- my mod doesn't modify vanilla stuff so it's more compatible with other mods;
- mine only works on the player and not on other vampires;
- mine has various thresholds depending on how dark it is where you are whereas that one gives you full regeneration no matter how dark it is, as long as you are in the shadows;
- mine also gives you some regeneration when you go in the water (like it was in Oblivion). you have to actually be floating in water, unfortunately, not just partially submerged. staying idle while floating works;
- mine gives you at most 90% of the regeneration, in the worst weather conditions WHILE in the shadows/in the water;
- mine doesn't let you adjust the thresholds via the console.
Is this compatible with no sunlight damage in apocrypha and soul cairn https://www.nexusmods.com/skyrimspecialedition/mods/37070 because when when i use the two together i got occasional crashes I wasn't getting before.
I don't think they should be incompatible in a way that causes crashes for you. In theory you should only get < 100% regeneration in those areas since my mod wouldn't deactivate its own effects when you're there. But nothing more. The only thing the mod's script does is give you the mod's own special effect when you load the game (if you're a vampire). It really shouldn't cause any problem.
It would be cool if these mods could be compatible with vampirism mods by default, without patches, to prevent being broken after updates. Scion has a planned big update, for example.
The 2.0 version of Scion has fundamentally changed its Weakness to Sunlight mechanic in a way that makes this mod fully compatible with Scion out of the box.
If you use my patch, you will have dramatically more regeneration than you normally should as a vampire in shade/underwater etc. I recommend Cridus takes it down but in the meantime I do not recommend using it.
Absolutely wonderful hidden gem of a mod, discovered this thanks to Vivenmort's Scion patch. It feels like a mechanic that should have been in vanilla.
If by any chance you're still active, do you know what one would have to do to make this compatible with Scion? (https://www.nexusmods.com/skyrimspecialedition/mods/41639)
Sorry for the late reply, I got the notification only now. Since the mod's description says it doesn't touch the vampire race, it should already be compatible. It also doesn't mention anything about buffs given by staying in the shadows.
Hey Cridus, I can see you're inactive. The mods certainly are incompatible because Scion nukes the base regeneration rates with it's version of Weakness to Sunlight, meaning the regeneration multipliers you add in shade, weather, and underwater don't do anything. I've created a compatibility patch for Scion for my own personal use, and I'd like your permission to either upload it to this mod page or create my own to put it on.
EDIT: Spoke to the mod author and the patch is now availiable as an optional file. Enjoy!
EDIT 2: Returned to the game a year later and the 2.0 version of Scion has fundamentally changed its Weakness to Sunlight mechanic in a way that makes this mod fully compatible out of the box. If you use my patch, you will have dramatically more regeneration than you normally should as a vampire in shade/underwater etc. I recommend Cridus takes it down but in the meantime I do not recommend using it.
I don't know, I've been out of the loop for a long time now (see, I'm replying after 2 months >_>). if that mod modifies how the sun affects vampires, then it will probably conflict, otherwise not.
I gave another look with the Creation Kit and I'm afraid that, since the last time I checked, Sacrosanct made changes to the management of the sun's effects on vampires. I'm not sure if the version of my mod that I made on purpose for it is compatible with it anymore, unfortunately, so I'll have to remove it... I don't know if I'll ever try to update it...
Is there any way you could make it compatible with the "Armor blocks sunlight damage" mod? the creator of that mod stopped supporting it so you are my last hope!
sorry for the late reply, I haven't been using nexusmods anymore (and I don't get notifications for comments on my mods for some reason). anyway, I couldn't have done that because I don't have the special edition. I ported this mod from the old skyrim with the help of someone else that loaded it in the new CreationKit and re-packaged it.
Edit: NVM, Thought there was a problem, but it seems that one may need to save and re-load the game when one first becomes a vampire for the mod to start working.
I'm gonna give this a go with Sacrosanct. Like you said, there shouldn't be any issues due to lack of overlap, but if there are any problems I'll note them down.
UPDATE: I'm not seeing any regen with sunny, cloudy or stormy weather, in the open or under shade. This was loaded after Sacrosanct, and I let my character progress forward and backward in vampire states to check, but it wasn't doing anything either way. There might not be overlap per se, but it's possible there's a conflict in there somewhere. Recommend others test both mods together, though, as it could be a simple issue with my setup.
odd, because my mod simply gives you a spell (hidden spell, always active) when you load the game, and that spell has checks to give you some regeneration depending on how much light there is where you are. it shouldn't be affected by anything done by other mods.
can you please try this? use the command "help vampirism", the only result should be my spell; use the commands "player.removespell" and "player.addspell" using the id that is written next to the spell, and then check if the mod works. I'm sure I solved this problem with the latest update but...
p.s. thanks for testing,
edit: actually my spell may not be the only result if you're using other mods for vampires. anyway, it should be recognizable.
I'll give it another test, certainly. I should have results of some kind in a little bit.
UPDATE: Results in, tested with health, magicka and stamina (equilibrium spell is surprisingly useful for debug, it allows for selfdamage with precision without console commands ).
First, removed and re-added the spell. A notification popped up to note that the spell was added to my character. Then, I power attacked a few times to drop stamina, fired off a few fireballs for magicka and equilibrium balanced health down to match. Then, I waited inside for a while - a few in-game hours with a high base regen - just sitting, as a control; normal results. Then, I repeated the setup and went outside at night - same effect. Repeat setup during the day, and repeat waiting procedure in broad daylight - no regen. Went into small overhang, no regen. Went into cave leading to Cidhna Mine with all the shadows I could ask for, and still no regen, same with underwater in river outside Markarth, even under the bridge.
Out of curiosity, I fired up Edit to look at the sunlight weaknesses as changed by Sacrosanct, and it's a doozy. Normally, the heal rate is damaged by 100 during sunlight conditions. Sacrosanct bumps that up to 1000. That 30-90 percent regen gets dropped to 3-9 percent, which effectively nullifies it. For this to work with Sacrosanct, it'd need a serious powerup just to do anything.
That's why it wasn't working for me - not because it wasn't functioning, but because it was being chained up and made to drag itself by its fingernail. Just the one. The pinky.
ahh I see, thanks for checking. I guess I should make a version specifically for being compatible with Sacrosanct. I'll try soon, but I don't know how much it will take. the last time I modded was 3 years ago and I never opened the CK on this computer.
If the changelogs and comments by EnaiSiaion are anything to go by, I'd recommend you take your time and make sure the Kit doesn't go silly on you rather than push out a new version any time soon; the new Kit is apparently mangling scripts like a toddler with play-doh.
edit: actually, it's better if I make my mod deactivate itself when people activate Sacrosanct's regeneration in the shadows (this feature, this feature everywhere. nobody had it when I made my mod...). it will take a little longer.
You mean that in the Skyrim SE version of his mod that feature is not present? You go in the mod's configuration menu and there's no checkbox to toggle it?
Skyrim SE doesn't have an MCM yet, as SKSE and SKYUI aren't available. Everything's as-is for the moment, and Enai doesn't plan to explore the option any time soon.
I hope you knew this a long time ago and I hope you made a new version a long time ago and I'm just worrying too much, but, you know that ESPs from Oldrim can load up and sometimes even work but that they break the essential coding of your game, right? Eventually the bloat eats your save file because the new ESP format is different. If you've ever even saved a Special Edition game that's got an OIdrim ESP instead of one made specifically in the new creation kit, you're going to lose that save file, it's corrupted. I truly hope you didn't upload an incorrect form ESP here and break a bunch of people's games with a slow poison. If you did, by god take it down dude. Or you're going to have a bunch of really angry people eventually. Just replace it with a new version you re-saved in the new CK. Or of course if you already ran it through the new CK last then please disregard and ignore me.
I updated to the most recent skyrim. Before this the mod was perfect and worked great but after the update it stopped working. Not sure why? Is there any reason or anything you know that might cause this or a fix?
uh, really? odd. you simply don't regenerate in the shadows anymore?
try this: open the console, type "help vampirism" and press enter. The only entry should be my spell. Use the "player.removespell" and then "player.addspell" commands using the id that is written next to the spell. tell me if it works again then.
44 comments
The only thing the mod's script does is give you the mod's own special effect when you load the game (if you're a vampire). It really shouldn't cause any problem.
If you use my patch, you will have dramatically more regeneration than you normally should as a vampire in shade/underwater etc. I recommend Cridus takes it down but in the meantime I do not recommend using it.
Since the mod's description says it doesn't touch the vampire race, it should already be compatible. It also doesn't mention anything about buffs given by staying in the shadows.
EDIT: Spoke to the mod author and the patch is now availiable as an optional file. Enjoy!
EDIT 2: Returned to the game a year later and the 2.0 version of Scion has fundamentally changed its Weakness to Sunlight mechanic in a way that makes this mod fully compatible out of the box. If you use my patch, you will have dramatically more regeneration than you normally should as a vampire in shade/underwater etc. I recommend Cridus takes it down but in the meantime I do not recommend using it.
if that mod modifies how the sun affects vampires, then it will probably conflict, otherwise not.
anyway, I couldn't have done that because I don't have the special edition. I ported this mod from the old skyrim with the help of someone else that loaded it in the new CreationKit and re-packaged it.
UPDATE: I'm not seeing any regen with sunny, cloudy or stormy weather, in the open or under shade. This was loaded after Sacrosanct, and I let my character progress forward and backward in vampire states to check, but it wasn't doing anything either way. There might not be overlap per se, but it's possible there's a conflict in there somewhere. Recommend others test both mods together, though, as it could be a simple issue with my setup.
can you please try this? use the command "help vampirism", the only result should be my spell; use the commands "player.removespell" and "player.addspell" using the id that is written next to the spell, and then check if the mod works. I'm sure I solved this problem with the latest update but...
p.s. thanks for testing,
edit: actually my spell may not be the only result if you're using other mods for vampires. anyway, it should be recognizable.
UPDATE: Results in, tested with health, magicka and stamina (equilibrium spell is surprisingly useful for debug, it allows for selfdamage with precision without console commands ).
First, removed and re-added the spell. A notification popped up to note that the spell was added to my character. Then, I power attacked a few times to drop stamina, fired off a few fireballs for magicka and equilibrium balanced health down to match. Then, I waited inside for a while - a few in-game hours with a high base regen - just sitting, as a control; normal results. Then, I repeated the setup and went outside at night - same effect. Repeat setup during the day, and repeat waiting procedure in broad daylight - no regen. Went into small overhang, no regen. Went into cave leading to Cidhna Mine with all the shadows I could ask for, and still no regen, same with underwater in river outside Markarth, even under the bridge.
Out of curiosity, I fired up Edit to look at the sunlight weaknesses as changed by Sacrosanct, and it's a doozy. Normally, the heal rate is damaged by 100 during sunlight conditions. Sacrosanct bumps that up to 1000. That 30-90 percent regen gets dropped to 3-9 percent, which effectively nullifies it. For this to work with Sacrosanct, it'd need a serious powerup just to do anything.
That's why it wasn't working for me - not because it wasn't functioning, but because it was being chained up and made to drag itself by its fingernail. Just the one. The pinky.
edit: actually, it's better if I make my mod deactivate itself when people activate Sacrosanct's regeneration in the shadows (this feature, this feature everywhere. nobody had it when I made my mod...).
it will take a little longer.
https://forums.nexusmods.com/index.php?/topic/5053220-sacrosanct-vampires-of-skyrim/page-4#entry44401465
Unfortunately, light levels are wonky in Skyrim no matter what, so he tossed it out.
try this: open the console, type "help vampirism" and press enter. The only entry should be my spell. Use the "player.removespell" and then "player.addspell" commands using the id that is written next to the spell. tell me if it works again then.