I have tracked down the vampiric grip not doing damage/not showing the red graphic unless facing down to magic resistance. If you use the player.modav command to return your resist to normal you will notice that grip works perfectly. It also explains why people run into the problem specifically with the mod more often than normal as it adds magic resist to VL.
You can fix this issue yourself by loading up the creation kit, setting this mod as the active one, and ticking "ignore resistance" in the"DLC1VampiresGrip" and "DLC1VampireGripDmg" spells. I am not a modder by any means and I imagine this will have the unintended side effect of also ignoring any legit resistance the target may have itself.
I like this mod as it seems to be the only Vampire Lord mod that doesn't completely overpower the VL, even with mods like SkyRe on Master difficulty.However, the one thing lacking is defense as even with the high boost, I can still get oneshotted quite easily by your common bandit, guard, etc at my level (currently 73). I am hoping someone can help me maybe go in the creation kit and find where I can edit the defense stat just for my personal use. My character before transformation has an Armor rating of about 1200. I think I would be ok If I can just get and armor rating of 1000 on the VL. Unfortunately the 500 Armor rating on the high boost, just is not cutting it.
This is super late and I'm not the author, but the vanilla game caps armor effectively at 80% damage mitigation, which is achieved at 567 armor with armor on, or 667 without armor (armor actually adds a hidden bonus to your armor rating of 25 points per piece for head, body, gloves, and boots). Source: http://www.uesp.net/wiki/Skyrim:Armor - See Armor Cap Section.
I know some mods edit how armor numbers play out so that the functional armor rating is higher (you can edit this in SkyTweak), but it's pretty reasonable for a mod like this to be built around the vanilla system.
Lil' heads up guys; I see no reason to continue this mod. In my eyes, it's done as it does what I want it to. In-game customization would be perfect but my scripting sadly ain't too good. Lack of time is also an issue.
For some reason after I loaded up a previous version 1.04 with the HC version in Vampire Lord for the grip doesn't pull a living target towards you. They seem to turn horizontally while trying to walk and float towards you at a rate of 1 feet in 5-10 seconds. It's really weird. Is it an incompatibility between the versions or is something else happening?
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You can fix this issue yourself by loading up the creation kit, setting this mod as the active one, and ticking "ignore resistance" in the"DLC1VampiresGrip" and "DLC1VampireGripDmg" spells. I am not a modder by any means and I imagine this will have the unintended side effect of also ignoring any legit resistance the target may have itself.
I know some mods edit how armor numbers play out so that the functional armor rating is higher (you can edit this in SkyTweak), but it's pretty reasonable for a mod like this to be built around the vanilla system.
In-game customization would be perfect but my scripting sadly ain't too good.
Lack of time is also an issue.