Skyrim Special Edition
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Gamma Lead

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GammaLead

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About this mod

Increases difficulty as a vampire player by adding in oblivion-style sun damage and changing blood potion effects.

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Hey all. I, being myself, thought that being a vampire was a touch too overpowered. Especially as my current playthrough is with Sacrosanct. Since I prefer to live 'fullly blooded = more powerful' I created this mod. This also helps make potions of blood useful outside of a healing source and emergency feeding. Finally, by removing the 'vampiric feeding' from blood potions, it forces the player to seek out fresh blood when out and travelling, while letting them stave off feeding for a time with the potions.

Required:
Skyrim.esm - If you ask why this is required one more time....
Update.esm - Because changes to sunlight damage.
Dawnguard.esm - Because VAMPIRES.
ccQDRSSE001-SurvivalMode.esl - Because it adds blood potions as a feeding source.

Recommended Mods:
Sacrosanct - This mod is made for those using reverse progression vampirism, or looking to add difficulty to vampirism. Sadly, unlike BV, Sacrosanct does not come with burning vampires. With this mod, it can!
Realistic Lighting Overhaul - This mod's light threshold sun damage system is gated off of Skyrim's game lighting. (Disclaimer: If you use ENB, even with RLO, it's not guaranteed that you will not take sun damage in your "shadows").

Patch(es):
Sacrosanct - adds in Sacrosanct's sun damage blockers to Smoldering Thirst, and allows you to disable sunlight damage using Sacrosanct's "disable weakness to sunlight" MCM option.

Miscellaneous patches:
Please see my Small DLC and Misc Patch for XxAwesome_PotionsxX SSE for patches for the potion of blood if using Awesome Potions mod. The patch will be under miscellaneous.


Okay... so what does this do?
In a nutshell: Applies sun 'burning' damage to the player in the oblivion style. Stage 1, no damage. Stage 2-4, increasing sun damage based on vampirism level. Also, those in stage 3 will take damage at a lower light threshold than stage 2, etc. Following this, when in full and direct sunlight, you will take 2x regular sunlight damage. Sun damage is based on a lighting threshold based on my own game. If you're using an ENB, what shows as dark/shadows might not work out. It's also a touch wonky at times: you can be safe in the shade under an overhang and if you pull out a torch, you'll start burning. Small inconsistency for making a scriptless, lightweight mod.

Also, I felt potions of blood were a bit overpowered, especially with how easy they were to get in Sacrosanct (relatively highly modded playthrough is also not helping). Therefore, I changed the effects: they are considered "stale blood" and will only negate certain detriments of vampirism. They no longer count as feeding and so will not revert your vampirism. A blood potion a day will not keep the sun away, sadly.


A full list of changes is below. All blood potion effects will only last for 360 seconds. This is equivalent to ~1 hour in-game if you play at timerate 10, or ~2 hours if using the regular timerate (20).


Stage 1: 
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- There is no sun damage during this stage. Feeding keeps a vampire remarkably... Fresh.
- Blood potions will negate stunted attributes in the sunlight (diminished HMS).
- You still will not regenerate HMS as normal. For those NOT using the Sacrosanct patch, I slowed down regeneration from 100% to Sacrosanct's 1000%; no more enchanting your regeneration back. Let's face it; if your looking for a mod that burns you alive...


Stage 2: 
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- You will begin to take weak sun damage [3/sec] at relatively strong sunlight [300+].
- You will take double sun damage in 'direct' sunlight [400+]. As a reference, standing out in a field on a clear day at noon gives you a light level of 440.
- Blood potions will negate all sun damage.
- Your attributes will still be stunted, and will not regenerate as normal.


Stage 3: 
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- You will take moderate sun damage [7/sec] at moderate sunlight levels [225+].
- You will take double damage in direct sunlight [400+]
- Blood potions will negate regular sun damage. You will still burn in direct sunlight.
- Your attributes will still be stunted, and will not regenerate as normal.


Stage 4: 
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- You will take severe sun damage [15/sec] unless you are covered by shade [150+]. For reference, your light level while standing under an overhang at noon is ~128. This gives a bit of leeway as to what counts as 'shade'.
- You will take double damage in direct sunlight [400+]
- You are bloodstarved, and while potions of blood will still heal you, only fresh blood will quench your thirst.