Skyrim

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Mihail

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MihailMods

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Expand the concept, importance and presence of Vampire Lords in your game, making vampires much more relevant than ever and among the most powerful groups that lurk in the darkest corners of Skyrim.

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Expand the concept, importance and presence of Vampire Lords in your game, making vampires much more relevant than ever and among the most powerful groups that lurk in the darkest corners of Skyrim.

"Vampire Lords are a powerful type of vampiric entity, many of them pure-blooded, having received vampirism directly from Molag Bal, which gives them powers above average among their peers, and the possibility of transforming into a monstrous winged form, humanoid in shape with bat-like features, and great power. These extremely intelligent and powerful creatures can shift between their original mortal forms and the Vampire Lord form at will, and are capable of using powerful blood and shock magic. Excellent mages, they are capable of summoning the most terrible vampiric creatures such as Garkains and Fleders from Coldharbour and create ghostly, poisonous, and life-sucking red shades to aid them in combat. Furthermore, their sharp claws have venom, albeit a relatively light one.

However, it should be noted that not all Vampire Lords received the direct gift from Molag Bal, with several being descendants of those who received it directly, or powerful vampires who are part of their courts, since, in general, due to their status and power, most Vampire Lords become important members, or even leaders, of Vampire clans. Nonetheless, it is worth mentioning that the ability to transform into the monstrous winged form of a Vampire Lord, and all the powers associated with it, can only be transmitted if the infecting vampire wishes to pass the blessing/curse to the infected person, and if not, it will only infect the victim with some type of vampirism considered as low tier among the ranks of Vampire Lords.

On Nirn, finding Vampire Lords, and their Vampire Mistress consorts, is no easy task, as most live in secluded castles far from civilization, or deep, inaccessible caverns. In addition, the vast majority reside in Coldharbour, only entering Nirn sporadically to check on their subordinates or evil projects. These Lords have skin of a greenish gray color, small wings, and they are barely larger than a human when transformed.

Some clans, especially the more religious and fanatical ones, are led by, or have as an important member of their courts, really ancient Vampire Lords, usually larger, with a large wingspan as well, and dark skin covered in runic markings. These vampires are very old, and in general they are not kings or great lords in command of large armies, nor do they have an interest on that, but they are priests of religious orders strongly linked to blood magic and Molag Bal himself, having their interest more focused on a ritualistic and spiritual view of vampirism, rather than using it for self-benefit, dominion and power, as most Vampire Lords and their vampire armies do.

A strange type called the Skeletal Vampire Lord also seems to exist, but it is unknown why they remained using their reanimated bones after having their bodies destroyed, rather than traveling to Coldharbour in soul. These can raise other Vampire Lords bone remains to aid them in combat and are formidable enemies like their "living" comrades."



by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



Technical info: 
  • This mod does not affect player transformation, so textures, skeletons, animation replacer, skills, etc., that you use for the Vampire Lord, will not be affected by this mod. It also doesn't affect Harkon, so whatever you use on him will stay the same. The only exception is that it gives Harkon the ability to duplicate himself into Vampire Shades in combat, and adds a daedra heart to his loot. The Vampire Lords used in this mod are standalone and have their own skeleton, their own skills and use different textures each (2k resolution), however, this mod gives the Vampire Lord transformations added by this mod not only to some new powerful vampires, but also for some important vanilla boss vampires, so in order for you not to run the risk of losing access to some of them due to incompatibility with other mods that also modify the same vampires, I recommend that you create a Batched Patch;
  • Although rare, a bug can occur in which a Vampire Lord does not enter combat mode. In some cases, he goes into combat mode after a few seconds, but in others, he just doesn't react. However, this is very rare, and is due to the fact that the Vampire Lords' AI was not programmed for enemies, but only for a highly scripted battle (Harkon) and for player use.





- 12 new creatures: Vampire Lord, Vampire Mistress, Ancient Vampire Priest, Ancient Vampire Priestess, Skeletal Vampire Lord, Garkain, Fleder, Grave Fogling, Vampire Lord Remains, Vampire Shade (variant 1), Vampire Shade (variant 2), Vampire Shade (variant 3);

- Several vanilla vampire bosses now have the Vampire Lord transformations;

- Improvement on the vanilla's Harkon boss battle.





  • This mod does not affect player transformation, so textures, skeletons, animation replacer, skills, etc., that you use for the Vampire Lord, will not be affected by this mod. It also doesn't affect Harkon, so whatever you use on him will stay the same. The only exception is that it gives Harkon the ability to duplicate himself into Vampire Shades in combat, and adds a daedra heart to his loot. The Vampire Lords used in this mod are standalone and have their own skeleton, their own skills and use different textures each (2k resolution), however, this mod gives the Vampire Lord transformations added by this mod not only to some new powerful vampires, but also for some important vanilla boss vampires, so in order for you not to run the risk of losing access to some of them due to incompatibility with other mods that also modify the same vampires, I recommend that you create a Batched Patch;
  • Although rare, a bug can occur in which a Vampire Lord does not enter combat mode. In some cases, he goes into combat mode after a few seconds, but in others, he just doesn't react. However, this is very rare, and is due to the fact that the Vampire Lords' AI was not programmed for enemies, but only for a highly scripted battle (Harkon) and for player use.

(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.



- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire





Author: 

Mihail- Skeletal Vampire Lord model and Vampire Lord Remains were made using as base vanilla bones models and textures, modified by me to match the skeletal vampire lord concepts, Skeletal Vampire Lord and Vampire Lord Remains effects and animations; re-modeling of Fogling, Garkain and Fleder models, and 4k re-texture of their original textures, animations, effects, spells, and sounds; modified skeleton of the Ancient Vampire Priests, effects of Vampire Lords/Priests and part of the spells used by them; new vampire NPCs; game implementation;


Some assets used on this mod belong to:

CD PROJEKT RED- for the original models and original textures of Garkain, Fleder and Fogling;
DrFring- for the Ancient Vampire Priests textures.