Solid, unobtrusive way to add a fun mechanic to the game. Lets you actually survive if you are caught outside mid-day.
Only problem I've noticed is that if you have spells equipped and readied, the light emitted from the spells being held in your hands can disable the regeneration. Maybe you can lower the ambient light threshold when you have spells readied?
I don't think so. I would have to change the mod completely and handle everything through scripts, probably. I knew that the spells emitted light, and I think there's no easy way to get around it. we may have to get used to put them away to regenerate faster and take them out again when we need them...
I'm having some trouble getting this to work. I updated to version 1.1 and removed and re-added the spell properly, but neither the original nor the updated version give me any kind of extra regeneration while in shadows or darker places. Any thoughts?
odd. what mods do you use? just in case: what do you mean with "extra regeneration"? it's not extra, since under the sun you have no regeneration at all, normally. the mod gives you regeneration only during the day (5 am - 19 pm) and only in the open.
Try what darknaraku32 did, that is, open the console, type "help vampirism" and press enter. The only entry should be my spell. Use the "player.removespell" and "player.addspell" commands using the id that is written next to the spell instead of the one I wrote in the description. Tell me if it worked.
p.s. I know you said that you removed and readded the spell successfully, but I don't know what else I could tell you, lol
Yes in mine too I had to find the spell. Once I found it I removed it and then reapplied it. Still nothing when in a covered area or shadows I do not regenerate at all. Im still going to mess around with it and will let you know if I find anything. Thanks for your time!
I can't get this mod to work, I don't understand ... the only vampire mods i use are appearance mods and a vampire lord mod that just gives me small passive abilities in my human form as i put perks into my VL tree. the remove and addspell console commands dont even register as a valid ID for my skyrim which makes no sense ... really want this to work but I'm at a loss at what to do ... the only other thing I could see is it's Climates of Tamriel? (although very unlikely ...)
Edit: Instead of 11 it was 7C for me ... all I did was put help vampirism and there it was ... added the spell and works fine for me.
So the mod didn't work at all before adding the spell manually? It's very odd. The script adds it by its name so you should have had it working. Were you using the 1.0 version and then updated to the 1.1 or did you start with this one? Thanks for pointing me out that the id may be different.
Yeah it didn't work at all, especially on a fresh install, all i had to do was add the spell manually as it did not do it itself. Also the parameter ID will not be the exact same for everyone seeing as mine was 7C instead of 11 most likely due to load orders and such. I forgot to mention this gets my endorsement with ease and I've let a few of my other vampire friends know of this to come and at least download it :3
Since the spell's id seems to not be the same for everyone, I'm going to make a new version that automatically removes and readds the spell every time you load the game (only if you are a vampire, obviously). It will use one more script, but it will be more convenient for everyone.
This is just... ...F-ing awesome!!! I was going to play as the Dawnguard but might just have to test this out first. This will for sure be an improvement, one question... Does this also effect a vamp if your under the water? I noticed this on my last vamp character when swimming I still took damage and thought, really? In Oblivion I didn't! Anyway, with or without I'll still try this. For the name... ..."Vampirism Aware" would be kool.
thanks! I don't think it will work underwater. it depends on the light level, so if the water doesn't decrease it you won't get the regeneration... to see the current light level use "player.getlightlevel" in the console.
for the name, I think I'll call it "Vampirism - Weather and Brightness-aware". it comes out worse than on steam workshop because here I can't use "&" and ":"...
Makes cense that you could detect when your in water... ...when you go deep enough the swimming animation goes and you see yourself swim. I've been looking online to see if this has been tried before but came-up with nothing so far.
I found this and I think it might be of use: http://forums.nexusmods.com/index.php?/topic/613296-need-scripting-help-swim-detection-to-apply-magic-effect/ Check it out!
Is it possible to have it run only when submerged completely? That's how it was in Oblivion. This would be more logical imo. Anyway, thanx again!!! If it already does this, sorry, I haven't turned to a vamp yet so couldn't test this.
no, sadly there's no easy way to do that. I can look for how the game detects it to add the drowning thing, but I don't think I will be able to make it too. anyway, since, when swimming, the only part of the body that is outside of the water is the head, getting the regeneration seems legit to me. but on the other hand, the rest of the body is almost always covered and you still get the sun debuffs... meh.
for what I understood, that mod makes it so that if you have certain vampire ranks, you will stop getting the regeneration debuff. for my mod to work properly with it, I should make it so that mine knows your rank and behaves accordingly. a modification to the script should be sufficient. I'll look into it.
edit: just noticed: that mod makes the sun effects last from 6 am instead of from 5 am. not a problem anyway.
make sure to not use the current version of my mod together with vampire overhaul.
edit #2: ok I'm updating the compatible version for dawnguard. I'll make the no-dawnguard one, too. I didn't have to change the script, in the end, so it's safe to switch from this to the normal one.
edit #3: since the creation kit is stupid, I almost lost 1 hour of work. I'll upload the file tomorrow.
39 comments
Only problem I've noticed is that if you have spells equipped and readied, the light emitted from the spells being held in your hands can disable the regeneration. Maybe you can lower the ambient light threshold when you have spells readied?
I knew that the spells emitted light, and I think there's no easy way to get around it. we may have to get used to put them away to regenerate faster and take them out again when we need them...
just in case: what do you mean with "extra regeneration"? it's not extra, since under the sun you have no regeneration at all, normally. the mod gives you regeneration only during the day (5 am - 19 pm) and only in the open.
Tell me if it worked.
p.s. I know you said that you removed and readded the spell successfully, but I don't know what else I could tell you, lol
Edit: Instead of 11 it was 7C for me ... all I did was put help vampirism and there it was ... added the spell and works fine for me.
Thanks for pointing me out that the id may be different.
tell them to download the next version if they already got this one.
Thanx and Kudos
I don't think it will work underwater. it depends on the light level, so if the water doesn't decrease it you won't get the regeneration...
to see the current light level use "player.getlightlevel" in the console.
for the name, I think I'll call it "Vampirism - Weather and Brightness-aware". it comes out worse than on steam workshop because here I can't use "&" and ":"...
Anyway thanx again.
edit: updated.
Edit: Dumbed down my excitement.
anyway, since, when swimming, the only part of the body that is outside of the water is the head, getting the regeneration seems legit to me. but on the other hand, the rest of the body is almost always covered and you still get the sun debuffs... meh.
for my mod to work properly with it, I should make it so that mine knows your rank and behaves accordingly. a modification to the script should be sufficient. I'll look into it.
edit: just noticed: that mod makes the sun effects last from 6 am instead of from 5 am. not a problem anyway.
make sure to not use the current version of my mod together with vampire overhaul.
edit #2: ok I'm updating the compatible version for dawnguard. I'll make the no-dawnguard one, too.
I didn't have to change the script, in the end, so it's safe to switch from this to the normal one.
edit #3: since the creation kit is stupid, I almost lost 1 hour of work. I'll upload the file tomorrow.
edit #4: done.