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.
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.
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.
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?
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.
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.
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.
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...
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.
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)
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.
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.
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Detailed info of the new clans on description page.
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?
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.
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.
unrelated, what on earth is "PT"? i haven't been able to find anything that remotely fits that initialism...
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)
if not could you do a mwse version ??
either way thank you very much
Should work like that, but I'm away so can't test before next week.