Skyrim Special Edition

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SeaSparrow

Uploaded by

Shekhinaga

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About this mod

A mod that uses SPID to enhance Vampires throughout Skyrim!

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Translations
  • Russian
Changelogs
Vampires in Skyrim are often bland and weak. This mod aims to fix that issue. Between Vampire Knights, Unique Bosses with Unique abilities, and a more interesting weakness based system, vampires will now be the monsters they should have always been.




The long and sort is this: Vampires now have critical weaknesses (Crossbows, Sun, Fire) and some major new strengths. After the rank of Blooded, all vampires will receive some unique passives to make them appropriately stronger. Unique bosses are extra strong, and they come with unique passives that make their boss fights memorable. New Vampire Knights carry powerful enchanted items and are clad in armor.  Intrigued? Read the full list of changes bellow:

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  • All vampires have adjusted resistances. They are 50% more resistant to frost and take 20% less physical damage. However, that reduction does NOT apply to silver weapons, crossbows, and auriel's bow. Finally, they are 30% weaker to fire and take 90% more damage from sun spells.
  • Vampire Mistwalker: 20% movement and weapon speed
  • Vampire Nightstalkers: 40% movement and weapon speed
  • Ancient Vampires: +100 Health, +50 Armor, +5% magic resist
  • Volkihar Vampires: +150 Health, +100 Armor, +10% Magic Resist, +20% Movement and Weapon Speed
  • Nightlord Vampire: +200 Health, +150 Armor, +15% Magic Resist, Aura Of Intimidation
  • Volkihar Master Vampire: +250 Health, +200 Armor, +20% Magic Resist, Aura of Intimidation (Nearby enemies are 5% less efficient with melee weapons)
  • Nightmaster Vampire: +300 Health, +250 Armor, +25% Magic Resist, Aura of Extreme Intimidation (Nearby enemies are 15% less efficient with melee weapons)
  • Unique Vampire Bosses (Vyrthur, Harkon, Movarth): +450 Health, +400 Armor, +40% Magic Resist, Aura of Extreme Intimidation + A UNIQUE passive!
Harkon's Fiery Ambition: When bellow 40% Health, Harkon is cloacked by bloodfire and a swarm of bats, dealing 5 points of fire damage to nearby enemies and draining 2 points of health per second from all enemies.
Vyrthur's Corrupted Light: While above 60% Health, Vyrthur is surrounded by an aura of corrupted light, further increasing his resistances.
Movarth's Fists of Fury: Movarth fights unarmed, brandishing a pair of bound gauntlets that increase his unarmed damage and make his right hand power attacks send enemies flying backwards.





Installation

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Step 1: Download and Install SKSE64. Gamepoets has a wonderful short tutorial on how to do that.
Step 2: Download and install address library for SKSE plugins. This is installed like you'd install any other mod, through your mod manager.
Step 3: Download and install PowerOfThree's Tweaks. This is installed like you'd install any other mod, thought your mod manager.
 
Step 3: Download and install SPID - Spell Perk Item Distributor. This is installed like you'd install any other mod, through your mod manager.
Step 4: Download and install Awakening - Vampires of Skyrim. This is installed like you'd install any other mod, through your mod manager.
Optional Step 5: Download and install KID - Keyword Item Distributor. This is installed like you'd install any other mod, through your mod manager.



Load Order


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For the main mod: Irrelevant. Load it anywhere you want. Do not attempt to merge it. It's an ESPFE anyways, so why would you?
For the addons: If you're using the Volkihar Knight addon, make sure to load it after the Volkihar Knight mod. 



Compatibility


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As far as compatibility goes, there's some things to talk about. This mod is technically compatible with everything, since it uses SPID to distribute the new abilities and outfits. However, there will be some soft incompatibilities. Namely...

  • Mods that add new sun spells.
I have included a built in patcher that detects if you are using Mysticism/Dawnguard Arsenal/Ordinator and makes sure their sun spells work. However, if you want to add support for more sun spells, you will have to add them to the "AVS_FRL_AllSunSpels" formlist.

  • Mods that add new vampires that do not use the vanilla actorbases
In layman's terms, if the vampire is not a Fledgling/ Blooded/ Mistwalker/ Nightstalker/ Ancient/ Volkihar/ Nightlord/ Volkihar Master/ Nightmaster then it will not receive the new class buffs. Two examples of such mods are High Level Enemies and Heritage. High Level Enemies adds 2 new tiers of Vampires and Heritage adds a bunch of new Vampire types. Currently, this mod natively supports Better Vampire NPCs, Heritage 2, and High Level Enemies.
  • Mods that add new Vampire Named NPCs.

There are certainly some out there. Those will need a patch.





A MASSIVE thank you to the xEdit team, who without their tool, this mod would have been impossible.
A MASSIVE thank you to powerofthree for his SPID tool that makes mods like mine possible.
A MASSIVE thank you to Perunq for the AE update.
A huge thank you to the Simonrim Discord Server, for feedback while making this mod.
Another thank you to Tate's Teatime Terminus, again for feedback while making this mod.