I am vary confused. I deleted all of the Playervampirequest scripts that I can find, go in game and tried updating and it stays that there is STILL a Playervampirequest script somewhere, even though I can't find any more of them. Can someone please help me?
It may be late, but I've long since figured it out, but never looked to check this post until now.
1. look for the scripts in your data script folder, or just look them up in search, and delete them
2. use ssedit to find the script within mods like "Race Compatibility" under the "Quest" category delete them from both race compatibility plugins, dawnguard, and Ussep. Those are the only ones in my Mod List that has them, but there may be more in yours if you're using different mods
3. Install VT, it has it's own playervampirequest script that will go into you data folder. I had this mod for LE, and it didn't have a loose playervampirequest script like this one does, so I was accidentally deleting it, thinking that it was the one that I already deleted, and that it was, somehow showing back up, but it wasn't. That was what was causing the error for me.
I'm hoping somebody can tell me if vigor mortis once taken actually reverts the heal rate back to whatever a player already had by default. If so I might attempt to make it constant. The reason I ask is due to the undeath spell including a resist healing effect that is scripted and a restore health effect that appears to be constant. These make it difficult (for me at least,) to nail down what is happening overall here.
What I really want is to simply disable the disabled natural regeneration feature. so I can tweak a few other things to my liking. I did look through the scripts and didn't see anything there either.
Hey, I was wondering if it would be possible to have this mod ported to Bethesda.net for the Xbox One. The reason why I'm asking is because I think it would look amazing in a vampire modded playthrough. So if it is possible, I can ask a porter on Discord to port the mod and credit the OMA in the description, but if it isn't, then I understand.
The original author stated ports and derived works only be posted on nexus so as far as I know you would not have their permission to port to bethesda.net. You may have to try and contact the original author yourself. I have their twitter linked but it seems their account no longer exists but their steam is https://steamcommunity.com/id/princessity if you want to try and contact them, though I've no idea if they will respond or be open to messages on there.
can we turn npcs into vampires? id also like to try this mod on xbox if you want to port it also ik most vampire mods let you turn npcs by biting them but what if you use a power that lets them bite you after you bite them, your vampire blood would turn them also it would take time like a day for them to be a vampire id also like it if they could turn on you instead of just blindly follow you that ofc depends on who you turn enemies like bandits or npcs you attack and if you want them as followers you got to feed them eather some npc or your blood
hello! Possibly stupid question: I've been doing some digging and have ended up with a bit of a headache, so I just wanted to make sure I'm following correctly and not missing anything.
-OLDrim VT included an expansion on the perks available for vampire lord -tx12001 uploaded a 'patch' (would that be the term?) that fixes some of the original's bugs but does not include those perks, and to make that 'patch' work you have to do a convoluted CK operation to the original files to then make the patch work with those files -tx's patch doesn't include perks, and in his FAQ he states 'be grateful you can play it at all' -you did the kind work of providing the updated files that tx's instructions would have ended up with
thus, in short
-downloading your mod allows skipping the steps in tx's instructions to install the original oldrim mod -this upload you have made does that work for us so we don't have to fiddle with the CK -and is meant to be run alongside tx's -so even with this, with everything installed correctly, there's still no perks for vampire lord stuff BUT all the other cool features still work
is this correct? I just want to be sure I'm following right and that the vampire lord perks /aren't/ meant to be in here somewhere and I'm screwing up installation somehow, because if those are wholly missing I'm going to try to find another mod that'll help that out :(
I've heard royal bloodlines is compatible somewhere in the comments on tx's mod page?
Yeah seems you got it. This mod is just the original from Oldrim converted to SSE. The original mod has some bugs, as the original mod author abandoned it. Tx enjoyed the mod and posted a "bug fix," where I believe he changed some things to better suit what he wanted out of the mod or to remove buggy components. Now while you can use this mod by itself, you'll probably run into some of the issues Tx fixed. Either way, if you decide to use Tx's mod as well, download both mods and load his after this one, and you're fine to ignore the rest of his instructions, as I've done all the conversions you would've had to do.
thanks, you're awesome!! And thanks for getting back to me on this :D the instructions on how to port it on TX's mod page scared me off originally LMAO
Why do you need PNR at all? Seeing as the animations were optional in the Oldrim version, why do I need to install a mod that is incompatible with the most popular mod in all of Skyrim (FNIS)? Edit: And why is there a loop in the requirements sending me to a mod which requires THIS mod, I am so confused. Back on Oldrim, you only needed Dawnguard, SKSE, SkyUI, and the Brawl bug plugin. Why is this such a bloody mess?
You can ignore Nemesis if you don't want the animations. The other VT redone mod just fixes a load of bugs and changes some things. As well as disabling the animations anyway as they are a bit bugged. I just ported this mod following this guide: https://gitlab.com/G_ka/Cathedral_Assets_Optimizer/-/wikis/Porting-a-mod . This mod just cuts down one step in installing vampiric thirst redone.
It said nemesis works for the new animations but I can't find Vampiric Thirst in the nemesis engine even after updating and reinstalling the mod and engine, do I need to clear nemesis' cache or something?
Edit: Nvm saw the animations being added in the bottom of the engine even without the mod showing up on the engine page.
32 comments
What exactly is the installation steps here? You mentioned it can be used for VT Redone SSE.
Thanks.
1. look for the scripts in your data script folder, or just look them up in search, and delete them
2. use ssedit to find the script within mods like "Race Compatibility" under the "Quest" category delete them from both race compatibility plugins, dawnguard, and Ussep. Those are the only ones in my Mod List that has them, but there may be more in yours if you're using different mods
3. Install VT, it has it's own playervampirequest script that will go into you data folder. I had this mod for LE, and it didn't have a loose playervampirequest script like this one does, so I was accidentally deleting it, thinking that it was the one that I already deleted, and that it was, somehow showing back up, but it wasn't. That was what was causing the error for me.
What I really want is to simply disable the disabled natural regeneration feature. so I can tweak a few other things to my liking. I did look through the scripts and didn't see anything there either.
Thank you for mod!
I think It is one of the plugins (RaceCompatibilityUSKPOverride.esp) of RaceCompatibility for Skyrim Special Edition messing with Vampire Script.
I disable it and re-intstall VT, the problem goes away.
also ik most vampire mods let you turn npcs by biting them but what if you use a power that lets them bite you after you bite them, your vampire blood would turn them also it would take time like a day for them to be a vampire id also like it if they could turn on you instead of just blindly follow you that ofc depends on who you turn enemies like bandits or npcs you attack and if you want them as followers you got to feed them eather some npc or your blood
last tested in DLC BOSS ROOM - Harkon
(AE) 1.6.640 SKSE 2.2.3
Love this mod, would really appreciate some pointers here.
-OLDrim VT included an expansion on the perks available for vampire lord
-tx12001 uploaded a 'patch' (would that be the term?) that fixes some of the original's bugs but does not include those perks, and to make that 'patch' work you have to do a convoluted CK operation to the original files to then make the patch work with those files
-tx's patch doesn't include perks, and in his FAQ he states 'be grateful you can play it at all'
-you did the kind work of providing the updated files that tx's instructions would have ended up with
thus, in short
-downloading your mod allows skipping the steps in tx's instructions to install the original oldrim mod
-this upload you have made does that work for us so we don't have to fiddle with the CK
-and is meant to be run alongside tx's
-so even with this, with everything installed correctly, there's still no perks for vampire lord stuff BUT all the other cool features still work
is this correct? I just want to be sure I'm following right and that the vampire lord perks /aren't/ meant to be in here somewhere and I'm screwing up installation somehow, because if those are wholly missing I'm going to try to find another mod that'll help that out :(
I've heard royal bloodlines is compatible somewhere in the comments on tx's mod page?
Edit: And why is there a loop in the requirements sending me to a mod which requires THIS mod, I am so confused.
Back on Oldrim, you only needed Dawnguard, SKSE, SkyUI, and the Brawl bug plugin. Why is this such a bloody mess?
Edit: Nvm saw the animations being added in the bottom of the engine even without the mod showing up on the engine page.