I haven't abandoned the mod. I have stopped playing Oblivion but my concern for the mod goes beyond my interest in the game. So far In its current state the mod works OK. Other than the known issues listed below there aren't any problems I'm aware of. Any issue you experience is most likely caused by an external conflict.
The next update will not come anytime in the near future as I am unable to dedicate it the time it requires. Rest assured though, that it will come, and for a variety of reasons, it will be an OBSE plugin.
I have a very good idea of the direction I want to take the mod: A combination of VTM Bloodlines with Soul Reaver, a merge of gameplay elements from both games with my own ideas. Keeping the core aspect of BIE in the way that feeding is an essential element of combat and an integral part of your vampire idiosyncrasy.
Until I then, I can only recommend you to use OBMM for installation, which will ensure the safeguards I put on the installation script are used. If you have problems try the mod alone, by unchecking the .esp of (NOT uninstalling) all other gameplay mods. Textures and appearance mods will never conflict with BIE.
* There might be a bug with blood potions resetting the feeding counter erroneously. This can be a problem if you are on the Manipulator path. Avoid using blood potions or even having them on your inventory if your blood waste is not decreasing as a Manipulator. * It is possible to feed on spectral beings in OOO as well as most of the fleshless creatures in MMM. * When using Mind control for the first time on loading a game the power will not run for the full duration. * The oblivion game engine has an infamous bug that may cause female players characters' face, to revert to the default face of a male character of the same race. This bug occurs seldom and randomly, and it only has a chance of triggering if you save your game while having the vampire face, and then proceed to load that save. To avoid this, if you play a female character, do NOT save your game when you have the vampire face. * Some OSR heap replacement modes were causing CTDs right after feeding for some users. This was most likely caused by incompatibilities between OSR heap changes and OBSE functions I use on the mod. I read OSR updated its heap settings, most likely fixing this issue for this and many other mods that rely on OBSE. If however, you still have CTDs after feeding and do not want to change the heap replace settings try removing OSR and install ENBoost for Oblivion.
To see instructions on how to use BPN ( Basic Primary Needs ) and HUD Status Bars read below.
The default key for feeding is V . It can be changed in the ini file. You need to hold the key. As long as you hold the key you will continue to drain your victim's blood until it breaks free or dies.
If you use Deadly Reflex make sure to rebind the V, B and N keys either in DR or BIEs ini, since both mods use them. Failure to do so will result in glitches when feeding and other oddnesses. [size=+1] There's currently an incompatibility with Deadly Reflexes causing a severe glitch when failing to feed on someone in the first person mode. If you use DR, feed only in 3rd person to avoid it. I will address this problem in the next version of the mod. [/size]
To transform into a BIE vampire you can do either of these: 1- Contract Porphiric Hemophilia and sleep 72 hours. 2- Ask Vincenti Valtieri to transform you. 3- Type in the console " set vampire.isVampire to 1 "
Using the Nexus Mod Manager to install the omod version of the mod will result in a NMM crash the omod script being ignored. Apparently the NMM doesn't like the " slightly more engaging " omod script. If you absolutely must use the NMM, download and decompress the file, then chose the .7z file when adding to the NMM. I strongly recommend that you use the omod version though (.omod), for which you will need OBMM
[size=+1]The hooded armor in the pictures is from this mod: Dark0ne Official support thread: Support Thread[/size]
[size=+1]If you are using the steam version of the game and OBMM:[/size] Make sure you copy obse_loader.exe from the OBSE install folder to the directory where the game's executable is at. This will ensure the mod's and any other OBMM installer will recognize OBSE as installed.
[size=+1] If you want to use BIE's default HUD:[/size] Kyoma changed the name of menuQue's dll from OBSE_Kyoma_MenuQue.dll to MenuQue.dll, as a result BIE can't detect it.
To address this open BIE.esp in the Construction Set and on the script editor open the script "vmpSetGameUp" and change line 50 from: if (GetPluginVersion "OBSE_Kyoma_MenuQue" >= 1) to: if (GetPluginVersion "MenuQue" >= 1)
[size=+1]Basic Primary Needs[/size] If you'd like to use Basic Primary needs along with BIE, I recommend for a better experience overall to turn the "Become human" option On, in the BIE ini. That way you can get the best realism and immersion possible. the specific setting to integrate BIE with BPN are:
set BPN.ini_modname to sv_Construct "BIE.esp" set BPN.ini_vampire_needcurrent to sv_Construct"vampire.blood" set BPN.ini_vampire_needmin to sv_Construct"vampire.maxBlood" set BPN.ini_vampire_needmax to sv_Construct"0"
These should go into the "Basic Primary Needs for a vampire " ini file, that comes with BPN. also set these settings to 1 in the BPN ini:
set BPN.ini_vampire_nothirst to 1 set BPN.ini_vampire_nosleep to 1
to disable the need to drink water and sleep for vampires.
[size=+1]hud Status Bars[/size] If you'd like to use HUD Status Bars, these are the variables HSB needs from BIE:
; ===================BIE Status bar
set tnoHSB.hud_color tosv_Construct"HUDcolorRed*(PCVampire > 0)" set tnoHSB.hud_val tosv_Construct"vampire.blood" set tnoHSB.hud_max tosv_Construct"vampire.maxBlood" set tnoHSB.hud_min to sv_Construct"0" ..... ..... ..... ;---------------------- This setting set tnoHSB.hud_color tosv_Construct determines the color of the HUD bar and can be set to any color or combination of colors. Read HSB readme for more details.
Don't forget to deactivate BIE's blood HUD if you plan on using HSB's.
So I have a character that's been a BIE-vamp for like 20+ levels with a waste rate of 0.01 and somehow my maxBlood value got knocked down to like 4.5cL. I did overfeed while at 0.01 wasterate (tried to see if I could have a 200 max with a manipulator-level wasterate), so I feel the two paths might conflict with one another.
When I tried to console it back to what it was (like 203cL), the resulting command actually LOWERED my maxBlood even more (to like 2.5cL). When I set it anywhere from 150 to 199 it changed the value properly.
Yeah, there's a huge bug for manipulators if they try to push their blood storage too high. It's this part of the script: if (maxBlood >= 200) set tempvar to (1 - wastedBlood) * 100 set maxBlood to maxBlood * wastedBlood messageEX "My blood storage capacity has been reduced by %.0f%% " tempvar endif So if your wastedBlood is your waste rate, I think. So if you have 200+ max blood as a manipulator, the next time the age update thing gets called, it's going to set your maximum blood pool to maxBlood*0.01. So like 2CL from 200*0.01 makes sense. The second line is probably supposed to multiple maxBlood * tempvar so it reduces your maximum blood gradually until its ~200.
The 1.25 changelog was supposed to remove max blood restrictions for manipulators, so not sure why this is still here.
So even more years later I started testing again and looked at the script myself. Yes, wastedBlood is wasterate. So with a maxBlood of let's say exactly 200 and a wastedBlood of 0.01, tempvar here would be set to 100*(1-0.01) (i.e. 99). And maxBlood would be set to 200*0.01 (i.e. a whopping 2), as you had said.
Here tempvar is only even used to display the message (which is accurate, there's a message saying your max has been reduced by 99%)
With your theory about v1.25, it should be set maxBlood to maxBlood * (1- wastedBlood) This could render tempvar useless, but that's easily remediable by having the messageEX line be messageEX "My blood storage capacity has been reduced by %.0f%% " (100 - tempvar)or something. I might make and save local changes to see if that works.
EDIT: Did that, seems to work perfectly. Using an altar (which doesn't get rid of vampirism), set my maxBlood from 202 to 199 in this instance. For some reason I had to actually make the change to the script in BIE.esp itself, so I made a backup to be safe. Things went really sideways when I tried to make a new .esp that depended on BIE (I can code, but Oblivion modding is not my forte).
this is a bit late but could you share your updated version of the esp? im just getting into oblivion modding and this by far seems like the best vampire mod after looking at a bunch of them
Islorian: Sorry for the very late reply, but unfortunately I don't think I have it anymore. I would recommend using the Construction Set to edit those two lines in the script.
an amazing mod and i have unlocked the ability to fly, how can you toggle it off? EDIT: i found it out, it is N. happy gaming to anyone reading this :)
I've never posted before on a mod, but I was wondering, would it be possible to know whether you have any interest in updating this mod? (I am aware that you stated that it isn't abandoned, but that was in 2014, as it's now 2023 I was wondering if that was still true.) I am also wanting to say, so far I am very much enjoying the mod. I myself am eagerly awaiting VTM Bloodlines, so I am curious how you will implement VTM aspects. I was also wondering since MenuQue changed it's dll file, wouldn't it be easier, and make more sense for you to change the code/requirement in your own mod rather than everyone else who wishes to use the hud, edit it for their own game? (I apologize if it comes off rude, I'm just kind of confused why that wasn't done instead.)
This mod will always have a special place in my heart. For reasons of it being my first foray into coding, a firsthand exposure to open source work, and being a first outlet where I could express my creative whims. If circumstances allowed it, I would very much like to revisit it, fix, improve and expand it, explore other interesting ideas. But sadly, at this point I think it's safe to say I will never update it. The posts are there as a headstone, a window into the past, a guide for others still enjoying the wondrous world of this dead game. They were written long after the last update, at a time were all I could do for the mod was write words, not code.
I have to ask, is there anything we can do to support you in updating this mod? I know you said you will not be updating but surely there's a reason behind that. What is the obstacle?
I don't know if there's any way to fix this, but I'm getting a bug where when I sleep, I'm forced into vampirism even though I don't have Porphyric Hemophilia. The only thing I can think of is that something is tracking whether I've ever had it, which is true, but I've cured it.
Hi, does anyone know how to disable the visuals of the sun damage effect? I know there are plenty of mods that remove sun damage from vampires altogeter. I am also aware that Blood is Everything has a 'daywalker' ini setting that changes vampires back to mortals during the day. Yet none of these two solutions are what I'm looking for.
You see, I very much enjoy Blood is Everything and consider its 'solar desanguination' mechanic a good design choice. It acts as a drawback to the benefits of vampirism and incentivizes the player to pay attention to daytime blood management. However, I find the associated visual effects (character skin turning red and emitting smoke) both ugly and annoying.
In vanilla Oblivion, they would only be visible when the player's character is low on blood and suffering actual damage. With Blood is Everything installed though, the aforementioned effects manifest whenever my character stands in sunlight, putting all the hours I've spent in the character creation menu to waste. Hence, I would like to disable the visuals while preserving mechanic.
Currently, my only idea of how to accomplish this is to edit Blood is Everything's VmpSunScript in TES4 Construction Set. The problem is, I have no idea how scripts work. Would erasing the line 'player.pms effectSunDamage' solve my issue without breaking the game? I would be thankful for advise on that matter from anyone more experienced in Oblivion scripting.
254 comments
The next update will not come anytime in the near future as I am unable to dedicate it the time it requires. Rest assured though, that it will come, and for a variety of reasons, it will be an OBSE plugin.
I have a very good idea of the direction I want to take the mod: A combination of VTM Bloodlines with Soul Reaver, a merge of gameplay elements from both games with my own ideas. Keeping the core aspect of BIE in the way that feeding is an essential element of combat and an integral part of your vampire idiosyncrasy.
Until I then, I can only recommend you to use OBMM for installation, which will ensure the safeguards I put on the installation script are used. If you have problems try the mod alone, by unchecking the .esp of (NOT uninstalling) all other gameplay mods. Textures and appearance mods will never conflict with BIE.
* There might be a bug with blood potions resetting the feeding counter erroneously. This can be a problem if you are on the Manipulator path. Avoid using blood potions or even having them on your inventory if your blood waste is not decreasing as a Manipulator.
* It is possible to feed on spectral beings in OOO as well as most of the fleshless creatures in MMM.
* When using Mind control for the first time on loading a game the power will not run for the full duration.
* The oblivion game engine has an infamous bug that may cause female players characters' face, to revert to the default face of a male character of the same race. This bug occurs seldom and randomly, and it only has a chance of triggering if you save your game while having the vampire face, and then proceed to load that save. To avoid this, if you play a female character, do NOT save your game when you have the vampire face.
* Some OSR heap replacement modes were causing CTDs right after feeding for some users. This was most likely caused by incompatibilities between OSR heap changes and OBSE functions I use on the mod. I read OSR updated its heap settings, most likely fixing this issue for this and many other mods that rely on OBSE.
If however, you still have CTDs after feeding and do not want to change the heap replace settings try removing OSR and install ENBoost for Oblivion.
The default key for feeding is V . It can be changed in the ini file. You need to hold the key. As long as you hold the key you will continue to drain your victim's blood until it breaks free or dies.
If you use Deadly Reflex make sure to rebind the V, B and N keys either in DR or BIEs ini, since both mods use them. Failure to do so will result in glitches when feeding and other oddnesses.
[size=+1]
There's currently an incompatibility with Deadly Reflexes causing a severe glitch when failing to feed on someone in the first person mode. If you use DR, feed only in 3rd person to avoid it. I will address this problem in the next version of the mod. [/size]
To transform into a BIE vampire you can do either of these:
1- Contract Porphiric Hemophilia and sleep 72 hours.
2- Ask Vincenti Valtieri to transform you.
3- Type in the console " set vampire.isVampire to 1 "
Using the Nexus Mod Manager to install the omod version of the mod will result in
a NMM crashthe omod script being ignored. Apparently the NMM doesn't like the " slightly more engaging " omod script. If you absolutely must use the NMM, download and decompress the file, then chose the .7z file when adding to the NMM. I strongly recommend that you use the omod version though (.omod), for which you will need OBMM[size=+1]The hooded armor in the pictures is from this mod: Dark0ne
Official support thread: Support Thread[/size]
[size=+1]If you are using the steam version of the game and OBMM:[/size]
Make sure you copy obse_loader.exe from the OBSE install folder to the directory where the game's executable is at. This will ensure the mod's and any other OBMM installer will recognize OBSE as installed.
[size=+1] If you want to use BIE's default HUD:[/size]
Kyoma changed the name of menuQue's dll from OBSE_Kyoma_MenuQue.dll to MenuQue.dll, as a result BIE can't detect it.
To address this open BIE.esp in the Construction Set and on the script editor open the script "vmpSetGameUp" and change line 50 from:
if (GetPluginVersion "OBSE_Kyoma_MenuQue" >= 1)
to: if (GetPluginVersion "MenuQue" >= 1)
[size=+1]Basic Primary Needs[/size]
If you'd like to use Basic Primary needs along with BIE, I recommend for a better experience overall to turn the "Become human" option On, in the BIE ini. That way you can get the best realism and immersion possible.
the specific setting to integrate BIE with BPN are:
set BPN.ini_modname to sv_Construct "BIE.esp"
set BPN.ini_vampire_needcurrent to sv_Construct"vampire.blood"
set BPN.ini_vampire_needmin to sv_Construct"vampire.maxBlood"
set BPN.ini_vampire_needmax to sv_Construct"0"
These should go into the "Basic Primary Needs for a vampire " ini file, that comes with BPN.
also set these settings to 1 in the BPN ini:
set BPN.ini_vampire_nothirst to 1
set BPN.ini_vampire_nosleep to 1
to disable the need to drink water and sleep for vampires.
[size=+1]hud Status Bars[/size]
If you'd like to use HUD Status Bars, these are the variables HSB needs from BIE:
; ===================BIE Status bar
set tnoHSB.hud_color tosv_Construct"HUDcolorRed*(PCVampire > 0)"
set tnoHSB.hud_val tosv_Construct"vampire.blood"
set tnoHSB.hud_max tosv_Construct"vampire.maxBlood"
set tnoHSB.hud_min to sv_Construct"0"
.....
.....
.....
;----------------------
This setting set tnoHSB.hud_color tosv_Construct determines the color of the HUD bar and can be set to any color or combination of colors. Read HSB readme for more details.
Don't forget to deactivate BIE's blood HUD if you plan on using HSB's.
When I tried to console it back to what it was (like 203cL), the resulting command actually LOWERED my maxBlood even more (to like 2.5cL). When I set it anywhere from 150 to 199 it changed the value properly.
if (maxBlood >= 200)
set tempvar to (1 - wastedBlood) * 100
set maxBlood to maxBlood * wastedBlood
messageEX "My blood storage capacity has been reduced by %.0f%% " tempvar
endif
So if your wastedBlood is your waste rate, I think. So if you have 200+ max blood as a manipulator, the next time the age update thing gets called, it's going to set your maximum blood pool to maxBlood*0.01. So like 2CL from 200*0.01 makes sense. The second line is probably supposed to multiple maxBlood * tempvar so it reduces your maximum blood gradually until its ~200.
The 1.25 changelog was supposed to remove max blood restrictions for manipulators, so not sure why this is still here.
Yes, wastedBlood is wasterate. So with a maxBlood of let's say exactly 200 and a wastedBlood of 0.01, tempvar here would be set to 100*(1-0.01) (i.e. 99). And maxBlood would be set to 200*0.01 (i.e. a whopping 2), as you had said.
Here tempvar is only even used to display the message (which is accurate, there's a message saying your max has been reduced by 99%)
With your theory about v1.25, it should be
set maxBlood to maxBlood * (1- wastedBlood)
This could render tempvar useless, but that's easily remediable by having the messageEX line bemessageEX "My blood storage capacity has been reduced by %.0f%% " (100 - tempvar)
or something. I might make and save local changes to see if that works.EDIT: Did that, seems to work perfectly. Using an altar (which doesn't get rid of vampirism), set my maxBlood from 202 to 199 in this instance.
For some reason I had to actually make the change to the script in BIE.esp itself, so I made a backup to be safe. Things went really sideways when I tried to make a new .esp that depended on BIE (I can code, but Oblivion modding is not my forte).
Sorry for the very late reply, but unfortunately I don't think I have it anymore. I would recommend using the Construction Set to edit those two lines in the script.
insted of this:
I just can't make this big ugly letters go((
EDIT: i found it out, it is N. happy gaming to anyone reading this :)
This mod will always have a special place in my heart. For reasons of it being my first foray into coding, a firsthand exposure to open source work, and being a first outlet where I could express my creative whims. If circumstances allowed it, I would very much like to revisit it, fix, improve and expand it, explore other interesting ideas. But sadly, at this point I think it's safe to say I will never update it. The posts are there as a headstone, a window into the past, a guide for others still enjoying the wondrous world of this dead game. They were written long after the last update, at a time were all I could do for the mod was write words, not code.
I know you said you will not be updating but surely there's a reason behind that.
What is the obstacle?
You see, I very much enjoy Blood is Everything and consider its 'solar desanguination' mechanic a good design choice. It acts as a drawback to the benefits of vampirism and incentivizes the player to pay attention to daytime blood management. However, I find the associated visual effects (character skin turning red and emitting smoke) both ugly and annoying.
In vanilla Oblivion, they would only be visible when the player's character is low on blood and suffering actual damage. With Blood is Everything installed though, the aforementioned effects manifest whenever my character stands in sunlight, putting all the hours I've spent in the character creation menu to waste. Hence, I would like to disable the visuals while preserving mechanic.
Currently, my only idea of how to accomplish this is to edit Blood is Everything's VmpSunScript in TES4 Construction Set. The problem is, I have no idea how scripts work. Would erasing the line 'player.pms effectSunDamage' solve my issue without breaking the game? I would be thankful for advise on that matter from anyone more experienced in Oblivion scripting.
Your metod its works, but i need smoke.