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Thanks to FLipdeezy for "(Super Fast) Immersive Animated Looting". I learned everything in that mod to do this one.
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Two updates in one day! I decided to tackle some bugs while I was at it. Pasting over the stuff from 1.12 since most people will miss it otherwise.
Safe to update mid-game.
The chance of sneak feeding to fail was incorrectly set to 20%, when it was meant to be 10%. Fixed.
The sneak feeding damage now scales up with your level. So a level 1 vampire might or not kill their victim with the feeding method, but a level 10 vampire most certainly will. Before this update, the damage was a flat 150HP, meaning in most cases players would just do a sneak attack instead, as it would guarantee more damage. Now it should be the opposite. Your current hunger level also plays a role, but not as significant as level.
The formula for the damage is as follows... PlayerLevel * BiteDamageMultiplier. The BiteDamageMultiplier is set to 35 for recently fed vampires, 40 for stage 2, 45 for stage 3 and 50 for stage 4. This can be configured using globals.
The sneak "feed" text as well as the "sip" text tag now show up in red, to be consistent with other hostile actions such as pickpocketing/stealing.
Bleeding out actors that you've started feeding on will not die until you finish feeding off them, preventing a possible bug where the player would be stuck.
It's no longer possible to sneak-feed off enemies sitting or sleeping. You can still feed off sleeping enemies using the traditional vanilla method though.
Enemies that were pathing between locations (guards mostly, but also bandits) could result in the player being teleported to a random location while sneak-feeding. This should be fixed now.
The combat feeding mechanic will be disabled during brawls against your brawling partner, so you don't feed off a friendly and alert the entire inn.
Enjoy the big update, creatures of the night!
Version 1.12
Safe to update mid-game.
The chance of sneak feeding to fail was incorrectly set to 20%, when it was meant to be 10%. Fixed.
The sneak feeding damage now scales up with your level. So a level 1 vampire might or not kill their victim with the feeding method, but a level 10 vampire most certainly will. Before this update, the damage was a flat 150HP, meaning in most cases players would just do a sneak attack instead, as it would guarantee more damage. Now it should be the opposite. Your current hunger level also plays a role, but not as significant as level.
The formula for the damage is as follows... PlayerLevel * BiteDamageMultiplier. The BiteDamageMultiplier is set to 35 for recently fed vampires, 40 for stage 2, 45 for stage 3 and 50 for stage 4. This can be configured using globals.
The sneak "feed" text as well as the "sip" text tag now show up in red, to be consistent with other hostile actions such as pickpocketing/stealing.
Version 1.11
Safe to update mid-game.
This version changes how feeding on unaware enemies works. Now sneak-feeding will work without comparing HP, as some of you pointed out that it sort of forces you to put points into HP and it was quite difficult to trigger. This is no longer the case. There's however still a small chance (10%) that the victim resists the attack. I like my dices.
I've increased the damage of sneak feeding from 100HP to 150HP.
Version 1.10
Safe to update mid-game.
Mod now requires "Dynamic Activation Key": https://www.nexusmods.com/skyrimspecialedition/mods/96273
Press Shift + E to take a sip out of a fallen enemy, or to sneak attack an enemy.
Should be compatible with Bethesda's Survival Mode now.
Small mod that opens up the possibilities for feeding as a vampire, without needing a big overhaul. To make this super simple, I didn't add new abilities to your character to clutter your menus, instead: Just activate your victim while having weapons/magic/fists unsheathed.
Vampire Feeding Tweaks
3 New Types of Feeding:
Feed on almost defeated enemies: If you are a vampire, and an enemy NPC is in kneeling in combat (bleeding out stage), you can feed on them.
How to: Activate a kneeling enemy while you have your weapon in hand.
Feed on unaware enemies: If you are behind an unaware enemy, you have a chance to feed on them. There's however 10% chance they resist the attack.
How to: Sneak upon an enemy, press shift and activate them. This does a significant amount of damage that scales up with your level and will make the actor start combat with you (if they survive).
Feed on fallen enemies: If you have recently killed an enemy (less than 1h in-game since death), you can atempt to feed on their corpse. There's a 20% chance the victim still has enough blood to count as "feeding". If not successful, you will only take a "sip", restoring 25HP.
How to: Hold Shift + Activate a recently killed NPC.
Press SHIFT to dynamically change the interaction
Compatibility: I don't edit anything from vanilla or other mods. This means other vampire mods will think you just fed on a sleeping victim. This should be great for compatibility, as I imagine most vampire mods just hook on the vanilla scripts. Keep in mind though that many vampire overhauls have similar feeding features, so I'm not sure if it makes sense to install this on top. If you do install it with an overhaul, feel free to let me know how it works in the comments.
Who is this thought for: Those that enjoy vanilla vampires but think feeding only on sleeping enemies is a bit too boring. Requiem: Only mod I will offer a compatibility patch for is Requiem, once it launches on Special Edition. Specifically to requiem: Since I'm not touching any records or functionalities from vanilla, the only thing that needs to be changed here is removing the "blood potions" on enemies that Requiem adds, since you now have a proper "feeding on corpses" animation to replace them.