Skyrim Special Edition

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Brehanin

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Brehanin

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Better Vampire Lords includes 35 perks and its spells, skills, and abilities scale with you as you level up.
Every original perk/spell/ability is enhanced and there are many new ones. With its MCM you can change settings and enable hotkeys.
This mod links with and requires Better Vampires 8.9 onward.

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This mod links with and requires Better Vampires 8.8 onward


Better Vampire Lords includes 35 perks and its spells, skills, and abilities scale with you as you level up.
Every original perk/spell/ability is enhanced and there are many new ones.
With its MCM you can change settings and enable hotkeys.
As you grow in power, you will be able to invoke eclipses, fly, break open locks, and show your might as a Vampire Lord!



 






As a Vampire Lord, you can use a MCM setting to get access to some of the abilities you had as a regular vampire (as long as you could use them while in regular form). Vampire Lords will also be able to use: Sanguinem Reddere, Vampiric Mind Blast, Deflect Light and Shadows, Blink Attack, Frost Cloud, Blood Ward, Ice Flesh, Invoke Fog, Call Creature, Hemalurgic Spike, Flames of Coldharbour, Vampire's Seduction, and Domination.

While in Vampire Lord form, you will be able to loot, activate, and feed on thralls, sleeping victims, those you use Seduction on, bleeding out victims, and on dead bodies (if you have it enabled). Animations for feeding only exist in this form for seduction feeding and force feeding.  I have also decreased the height of the wireframe model slightly so the Vampire Lord can move through doorways easily.  I have an option to allow your Vampire Lord to fast travel as well; look in my MCM.

Unarmed damage and damage resistance are increased at lower levels and now scale up to level 100 (90-220 unarmed damage and 300-600 damage resistance).


Drain Life – Spell

Damage a group of enemies (50-200 based upon your level), drain their health, and sap their stamina and magicka if Blood of the Ancients is active.  Those killed can add to perk points.

Raise Dead – Spell

Reanimate a more powerful dead body to fight for you for 30-150 seconds.   

Vampire's Sight – Lesser Power

This lesser power has a toggled Night Eye effect. Regular night vision can be turned on/off while in Vampire Lord magic mode (levitating). However, if used in Vampire Lord melee mode, you can toggle on/off Vampiric Night Vision which is tinted red and highlights feeding victims.

Bats – Lesser Power

Night Power:
  Turn into a cloud of bats then fly forward before reforming as a Vampire Lord.  Can be enhanced to increase number of uses and decrease cooldown.






You can earn perks by killing victims with Drain Life, Molag's Grasp, Hemophage, Harrowstorm, or the power attack bite.
I have included a chart below to show you how many kills you need to earn your next perk point:
Spoiler:  
Show







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NOTE:  Some of the following spells/abilities may cost Blood Points, but ONLY if you enable it in the MCM.
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Profane Inheritance – Constant Effect Self

Profane Inheritance gives you 35-300 extra health, 35-150 extra stamina, and 100-350 extra magicka depending upon your level.

Resonant Pulse – Lesser Power
30 magicka, 5 BP

Night Power
:  Send out a quick pulse that detects any creature.  
Different creatures, friends, and enemies will be highlighted in different colors.  Area scanned increases with level.

Adorn Mantle – Lesser Power

Toggle between Lamae's Blood Mantle, Volkihar Frost Mantle, or Azra's Shadow Mantle (if you have the Perks).  Look straight up (while weapon/claws readied) then cast to toggle any mantles off.

      Lamae's Blood Mantle – Lesser Power but cast using Adorn Mantle
      Cloak yourself in blood and drain 2-8 health per second from nearby enemies (depending on your level).
      Health is increased by 75.  

      Azra’s Shadow Mantle – Lesser Power but cast using Adorn Mantle
      Cloak yourself in shadow and poison nearby enemies for 2-8 health per second (depending on your level).  
      You have 15% resistance to weapon damage.

      Volkihar Frost Mantle – Lesser Power but cast using Adorn Mantle
      Cloak yourself in frost and cause nearby enemies to attack 30-50% slower (depending on your level).  
      Magic resistance is increased 15%.

Necrotic Talons – Constant Effect Self

Melee attacks do 20 points of poison damage. You have a 35% chance to absorb 25 points of Health, Stamina or Magicka depending on which Vampire Lord mantle is active.

Runic Skin – Lesser Power
200 magicka, 25 BP

Night Power: Your body and armor are covered in runes that increase damage resistance for 60-120 seconds (depending on level) and have a chance to reflect melee damage and spells back at your aggressors (chance increases with higher Alteration skill).  Chance of reflection is also higher in melee mode.

Molag’s Grasp – Spell
75 magicka

Blood Magic:
Can grab and pull a victim to you from a distance and do choking damage once close.  If the victim dies, they may explode and infect those nearby with a blood plague.  Damage increases with level.  Those killed can add to perk points.

Ravage Locks – Constant Effect Self

As a Vampire Lord, you can use melee attacks to break open locks on chests, doors, etc.  The chance of breaking a lock depends upon your level, unarmed skill, and whether it is a normal or power attack.  Master locks and those requiring keys cannot be broken.  Ravaging locks is quite loud and will often alert people nearby.

Sanguine Healing (1/2) – Constant Effect Self

Killing a person with a power attack bite restores all your health.
Those killed by power attack bites can add to perk points.
Sanguine Healing (2/2) – Constant Effect Self

Once a day, heals 300 points automatically if you fall below 10% health.

Ensorcelled Attacks – Constant Effect Self

Power attacking while in Melee Mode will cause a magical blade of energy to shoot forth from your hand and damage opponents at range (30-90 based on level).  Type of attack depends upon your active mantle; some races take bonus damage to blood, frost, or shadow.  If near death, your victim may be decapitated.

Dreadful Hex – Spell
Alteration 25, 100 magicka

Damage and remove 5-15 skill levels from your opponent.  Recovery rates, movement speed and attack speed are slowed.  Effects can stack.

Mist Form – Lesser Power
75 magicka, 20 BP

Night Power:
You become invulnerable mist, but are unable to attack, while health, magicka and Stamina regen quickly.  Regen rate increases with level (maximum of 400%).

Amplify Wings – Constant Effect Self

Dark energy amplifies your wings and allows you to fly (with collision).  While in magic mode, hit jump to activate and fly; hit jump again (or crouch) to turn this power off.  Flying has constant sprinting and there is no stamina drain.  Best if you activate/deactivate while standing still.  After deactivating flying you will not have any fall damage for 10 seconds – just in case you were really high up.

Enhanced Bats
– Lesser Power
30 magicka, 20 BP

Night Power: 
Double the number of times you can turn into a cloud of bats before it must recharge and decrease the cooldown by 5 seconds.

Night Cloak – Constant Effect Self

In combat you are surrounded by a cloud of bats that feed on enemies within melee range; they take 10-20 points of damage per second.  Damage increases with level.

Summon Gargoyle – Spell
100 magicka, 20 BP

Blood Magic:
Can conjure a Gargoyle to fight for you for 20-180 seconds.  Duration depends upon level.
Summon Gargoyle Brute – Spell
100 magicka, 20 BP

Blood Magic:
Can conjure a more powerful Gargoyle Brute to fight for you for 20-180 seconds.  Duration depends upon level.

Sovereign’s Armor


Clothe yourself in armor befitting a Vampire Lord.  Sovereign Armor has a 15% chance to absorb magicka from incoming dragon breath and spells.

Dark Discipline (1/2)

Night Powers and Blood Magic cost 20% less and are 20% more powerful.
Dark Discipline (2/2)

Night Powers and Blood Magic cost 40% less and are 40% more powerful.
PREREQUISITE:  You must have acquired at least 15 perks for this option to be available.

Raise Wight – Spell
Conjuration 50, 100 magicka, 30 BP

Reanimate a dead body and transform it (only works on humanoid NPCs) into a powerful Ice Wight which fights for you for 45-150 seconds.  Duration depends upon level.  

Supernatural Reflexes – Lesser Power
75 magicka, 30 BP

Night Power:
  Everything slows down while you move faster.  Able to move and attack faster for 5-15 seconds depending upon your level.

Chaos Bolt – Spell
Destruction 50, 150 magicka

Fire a blast of chaotic energy to strike your target.  Effects vary wildly and are quite unpredictable (think Wabbajack but multiple times more chaotic).

Anti-life Shell – Spell
200 magicka, 30 BP

Blood Magic:
  A shimmering barrier extends out from you in a sphere for 30 seconds.  It prevents opponents and their attacks from passing through while you remain in the shell.  Enemies near the barrier will have their health slowly drained.  Magicka slowly drains and regen is halted while maintaining this spell.

Hemophage – Spell
250 magicka, 30 BP

Blood Magic:
  Vampire Lord infects target doing 100-150 damage (depending on level) over 10 seconds.  If the target is killed by Hemophage it will jump to nearby targets.  Those killed can add to perk points.

Synaptic Trauma – Spell
Restoration 75, 150 magicka

Targets that fail to resist are paralyzed for <4> seconds and often have all magicka drained.

Ice Barricade – Spell
Conjuration 50, 150 magicka

Summons a wall of ice for 30 seconds wherever you are aiming.  Enemies will be unable to pass through it; they must break it down if they can.

Corpsefire Blast – Spell
Destruction 75, 200 magicka

A ball of blue flame explodes for 70-100 points of damage (depending on level) in a 20 foot radius.  Most mortals flee in terror; Daedra and undead often become frenzied.  Most killed by Corpsefire explode and damage those nearby.

Umbral Summons – Lesser Power
200 magicka, 25 BP

Night Power:
Bring your shadow to life and split it into 3 shadow beings that fight with you for 30 seconds.  Requires 150 magicka.

Harrowstorm – Spell
350 magicka, 40 BP

Blood Magic
:  A conflux of supernatural blood energy erupts at your targeted victim.  Victims caught in the storm take 100-180 damage (depending on level) over 10 seconds and contract Hemophage.  Those killed can add to perk points.

Soul Shards of the Master – Spell
Conjuration 75, 250 magicka, 40 BP

Conjure an Ideal Master from the Soul Cairn for 30-90 seconds (depending on level).  It remains stationary but attacks nearby enemies by casting Soul Shard Spikes at them.  Enemies killed by soul shards will fill any soul gems you have.

Ethereal Disruption
– Spell
Alteration 75, 250 magicka, 40 BP

Disrupt your enemies and turn them ethereal for 8-15 seconds.  They will be unable to move and will take 40-75 damage while disrupted.  If killed while ethereal, they will disappear forever - leaving only their gear behind.  Duration and damage depend on your level.

Invoke Eclipse – Lesser Power
400+ magicka, 50 BP

Night Power: 
Channel the powers of a Vampire Lord to temporarily blot out the sun for 4-8 hours.  Invoking an eclipse costs all current magicka (at least 400/320/260 depending on perks); more magicka increases duration.  Regen is halted for 15 seconds afterwards.




1)  Rest Inside for 24 hr in the Game
2)  BLANK Better Vampire Lords Mod with MCM
3)  Reset Your Vampire Lord - Stay Mortal
4)  Make a New Save (not a quick save)
5)  Exit the Game
6)  Uninstall and Delete My Old Version
      ... now, if you wish to ...  
7)  Reinstall or Install a New Version
8)  Load Saved Game from 4)
9)  Reset Your Vampire Lord - Become VL




Thank you to the following mods/mod authors for giving me inspiration and (looking at .psc files) the knowledge how to script things properly.  A few assets are used, but with permission.
-------------------------------------------
"Flyable Broomstick"
by J3X/ tx12001
"Blue Fire Magic"
by SimonSiminss
"Arcanum - A New Age of Magic"
by noptasis
"Toggleable Eclipse"
by VeJot9
"Summon Ice Wall"
by verteiron


Please check out my mods: