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File credits
SimonMagus616 rodvt powerofthree McGuffin Numenorean und Deepfighter
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Changelogs
Version 2.2.2
Changelog von der Originalmodseite:
Version 2.2.2
Fixed an issue w/ Form ID ranges.
Version 2.2.1
Fixed an issue where the Amulet of the Gargoyle was disenchantable.
Fixed an issue where Ancient Thirst and Dread Harvest worked on weapon enchantments.
Fixed an issue where the Wood Elf's bonus to potion duration and poison use was not properly applying if Thaumaturgy was installed.
Version 2.2.0
Changelog von der Originalmodseite:
ESL flagged the plugin, because I realized this was possible and I don’t see any strong reason not to do it. A non-ESL flagged version of 2.2.0 is available for users who need to wait for patches to update.
Rebalanced the Vampire Lord’s innate level scaling, which includes the power of the Vampire Lord’s right hand Drain Life spell, their unarmed damage, their bonuses to Health, Magicka, and Stamina, and their innate Armor Rating and Magic Resistance.
The scaling is now designed to cap at 50, instead of 40, which means that the scaling is weighted more towards higher levels.
This should prevent VL’s from overscaling early content while still keeping them powerful at higher levels. This was especially relevant for the Vampire Lord’s Drain Life spell, which was extremely strong at even modest levels.
Treating level 20 as the “base” level for Vampire Lord bonuses is consistent with the quest level expectations put forward in Arena.
In addition, capping the Vampire Lord’s power at level 50 is consistent with other Simonrim-wide mechanics.
Added coverage for the four Vampire artifacts. These artifacts work in both “mortal” form and in Vampire form.
Hunter’s Sight can now be toggled on and off with a re-press of the power button. This applies to the Detect Life element as well.
Reduced the base magnitude of Devouring Claw, since it is affected by both Nightwalker and the “Blood Magic” perks.
Set up Devouring Claw to work with False Life.
The perk Unearthly Will now only increases Health and Magicka (you still get Stamina scaling based on level).
The Dark Elf racial no longer increases the effectiveness of sneak by 25%. Instead, it reduces the cost of Vampiric spells by 25%. It still increases Sneak Attack damage by 25%.
The Imperial racial no longer reduces the cost of Illusion spells by 25%. Instead, it now increases the duration of Illusion spells by 100% (up from 50%).
The Wood Elf Racial now increases Poison Uses by 50%. This is a new approach to this stat that I launched in Thaumaturgy 1.4; you’ll be seeing more of this stat going forward, though it might not all “click” until Adamant 6, but once it clicks it will be significantly better for Poison builds.
Several Scion bonuses will now stack additively with Thaumaturgy bonuses, if Thaumaturgy is installed.
Fixed some typos and consistency issues.
You will now be able to earn the Steam achievement for mastering Vampirism when you learn all 22 Vampire perks in Scion.
Version 2.1.2
Changelog von der Originalmodseite:
Version 2.1.2
A simple re-upload of 2.1.1, which I think may have been eaten by Nexus.
Version 2.1.1
Fixed a type in the name of a perk.
I think I just forgot (???) to actually implement my changes to Power of the Grave, fixed that too.
Version 2.1.0
Fixed an issue where Stage 4 Undead was not properly harming you when you cast healing spells.
Add a small (5%) chance to receive a Potion of Blood when killing humanoid enemies. For this to work on an existing game, search up the Blood Potion Controller perk and add it to your character via the console.
Potent Blood is now a single perk that increases Magicka Regeneration by 100% as a Vampire Lord.
Power of the Grave now reduces spell cost by 25% as a Vampire Lord.
The previous effect for Power of the Grave has been removed, but may be re-added whenever I finish Artificer and implement new effects for the Vampire & Werewolf artifacts.
The position of Potent Blood, Power of the Grave, Ancient Thirst, and Dread Harvest have been adjusted in the tree.
All “Absorb Life” effects now only work on the living, by default.
This change has been extended to the Absorb Life spells added by Mysticism, as well. I will also be extending this change to Thaumaturgy (along w/ some buffs to the enchantment and other adjustments) in the somewhat-near future.
A new perk, False Life, allows Absorb Life effects to work on the undead, Daedra, and automatons.
This perk works on the Absorb Life spells added by Mysticism, but will not work on enchantments (since Simonrim doesn’t generally allow perks to effect enchantments).
False Life also works on Vampiric Drain, Champion of the Night, Devouring Claws, the cloak added by Blood Scion, and the blood spell in the Vampire Lord’s right hand.
This balances out the strength of Absorb Life spells across the whole Simonrim suite and gives Vampires a further edge as “blood mages.” I intended for this change to go live w/ Scion 2; however, I ran out of time to make the attendant updates across my suite.
Due to the nature of how Vampire perks work, this change might have some minor downsides on a character who has already learned Deathly Pallor or the second rank of Potent Blood. Remember that you can search for perks directly in the console by their name and add them to your character, if you run into an issue where the game doesn’t allow you to learn False Life.
Version 2.0.1
Changelog von der Originalmodseite:
Added some architecture for a few optional addons that should now be save-safe in the future.
Version 2.0.0
Changelog von der Originalmodseite:
Weakness to Sunlight now only reduces Health, Magicka, and Stamina Regeneration by 100%, making it possible for a character to regenerate their stats in the sunlight with proper investment.
Weakness to Sunlight now only reduces Health by 25 at Stage 3 and by 50 at Stage 4.
Weakness to sunlight now only reduces Magicka and Stamina by 25 at Stage 2 and Stage 3 and by 50 at Stage 4.
Weakness to Fire now reduces Fire Resistance by 50% at Stage 1 and 2, and by 100% at Stage 3 and 4.
Unnatural Resistance now increases Frost Resistance by 50% at Stage 1 and 2, and by 100% at Stage 3 and 4.
Undeath no longer affects healing potions (this always had some problems, but these problems are more pronounced w/ the new implementation of Undeath, and I want to encourage Vampire alchemists anyways).
The first rank of Undeath (received Stage 2 of Vampirism) now reduces the effectiveness of healing spells by 50%.
The second rank of Undeath (received at Stage 3 of Vampirism) now reduces the effectiveness of healing spells by 100%.
The third rank of Undeath (received at Stage 4 of Vampirism) now causes healing spells to deal damage to you.
Stage 4 Vampires are no longer Hated and Feared. (This mechanic was ultimately too annoying and would cause issues that are literally impossible for users to fix–no fun.)
Champion of the Night now only absorbs Health. However, it lasts twice as long (120 seconds) and benefits from the Bloodstone Chalice.
The Bloodstone Chalice now affects the following spells: Vampiric Drain, Champion of the Night, Blood Scion, and Devouring Claws.
Vampire Lords now resist 75% of all incoming fall damage.
The Vampire Perk tree has been changed dramatically; several existing perks have been altered, and a number of new perks have been added.
Potent Blood now increases your Magicka Regeneration as a Vampire Lord by 50% per rank (at rank 2, this allows you to regenerate Magicka during the day, as a Vampire Lord).
A new perk, Deathly Pallor, reduces the cost of all your spells by 25% as a Vampire Lord.
A new perk, called Power of the Grave, doubles your Magicka regeneration when you fall below 50% Magicka as a Vampire Lord.
Ancient Thirst now increases the damage of Absorb Health spells by 25/50% per rank.
Dread Harvest now has a second rank.
(The old version of) Power of the Grave is now called Unnatural Strength.
Empowering Claws is now called Devouring Claws, and now causes claws to drain Health instead of Magicka (but benefits from the Bloodstone Chalice).
The perk Night Power now only grants the Mist Form power.
A new perk, Twilight’s Embrace, now grants the Supernatural Reflexes power.
A new perk, Underworld Lineage, grants the spells Frozen Wind and Lightning Flood at rank one, and the spells Poison Bloom and Blood Price at rank 2.
Frozen Wind is an improved version of Ice Storm that can be equipped in your left hand as a Vampire Lord.
Lightning Flood is an alternate version of Lightning Storm that can be equipped in your left hand as a Vampire Lord.
Poison Bloom is an alternate version of Black Marsh (a poison version of Fire Storm) that can be equipped in your left hand as a Vampire Lord.
Blood Price is an alternate version of Equilibrium that can be equipped in your left hand as a Vampire Lord.
A new perk, Blood Sacrilege, grants the spells Corpse Curse and Conjure Death Hound at rank one, and the spells Vampiric Grip and Conjure Gargoyle at rank two.
A new perk, Lamae’s Gift, grants +1/+2 additional minions per rank.
The Vampire passive Dark Stalker has been removed; in its place, each race has a new, separate passive (Dark Elves receive a passive with the same effects as the old Dark Stalker).
The Magicka cost of Vampiric Drain has been reduced during Stages 2, 3, and 4.
You should no longer errantly receive XP while a Vampire Lord, or gain XP for any specific Vampire powers (such as Champion of the Night).
Version 1.2.4
Changelog von der Originalmodseite:
Simple re-upload to fix a small error with injected records.
Version 1.2.3
Changelog von der Originalmodseite:
Reverted edit of EDID of xx01964A - DLC1DialogueVampireQuest back to DLC1DialogueVampire, in an attempt to fix a dialogue bug.
Allgemeines und wichtige Hinweise
Dies hier ist die deutsche Übersetzung der Mod "Scion - A Vampire Overhaul" von SimonMagus616 und rodvt.
Da es sich auch bei dieser Übersetzung lediglich um die .esp handelt, wird die Originalmod benötigt.
Es sollte kein Problem sein die Englische Version mit der Deutschen Version bei einem bereits vorhanden Spielstand zu ersetzen.
Weitere Infos und eine detaillierte Beschreibung der Veränderungen findet ihr auf der Seite der Originalmod. Zusammengefasst werden die Vampirmechaniken überarbeitet, um eine bessere Balance zu erreichen und das Vampirdasein auf jeder Krankheitsstufe interessanter zu machen.
Falls ihr Übersetzungsfehler findet oder Verbesserungsvorschläge habt, sagt gerne Bescheid.
Simonrim - Deutsche Übersetzungen
Die Mods von SimonMagus616 sind so entworfen, dass sie Skyrims Core-Gameplay ausbauen, ohne zu sehr vom Hauptspiel abzuweichen (Vanilla Plus).
Für diese Mods von SimonMagus616 Gameplay-Overhaul wird keine Übersetzung benötigt: Encounter-Zones (Gegner-Level): Arena - An Encounter Zone Overhaul