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Better Vampires (version 8.9 as of posting) has a bug with the Vampire's Seduction II perk which adds an upgraded version of the Vampire - Vampire's Seduction spell. When using the upgraded version of the spell, targets may die when being fed on and enthralling and blood potion extraction may not work on all targets. This mod fixes it.

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Better Vampires (version 8.9 as the of posting of this mod) has a bug with the Vampire's Seduction II perk which adds an upgraded version of the Vampire - Vampire's Seduction spell. When using the upgraded version of the spell, targets may die when being fed on and enthralling and blood potion extraction may not work on all targets. This is due to some oversights in the BV-modified version of PlayerVampireQuestScript and on the conditions of some perks/spells. This mod addresses these issues by making a few record edits. By editing these records instead of editing the script, the fix is as compatible with BV updates as possible and makes it easy to apply/remove the fix mid-game. This mod edits two records, VampireCharmEnhanced (level 2 Vampire Seduction power) and InfluenceAggDownFFAimed (vanilla calm magic effect). It is unlikely that another mod edits VampireCharmEnhanced, but verify that InfluenceAggDownFFAimed is patched correctly when installing this mod. It is very likely that other mods edit the vanilla calm magic effect. 


The fundamental issue is:

In "Function VampireFeed(Actor akFeedTarget)", Section "FEEDING ON SEDUCED VICTIMS - DAWNGUARD REQUIRED" of PlayerVampireQuestScript, the If only checks for InfluenceAggDownFFAimed (vanilla calm mgef) and not InfluenceAggDownFFAimed2 (BV-added Calm 2 mgef). Therefore, the function FeedSeduced does not fire when feeding on normal humans when using VampireCharmEnhanced (level 2 Vampire Seduction power). There are also cascading effects from certain spell/perk conditions not checking for InfluenceAggDownFFAimed2 vs InfluenceAggDownFFAimed, such as enthralling and extracting blood.


These are the changes I made and my reasons for the edits (there are several ways the bug could be addressed, but this is how I did it):

1. Add InfluenceAggDownFFAimed as an effect on VampireCharmEnhanced. Give it the same magnitude, duration, and conditions as the InfluenceAggDownFFAimed2 effect on VampireCharmEnhanced. There are some scripts/conditions that only check for InfluenceAggDownFFAimed and some that only check for InfluenceAggDownFFAimed2 so having both on the spell makes sure everything works.

2. Add additional conditions to InfluenceAggDownFFAimed to ensure that it only applies to undead when the undead also "hasmagiceffect(InfluenceAggDownFFAimed2) == 1". This way the calm spell will not affect undead, but VampireCharmEnhanced will affect undead. This does mean that it is possible for an undead to affected by InfluenceAggDownFFAimed AND PerkMasterMindAggDownFFAimed at the same time, but only in the case where the player has the MasterOfTheMind perk AND is using specifically VampireCharmEnhanced on an undead NPC. The two effects don't seem to conflict with each other in this case so I find the double application acceptable.

3. Change DLC1VampireMesmerizeMagicEffect2 to DLC1VampireMesmerizeMagicEffect on VampireCharmEnhanced. Both versions of the effect apply the same script, so the functionality is the same, however, enthralling does not work with DLC1VampireMesmerizeMagicEffect2. There are no condition checks that are solely dependent on DLC1VampireMesmerizeMagicEffect2 so it can be safely removed from VampireCharmEnhanced.


How to make sure InfluenceAggDownFFAimed is patched correctly:

My mod moves the undead condition checks down to the bottom and adds OR's to them. Then it adds two conditions for Subject.HasMagicEffect(InfluenceAggDownFFAimed2 [MGEF:xx609F82) = 1. Each check should go after the moved and OR'ed condition like in the image below. The ordering matters because of the game's rules for conditions.