File information

Last updated

Original upload

Created by

Jiopsi

Uploaded by

Jiopsi

Virus scan

Safe to use

Tags for this mod

56 comments

  1. Jiopsi
    Jiopsi
    • premium
    • 18 kudos
    Locked
    Sticky
    Starting from 1.3 requires Tamriel Data because of Tamriel Rebuilt and Project Tamriel support. If updating please remove helmet.

    Detailed info of the new clans on description page.
  2. hanstheman
    hanstheman
    • premium
    • 0 kudos
    When i sneak and click on a corpse i don't see a feed option.
  3. rolffromrolfland
    rolffromrolfland
    • member
    • 0 kudos
    What kind of compatability issues could happen if this and Of Melodies and Moonlight are both installed?
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      These both edit the same vampire stages, blood drink option spells and how helmets hide vampirism. Unknown results, that also depend which one wins the conflicts. If you want it's pretty easy to test with the console commands provided in the description page.
    2. rolffromrolfland
      rolffromrolfland
      • member
      • 0 kudos
      Thanks!
  4. Tarvod
    Tarvod
    • supporter
    • 0 kudos
    Is there a way to disable the slowfall effect? It makes 100 magnitude jump spells less effective since it reduces your momentum
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Only by CS. Although I need to test that one out, 1 point slow fall should not really affect anything, other than remove fall damage.
    2. Tarvod
      Tarvod
      • supporter
      • 0 kudos
      I saw in this video that a slowfall magnitude of 0 negates fall damage, although I'm not sure how he even made it, maybe its a MWSE thing?
    3. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      I tested this out and it seems that slowfall 1pt does indeed take some momentum out of the end of jump. However slowfall 0pt doesn't negate fall damage. So atm it's one or another, until OpenMW allows to edit gmst's with console.
  5. narinyalnizlik
    narinyalnizlik
    • member
    • 0 kudos
    Is there a way to increase Mortal Mask's duration? If so I couldn't figure it out. Duration is very short for me because I don't use a magicka regen mod and I use Dynamic Actors so the game doesn't pause during dialogues.
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Yeah unpaused menus really have changed dynamics of some mechanics, like charm spell is nerfed hard. But can't play without it anymore, as it's so immersive. And charm not being op anymore is actually a good thing.

      Changing spell duration pretty easy with construction set, just edit duration value of vampire_mortals_mask_x spells. I can make duration patch for Dynamic Actors too, how much longer should it be to balance it?
    2. narinyalnizlik
      narinyalnizlik
      • member
      • 0 kudos
      I don't know anything about modding and I'm not sure how much duration may balance it out. I have an idea but not sure how possible to make this.

      Maybe making a toggle mode that drains magicka per second and it drains less magicka as we age. Like youngest vampire spend 1 magicka per second and as he ages the drain drops decimal numbers. Aging every 5 levels instead of 10 may help to flow too, get a buff to mortal's mask every 5 level and keep the other features as every 10 level.
  6. 1530344521
    1530344521
    • supporter
    • 1 kudos
    unsure how hard this would be, but would it be possible to have the mortals mask be a toggle with some kind of cost?
    like, strength/speed/agility penalties as if you were hungrier than you currently are maybe? 

    i'm not actually picky about what exactly the penalty is, but frankly i've found myself in the habit of chugging magicka potions and using the spell way more frequently than the timer would indicate to avoid random npcs screaming at me for being a vampire...

    i know that toggles are *possible*, since i've seen plenty of mods put ability toggles on things like khajiit night-eye or argonian waterbreathing, but i dunno how much work it'd be for you. (i tried doing it myself using such a mod as reference, but i couldn't get the syntax right for the script)

    honestly, that alone would make this mod perfectly meet all of my vampire mechanics needs. I've been using devilish and a closed hat to hide so far, but that method often gets caught out by random mod added npcs, unlike this mods actual hiding of the "vampirism" ability separate from the rest of vampirisms costs.
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      You could check my vampire_night_eye_script and try using that as base, as it's a toggle. Just add custom spell with penalties when adding the mortals mask spell, and then remove it same time when removing the mortals mask spell.
    2. 1530344521
      1530344521
      • supporter
      • 1 kudos
      i'll take another crack at it sometime, as intimidating as scripting is.
      unrelated, what on earth is "PT"? i haven't been able to find anything that remotely fits that initialism...
    3. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Project Tamriel, the sister project of Tamriel Rebuilt. If I remember correctly Order clan is in the Project Cyrodiil mod area, and clan Khulari in Skyrim Home of the Nords mod area.

      Spoiler:  
      Show


    4. 1530344521
      1530344521
      • supporter
      • 1 kudos
      ah, that makes sense, thank you
  7. FrogMan72
    FrogMan72
    • premium
    • 12 kudos
    screenshot001.png

    I'm very happy with this mod. If anyone wants to know what mods I used for my Vampire character, it's Dandion's Hag's Hair Edits and MacKom's Vampire Aesthetics (Requires MacKom's Humanoid Heads)
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Glad you like it. I haven't yet been able to play as vampire as I'm waiting to end my Grasping Fortune playthrough, so I haven't got really sense of how balanced this currently is. 
  8. PinkieSatanas
    PinkieSatanas
    • supporter
    • 0 kudos
    Hello! I was wondering if there's a way or plans to make this mod work with skyrim style reverse progression, where you get stronger the longer you go without feeding while also getting more vulnerable to vampire weaknesses and stronger reactions form npcs.
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Reverse progression and changing values would be quite trivial with Construction Set, it's just about changing spell values.
  9. Priestkazama
    Priestkazama
    • member
    • 0 kudos
    sorry for the dumb questin but could i use this mod using mwse?
    if not could you do a mwse version ??
    either way thank you very much
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      You could try to replace lua script with the mwse scripts from this mod: https://www.nexusmods.com/morrowind/mods/52969

      Should work like that, but I'm away so can't test before next week.
  10. RithisAlrathith
    RithisAlrathith
    • member
    • 3 kudos
    Never played a vampire yet but this does sound intriguing, will try someday
  11. ScumbagDwight
    ScumbagDwight
    • supporter
    • 0 kudos
    How do i feed? i am crouching while hidden but it just open inventory what button do i use? i have the current openmw and all requirements 
    1. Jiopsi
      Jiopsi
      • premium
      • 18 kudos
      Just crouching and being hidden while hovering crosshair over the dead body should prompt the menu, sometimes it takes couple seconds to pop up.