Loving the mod so far! Just wanted to say, maybe adding different spells for different play styles for vampirism. For example, I'm playing with bound weapons and reflect damage but I can't cast any in the sun due to the silence trait, which is pretty cool but kind of backfires on other builds needing magicka to function. So, like adding a soul trap that has magicka drain or a conjuration for a undead summon but as lesser/greater powers that can't be silenced. The current spells and powers only compliment some play styles. I was also thinking of maybe adding the regen traits only at night and no regen or stunted regen during the day. I have no intention telling you how to make your mod, just wanting to suggest. Great job on making the best vampire mod in my opinion.
I'm assuming there would be some conflict with ascension, and possibly more damage mod? Would it conflict with unbalanced rewards or balanced NPC level cap?
if I'm reading this right v3 mostly nerfs vampirism across the board making daylight drain your magicka and you unable to cast any spells outside of vampire powers right? while also strongly nerfing your only counter to daylight right? do you think this might be a little heavy handed and straight up prevent gameplay in any daylight whatsoever? it would be interesting to implement more ways to "survive" the daylight like maybe getting kills gives you a 60s blood shield or something so that while it's hard to initiate and destroy everyone, you can cleverly position yourself and give yourself a fighting chance with a tactical kill. i feel like, while it makes sense in the lore, a lot of people come looking for vampire mods so that they *can* exist in the sun in some capacity. there can definitely be a middle ground between super op no consequences to "don't use anything in daylight lul". just my thoughts.
other ideas to this end would be sucking a corpse for a buff that gives you power in the sun, maybe harvesting a corpse for blood that can also do something similar? a spell like soul trap that upon kill gives you magicka or blood shield or some other counter? the idea of absorbing people's power and circulating it within yourself to empower yourself in daylight is cool since you have to start fights right and are punished for getting ambushed but you can still "bare your vampire fangs" quite powerfully at enemies even in daylight if the circumstances are right.
just being bad in sunlight definitely feels underwhelming and flat by itself
There are numerous people that also messaged me in PM's about how the late game actually feels too easy especially with alchemy which is imo op in Oblivion There's still gameplay in the daylight, the Blood Shield was nerfed only for stage 2 the most cause its basically the same as Stage 1 with slight sun damage, Blood Shield prevents sun dmg, doesnt prevent other, you can still cast your vampire spells, and with addition of a Crimson Scurge ( last spell in your arsenal ) just adds to your overall dps especially in late game, all spells are immune to silence which were intended to be used in combo For corpse feeding its currently in maybe pile but will be considered
EDIT : FIXED challenge/difficulty using stables fast travel only mod + no fast travel mod more enemies mod difficulty slider fixed 2.5x mod. Now its perfect with real danger traveling at a planned time and feeding
love the concept but makes the game ultra easy at lvl 28 even at expert. wish there were bigger penalties to magica so u cant spam devour or silence and use hand 2hand to slaughter everyone in broad daylight. Blood pt system rocks but you loose the challenge since there is no penalty to helth/magic. A version helth/mag penalty at stage 1 would help.
I manually installed the main mod than the optional no sun damage one , and the no sun damage one replaced the main file . If that's what it was supposed to do it shouldn't be marked as optional it should be right under the main file . As it is it looks like you need both in order to get the no sun damage . And If we do need both they should have different file names so your computer can install both instead of replacing the first file with the second file . I was a Wood Elf Vampire but I really didn't like what it did to my very hard to get right face , So I'm going to start a new game as a Khajiit and use this . I guess we will see what happens , will it ruin the look of my very easy to get right Khajiit face .
No because No Sun Damage version is standalone, there's no reason for a main file If youre switching between the esps, its hgihly advisable to wait for 24+1 hour and then feed so the scripts can update
I haven't even been in game since I installed it , and I have every intention of making a new character using this and the latest mod that lets you start as a Vampire . The file confusion was because generally it should be marked as an optional to the main file , not in a sequestered area below . Generally the separate section is for add ons and things that make small changes to the main mod .
Mod not working for me, i installed it with vortex and is after everything in the load order (i only have two mods with this one) and doesnt change anything in game :/
Edit: Nvm, its now working with 2.5a, idk why 2.5 didnt change anything in my game.
Edit 2: now experiencing infinite loading screens after updating and feeding to update scripts
I would stick with manual installs until we get the mod tools , this mod is extra easy to do that with because it's packaged the same way that you need to install it . If you go to your steam folder than open this mod on your desktop open the location that is in the desktop file and than just keep opening it up until it says the same thing in both locations . Way better than letting Vortex do it for you , and it works every time . I use the good old NMM to activate the esp's , other why's you have to manually add lines to your ini folder in order for it to show up in game . I don't know if Vortex will work the same , but all I would use it for is to activate esp's . I only have 1 mod in the main area that I use to quickly get to the Oblivion Nexus page , and I have about 30 mods installed manually without a single problem .
Yeah I had waited for about 7 days and it never progressed or let me attempt to feed. Ended up just reloading another save from a few hours beforehand and now it seems to be working. I think the vampire cattle in the Vile Lair add-on broke the mechanic for me. I had originally assumed that there were no changes other than just reversed staging so I thought it was broken when I was at stage 1 and getting butchered by the sun, so I ended up curing the vampirism in order to reinstall the mod and then everything just broke. All good now though, thanks for the kickass mod. I can't wait to see the future updates.
218 comments
Hi all, if youre updating just replace old file with new one
In game DONT forget to feed to update the script and effects
other ideas to this end would be sucking a corpse for a buff that gives you power in the sun, maybe harvesting a corpse for blood that can also do something similar? a spell like soul trap that upon kill gives you magicka or blood shield or some other counter? the idea of absorbing people's power and circulating it within yourself to empower yourself in daylight is cool since you have to start fights right and are punished for getting ambushed but you can still "bare your vampire fangs" quite powerfully at enemies even in daylight if the circumstances are right.
just being bad in sunlight definitely feels underwhelming and flat by itself
There's still gameplay in the daylight, the Blood Shield was nerfed only for stage 2 the most cause its basically the same as Stage 1 with slight sun damage, Blood Shield prevents sun dmg, doesnt prevent other, you can still cast your vampire spells, and with addition of a Crimson Scurge ( last spell in your arsenal ) just adds to your overall dps especially in late game, all spells are immune to silence which were intended to be used in combo
For corpse feeding its currently in maybe pile but will be considered
stables fast travel only mod + no fast travel mod
more enemies mod
difficulty slider fixed 2.5x mod. Now its perfect with real danger traveling at a planned time and feeding
love the concept but makes the game ultra easy at lvl 28 even at expert. wish there were bigger penalties to magica so u cant spam devour or silence and use hand 2hand to slaughter everyone in broad daylight. Blood pt system rocks but you loose the challenge since there is no penalty to helth/magic. A version helth/mag penalty at stage 1 would help.
If youre switching between the esps, its hgihly advisable to wait for 24+1 hour and then feed so the scripts can update
Edit: Nvm, its now working with 2.5a, idk why 2.5 didnt change anything in my game.
Edit 2: now experiencing infinite loading screens after updating and feeding to update scripts
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
UnleveledItemRewards.esp
UnleveledItemRewardsDeluxeEdition.esp
UnleveledSpellRewards.esp
Acouplechanges.esp
ZiRxReverseVampirism.esp
UnlimitedTrainingSessions.esp