Updates: 01/01/2025 - Finally manage to get Vampire Feed Proxy working https://imgur.com/a/Pj6IWFF 31/12/2024 - Hey Night Walkers, I've released new version of animations and a new mod Vampire Feed Script Fixes that fixes feed bug in default vampire system. Due to bug OAR/PAI I had rework how animations are distributed, as I'm adding more and more animations it cause even more issue when there miss-match between attacker/victim animations.
So in short I had distribute animation across every killmove (basicly remove OAR randomness). I'm open to suggestion, but I'm not creating every possible permutation KM mapping to new VM animations. Fingers crossed that OAR author manages fix the bug, in mean while check this out: Krzp1 landed his talent for this animations, go check this talented Artist/Animator:
12/06/2024 - We have found bug OAR/PAI when there multiple version of animation it pick at random animation for attacker/victim. I've spoken to OAR but probably going to take a while 11/24/2024 - I've published mod that add backstory for Serana - Seranas Diary
old updates
Spoiler:
Show
07/10/2024 - new animation released 09/29/2024 - new animation in pipeline
Spoiler:
Show
09/16/2024 - If you have any interesting ideas for KM, create story board and post it here. (I can't make any promise that they will be created, but I will definitely look at it. For idea to be considered it has to he follow format:
Spoiler:
Show
09/16/2024 - released new version of mod containing new back KM animations 09/14/2024 - new animation in pipeline
08/24/2024 - I've published initial version of Vampire Feed Decals, go check out, hopefully most bug are solved, but don't have super high hopes. As soon as initial support ang bugfix are done I'll switch to work on integration with "Vampire Feed Proxy". 08/14/2024 - I've solved most of the issue Vampire Feed Decals mod, now what's left is packing into FMOD and will be ready for the release. Ersh still working on fixing paired animation issues 07/21/2024 - decals mod is on final stretch, I need play test and see if I find game breaking bugs. Still waiting on Ersh for bug fix latest issue with OAR 07/09/2024 - some use experience that animations end abruptly, I'm looking into this 07/07/2024 - please upgrade OAR to at at least version 2.3.6 (it contains new fixes for paired animations/km) 07/03/2024 - if you are experiencing crashes try to replace kaputt with Violens. 07/01/2024 - I'm looking for beta testers to test decal system (blood splatters on face/body after feeding), if you are interested send me a pm. 06/30/2024 - Release new version 1.1.1. I've added 2 front feed animations variants (this not KM but what's being triggered when vampire feed in front). At the moment they played randomly but in future this would based on hunger level. Couple bug fixes. New optional dependency payload interpret for blood decals when feeding. 1. Feed sounds are available only outside the combat, I could create as an option behavioral patch 2. Looking for way to add screams when feeding 06/29/2024 You need at least Open Animation Replacer 2.3.5 version for followers to be able to trigger custom KM. 06/19/2024 3. I'm looking into integration other mods, it seems like "Vampire Feed Proxy" would best solutions
I put the condition is female for the bloodrayne one was a little uh weird for a male also the camera get stuck just staring at the corpse for a bit everytime also the blood decals arent happening.
I didn't mention what specifically bothered me, sorry, I'm actually talking about setting this ending only for female vampires and for Serana. I tried to change it but I ended up making the animation disappear and I can't find it in the animationreplacer menu. I put the following to try to make this animation happen only with female vampires and with Serana : { "name": "km_front_feed_bloodrayne", "priority": 4255556, "ignoreDontConvertAnnotationsToTriggersFlag": true, "triggersFromAnnotationsOnly": true, "conditions": [
Yes, I tried to change it in OAR, but whenever I exited the game it went back to normal, and I don't even know if I put the correct commands. Do you know how to change it so that only female vampires and serana can do the movement?
Hello, love your mod. Is there any way to disable the body slam and blood Rayne killmoves. Would I be able to go in and manually delete them myself or could you make a patch to remove them.
Thank you so much for your work, sole reason I started a vampire lord playthrough.
A small issue: when biting a thrall/enthralled npc the front feed 1 and 2 animations will play on the first occasion but afterwards, if I bite another npc the player character stands frozen in front of the npc and the animation does not play whilst the process of feeding/extracting blood takes place as normal (so the bite is logged as given and received by the npc but no animation plays)
It takes around 20 seconds of not feeding using the above 'paired' feeding animations before they will eventually play out as intended. If I feed multiple times in succession without letting this pause to take place then the player character will continue to stand frozen before the thrall npc.
My only fix so far is to remove the two paired front feeds and then I am reverted to the vanilla feed which plays out in succession no matter how many times I feed in a row.
It seems as if their is a feed script going on after the feed/bite that needs to run it's course before any more of the paired feeding animations will play but I'm really not sure.
Hi, thank you for getting back to me. I think I found the issue last night after some tinkering.
One of the mods linked to this mod that I am using was Vampire feed Proxy, and that requested Race Compatibility mod as a requirement, however I'm using Better vampires and it's mod suggested potential issues with Race Compatibility mod (warning in the MCM menu for BV indicated this).
So, I disabled race compatibility and used Re Saver on a new save to clean undefined scripts/elements and, after some testing your mod works perfectly with the pa front feed animation playing without any issues.
Not sure why the above conflict exists or if it's anything to do with better vampires and race compatability clashing (even with the added patch for BV) or if it was my load order but it works now :)
P. S I did follow the guidelines for load order in the race compatability mod for use with BV but just read the Vampire feed proxy mod forum and the suggested load order there contradicts the RC suggested load order, putting BV in a lower priority to race compatibility mod. So I might try experimenting with the load order as I'm not confident that removing race compatibility mid play through is sensible.
Hey from your answer I didn't understood if you were using Vampire Feed Script Fixes. But if issue with is with RC unfortunately I don't have experience with it - so no idea about root cause.
Hey blackpotoftea, Great mod, thank you! I even based an entire playthrough around it.
I just have a small problem with it and can't figure it out.
The animations and decals from your other mod are working fine, just when my character feeds it does not register.
I am using the latest patch of the mod and am on latest AE version.
Here is a list of the related mods I am using in that order:
Spoiler:
Show
Payload Interpreter Behaviour Data Injector Enhanced Blood Textures Violens Humanoid Vampire Lords Vampire Feed Proxy Sacrosanct Sacrosanct - Stronger Vampiric Drain Sacrosanct - Stronger Vampire Lord Sacrosanct - Custom I4 Icons Cover your head - Sacrosanct Idrinth's Tweaks - Vampire Feeding Gives Health Devour - here the feeding registers, so I would assume it's not a problem with the VFP/Sacrosanct setup. Some HVL patches - probably unrelated Pandora OAR Paired Animation Improvements Some vampire lord transformation animations Vampire Feed Script Fixes Vampire Animations Vampire Feed Decals Pandora Output
I probably missed something, so let me know if you need more info on this.
Hey can you open MCM trigger feed decals on player to see if they appear? Can check if you have installed Behavior Data Injector, Payload Interpreter and Nemesis or Pandora. Run the behavior patch, make sure that Payload Interpreter is ticked.
Yes, the decals are working, the animations/KMs are also working. If I did not have Pandora/Nemesis, that would not be possible i think. I forgot to mention it, but yes, I do have Payload Interpreter and Behaviour Data Injector. I am using Pandora, also nuked the output folder a couple of times (for a different reason), but that did not make any difference. My fault, I should have gone into more detail. This is a heavily modded playthrough, I am talking 800ish mods. I need PI and BDI for other mods as well and it it is working correctly. Also the behavior patch is checked in Pandora. I edited my original comment and put the mods in the order they are in the mod list.
Regarding trigger event for MCM is use different mechanism (mod events) If the issue only with animations they the problems could be (animations events)
1. Just to be clear are we talking about KillMoves or normal feeding (if normal feeding front feeding or bed or bedroll)? 2. Do you know how enable events logs in OAR for specific actor(player or npc)? What we want to verify that animation events are present this way can verify that this not an issue 3. Could confirm which version you have installed?
1. Yes, I am talking about the feeding from KillMoves that come from this mod. All other forms of feeding work fine and register. Even feeding from the "Devour" mod also works fine and registers - it also users Vampire Feed Proxy. 2. Yes, I think so, but I fail to see the purpose of it. As mentioned, the animations from the Kill Moves from your mod work fine. The blood decals are also added and I can see them. The only problem is that the feeding from the Kill Moves does not register. If I misunderstood and you want me to check something else from the logs - let me know. 3. As mentioned - the latest one - 2.0.3
Ahh sorry miss-read: so the issue is that when feeding via KM it's not registered?
The integration feed works: 1. Spell is applied to all the npc ( Check if you have SPID mod and my entries loaded in logs) 2. When Km is triggered, there animation event called "VFD_Integration_Victim" on Victim that magic effect listen for (OAR you select victim and check if the event is present) 3. When it's triggered Magic Effect trigger call Vampire Feed Proxy
Here are the answers on your questions below in the spoiler, as it is pretty long (that's what she said):
Spoiler:
Show
Ahh sorry miss-read: so the issue is that when feeding via KM it's not registered? - yes, correct
The integration feed works: 1. Spell is applied to all the npc ( Check if you have SPID mod and my entries loaded in logs) - I have the SPID mod and is working for other mods that are using it, however I found the following lines related to your mod in the log file:
2. When Km is triggered, there animation event called "VFD_Integration_Victim" on Victim that magic effect listen for (OAR you select victim and check if the event is present) - for some reason I cannot get any killmoves to occur right now, I did some changes earlier. I will check and get back to you on this. Edit: figured out it's an issue with Violens, with Valhalla execution the vampire feed animations AND decals work, however I still get the same issue with the feeding not registering.
These are the last animation events for the NPC before dying, while I am doing a vampire feed kill move on it:
And these are the last events:
You can see that the VFD_Integration_Victim event is present.
BTW I assume from MCM Feed integration works? - yes, it does show up in the MCM and is ticked, however when I click on the "Trigger VampireFeedProxy" - nothing happens.
I assume that the problem is with the SPID errors, however I have no idea how to fix it. I tried reinstalling the mods and that did nothing. Any suggestions?
Ok sweet now we are getting somewhere, if are not to busy you can try: disable mod, load save, wait bit, create save and then enable new mod In the mean time I'll check if there is maybe some bug
Disabling the mods results in corrupting the save, so I cannot really test that, unfortunately. I have been pretty busy these days. When I have the time I will test with a new game and will let you know.
By corrupted save you mean CTD? This usually caused els/espf plugin order changes. Can you copy stack trace here?
I'm still looking, but at the moment I haven't yet managed to reproduce your specific issue. Just to be clear: I happy to help and spend time debugging to resolve, but you will have to meet my half-way. If you any alternative start mods, you spawn as vampire and see if this not working?
yo blackpotoftea thanks for the great mod I'm just having a very minor bothersome problem when feeding at first the animation starts in 3rd person then it transitions into 1frst not allowing me to see the full thing am using improved camera and thought the problem originated from it but i disabled everything in that mod and this problem still happens i am using better vampires
For the front feeding and front aggressive feeding animations, if those aren't kill moves how are they triggered? I noticed they weren't labeled as KMs in the description so I'm curious what they are and how they are used.
Amazing mod by the way, I absolutely love it. All it needs for perfection is bite sounds for the animations.
*** one item of concern, is that i would prefer to have an option to drain 50 health points from them, if i do a vampire KM
can i do this ? is this already implemented - a health drain effect ? how can i get this ?
*** also one other item of concern.
Can i get this to work in 1st person.. ? in 3rd person can i get a camera unlock (free cam).. so i can swivel the camera around and enjoy the killmove from other angles ?
*** Another item of concern here, that I just discovered.. if I'm in the middle of combat with a few opponents, such as bandit archers and I perform a Kill move on one of them, the animation takes a few seconds to play out, in the meanwhile i'm getting shot by archers while looking at the pretty kill move.
KMs are triggered when NPC is about die from next hit, so that mean draining any fixed amount would kill target
I don't have reliable why for npc to trigger KM, I could add dynamic interaction for KM, It would require to integrate with most vampire overhaul mods (most authors are not active anymore any I Don't have to chase them down)
This will require additional patch for overhaul mods such as requiem
In short I've also considered this idea, but I don't see any good path forward.
Regarding first person, no I don't have time remake this animatoins in first person (this how most vannila KM dones), you can use something like this https://www.nexusmods.com/skyrimspecialedition/mods/93962 (but be advised is comes with bunch disclaimers)
and I perform a Kill move on one of them, the animation takes a few seconds to play out
You are using violens, disable slomo camera, check FAQ ;)
*but im leaning towards just playing vanilla vampires and making my own overhaul but i played curse of the vampire https://www.nexusmods.com/skyrimspecialedition/mods/10086 for 8 months that one i agreed with the most, with no ranking , just all powerful demigod of destruction magic, then you use the MCM to toggle off weaknesses, makes it real simple. but there are other great mods, vampire feeding tweak types, that offer health gain used on freshly defeated humans, you gain 15 or 25 or 40 health return , sometimes none.. it seems like a fair health recovery system, since there is a toggle you can try to deny vampires from using heal potiions or self healing,
whats an amazing killmove, if you have a mod like double-jump. and then you use a telekinetic grip. then you grab them jump real high, then drop your grip connection, instant lethal, amazing death anim too.. with hardly any mods - so amazing
i love your animations ive been dreaming of that move to see in a Rpg for years
now i have seen this dream come true its amazing now im just trying to learn blood decals
i dont mean to overpost on your page, but if you offer SOS schlongs of skyrim support, for a more sexual based vampire finishing move. i think that would end all my fantasies forever of an RPG.
Hahha unfortunately no for smut stuff. (but maybe LL you might what ever you are looking) Regarding acrobatics, it's not something easy doable in Skyrim engine
323 comments
01/01/2025 - Finally manage to get Vampire Feed Proxy working https://imgur.com/a/Pj6IWFF
31/12/2024 - Hey Night Walkers, I've released new version of animations and a new mod Vampire Feed Script Fixes that fixes feed bug in default vampire system.
Due to bug OAR/PAI I had rework how animations are distributed, as I'm adding more and more animations it cause even more issue when there miss-match between attacker/victim animations.
So in short I had distribute animation across every killmove (basicly remove OAR randomness). I'm open to suggestion, but I'm not creating every possible permutation KM mapping to new VM animations. Fingers crossed that OAR author manages fix the bug, in mean while check this out:
Krzp1 landed his talent for this animations, go check this talented Artist/Animator:
12/06/2024 - We have found bug OAR/PAI when there multiple version of animation it pick at random animation for attacker/victim. I've spoken to OAR but probably going to take a while
11/24/2024 - I've published mod that add backstory for Serana - Seranas Diary
old updates
07/10/2024 - new animation released
09/29/2024 - new animation in pipeline
09/16/2024 - If you have any interesting ideas for KM, create story board and post it here. (I can't make any promise that they will be created, but I will definitely look at it. For idea to be considered it has to he follow format:
09/16/2024 - released new version of mod containing new back KM animations
09/14/2024 - new animation in pipeline
08/24/2024 - I've published initial version of Vampire Feed Decals, go check out, hopefully most bug are solved, but don't have super high hopes. As soon as initial support ang bugfix are done I'll switch to work on integration with "Vampire Feed Proxy".
08/14/2024 - I've solved most of the issue Vampire Feed Decals mod, now what's left is packing into FMOD and will be ready for the release. Ersh still working on fixing paired animation issues
07/21/2024 - decals mod is on final stretch, I need play test and see if I find game breaking bugs. Still waiting on Ersh for bug fix latest issue with OAR
07/09/2024 - some use experience that animations end abruptly, I'm looking into this
07/07/2024 - please upgrade OAR to at at least version 2.3.6 (it contains new fixes for paired animations/km)
07/03/2024 - if you are experiencing crashes try to replace kaputt with Violens.
07/01/2024 - I'm looking for beta testers to test decal system (blood splatters on face/body after feeding), if you are interested send me a pm.
06/30/2024 - Release new version 1.1.1. I've added 2 front feed animations variants (this not KM but what's being triggered when vampire feed in front). At the moment they played randomly but in future this would based on hunger level. Couple bug fixes. New optional dependency payload interpret for blood decals when feeding.
1. Feed sounds are available only outside the combat, I could create as an option behavioral patch
2. Looking for way to add screams when feeding
06/29/2024
You need at least Open Animation Replacer 2.3.5 version for followers to be able to trigger custom KM.
06/19/2024
3. I'm looking into integration other mods, it seems like "Vampire Feed Proxy" would best solutions
"name": "km_front_feed_bloodrayne",
"priority": 4255556,
"ignoreDontConvertAnnotationsToTriggersFlag": true,
"triggersFromAnnotationsOnly": true,
"conditions": [
{
"condition": "AND",
"requiredVersion": "1.0.0.0",
"disabled": false,
"Conditions": [
{
"condition": "HasKeyword",
"requiredVersion": "1.0.0.0",
"Keyword": {
"editorID": "vampire"
}
},
{
"condition": "Isfemale",
"requiredVersion": "1.0.0.0",
}
]
}
{
"condition": "IsActorBase",
"requiredVersion": "1.0.0.0",
"Actor base": {
"pluginName": "Dawnguard.esm",
"formID": "2B6C"
}
}
],
"pairedConditions": []
}
Thank you so much for your work, sole reason I started a vampire lord playthrough.
It takes around 20 seconds of not feeding using the above 'paired' feeding animations before they will eventually play out as intended. If I feed multiple times in succession without letting this pause to take place then the player character will continue to stand frozen before the thrall npc.
My only fix so far is to remove the two paired front feeds and then I am reverted to the vanilla feed which plays out in succession no matter how many times I feed in a row.
It seems as if their is a feed script going on after the feed/bite that needs to run it's course before any more of the paired feeding animations will play but I'm really not sure.
I think I found the issue last night after some tinkering.
One of the mods linked to this mod that I am using was Vampire feed Proxy, and that requested Race Compatibility mod as a requirement, however I'm using Better vampires and it's mod suggested potential issues with Race Compatibility mod (warning in the MCM menu for BV indicated this).
So, I disabled race compatibility and used Re Saver on a new save to clean undefined scripts/elements and, after some testing your mod works perfectly with the pa front feed animation playing without any issues.
Not sure why the above conflict exists or if it's anything to do with better vampires and race compatability clashing (even with the added patch for BV) or if it was my load order but it works now :)
P. S I did follow the guidelines for load order in the race compatability mod for use with BV but just read the Vampire feed proxy mod forum and the suggested load order there contradicts the RC suggested load order, putting BV in a lower priority to race compatibility mod.
So I might try experimenting with the load order as I'm not confident that removing race compatibility mid play through is sensible.
I am using Vampire Feed Fix Scripts mod.
It does seem the issue is with RC as the feed works fine without RC loaded up.
Thanks for your reply.
I wish Serana and Valerica would use these animations, but they don't. Instead, they use their stupid magic.
Great mod, thank you! I even based an entire playthrough around it.
I just have a small problem with it and can't figure it out.
The animations and decals from your other mod are working fine, just when my character feeds it does not register.
I am using the latest patch of the mod and am on latest AE version.
Here is a list of the related mods I am using in that order:
Payload Interpreter
Behaviour Data Injector
Enhanced Blood Textures
Violens
Humanoid Vampire Lords
Vampire Feed Proxy
Sacrosanct
Sacrosanct - Stronger Vampiric Drain
Sacrosanct - Stronger Vampire Lord
Sacrosanct - Custom I4 Icons
Cover your head - Sacrosanct
Idrinth's Tweaks - Vampire Feeding Gives Health
Devour - here the feeding registers, so I would assume it's not a problem with the VFP/Sacrosanct setup.
Some HVL patches - probably unrelated
Pandora
OAR
Paired Animation Improvements
Some vampire lord transformation animations
Vampire Feed Script Fixes
Vampire Animations
Vampire Feed Decals
Pandora Output
I probably missed something, so let me know if you need more info on this.
Can check if you have installed Behavior Data Injector, Payload Interpreter and Nemesis or Pandora. Run the behavior patch, make sure that Payload Interpreter is ticked.
If I did not have Pandora/Nemesis, that would not be possible i think.
I forgot to mention it, but yes, I do have Payload Interpreter and Behaviour Data Injector. I am using Pandora, also nuked the output folder a couple of times (for a different reason), but that did not make any difference.
My fault, I should have gone into more detail. This is a heavily modded playthrough, I am talking 800ish mods. I need PI and BDI for other mods as well and it it is working correctly. Also the behavior patch is checked in Pandora.
I edited my original comment and put the mods in the order they are in the mod list.
If the issue only with animations they the problems could be (animations events)
1. Just to be clear are we talking about KillMoves or normal feeding (if normal feeding front feeding or bed or bedroll)?
2. Do you know how enable events logs in OAR for specific actor(player or npc)? What we want to verify that animation events are present this way can verify that this not an issue
3. Could confirm which version you have installed?
2. Yes, I think so, but I fail to see the purpose of it. As mentioned, the animations from the Kill Moves from your mod work fine. The blood decals are also added and I can see them. The only problem is that the feeding from the Kill Moves does not register. If I misunderstood and you want me to check something else from the logs - let me know.
3. As mentioned - the latest one - 2.0.3
The integration feed works:
1. Spell is applied to all the npc ( Check if you have SPID mod and my entries loaded in logs)
2. When Km is triggered, there animation event called "VFD_Integration_Victim" on Victim that magic effect listen for (OAR you select victim and check if the event is present)
3. When it's triggered Magic Effect trigger call Vampire Feed Proxy
BTW I assume from MCM Feed integration works?
Ahh sorry miss-read: so the issue is that when feeding via KM it's not registered? - yes, correct
The integration feed works:
1. Spell is applied to all the npc ( Check if you have SPID mod and my entries loaded in logs) - I have the SPID mod and is working for other mods that are using it, however I found the following lines related to your mod in the log file:
[11:04:15:096] INI : Data\VampireFeedDecals_DISTR.ini
...
[11:04:50:221] Skin
[11:04:50:222] [VampireFeedDecals_DISTR.ini] [0x809] (VampireFeedDecals.esp) FAIL - formID doesn't exist
[11:04:50:222] [VampireFeedDecals_DISTR.ini] [0x80E] (VampireFeedDecals.esp) FAIL - formID doesn't exist
...
[11:04:50:475] VFD_Blood_Decals [0x802~VampireFeedDecals.esp] added to 157/13282 NPCs
2. When Km is triggered, there animation event called "VFD_Integration_Victim" on Victim that magic effect listen for (OAR you select victim and check if the event is present) - for some reason I cannot get any killmoves to occur right now, I did some changes earlier. I will check and get back to you on this.
Edit: figured out it's an issue with Violens, with Valhalla execution the vampire feed animations AND decals work, however I still get the same issue with the feeding not registering.
3. When it's triggered Magic Effect trigger call Vampire Feed Proxy
These are the last animation events for the NPC before dying, while I am doing a vampire feed kill move on it:
And these are the last events:
You can see that the VFD_Integration_Victim event is present.
BTW I assume from MCM Feed integration works? - yes, it does show up in the MCM and is ticked, however when I click on the "Trigger VampireFeedProxy" - nothing happens.
I assume that the problem is with the SPID errors, however I have no idea how to fix it. I tried reinstalling the mods and that did nothing. Any suggestions?
In the mean time I'll check if there is maybe some bug
Can you copy stack trace here?
I'm still looking, but at the moment I haven't yet managed to reproduce your specific issue.
Just to be clear: I happy to help and spend time debugging to resolve, but you will have to meet my half-way.
If you any alternative start mods, you spawn as vampire and see if this not working?
I'm just having a very minor bothersome problem when feeding at first the animation starts in 3rd person then it transitions into 1frst not allowing me to see the full thing am using improved camera and thought the problem originated from it but i disabled everything in that mod and this problem still happens
i am using better vampires
For the front feeding and front aggressive feeding animations, if those aren't kill moves how are they triggered? I noticed they weren't labeled as KMs in the description so I'm curious what they are and how they are used.
Amazing mod by the way, I absolutely love it. All it needs for perfection is bite sounds for the animations.
these Killmoves look great.
*** one item of concern, is that i would prefer to have an option to drain 50 health points from them, if i do a vampire KM
can i do this ? is this already implemented - a health drain effect ?
how can i get this ?
*** also one other item of concern.
Can i get this to work in 1st person.. ? in 3rd person can i get a camera unlock (free cam).. so i can swivel the camera around and enjoy the killmove from other angles ?
*** Another item of concern here, that I just discovered.. if I'm in the middle of combat with a few opponents, such as bandit archers
and I perform a Kill move on one of them, the animation takes a few seconds to play out, in the meanwhile i'm getting shot by archers while looking at the pretty kill move.
In short I've also considered this idea, but I don't see any good path forward.
Regarding first person, no I don't have time remake this animatoins in first person (this how most vannila KM dones), you can use something like this https://www.nexusmods.com/skyrimspecialedition/mods/93962 (but be advised is comes with bunch disclaimers)
but i played curse of the vampire
https://www.nexusmods.com/skyrimspecialedition/mods/10086
for 8 months
that one i agreed with the most, with no ranking , just all powerful demigod of destruction magic, then you use the MCM to toggle off weaknesses, makes it real simple.
but there are other great mods, vampire feeding tweak types, that offer health gain used on freshly defeated humans, you gain 15 or 25 or 40 health return , sometimes none.. it seems like a fair health recovery system, since there is a toggle you can try to deny vampires from using heal potiions or self healing,
whats an amazing killmove, if you have a mod like double-jump. and then you use a telekinetic grip. then you grab them jump real high, then drop your grip connection, instant lethal, amazing death anim too.. with hardly any mods - so amazing
ive been dreaming of that move to see in a Rpg for years
now i have seen this dream come true its amazing
now im just trying to learn blood decals
i dont mean to overpost on your page, but if you offer SOS schlongs of skyrim support, for a more sexual based vampire finishing move. i think that would end all my fantasies forever of an RPG.
Regarding acrobatics, it's not something easy doable in Skyrim engine