
EliStarterCamp.esp
Eli_WatersideHouse.esp
MFLeyawiinHome.esp
SSTClimatesRevised.esp
PlayerHouseMapMarkers.esp
AntiSocialNPCs.esp
AdjustedTimescale_10.esp
Soul Anchor Spells.esp
MasterySkills.esp
Delay Dark Brotherhood - 5 Murders.esp
NecromanticMagic.esp
DarkBrotherhoodInfinitum.esp
GuildAdvancement.esp
Hooded Outlaws.esp
Thieves Guild Hoods.esp
Balanced NPC Level Cap.esp
OblivionAIImprovementSearchDistance.esp
ClutterandContainerOwnership.esp
Regional Bounty Decreasing RM.esp
Bounties Rework.esp
Crime Rework.esp
GoldandTreasureFix.esp
Impoverished Bandits.esp
Balanced Unleveled Rewards.esp
MoreEnemies.esp
Ascension.esp
Ascension - Rarer Loot.esp
Ascension - Balanced NPC Level Cap Patch.esp
Ascension - More Enemies Patch.esp
Rebalanced and Unleveled QGR.esp
Motierre Manor.esp
ValuableClutter.esp
RemasteredSpellsRestoreOverTime.esp
Yami's Conjuration Rebalanced.esp
MoreDamage_CustomCombatOverhaul.esp
MoreDamage_CustomCombatOverhaul_DeluxeAddOn.esp
MoreDamage_CustomCombatOverhaul_Settings.esp
MoreDamage_CustomCombatOverhaul_Patch_Ascension.esp
Ascension - Balanced Unleveled Rewards Patch.esp
MoreDamage_CustomCombatOverhaul_Patch_BalancedUnleveledRewards.esp
MoreDamage_CustomCombatOverhaul_Patch_YamisConjurationRebalanced.esp
AlchemyOverhaul.esp
AlchemyOverhaul_Ascension_Patch.esp
MoreDamage_CustomCombatOverhaul_Patch_AlchemyOverhaul.esp
Quests Change NPC's Disposition.esp
DropLitTorchRemaster.esp
Permanent Doomstones.esp
Constant Orrery Effects.esp
Pantheon - Altars Reimagined.esp
Race Based Runestones.esp
Daedra Are Bad.esp
Honorable Arena.esp
ArenaInfinitum.esp
CoreSurvival.esp
Horse Whistle.esp
Intimidating Traps.esp
Lethal Lava.esp
MythicDawnRobeBounty.esp
DBArmorBounty.esp
UmbraIsTerrifying.esp
ZiRxImmortalBloodline.esp
TARKNoFastTravel.esp
BetterCyrodiilTravel.esp
ORWO.esp
Simple Hunting Overhaul.esp
DynamicAIBehaviorAnimals.esp
Difficulty Slider Fixedx2.esp
Slower Skill Leveling 2x2p5x.esp
QuestDirections.esp
Alternative Beginnings OBR.esp
LL Ani Overrides.esp
Ani Leveled Lists Extended.esp
Star Signs - Birthsigns Reimagined.esp
Ani Infinitum Series Overrides.esp
That's all the plugins. I also have .Paks and UE4SS mods.
Newest update is magicka damage has stopped during the day. I still get Stunted and Stat penalty.
Save
Install 4.5a and then use vampirism spell
I'm not sure what is affecting this but if no one else is reporting it it must be something conflicting even though I'm showing no conflicts.
I'm at a loss.
I then tested it with Alternate Beginnings mod starting as a vamp. Died in 7 seconds at stage 2 with 89 health.
Did another start and got the disease naturally, Died in around 15-17 seconds with 89 health.
I'm guessing because alternate beginning's vamp option starts you at stage 4 when you spawn in the script isn't tracking it correctly because it assumes you will start at stage 1.
I have not figured out what broke the sun magicka/health drain completely in my other playthrough yet. Still testing.
After more testing I have found that the Core Survival mod causes the sun Magicka drain effect to stop working.
Immortals version 4.0 works with Core Survival without issue.
Are the cure and give vampirism the debug spells?
Otherwise I can't find any labelled "Debug"... Could be a good pre-face to the spells? For idiots like me? Easy to find and also groups em together...
But awesome mod... Can't wait to see what else you add!
Guards Attack Vampires
Human Blood Feeding Vampire
Vampire Again
Thanks.
Do not install any other vampire mods...
But it doesn´t work idk why.
Until obse idk if theres other way
Waiting for uncapper mod or ill thik of smth