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Jiopsi

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Jiopsi

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22 comments

  1. Kildozery
    Kildozery
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    Would you consider adding a config option to make the vampire spells always cast - effectively treating them as powers. My character's got a 45% chance to cast fly, and a 53% chance to cast Mortal's Mask.
    1. Jiopsi
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      Sadly I'm not that versed on making config options yet, but it's probably way to go so some settings could be changed more easily. The idea was to leave vanilla illusion buff to help cast Mortal's Mask, but 53% feels kind of low. I will think of making it always casting and remove the illusion buff. Btw is the Vampire Fly vanilla spell? Uesp doesn't mention it, but I did see it when testing this, and assumed it was because of some other mod.
    2. Kildozery
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      How strange - I don't think I ever had any other vampire mods installed other than until now - Devilish and your previous sun damage one.
    3. Jiopsi
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      Vampire Fly is apparently added by Patch for Purists.
  2. BuzzWhiteyear
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    Encountered a strange issue where a "Just Fed" sun damage effect is added to my character when drinking a healing potion, both crafted and pre-made. Effect persists after the potion's effects wear off. Nothing shows up in Lua logs, and my character has never contracted vampirism
     
    Edit: forgot to mention, shrines' cure disease had no effect before or after the Just Fed effect appeared, nor did Dispel. Console commands seemed to be the only method of removing it. It also didn't progress after waiting several days, nor did NPCs react as if I were a vampire
    1. Jiopsi
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      Hi thanks for the report. It could possibly be how Flask of Blood drinking is detected, with simultaneous effect of SwiftSwim, WaterWalking, Telekinesis and RestoreHealth. So if you have all those effects on it would add it. I'm gonna push fix later today, but it's safe to remove with console: Player->RemoveSpell vampire_thirst_s1.

      EDIT: Should be completely fixed in 1.2.2
  3. CzarAce
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    This is so close to everything I've been searching for, very Vanilla+ friendly!  I totally understand from a balancing standpoint why you removed the resistance to normal weapons.. I personally love it.  Would you consider adding an option to have the weapon resistance stay?  I would love to see it balanced/tiered into the PC Vampire age system.  I'd do it myself, but I'm not that proficient.. Either way I'll be using this for my first Morrowind playthrough, so thank you for the awesome mod!  
    1. Jiopsi
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      You're welcome. It's very easy to do with CS if you want to change it, just add it in the vampire immunities spell. Adding it to the ageing system is interesting idea, it could be added to Nightstalker level and Closed Helmet mechanic possibly to Master Vampire, as they don't add anything unique yet.
    2. CzarAce
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      You've inspired me to give the CS a try for myself though I don't know if I'll be able to do it, but I would definitely love to see both the resist normal weapons and closed helmet mechanics added into the vampire age.. Looking at the CS I also just noticed a Vampire Fly spell that was apparently never implemented in the original Morrowind, but is entirely functional.  Might be another fun option for an addon to the later ages that don't have anything exclusive.

      Maybe add the resist normal weapons as 10/20/30/40/50 into the age progression, Closed Helmet to Nightstalker and Vampire Fly to Master Vampire?
    3. Jiopsi
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      Yeah scaling Normal Weapon Resistance seems even better option. Btw it's also very easy to to add in the "vampire sun damage_" spells. Closed Helmet will need some scripting. Also I need to find if that Vampire Fly is actually vanilla spell, because Uesp doesn't mention it.
    4. CzarAce
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      Just happened to check this mod again this afternoon and see that you added the weapon resistance and closed helmet effects after everyone's requests.  Thanks man!  This community is truly the best.  :)
  4. Kildozery
    Kildozery
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    Sorry for all the comments - I'm just testing everything now. I'm loving the changes you've made!

    Encountered a bug - Closed helms are still resulting in me being able to engage in normal dialogue with NPCs, which I assume shouldn't be happening given the mod description. However, even when I am "hidden", and can run through text dialogue NPCs are still screaming "VAMPIRE!" at me from audio barks.

    Mortal's Mask seems to be working fine. - However, when using Mortal's Mask the disposition is still negatively affected and is 0. I imagine if the idea is that the player is fully masked and appearing as human then the dis should be unaffected.
    1. Jiopsi
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      Hmm yeah, this shouldn't have any scripting about closed helmets left. If you don't have Devilish Vampire Overhaul enabled, it might also be from Melodies and Moonlight.esp which is also in Sadrith Mora BCOM Plus Module, which I use too. I will address these things tomorrow.
    2. Kildozery
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      Ahh yes, I use that too. Makes sense that's the cause. Awesome stuff anyway, this'll be staying in my load order!
    3. Jiopsi
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      Tested the disposition and it should be the same being human or vampire with Mortal's Mask (or closed helm). Personality still lowers disposition so if you're starving vampire that will affect it.

      1.2 has Illusion back to vanilla value, so casting Mortal's Mask from beginning should be easier with at least 62% chance (30 willpower). Also closed helmet now hides vampirism starting from Nightstalker.

      Of Melodies and Moonlight uses the same kind of vampirism hiding as Devilish Vampire Overhaul, and I don't know how easily it's patched with Better Vampires. It uses dialogue edits, this removes vampirism effect. Patch tbd, currently you will probably get weird results with it.
    4. Kildozery
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      Upon further playing last night I think the dis issue is working as one would expect - as it was only NPCs who I talked to in un-masked vampire state that continued to hate me. Which makes sense, since they *know* I'm a vampire. Couldn't replicate the Dis loss afterwards. (I just made Mortal's Mask an ability in the CS so I could walk around with a closed helm on and "hide" in plain site lol)

      What's the logic of rank-locking hiding your face behind the helm? :)
    5. Jiopsi
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      Mostly balancing reason, as it makes being vampire more trivial. One could explain it so that old vampire has mastered illusion to level that just hiding his face hides vampirism. I could possibly release version where it is available from beginning and/or take it out from other version, just trying out what makes most sense here.
  5. Atanvarn
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    Looks interesting. Hope it will work with Embrace. That mod still has issues with OpenMW, but there's no real alternative in terms of making companions/thralls. Realism II should be compatible.
    1. Jiopsi
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      Looked this with Embrace through Tes3View and they don't seem to edit the same things. Although can't be sure as there's so many scripts in Embrace what all of them do, but quickly testing Better Vampires works normally.

      You can test this by starting new playthrough and going through with these commands:

      startscript vampire_aundae_pc
      sethealth to 0 (to test feeding)
      player->setlevel x (to test ageing)
      startscript vampire_cure_pc
  6. Kildozery
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    Awesome! I'll actually give being a vampire a go with this installed today. One request - "Helmet mechanic replaced with Mortal's Mask spell". Can we have both please? I love the idea of a vampire ancient that hasn't fed being able to literally mask himself with a helm.

    I also play with an Unpaused mod during dialogue and barter so a spell that wears off in a minute could lead to some awkward interactions lol
    1. Jiopsi
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      I will look if both could exist the same time.

      I tested this with Dynamic Actors unpaused dialogue, and seems that dialogue can continue normally even if the spell duration have ended. I think the service refusal is only counted in hello/greetings dialogue.
    2. Kildozery
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      Awesome thanks :)