The health cost is neat, but this also makes it so that if I'm a Better Vampire doing anything, like eating, tasting ingredients, or casting normal spells unrelated to the mod take the health cost.
It even makes it so that using Powers that don't even do anything gameplay wise, like stat checking for other mods, causes the damage.
I've made a few of the vendors like Faralda my followers and I'm having script problems too. Is there a workaround like a console commanding the chest with the spells?
Yeah, if I use this I am definitely going to mess with it to remove the anti vampire and change it to a magicka cost. Would probably be a good idea to add more books that enchance the magic too. The current mod essentially oofs being a mage and screws over vampires. Vampires are known to be the best at blood magic. With non vampires being able to use it at a lesser extent. It is to the point where you have to worry about magicka and health which makes no sense and serves to be unnecessarily taxing for the player and intrusive on gameplay.
again, my original statement stands, people NEED health to play the game. without it you CANT PLAY. so my answer is what on gods earth made it ok to release a mod that makes the game UNPLAYABLE
Plenty of games have health cast systems in place, the problem isn't fundamental its in the implementation. Spells should ONLY cost health and should be reduced by any spell reduction perks and enchantments as well, this mod makes sense I just wish it was implemented a bit better.
i'll chime in on this almost year old post cause honestly, it seemed it was understood how bad it was handled without the patch, sure i can understand the blood spell costing health, makes sense...kinda expected, but the way it's done here if your a vampire ALL, spells/potions/enchantments, pretty much every active effect even lesser powers cost 50 hp, not just the blood spells, without the patch i drunk a minor health potion and instead of just getting back 25 hp i lost 50 hp, i used a fortify potion to help my blacksmithing and it costed health, i activated nff command follower power so dismiss everyone and took 50 points of hp, i had a sword with 5 fire damage every hit on a enemy costs me 50 hp cause of the enchantment, that is a problem and it isnt good implementation. the patch for vampire is a must even if you dont actually plan on using the blood magic yourself because it affect everything with magic effects.
so do any of the elemental perks from vanilla or ordinator actually affect these spells or do you only scale through % mana discounts and % damage amps?
The same thing happened to me. The No Anti-Vampire Patch fixed it. It seems like the scripts to deal damage to vampires on cast attach to all actions, not just the spells from this mod.
It is bugged, since even physical attacks in vampire lord form consume health. I didn't want to download the optional patch, since it was uploaded before the last version of this mod.
Hi there, anyone knows how can I replace the health damage on player for the spells, please ? With CK or Ssedit ? I increased the difficulty of the game and casting a spell almost one shot me xD
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Have fun!
Not working on this mod.
It even makes it so that using Powers that don't even do anything gameplay wise, like stat checking for other mods, causes the damage.
Is there a workaround like a console commanding the chest with the spells?
also there are these things in the game called health potions, I hear they can restore your health, I wouldn't know my self, I don't touch the stuff
I died 3 times against a draugr and he didn't even hit me