Has any body tested this with the newer versions of Scion? I really like the idea of reversed progression. An alternative is Better Vampires instead of Scion but I want a playthrough with Scion.
Hello friend, i think i found the way to reverse the vampiric drain, i just did it through CK, i swapped the data contained in each vampiric drain script (1,2,3 and 4(which is named unused)), located in spells/spells section, you can find them very easily looking for "MAG_" something there, i still did not figured how it works lol, but at least i found a way to reverse it.Now the only downside of doing it my way, is that whatever scripted use, be it npcs or some quest or whatever that uses it, will use the strongest one lmao as its form is still marked for use in 11 elements, while the ,now, weaker ones still only used by the player and something related to serana. Anyway just sharing what i found out while tweaking and testing here, it worked for me, i swapped/replicated the exact same things i found in each vampiric drain form.
Iirc, their potencies don't match those that Scion uses, only the base vampiric drain does. I think the mod uses some kind of method to change the power of the drain with stage.
well for sure they dont match exactly but at least they properly reversed, i tested it on all stages, as i said i dont understand how he made his spell progression, but im fairly sure he uses all the variations as all of them are using his own "MAG_" custom magic effect scripts, I checked every single one of them, If not then my approach wouldn't even work in first place and in god howard words "it just works" ok for me. Edit: Also the base potency/stats of any spell/item in CK do not represent what will be shown game at all, there will always have plenty of things that change it, level of school mastery, perks, abilities, enchantments, vanilla scion do not show his intended "predicted" values for me too cause of some mods that change things i mentioned before.
I'm looking at this right now and TheEbonslayer is right, those copies of the vampiric drain spell are no longer used. You can see evidence of this in the code for "\source\scripts\PlayerVampireQuestScript.psc" on lines 272-414 where it states that "We don't need to switch out Vampiric Drain anymore" and all of the lines handling this are commented out, making them unused.
I believe this is instead handled by the following perks which you can view in SSEEdit:
xx00AA19, "MAG_VampireUndeathPerk02"
xx00AA1A, "MAG_VampireUndeathPerk03"
xx00AA1B, "MAG_VampireUndeathPerk04"
Each of those perks appear to have parameters which do the following:
Multiply the magnitude of "MAG_VampireDrain01" by 2, 3, or 4 (compare the EPFD "Float" values in each perk)
Multiply the magicka cost of "MAG_VampireDrain01" by 1.5, 2.5, or 4, making the more powerful drain spells cost more magicka
Multiply the magnitude of any spells with keyword "MagicRestoreHealth" by 0.5, 0.0, or -1.0 (meaning stage 2 heals 50%, stage 3 heals 0%, and stage 4 causes healing spells to damage instead of heal)
Modify incoming damage by 0.9, 0.75, or 0.5 (corresponding to 10%, 25%, or 50% weapon damage reduction)
Therefore if you are looking to modify the progression mechanics of vampiric drain, I would investigate those three perks. You could likely set the base magnitude the vampiric drain spell to 20 instead of 5, and then reverse the progression by multiplying the magnitude by 0.75, 0.5, and 0.25. Or you could potentially remove the scaling altogether by modifying those perks in some other way. Note that increasing the base magnitude of the original spell will likely supercharge enemy vampires as well if they are using the same spell.
I like your idea a lot and I would use it, if the reversed drain spell would work too, since the stage 1 drain spell is not really worth it.
Regarding the hate: In my opinion, it would be great, if as a vampire you would be hated at any stage but you have a spell/power that cloaks/hides your vampiric side for - let´s say - 10 minutes. If you forget to reapply the spell.... well you get hated.
I think having to micromanage a spell that makes people not attack you on sight would be more detrimental than anything. A game has to aim for fun above all, and that does not sound fun to me.
24 comments
Edit: Also the base potency/stats of any spell/item in CK do not represent what will be shown game at all, there will always have plenty of things that change it, level of school mastery, perks, abilities, enchantments, vanilla scion do not show his intended "predicted" values for me too cause of some mods that change things i mentioned before.
I believe this is instead handled by the following perks which you can view in SSEEdit:
Each of those perks appear to have parameters which do the following:
Therefore if you are looking to modify the progression mechanics of vampiric drain, I would investigate those three perks. You could likely set the base magnitude the vampiric drain spell to 20 instead of 5, and then reverse the progression by multiplying the magnitude by 0.75, 0.5, and 0.25. Or you could potentially remove the scaling altogether by modifying those perks in some other way. Note that increasing the base magnitude of the original spell will likely supercharge enemy vampires as well if they are using the same spell.
Regarding the hate: In my opinion, it would be great, if as a vampire you would be hated at any stage but you have a spell/power that cloaks/hides your vampiric side for - let´s say - 10 minutes. If you forget to reapply the spell.... well you get hated.
i like this mod idea though. works better for gameplay