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Changelogs
Version 1.08c
†Added Phlebotomist perk, credit to nexsakbalz.
†Separated feral ghoul unarmed animations to its own file.
Version 1.08b
†Fixed animations getting stuck when initiating feeding in 1st-person.
†Fixed Ghastly Scavenger & Tribal Wisdom being hidden from the perk list.
Version 1.08a
†Fixed regeneration issue caused by increased maximum vampire health. Thanks to TheArtOfWaffles for reporting!
Version 1.08
†Added alternative corpse-feeding animation, selected by default.
†Adjusted feeding effect timings, dependent on selected animation.
†Added external config file for finetuning specifics of the mod, rather than typing in console commands.
†Player controls correctly disabled during feeding, aside from cancelling out of it (pressing backwards). Thanks to CBG327 for reporting!
†Picking the option that removes the corpse-feeding animation will now play the special FX, albeit briefly.
Version 1.07a
†Removed cosmetic changes; vampires now use vanilla bodies for full compatibility with body replacers. †Increased Thirst cost for Vampiric Reflexes ability. †*Vampiric Reflexes activation item automatically set to hotkey 1 upon taking the perk, as quest items cannot be hotkeyed manually. No worries about a DLC stripping you of this mechanic due to removing your items. †Added new perk: Deep Absorption
Version 1.07
†Poison immunity changed to a perk. †Poison resistance reduced from 100% to 30%. †DT bonus reduced from 30 to 10. †Ignore DT reduced to 10%. †Melee and unarmed damages reduced from 15 to 10. Thanks to FatumCor for the balancing recommendations.
Version 1.06g
†Removed stage-dependent player physical damage modifiers, swapping it with a flat +15 to both melee and unarmed damages. †Fixed visual FX condition parameters issue presented in 1.06f.
Version 1.06f
†Fixed special FX issue.
Version 1.06e
†Added The Beast and Blood Rage perks, credit to EternalParalysis.
Version 1.06c
Ravenous Shadow perk added, credit to EternalParalysis.
Version 1.06b
†Restored original thirst values. †Removed melee and unarmed bonuses when dehydrating.
Version 1.06a
†Merged feral H2H animations into main file. Swing like you've got claws, monster.
†Internal variable for feeding function in place to ensure it doesn't malfunction (just a precaution). †Stopped the inventory menu from auto-closing when taking blood (to see if it posed an issue for another user). †Resolved perm. +1 H20/s bug.
Version 1.05a
†Move backwards while feeding to immediately stop. You won't get the XP reward for canceling feeding, but it may save you from getting caught. †Conflict-free hydration effect added to the vanilla Bloodpack item upon taking Wasteland Vampire trait. Original, standalone mod moved to Old Files category for running saves. †Vomiting on a living ghoul after feeding now alerts them. lol †150xp awarded upon successfully feeding on a sleeping victim, given its risks, and the idea vampires gain some power each time they feed. †25xp awarded when acquiring blood from the deceased. †Karma loss only from feeding on a live victim (not from taking blood from the deceased). †Removed Dine and Dash counter when feeding. †Merged feeding scripts into one, single script. †Additional excess data removed.
Version 1.04f
†Built up upon sleep-feeding system: Player can no longer repeatedly feed on the same victim; a cooldown is applied to each target. Getting caught mid-feed stops the feeding and aggros nearby AI. AI that are too timid will simply enter a fleeing state. Movement is now locked while feeding - the sequence is almost identical to other animation systems, like Mister Sandman or Cannibal, but without the annoying camera zoom. †Halved Dehydration penalty while under Sunlight RADs (from 2/s). If it was more balanced before, object to this change in the comments. In my experience, I was always dehydrated. †Puking visual FX from mutated blood tweaked; no longer looks like you're vomiting on an invisible wall. †Moved puke-pain to apply when actually throwing up, as opposed to initial feeding. †Applied glowing/radiation effect when drinking mutated blood (as opposed to regular red, which now just applies to normal blood). †Finally got around to adding child race, hopefully resolving any age transition issues in TTW due to using a custom race that doesn't have a child version assigned.
Version 1.04d
†Vampires/perk-holders can sneak up on sleeping victims and activate a Feed prompt. (credit to TheMrNewVegas for requesting the feature) †Vanilla Dehydration (which still applies to player) no longer penalizes Perception and Agility (just Endurance (and Intelligence at max stage per default HC)).
Version 1.04c
†Blood from mutated creatures and ghouls that additionally gives minor radiation resistance has been added, but acquiring it without Ghastly Scavenger will have a lesser effect and cause vomiting, which hurts (but won't kill). †Tribal Wisdom enhances animal blood effects. †Non-mutant blood can now remove radiation. †Disabled water hydration from puddles and faucets. (let me know if a water source was left out) †Removed additional radiation weaknesses when submerged in water. †Added minor karma loss for drinking human blood.
Version 1.04b
†Enhanced visual FX, added heartbeat/pulse effect when at deadly/stage 5 levels of dehydration/radiation (and added stage 5). †Added further ignore DT for each stage. †Fresh blood now scales with medicine skill. †Extended natural healing and radiation recovery limits.
Version 1.04a
†Fixed minor issue with food and water consumption. Nothing major.
Version 1.04
†Disabled possibility of needs changing when vampirism if Hardcore is not enabled, should an issue arise from it. †Added additional sunlight shader to player suffering from it.
Version 1.03b
†Visual FX added for when acquiring fresh blood, and being subjected to sunlight. †Removed 100 HP bonus limitation, as losing the bonus caused the player to die if health was too low and sunlight hit them.
Version 1.03
†Separated effects into separate abilities for convenient observation on the Pipboy. Now you can clearly see what sunlight/bloodstarved effects are taking place.
Version 1.02b
†Lessened sunlight RADs when swimming. †Fixed RADs not removing passively. †RADs restoration now increases dehydration. †Max dehydration will cause sunlight RADs to greatly increase in magnitude.
Version 1.02
†Removed addiction. †Formatted vampirism to fit standard Hardcore Dehydration system. †Vampirism is now very close to Oblivion's system with stages, increasing sunlight damage with each stage, etc.
Version 1.01b
†Reduced vampire race height to more normal values. †Regardless of power armor, a minimum of 1 RADS per second will apply when in the sun. †Power armor will disqualify vampire Action Point and speed bonus. †A lesser Fresh Blood can be acquired from animals.
Details: •Adds the Wasteland Vampirism trait. Console command on running saves: showtraitmenu •Adds a vampire custom race. You do not need to use the custom race, it's there for those that want the fangs. The trait will work on any race.
Nourishment:
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•Gorging yourself on blood (feeding fruition) will net an XP award, whether it is from feeding on the deceased or living. •Living creatures you kill will have blood in their inventory. The type of blood depends on the creature. Portable bloodpacks will also work. •Sleeping NPCs can be fed on through sneaking for a bigger hydration and XP bonus. You can stop/cancel feeding by moving backwards (don't let anyone catch you feeding on them). •Food and drink have no positive effect on appetite, and only dehydration increases. Other food/drink effects still apply.
Perks:
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•The Fast Metabolism perk increases healing potency from feeding. •The Ghastly Scavenger perk removes mutated blood deficiencies and prevents vomiting. •The Tribal Wisdom perk increases the effectiveness of animal blood. •What Dark Gifts await you? New perks have been implemented to augment your trek through the night.
1. Vampiric Reflexes: This perk provides the vampire with a brief Turbo (slow time) effect when using its associated *Vampiric Reflexes item (accessible via apparel menu).
If moving left or right when initially using *Vampiric Reflexes, you will ghost jump/dodge and bullets will seemingly whizz right passed you.
There is a minor needs cost per use. (This dodge mechanic is almost identical to the one provided in Ghostification)
2. Ravenous Shadow: Legends say you're unable to trespass, but for you that's only a half-truth! Suffer major penalties to your combat abilities while trespassing, but practice caution to reap the rewards of that sweet, oblivious blood. (credit: EternalParalysis)
While trespassing, -30DR and -25AP, +100 Sneak skill and tripled feeding bonus.
3. The Beast: You have stopped trying to suppress the beast. Now you embrace it. You're bigger, stronger, and harder to kill, but the frenzied look in your eye tends to make even your own kind uncomfortable around you. And you might want to forget about that sun tan. (credit: EternalParalysis)
+5 STR and +5 END, -7 CHA and constantly at Bloodstarved 5.
4. Blood Rage: Toggleable Unarmed and Melee Damage and DT boosts (+15) at the cost of rapid dehydration while toggled (accessible via Apparel menu). (credit: EternalParalysis)
5. Vampiric Atrophy: Your undead body no longer need fear the effects of poison.
Your Poison Resistance is raised to 100%.
6. Deep Absorption: Tea and coffee may alleviate the drowsiness of mortals, but you have discovered a way to accomplish a similar effect through blood.
Feeding now restores some of your Sleep Deprivation (Hardcore) stat.
7. Phlebotomist: Make it an order to-go! With Phlebotomist you are given a Blood Pack when you start feeding at the cost of feeding being half as effective. (credit: nexsakbalz)
Passives:
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•Water breathing •Increased jump height •Increased aerial maneuverability •Fall damage immunity •Ignore 10% target DT •+100 health •+30% poison resistance •-20% aim spread •+10 unarmed & melee damage •+10 DT •+100 carry weight (Not in daylight.) •+1/s health recovery (Not in daylight, up to stage 4 and increased dehydration rate.) •+1/s radiation recovery (Not in daylight, up to stage 5 and increased dehydration rate.) •+50 action points (Not in power armor.) •-100 Fire Resistance
🌧/❄/🌤/♆/Power Armor Constant sunlight RADs 1/s
🌧/❄/🌤/♆/Power Armor Late morning/midday sunlight RADs +3/s -20% DR -4 Strength -4 Endurance