You probably shouldn't use this mod. I recommend you use "When Vampires Attack" instead. The only truly useful thing this mod does, is change the vampire spawns in towns from master vampires to regular vampires. There are actually four quest records it changes to accomplish this, which you can see pretty easily in TES5Edit. You could merge those changes into When Vampires Attach or a merged patch or something, but I advise against using the whole mod - there are much better alternatives now.
@Madcat221 I think the change you're talking about in the USKP is implemented by modifying the CWSoldierExtraDamageToPlayer perk form itself, not by changing the guard forms directly. I do use the USKP and I did look at this in TES5Edit and there are no conflicting forms between USKP 1.2.3a and this mod.
I'm starting a new game and character soon, so this mod will be most welcome as I got annoyed that some npc's that gave minor side quests got killed by vampires before I could complete the quest
Well hmm... it's done via a Perk, which doesn't want to go into the alias spell field.
Maybe code up a spell that adds the perk when the spell is added and removes the perk when the spell is removed. I'm not sure what ScriptEffectStart and ScriptEffectFinish morphed into when transferred to Papyrus, so...
Definitely keeping an eye on this one! Agree with the idiocy of Bethesda placing high level mobs, particularly when you start a new character. Not only dangerous for you, but also NPC's. I previously had one that stopped them entirely, but with Dawnguard, you want the chance, just have it lower...so very welcomed mod!
Whatever idiot BGS dev thought it would be a good idea to drop high-power boss-grade leveled hostile-to-everyone NPCs into the middle of towns with unleveled low-level unique perishable NPCs with no propensity to flee needs to be slapped with a diseased slaughterfish.
Bludanieru: Might I suggest you use the power of Quest Aliases to apply the changes to NPCs without actually touching their forms? As-is, your mod butts heads with USKP a bit over the huge one/two-hit kills that guards can inflict on the player. USKP has to edit it to remove something, while adding a spell effect situationally with a quest alias would remove that problem. Make a slew (say 20-30) quest aliases in the quest that search for refs with GuardFaction or somesuch in the loaded cell and are all optional aliases and have it add your damage-against-vamps boost.
vampire attacks arent frequent enough i only got 1 vampire attack ever. but spawning master vampires from the get go is a little mean even though they arent really a threat when you got a couple of guards taking the damage for you.
16 comments
I'd like to use this mod, but see that when v0.3 came out, the Unofficial Dawnguard Patch was at v1.1.1.
Now, with UDGP at v2.0.0b, I see it includes 2 scripts that "overwritten" by The Town Is Safe:
- dlc1radiantscript.pex
- dlceclipseattackscript.pex
Looking at UDGP, it's a little unclear to me what was changed in those scripts.
Do you know if it's anything to worry about, or would it be difficult to carry forward UDGP's changes to those scripts into your mod here?
I'm thinking of doing a text-based compare of the .psc source files, and then moving your changes to the UDGP versions.
The only problem is I know absolutely nothing about Papyrus scripting, and have never compiled one before...
I'll take a look at When Vampires Attack in that case.
Maybe code up a spell that adds the perk when the spell is added and removes the perk when the spell is removed. I'm not sure what ScriptEffectStart and ScriptEffectFinish morphed into when transferred to Papyrus, so...
Bludanieru: Might I suggest you use the power of Quest Aliases to apply the changes to NPCs without actually touching their forms? As-is, your mod butts heads with USKP a bit over the huge one/two-hit kills that guards can inflict on the player. USKP has to edit it to remove something, while adding a spell effect situationally with a quest alias would remove that problem. Make a slew (say 20-30) quest aliases in the quest that search for refs with GuardFaction or somesuch in the loaded cell and are all optional aliases and have it add your damage-against-vamps boost.