Enhanced Vampirism improves the vampire experience in Skyrim. It aims to be lore-friendly, balanced and minimalistic. It also offers various customization to the player, including the option to reverse stage progression
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
EnaiSiaion: For his excellent mods, from which some features in my mod were inspired
Added Vampire's Gaze, a stage-independent greater power that makes a target up to level 8-36 an ally for 60 seconds
Added Mist Form, a stage-independent lesser power that transforms you into mist for 15 seconds (but doesn't regenerate Health, Magicka or Stamina)
Buffed Vampiric Drain's magnitude from 3-25 to 5-50. However it now costs much more magicka and isn't affected by the Novice Destruction perk; for balance reasons
Renamed Vampire Lord's Mist Form to Rejuvenating Mist
Renamed Vampiric Strength to Supernatural Strength and increased carry weight buff to 100 points
Nerfed Vampire Claws' unarmed damage to 5-25 from 5-40, and now only appears after level 12
Readded Vampire Lord Magic Resistance depending on level (5%-25%)
Vampire Lord's base unarmed damage is now 20, and its bonus unarmed damage is now higher at later levels, with similar magnitude to Werewolves' (5-60, from 5-40)
Poison Talons now deal 25 points of damage up from 20
Vampire Lord power attack biting now sates vampiric thirst (can be disabled; see below)
Added console commands to provide options for the following: Reverse progression, being hated and feared at stage 4, taking sun damage at stage 2, 3 or 4 or none at all, weakness to silver, weakness to Dawnguard weapons, inability to heal, inability to receive shrine blessings, Vampire Lord Power attack biting feeding and Vampire Lord's limited duration
NPCs: Buffed Vampiric Drain's magnitude from 3-25 to 5-50
NPCs: Nerfed Vampire Claws' unarmed damage to 5-25 from 5-40, and now only appears with Blooded Vampires and onwards (essentially; reverted to vanilla)
NPCs: All Vampires can now turn to mist, but less probably
Version 3.0.3
Nerfed Vampiric Drain's magnitude to 3-25 from 8-40 (was too powerful against multiple opponents, giving the player near invincibility) However its Magicka cost has been greatly reduced
Slightly reduced the XP gain from Vampiric Drain
Fixed Embrace of Shadows not actually giving Muffle
NPCs: Nerfed Vampiric Drain's magnitude to 3-25 from 8-40
Version 3.0.2
Fixed Vampire's Servant's lower magnitude with update 3.0.1
NPCs: Fixed a small issue regarding the description of Vampiric Drain
Version 3.0.1
Fixed an issue where Vampiric Drain would be barely affected by potions of Destruction (or anything that would affect the damage of Destruction spells)
Hunter's Sight now has increased range when in exteriors
Doubled Mist Form's regen bonus and fixed it from not actually working (an unnoticed vanilla issue)
Changed how Reign of Terror works; it's now a projectile with small AoE, similar to Rout
Champion of the Night no longer affects Necromancy
NPCs: Vampiric Drain no longer costs Magicka
NPCs: Greatly increased the Destruction skill of enemy vampires at the cost of Alteration (which means they no longer have the Magic Resistance perks)
NPCs: Vampire Nightstalkers no longer have Night Cloak, only Elders, Ancients and Nightlords now have it
NPCs: Adjusted some perks for enemy vampires
Version 3.0.0
Vampire Lord form is now limited in duration and usable once a day, akin to Beast Form
Power Biting now extends the duration of Vampire Lord form by 30 seconds
Unearthly Will now extends the duration of Vampire Lord form by 90 seconds rather than reducing Blood Magic cost
Raise Dead now raises the dead in a large area, similar to The Ritual Stone
Corpse Curse now affects an area of 40 ft
Vampiric Drain in Vampire Lord form now costs as half as much Magicka
Night Cloak now absorbs 8 HPs per second
Removed Vampire Lord's new perks and abilities
Removed Undeath and Strike from the Shadows
Removed Vampiric spells that were sold by Ronthil
Removed changes to Necromantic Healing spells
Removed feed damage
Vampire Lord's Vampiric Drain no longer levels Destruction
Vampiric Drain in humanoid form no longer gets stronger when you have Vampire Lord blood, and now absorbs 8-40 HPs depending on level, but subsequently costs much more magicka. It now has a new scaling similar to that used by vampire NPCs, up to level 60
Vampiric Strength renamed to Vampire Claws, and now only gives 5-40 additional unarmed damage depending on level regardless of having Vampire Lord blood or not
Vampires now instead have a new unleveled Vampiric Strength effect that increases melee damage by 20% and carry weight by 20 points
Champion of the Night now also enhances Necromancy spells
Nightstalker's Footsteps reduced to 10%
NPCs: Vampiric Drain now absorbs 8-40 HPs from 3-25 HPs, but subsequently costs much more magicka
NPCs: Vampire Touch renamed to Vampire Claws, and gives 5-40 unarmed damage up from 0-25
NPCs: Fixed Master Vampires' one handed weapon leveling
NPCs: Harkon's Vampiric Drain is now much more powerful, with magnitude and area of effect similar to the player's Vampire Lord's Vampiric Drain
Version 2.0.4
Fixed an issue regarding the leveling of Vampiric Drain and other abilities that are based on level (previously being exactly level 20, 30 or 40 set their strength to default)
Blood of the Ancients no longer gives 50% resistance to normal weapons. Its description now indicates that it gives vampiric powers of later stages
Sun damage at stage 4 is reduced from 8 to 5, but is now available in daylight regardless of light level or swimming
Vampiric Drain in humanoid form is now affected by Novice Destruction perk
Vampiric Drain can now absorb Magicka and Stamina from undead with Blood of the Ancients active
Vampiric Drain in Vampire Lord form can now absorb Health, Magicka and Stamina from Daedra and commanded creatures
Corrupt Storm now deals 75 damage
Night Cloak can now absorb blood points for Vampire Lord perks
Night Cloak can now be used at will outside Vampire Lord form, not just once a day. It now also has a description
Draining blood points for Vampire Lord perks no longer works on the undead, the Daedra and commanded creatures
Increased magicka regen buff from 40%-75% to 40%-100%
Decreased carry weight buff from 100 to 50
You now take 20 additional damage from silver weapons and 5 additional damage from Dawnguard weapons as a vampire, similar to NPCs
NPCs: Increased magicka regen buff from 75% to 100%
NPCs: Stronger vampires now have the standard 20% resistance to normal weapons rather than 50%
NPCs: Vampires are now more inclined to use magic, but still more melee than vanilla
NPCs: Renamed vampires' Drain Life spells to Vampiric Drain
NPCs: Vampiric Drain now costs more magicka, but now scales with Destruction. That means higher level vampires are able to spam it more frequently than lower levels
NPCs: These changes now also apply to Serana's and Harkon's Drain spells. Additionally, Serana's Vampiric Drain now absorbs magicka and stamina regardless of level
Version 2.0.3
Reverted fire weakness from to default values (i.e 20%/30%/40%/50%). Same for vampire NPCs; they now have 50% fire weakness instead of 100%
Version 2.0.2
Increased Vampiric Drain's magicka cost when a Vampire Lord
Reverted Vampire Lord's Vampiric Drain's damage to its default values, but increased its and Blood Spear's costs
Removed Chill Touch
Vampire's Servant is now permanent regardless of stage
Vampire's Seduction now lasts for 180 seconds
Embrace of Shadows no longer gives Mist form's increased regen when not actually in mist form
Vampire Lord form now has all the advantages and disadvantages of a stage 4 vampire
Adjusted the costs of most Vampire Lord's spells
Removed magic resistance in VL form
Removed decreased magicka regen in melee mode and decreased stamina regen in magic mode in VL form
NPCs: Removed Chill Touch
NPCs: Removed Blood Spear, Corrupt Storm and Shadow Shield
NPCs: Increased fire weakness to 100%
NPCs: Master Vampires now absorb magicka and stamina regardless of level
NPCs: Mistwalker and higher vampires including all master vampires now turn to mist form instantly at low health
NPCs: Increased the cost of Vampiric Drain
NPCs: Vampires can now infect you through melee weapons
Version 2.0.1
Fixed an issue that prevented Vampire's Seduction from enthralling Dexion in the Prophet quest
Fixed a vanilla issue where Mist Form and Supernatural Reflexes would become usable even while they are on cooldown by switching melee and then magic mode.
Resistance to normal weapons from vampirism and from Blood of the Ancients no longer stack
NPCs: Master Vampires will now cast vampiric projectiles from left hand
NPCs: Vampires are now more aggressive and will switch to melee more often.
Version 1.0.4
Hunter's Sight now continuously detects the living while active, not just at the moment of casting
Removed weakened potions debuff
Removed VL's power attack sweep ability
Health regen debuff's magnitude now correctly matches the description
Sun damage now only happens at stage 4
Removed the ability to craft Blood Potions
Fixed various errors relating to null references (Credits to Styyxus for reporting)
Version 1.0.3
Normal weapons resistance is now bypassed by Daedric artifacts and other magical weapons that didn't have the proper keywords (e.g Labyrinth's ghostly weapons)
NPCs: Master vampires can now use enchanted weapons
NPCs: Vampires can now use up to ebony weapons
NPCs: Master vampires now have higher resistance to normal weapons regardless of level
Version 1.0.2
Removed Vampire rank system; Vampiric Drain and Vampiric Strength now depend on your level similar to Vampire Lord's leveling system, normal weapon resistance now depends on stage (5% /10% /15% /20%)
Removed new Vampiric spells and powers. (They will be later available in a WIP mod, a much larger one than this, alongside rank system)
Added sun health damage at stage 3 and 4.
Added ability to craft Potions of Blood at cooking pots using 2x Human Heart if Vampire Lord.
Vampiric Drain now levels up destruction with use
Vampire Lord's Drain Life spell now deals health damage even if you have Serana, but now deals as half as much damage (but absorbs the same points) and costs 50% more magicka. This means it now deals 40-100 overall damage from 65-175
Vampire Lord now drains 5 HPs with melee attacks and gives perk progression. With Blood of the Ancients, magicka and stamina too
Vampire Lord no longer makes you stage 4; however, it now has additional 25% weakness to fire and resistance to frost
Vampire Lord now regenerates magicka and stamina in both forms, however magicka regenerates much faster in melee mode and stamina regenerates much faster in magic mode
Supernatural Reflexes now makes your power attacks launch away enemies
Corpse Curse now lasts longer but makes the target invulnerable
Increased interactivity between Vampire Lord form and normal Vampire form, being a Vampire Lord now considerably increases Vampiric Drain and Strength and allows you to gain perk progress even in normal form, and some perks now apply to normal form
Normal Weapon resistance is no longer bypassed by Ebony and Stahlrim, but now bypassed by Dragonbone. Spriggans also no longer bypass it but werebears now do
Vampire Lord now equips Harkon's crown and cape if you are wearing Vampire Royal Armor
Changed stage 3's name from "Ravenous" to "Famished" to better fit with CC's survival mode
Blood of the Ancients now grants 50% resistance to normal weapons
NPCs: Added normal weapon resistance to Vyrthur and most ghost NPCs (should be compatible with mods that modify their appearance, as I only edited their appropriate perks)
Version 1.0.1
Fixed Vampire Lord revert making everyone hostile, even upon feeding
NPCs: Added new spells to NPC vampires, including Armorflesh spells, Banish Daedra and Command Daedra
NPCs: Added the appropriate perks to Nightlord Vampires, they actually had very underpowered perks for their stats
NPCs: Made Master Vampires use the csVampireMagic combat style, which means they will use magic much more often. The csVampireBoss had a multiplier of 1 for everything, which is why they used melee rather than magic, and overall had worse AI than normal Vampires
This mod is discontinued for the time being. Please see Immortal Blood instead.
Features:
Stronger Vampiric abilities and powers
Deadlier Vampiric weaknesses
Leveled Vampiric powers in humanoid form
Limited Vampire Lord form, in order to give humanoid form some identity
Various console commands to set the mod to your liking, such as enabling reverse stage progression or disabling sun damage
Vampire Lord royal armor and cape if wearing Vampire Royal Armor
An optional NPCs addon that carries most changes to vampire NPCs
Vampiric abilities:
Vampire Claws: Unarmed attacks do 5-25 additional damage depending on level. Appears from level 12 only
Resist Frost: 10%-25% depending on stage
Resist Normal Weapons: 5%-20% depending on stage (normal weapons are any weapons except Silver, Daedric, Dragonbone, Dawnguard, Stahlrim or Bound. Non-magical creatures such as Bears or Wolves, count as normal attacks. Normal weapons used by the undead, such as Draugr or a rival vampire, will bypass this resistance)
Faster magicka and stamina regen: Magicka regenerates 40%-100% faster, and stamina regenerates 20%-50% faster depending on stage
Supernatural Strength: Melee attacks deal 20% more damage and carrying capacity increased by 100 points
Champion of the Night: Illusion spells are 25% stronger
Nightstalker's Footsteps: 10% easier sneaking
Unnatural Movement: 25% faster movement
Immunity to poison and disease
Waterbreathing
Vampiric powers:
Vampiric Drain: Absorbs 5-50 HPs per second from the target. Its magnitude and Magicka cost now increase with level. It now also levels up Destruction
Vampire's Servant: Raises the dead up to level 8-36 permanently
Vampire's Gaze: Targets up to level 8-36 fight for you for 60 seconds
Mist Form: Transform into an invulnerable and undetectable mist for 15 seconds. Activating an object or attacking will break the spell. Has a semi-cooldown of 60 seconds during which it costs 3x Magicka
Hunter's Sight: Night vision and short ranged detect life. Toggleable
Vampire's Seduction: Targets up to level 8-36 won't fight and tolerate being fed upon for 60 seconds
Reign of Terror: Targets up to level 8-36 flee for 60 seconds. Available at Stage 3
Embrace of Shadows: Become invisible and have muffled movement for 180 seconds
Vampire weaknesses:
Weakness to Fire: 20%-50%
Weakness to Sunlight: Attributes will almost never regenerate (even with regen enchantments) and are reduced by 25-100 points. At stage 4 you will take 8 damage per second.
Reduced Health Regeneration: 10%-100%
Inability to heal with healing spells
Inability to receive blessings from Divine shrines
Blood-starved vampires are hated and feared
Additional damage received from silver and Dawnguard weapons
Vampire Lord changes:
Vampire Lord form is now limited by a 150 second timer and being usable once a day. The Unearthly Will perk now increases it to 240 seconds and power attack biting extends the duration by 30 seconds
In Vampire Lord form, you now gain all the advantages and disadvantages of being a stage 4 Vampire, such as the faster magicka and stamina regen and 50% weakness to fire
Drain Life now absorbs as twice as much but costs more Magicka, especially at later levels. The Serana bug is also fixed
In general, most spells and powers in Vampire Lord form now cost much more Magicka, but not exceeding 140, so that characters not investing in Magicka can still benefit from them
Base unarmed damage is now 20, up from 10
Bonus unarmed damage at higher levels has been increased to match that of Werewolves'
Melee attacks now absorb 5 Health points from enemies and give lifeblood for perk progression
Power attacks have a chance to stagger
Power attack biting counts as feeding
Vampire Lord now has 5%-25% magic resistance depending on level
Raise Dead now raises all corpses in a large area with multiple possible risens, similar to the Ritual Stone
Corpse Curse now affects a large area and lasts longer, but makes targets unable to be damaged, similar to Ash Shell
Mist Form is now called Rejuvenating Mist and now actually increases regeneration, and as twice as fast
Supernatural Reflexes now makes power attacks knock down targets
Night Cloak now absorbs 10 HPs per second and gives lifeblood for perk progression
If you were wearing Vampire Royal Armor before transforming, you will now equip Harkon's crown and cape (Females will equip the crown only). This is cosmetic only
Customization with Console Commands:
For a list of all global variables that can be turned on or off and whether they are turned on or off, type (help vampireglobal) in the console commands
To enable or disable a global, type (set vampireglobal.... to 0/1) in the console commands, e.g (set vampireglobalreverseprogression to 1)
Default value for all globals is 1 except for VampireGlobalReverseProgression, which is 0
VampireGlobalCantBeBlessed: Set to 0 to enable shrine blessings to be received
VampireGlobalCantHeal: Set to 0 to enable healing with Restoration spells
VampireGlobalHatedAndFeared: Set to 0 to disable being attacked on sight when blood-starved
VampireGlobalLordLimitedDuration: Set to 0 to have unlimited Vampire Lord form duration (but the Vampire Lord power is still a greater power, i.e once a day)
VampireGlobalLordPowerBiteFeed: Set to 0 to disable power attack biting from sating vampiric thirst
VampireGlobalReverseProgression: Set to 1 to enable reverse progression; you will become stage 4 upon feeding and current stage decreases with each passing day that you do not feed
VampireGlobalSunDamage: Set to 0 to disable sun damage at stage 4. Set to 2 to enable sun damage at stage 4 and 3. Set to 3 to enable sun damage at stage 4, 3 and 2
VampireGlobalWeaknessToDawnguard: Set to 0 to disable additional damage received from Dawnguard weapons
VampireGlobalWeaknessToSilver: Set to 0 to disable additional damage received from silver weapons
Compatibility:
Incompatible with other vampire overhauls mods
Optional Files:
Enhanced Vampirism - NPCs: This mod does the following:
Gives enemy vampires the new abilities such as the resistance to normal weapons, increased Magicka and Stamina regen, etc
Makes vampires use better weapons, normal vampires can now carry up to Ebony weapons, and master vampires can wield enchanted weapons up to Ebony (and rarely Daedric)
Makes vampires turn invisible at low health instantly, as if they used Embrace of Shadows. They will also sometimes use Mist Form
Gives vampires more spells, including anti-daedra spells
Makes vampires much more proficient in Destruction; Vampires can now cast Apprentice Destruction spells, Vampire Mistwalkers can cast Adept Destruction spells and Elder Vampires can cast Expert Destruction spells
Renames Ancient Vampires to Elder Vampires, and Volkihar Vampires to Ancient Vampires (never made sense to me that you can be sent on quests by the Volkihar clan to kill "Volkihar" vampires, plus Ancient should have been used for a higher level than 38)
Adjusts perks for enemy vampires
Renames vampire NPCs' Drain Life spells to Vampiric Drain, adjusts their magnitude to match that of the player's (5-50) and makes them cost 0 Magicka
Makes Harkon's Drain Life spell (the projectile one) much more powerful and have an AoE, similar to the player's