How hard would you say it'd be to comletely disable the vampire side of this mod? I use better vampires and a hybrid mod, which I know are incompatible with yours, but this sounds like exactly what I'm looking for from a werewolf perspective, and I think that might be the easiest fix.
The easiest way is to go into the quest that tracks the player's race. I forget what it is called, but it shouldn't be too hard to figure out. Then just comment out the line that starts the vampire quest when you change to a vampire. You could also just delete the vampire quest in TESVEDit/xEdit/zEdit, though you will get some papyrus errors that way.
Thank you so much for the quick response! I opened the mod in TES5Edit, and I think I found the right quest (LFGVampire), but I don't have a whole lot of modding experience, so I'm not sure what line to comment out. Do you recall anything that can help me find what I'm looking for?
The quest you want is actually LFGMagickaStartup. The ID is a relic from an earlier iteration of the mod. Open LFGMagickaStartup and in the right pane, scroll down to the Script Fragments node. Locate the Fragment with the FragmentName Fragment_2. Delete the entire fragment (Right-click, select Remove). This should remove all vampire scripts from the mod, since the quest will never get triggered. Next, under spells, remove all of the edited vampire spells. These would be:
Did some short tests to try and assess compatability. Better Vampires and Tainted Blood are both behaving normally at a glance, and taking vampire actions/ using vampire spells isn't effecting suspicion or humanity. Even the harvest/ feed activation options, which tbh I expected problems with, is working perfectly well with both mods.
If I find anything misbehaving as I go, I'll come back here and give it a mention. But all in all, this looks like an excellent fix.
So do the hunters actually do anything? They just look at me and go about their business. Do I have to bump into them, they don't force a dialogue or anything? Kinda hard to get caught, especially if you're using npc greet distance reductions edit: ah, i see, so if it's after 5 then you're screwed well suspicion system is a good idea, but kinda seems like a cakewalk... just ate three guys outside the city, went strolling inside covered in blood, kinda unnerving stranger dude, 5+3-3=5, you're off the hook bro. On the other hand it kinda makes sense, you can be as brutish as you want without suspicion for supernatural in the area, so I guess that's fine, better then vanilla ignore anyway. Paired it with MT and hooked to EVG Conditionals Extended to hunger check, really immersive beast within, cheers for the mod mate.
I have a problem in Prophet quest in Dawnguard DLC. When I have to cast vampire seduction and feed on the Moth Priest it says that his lvl is to high and I cant do it. Is there any way to solve it?
So, i love this mod, and have used it for ages, but it has one consistent issue that really bugs me: the vampire night vision turns my screen red and it is impossible to see anything. Is this an issue on my end or is it as the mod intended?
With all of the ENBs and lighting mods (and of course subjective opinion), it's impossible to know how an image space modifier will look for the end-user. I've released a patch for this on the SE version. I have no intention of updating the LE version anymore, but the patch is extremely simple so even an inexperienced modder could probably replicate it.
I actually don't use an ENB however ,and as for lighting mods i only use realistic lighting overhaul, so i assume it's a bug of some sort? I completely understand moving on from LE, i've been thinking of moving on to SE myself.
That mod would be perfect if not for the illogical things.
Why my suspicion rise when I feast as werewolf underground on Falmer???
There should be a "PAUSE" button for situations like this for true roleplaying.
Also why this mod not allows hybrids? My char is dwemer with ancient immune system and happens to be sickly and can combine both infections. Which is funny when Ideal masters told me that I will cure lycanthropy with vampiric dust and then it failed and I am twice cursed.
Actually I did not realize you were using the old version instead of the SE version. It's possible there is a bug in this version that I have forgotten about. (Been a long time since I did any Skyrim modding.)
You can use the console to change your suspicion by making sure that you are not in the hold you want to modify, then typing Set LFGNPOSusp[name of hold] and then the number (0-5) you want to set it at. When you return to the hold in question, your suspicion should update accordingly.
For example to set the suspicion in Eastmarch type "Set LFGNPOSuspEastmarch 0" (no quotes) while you are not in Eastmarch.
Alternatively, you can use the MCM to cure yourself, though that will clear all your stats. You could also sleep for a few weeks, but that would also clear all your suspicion.
I've always wanted to add support for hybrids, but to do so at this late date would require rewriting significant portions of the mod. When I first started working on this, literally the only thing it did was give the player a potion that would turn them into a werewolf or vampire. Everything else was added piecemeal, so the vampire/werewolf tracking systems reuse significant portions of each other's scripts, abilities, and effects with the assumption that no other system is tweaking those numbers at the same time. As a result, supporting hybrids would mean I have to do about three times as much work to get the mod up and running as it took to make this, and three times the investment to make any changes (should I ever return to this mod) because all of those systems would have to be made independent from each other.
I checked with feeding in some cave with Falmer near Morthal. It changed from zero to 4 in clearing the cave and feeding on falmer and chaurus. But I also use 200 different mods.
Ah ha. Your suspicion will also increase by 0.25 for every creature you kill with werewolf claws. That's why it's increasing. You probably killed 16-19 falmer.
As you say, the answer is probably no. The mod only adds scripts and makes very minimal changes to existing game resources. However that doesn't mean that incompatibilities are impossible. I would suggest loading the other mod after this one and giving it a shot. The most likely issues are:
? Any new howls or abilities added by the other mod will not show up in the werewolf quick menu. (A patch for this should be relatively to create if you are comfortable with TES5Edit.) ? The Minor Beast Form ability (the one you can use infinitely but only at night) will not work properly. This would happen if the other mod makes changes to the werewolf transformation script and would require the CK and some comfort with scripting to patch.
95% of the mod should work fine though, including all of the humanity/hunger/suspicion/reputation stuff.
I use Bloodmoon Rising, old Moonlight Tales, and this all together in my own playthroughs. They seem to all work together perfectly for me. The lesser werewolf transformation even seems to work as intended (can't transform in the daylight, get the right werewolf from Moonlight Tales, etc.). For reference, though, my load order is Bloodmoon Rising -> Predators > Moonlight Tales for .esps and MT->BR->P for install order on the left side (I use MO). Dunno if that actually helps anyone. :p
An interesting variation would be if there was means to feed more safely, but it took some kind of extra effort. Such as taking elaborate measures to disguise feedings as something else. Like disguising werewolf attacks as animal attacks. Or making vampire feeding look like anything from a more ordinary murder to a human sacrifice by some dark occultist. The later would put people on edge yes, but they'd be looking for the wrong thing.
Alternatively, if *who* you fed on mattered. Firstly when you 'establish a pattern' there should always be a baseline panic in keeping with the normal mechanic when you first start up. But if you say: only feed on bandits? The fear is blunted slightly by the image of a symbiotic predator. On the other hand feeding on the beloved will cause a witch hunt. Another idea is the guard & the jarls court responding a little slower to dead beggars & faster to dead noblemen. (the last part sucks, but is unfortunately *extremely* true to life) Though that one might be too depressing. :\
Anyhow, thanks for listening to my weird brainstorming!
The identity features and the ability features are too closely linked. That's also why I have not considered making patches for other vampire and werewolf mods. That would require not only changing the scripts to adjust to the other mod's changes but also rebalancing the entire system so it felt smooth and predictable with the abilities added by other mods.
It should be safe to use on an existing save though. Worst case scenario you might have to use the MCM to cure yourself and then reinfect yourself.
It turns out that my precious Mod Organizer going obsolete was the just the kick in the pants to switch to Special Edition. I've converted the mod and I'm just doing a quick playthrough to check for bugs. Intending to post this weekend.
I am also planning by popular request a "super lite" version that will only feature the humanity, feeding, and suspicion mechanics. That should maximize your ability to combine this with another vampire or werewolf mod, though it will also result in a few oddities such as being able to use vampire powers right in front of the guards and not get any reaction.
I'm thinking of patching new spells and powers from some vampire overhaul mods (and werewolf mod too such as Lupine) to be added into your suspicion "spell list". Is there any list like that? It would be easier to patch then
Suspicion is managed differently for almost every thing that affects it, unfortunately. It's just the nature of the beast, since everything that affects suspicion has a different method in the CK of hooking into it, and it factors multiple considerations like whether or not you're observed feeding/transforming/casting or whether evidence is discovered later.
Humanity, however, is very simple. It's managed by simply attaching a script to the effect with either the Creation Kit or TESVEdit. The script is called LFGModHumanityEffectScript and it takes three properties.
SecretIdentityQuest is the creature type whose humanity is being modified. It should be set to either LFGWerewolf or LFGVampire.
nAmt is the amount that you want to modify humanity by. Positive numbers increase humanity and negative numbers decrease it. This has to be an integer.
Recovers is a boolean that determines if the humanity gain or loss is permanent, or if it gets undone when the effect wears off. This is set to true by default so most likely you wouldn't have to mess with it.
Because I am unwilling to maintain patches for mods I don't use, I welcome anybody who wants to create a patch to post it to the Nexus. By all means let me know if you do so and I will add a link to the description.
I notice that you're working on a new version, so if I could make a request: please add a slider to control the decay rate for Suspicion. One point of decay per seven days basically means you're going to always be at Suspicion level 5, which gives you no opportunity to meaningfully manage it. Combine this with the fact that drinking Blood Potions adds suspicion (which another user reported as affecting Requiem's Blood Elixirs, but I'm confirming that this bug affects vanilla potions as well) and it's essentially impossible for a vampire to avoid having Suspicion 5 in all nine holds after a few in-game weeks.
Another way of approaching this would be a toggle that would cause Suspicion to only increase through drainings, not feedings. If I sneak into someone's house completely undetected and drink a little bit of their blood without waking them, it shouldn't alert the entire hold. There needs to be some way to actually feed without getting caught. Thanks, and great mod.
I found the issue with blood potions increasing suspicion and patched it.
I wasn't really planning on adding new features in the new version, only removing features to increase compatibility. I don't think you should have 5 in every hold as a vampire most of the time. Vampires only tend to increase suspicion one point at a time, as opposed to werewolves who tend to devour an entire cave full of bandits and send suspicion from 0 to 5 in a single night. There's really no advantage to vampires to eat more than one victim a day at the absolute most, so you ought to be able to keep suspicion fairly low by keeping on the move. If you don't want to keep on the move and would rather settle in one place, well, that's what Reputation is for.
164 comments
https://www.nexusmods.com/skyrimspecialedition/mods/26023
VampireInvisibilityPC
VampireDrain01
VampireDrain02
VampireDrain03
VampireDrain04
VampireRaiseThrall01
VampireRaiseThrall02
VampireRaiseThrall03
VampireRaiseThrall04
VampireCharm
VampireHuntersSight
Next remove the edited vampire-related magic effects:
PlayerVampireAbsorbHealthConcAimed
DLC1PCVampireAbsorbStaminaConcAimed
DLC1PCVampireAbsorbMagickaConcAimed
All vampire functionality should now be removed.
To remove all werewolf functionality, remove script fragment Fragment_1, then remove all edited werewolf spells and magic effects.
Pinning this in case anybody else wants to do it.
If I find anything misbehaving as I go, I'll come back here and give it a mention. But all in all, this looks like an excellent fix.
edit: ah, i see, so if it's after 5 then you're screwed
well suspicion system is a good idea, but kinda seems like a cakewalk... just ate three guys outside the city, went strolling inside covered in blood, kinda unnerving stranger dude, 5+3-3=5, you're off the hook bro. On the other hand it kinda makes sense, you can be as brutish as you want without suspicion for supernatural in the area, so I guess that's fine, better then vanilla ignore anyway. Paired it with MT and hooked to EVG Conditionals Extended to hunger check, really immersive beast within, cheers for the mod mate.
setstage DLC1VQ03Vampire 70
Why my suspicion rise when I feast as werewolf underground on Falmer???
There should be a "PAUSE" button for situations like this for true roleplaying.
Also why this mod not allows hybrids?
My char is dwemer with ancient immune system and happens to be sickly and can combine both infections.
Which is funny when Ideal masters told me that I will cure lycanthropy with vampiric dust and then it failed and I am twice cursed.
Great mod! It is highly underrated.
Is there any console command to manually lower suspition?
You can use the console to change your suspicion by making sure that you are not in the hold you want to modify, then typing Set LFGNPOSusp[name of hold] and then the number (0-5) you want to set it at. When you return to the hold in question, your suspicion should update accordingly.
For example to set the suspicion in Eastmarch type "Set LFGNPOSuspEastmarch 0" (no quotes) while you are not in Eastmarch.
Alternatively, you can use the MCM to cure yourself, though that will clear all your stats. You could also sleep for a few weeks, but that would also clear all your suspicion.
I've always wanted to add support for hybrids, but to do so at this late date would require rewriting significant portions of the mod. When I first started working on this, literally the only thing it did was give the player a potion that would turn them into a werewolf or vampire. Everything else was added piecemeal, so the vampire/werewolf tracking systems reuse significant portions of each other's scripts, abilities, and effects with the assumption that no other system is tweaking those numbers at the same time. As a result, supporting hybrids would mean I have to do about three times as much work to get the mod up and running as it took to make this, and three times the investment to make any changes (should I ever return to this mod) because all of those systems would have to be made independent from each other.
I checked with feeding in some cave with Falmer near Morthal.
It changed from zero to 4 in clearing the cave and feeding on falmer and chaurus. But I also use 200 different mods.
Is this compatible with Moonlight Tales and Bloodmoon rising?
? Any new howls or abilities added by the other mod will not show up in the werewolf quick menu. (A patch for this should be relatively to create if you are comfortable with TES5Edit.)
? The Minor Beast Form ability (the one you can use infinitely but only at night) will not work properly. This would happen if the other mod makes changes to the werewolf transformation script and would require the CK and some comfort with scripting to patch.
95% of the mod should work fine though, including all of the humanity/hunger/suspicion/reputation stuff.
Alternatively, if *who* you fed on mattered.
Firstly when you 'establish a pattern' there should always be a baseline panic in keeping with the normal mechanic when you first start up.
But if you say: only feed on bandits? The fear is blunted slightly by the image of a symbiotic predator. On the other hand feeding on the beloved will cause a witch hunt.
Another idea is the guard & the jarls court responding a little slower to dead beggars & faster to dead noblemen. (the last part sucks, but is unfortunately *extremely* true to life) Though that one might be too depressing. :\
Anyhow, thanks for listening to my weird brainstorming!
Is it possible to disable the ability features so that I can strictly use this mod only for the identity system?
It should be safe to use on an existing save though. Worst case scenario you might have to use the MCM to cure yourself and then reinfect yourself.
I am also planning by popular request a "super lite" version that will only feature the humanity, feeding, and suspicion mechanics. That should maximize your ability to combine this with another vampire or werewolf mod, though it will also result in a few oddities such as being able to use vampire powers right in front of the guards and not get any reaction.
Humanity, however, is very simple. It's managed by simply attaching a script to the effect with either the Creation Kit or TESVEdit. The script is called LFGModHumanityEffectScript and it takes three properties.
SecretIdentityQuest is the creature type whose humanity is being modified. It should be set to either LFGWerewolf or LFGVampire.
nAmt is the amount that you want to modify humanity by. Positive numbers increase humanity and negative numbers decrease it. This has to be an integer.
Recovers is a boolean that determines if the humanity gain or loss is permanent, or if it gets undone when the effect wears off. This is set to true by default so most likely you wouldn't have to mess with it.
Because I am unwilling to maintain patches for mods I don't use, I welcome anybody who wants to create a patch to post it to the Nexus. By all means let me know if you do so and I will add a link to the description.
Another way of approaching this would be a toggle that would cause Suspicion to only increase through drainings, not feedings. If I sneak into someone's house completely undetected and drink a little bit of their blood without waking them, it shouldn't alert the entire hold. There needs to be some way to actually feed without getting caught. Thanks, and great mod.
I wasn't really planning on adding new features in the new version, only removing features to increase compatibility. I don't think you should have 5 in every hold as a vampire most of the time. Vampires only tend to increase suspicion one point at a time, as opposed to werewolves who tend to devour an entire cave full of bandits and send suspicion from 0 to 5 in a single night. There's really no advantage to vampires to eat more than one victim a day at the absolute most, so you ought to be able to keep suspicion fairly low by keeping on the move. If you don't want to keep on the move and would rather settle in one place, well, that's what Reputation is for.