Skyrim Special Edition
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IQ88

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IQ88

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About this mod

A short, immersive quest scene in which the player is captured and turned into a vampire against their will. Fully voiced.

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Translations
  • Mandarin
Changelogs







This mod adds a short, immersive quest in which the player character is turned into a vampire against their will. Upon entering a certain cave during a certain vanilla quest (see ‘How to start’ below), the player is suddenly paralyzed and knocked unconscious. They wake up in a cage and have a conversation with their captor, who explains why they are being turned. 

Fully voiced
This quest is fully voiced using AI voice cloning from ElevenLabs.io.

Why?
Story-wise in vanilla Skyrim, there are a few ways of becoming a vampire. Each of them requires your character to actively choose to become one.

The only exception is if your character gets infected with Sanguinare Vampiris (the disease that leads to vampirism) and subsequently forgets to cure themselves for four days. However, curing any disease is as simple as praying at a shrine or drinking a potion. You’d have to go out of your way in order to NOT cure Sanguinare Vampiris.

Thus, for the purposes of roleplaying, there is currently no satisfactory way for your character to unwillingly become a vampire. This mod remedies that.

Lore-friendly
I have tried to create a scenario in which the player’s captor has a plausible, lore-friendly reason for infecting them with vampirism. That said, the mod’s dialogue has a few lore implications which may not be to everyone’s tastes. See the spoiler below for details (WARNING: partial story spoilers).

Implications for lore:
Spoiler:  
Show

  • The captor is strongly hinted to be the hitherto anonymous author of, and narrator in, the book “Immortal Blood”. With this mod, the player meets this person—and their name is revealed. (This is obviously not Bethesda canon).
  • The captor acts on (what they perceive to be) the will of Molag Bal. It is mentioned during dialogue that the player has been marked by the Daedric Prince as one of his “chosen”.
  • During dialogue, the captor refers to “a power resting in you [the player]”. This vague comment would make sense both before and after the player discovers they are the Dragonborn. However, if you are roleplaying a non-Dragonborn character, you will have to invent a different head-canon reason as to why your character is special.
  • The mod heavily relies on the notion that vampires go to Coldharbour upon dying, which is a bit of lore borrowed from Elder Scrolls Online.
  • This mod furthermore suggests that especially faithful vampires can be inducted into the lord’s “high court”. This is something I made up because it gives the captor an incentive to act as they do, and because it sounds cool. I know of no lore sources which reference any high court of Coldharbour.



Also want an immersive, story-focused mod that makes vampirism incurable? Check out my other mod, Seeking The Cure - A Rising At Dawn Quest Overhaul - Incurable Vampirism.







Simply enter Pinemoon Cave. As of version 1.1, there are no prior quest requirements. Run as far down the cave as you can, and the quest should trigger. Special dialogue is available if you have Sybille Stentor's favor quest. There are also two special lines that acknowledge if you've completed the quests Laid to Rest and The House of Horrors (you must have completed both in order for those dialogue lines to fire - this is a leftover from the initial version).




Not safe to update to version 1.1 on an existing save.


Install with Mod Organizer 2 or Vortex. If you are unsure how to use these tools, check out one of these guides on YouTube:


When to install
This mod can be installed at any time during your playthrough. (But updating from 1.0 to 1.1 on the same save will most likely break your game).

Notes on uninstalling
This mod is NOT safe to uninstall mid playthrough. This is true for the vast majority of mods. If you are not 100% sure that you know what you are doing, never uninstall any mod before continuing to play on a save where that mod was installed.

In other words, if you install this mod, play for a while, save your game, uninstall the mod, and continue playing on that same save; then you will likely experience sudden crashes, and your save game will likely be corrupt. This is true regardless of whether you have started the Dark Destiny quest.




The mod works regardless of your game version (i.e., regardless of whether you have downgraded to version 1.5.97).

Compatible with
  • Any vampire overhaul of your choosing
  • Unofficial Skyrim Special Edition Patch (not required)
  • House of Horrors - Quest Expansion (relevant because there's special dialogue available if you've started Molag Bal's Daedric quest and finished Laid to Rest. This is leftover dialogue from the initial version).  
  • Timing Is Everything SE


Incompatible with
  • Amorous Adventures. That mod edits Favor109 and will cause my mod's dialogue logic to register that you've been sent by Sybille Stentor to clear out Pinemoon Cave. I am not planning on patching this myself, but a patch could be made simply adding a few conditions to the following dialogue topics in my mod (under dialogue branch: "IG88_DDQuestBranch"): "IG88_DDQuestSybilleNo", "IG88_DDQuestSybilleWho", "IG88_DDQuestSybilleYesDirect", "IG88_DDQuestSybilleYesForced". [Yes, IG88 - the name was taken on the nexus so I became IQ88 instead, hehe].

Technical notes 
Vanilla cells edited:
  • Pinemoon Cave (heavily edited but still compatible with USSEP. Does not break any vanilla quests. The edits have no impact on performance.)
  • Wilderness southwest of Dragon Bridge (added a single teleport marker). If you have a landscape overhaul mod that heavily edits this area, load it after (i.e., let it override) Dark Destiny.
Vanilla quests edited:
  • None. My mod simply evaluates the current stage, or completion, of certain vanilla quests. This evaluation is only run upon entering Pinemoon Cave.




Feedback and suggestions for improvement are very welcome as this is my first mod!

Also, be sure to report any bugs you find under the Bugs tab here on Nexus.




  • (Fix planned) If you exit the dialogue with your captor at any point, the quest skips all the dialogue you haven’t yet heard and ends the scene. This progresses the quest, but you miss out on the conversation (whose contents is the whole point of the mod). Fixed in version 1.1.