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[WIPz] Terran Vampires v2.0


BadCompany
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TERRAN VAMPIRES v2.0 (beta)

Original Author: Zorak Ramone

Fixed, cleaned, and improved by:

BadCompany- interior/exteriors and general modding and organization/public relations

InsanitySorrow- Scripting

Timewalker- coding, etc.

Astaras- moddeling

Website

Old Version Thread

Poll and Discussion for New Version

Thread #1

Alternate Forum at TES Alliance

Table of Contents

1. Intro

2. Features

3. Compatibility

4. To Do List

5. General Info/Pics

6. Download

1. Introduction

This is a vampire mod inspired by White Wolf's Vampire the Masquerade game.

Hundreds of years ago a rift in space and time ported several people into Nirn. These people were not of any race found in Tamriel nor were they of any know realm. No, these people where from a completely different plane of existence, where magic is extremely rare, and most have never seen a monster. However, even in their own realm these people were different...they were vampires. Hundreds of years ago 13 different but equally powerful and terrifying vampires appeared on Tamriel. Each of a different Clan with different monsterous and Godly abilities. They are not like the native vampires of Tamriel for their cursed blood does not allow them to use the magics of Nirn yet they have the potential to be far more powerful. They have since woven themselves into the mortal society of men and mer, and blend seamlessly with the population.

The Clans have regained their strength and size that they had on their home realm by embracing the peoples of Nirn. Now Terran Vampires are hidden everywhere, running Inns, managing companies, leading armies...masquerading their true power and identities.

The world of Terran Vampires is not what you are use to, though it is similar enough for fearsome discomfort. Behind the smiling merchants and heroic adventurers, the world is dark. Superficially, the world of Terran Vampires is like the world all men and mer inhabit. The Mages Guild is still at war with necromancers, Uriel Septium was still assassinated, violence still plagues Bravil, corruption still infests the same leaders, and society still looks to the same cities for its culture. However, when one becomes a Terran Vampire the worlds undercurrent of horror is all the more pronounced, and its ills are stronger. Fears are more real. Empires are more degenerate. And vampires not only exist, but rule the world from the shadows.

Terran Vampires stalk in their prey, moving gracefully and silently. They hide amongst men and mer, surviving out thier bloodthirsty lives through a veil of deception. Ancient and powerful, the Terran Vampires toy with society as a cat does with a trapped rat. The immortal kindred manipulate those of Tamriel to stave off the malaise that threaten them nightly, or to guard against centuries old rivals.

As they did on their home realm, the Terran Vampires have infiltrated the society and politics of Tamriel. Some vampires seek to maintain the order and survival of their kind within the society of Tamriel and the empire. Others seek to overthrow and destroy it. Some vampires are happy in this new world, while others actively seek ways to return to earth. Some are content to live out their un-lives in peace while others scheme deeper and darker designs. In other words, it’s business as usual for Terran Vampires.

To become a Terran Vampire is to be born again, and into a world of darkness.

2. Features

-A completely new vampire system independent of the built in vampire system of Oblivion

-A wide array of upgradeable powers including mind control, shape shifting, cloaking, blood magic, enhanced physical attributes, and more

-A quest-based system for transformation into a vampire, involving several vampire NPCs

-Thralls who provide services late at night, and who also help you with quests that would otherwise require you to be out during the daytime

-New vampire enemies using the new vampire system

-9 playable Clans, each with diferent powers, relations, structures, and weaknesses.

-Vampire and Thrall NPCs now blended into society.

-Changes in the Terran Vampire system for the sake of balance and gameplay are still being considered, so don’t hesitate to offer feedback.

-Hostile vampire NPCs to various existing dungeons (changes will be made in this are to make them seem less random)

-Power is based on Blood Potency which is gained through age and or the draining of older vampires.

-Visible meters to track your blood, humanity, and the masquerade

-Four different sects to join

-a power-chain system for ultimate customization (i.e. Psychic Radiance+Vampyric Resilience opens up a new path of unique powers under the title Shield Lord)

-and much much more!

3.Compatibility

There are three known compatibility issues with this mod:

-Mighty Magick: Extended Perception 4 (remote sensation) causes odd behavior (spawning of summonables) when used with Mighty Magick

-MC's Staff Pack: Oblivion will not load when Terran Vampires and MC's Staff Pack are both selected

-Open Cities: This mod adds buildings and other items inside city walls

-The Black Cat Jewelry Store - Daedric statues: My mod adds a building in the same location as store in this mod

*The current version available for download may have issues with Better Cities, but any issues in this are will are being resolved in the next version*

This mod uses (but does not alter) only one existing script: the cure vampirism script. This script is used to remove Oblivion vampirism from the player when the player is transformed into a Terran Vampire. If a mod alters this script to do something “funny†there may be problems. Vampirism in this mod is modeled with a completely different set of scripts than default TES vampirism. I.e. this mod allows TES and Terran vampires exist simultaneously, therefore this mod should be compatible even with other existing vampire mods. Actually, not only are they compatible, but we will hopefully be making patches for both Unholy Darkness and Vampires of House Seretin with a few cross-mod quests

One of the design principles of this mod is to write everything from scratch and to alter nothing that already existed. With few exceptions, this mod does not alter any existing NPCs, scripts, items, objects, or any other references, so it should be compatible with almost any other mod out there.

4. To Do List

-Permanent residences for many civilized vampires, still need to be added (many are under construction).

-Models needed for claws and abominable form (MF1 and MF4). Placeholders used currently.

-People dont attack you while in abominable form or when not masking Horrifying Appearance (Spook, now Wraith, clan disadvantage)

-Vampire NPCs are currently only burned by the sun. The knockout effect, where they sleep or resist the pull of the sun (?) needs to be added (Im waiting until permanent residences and crypts for dungeon vampires are added)

-Masquerade Violations and a more comprehensive crime system for vampires not implemented

-add more npcs

-add more powers

-add more quests

5. General Info (Pictures) (much of this can be found on our website linked at the top of the page)

***This Section is Still Under Construction***

Clans

Clans are groups of vampires related by blood. Different clans have different affinities for specific powers and have different inherited strengths and weaknesses. Some clans are highly organized and regimented, and others are chaotic and decentralized. If you are embraced be a Terran Vampire you are not simply afflicted with vampirism...no, you are reborn through it and the Clan of your bloods origins will dramatically affect the way you live and interact with the world of Tamriel.

Sects *Map*

Terran Vampires will be able to align themselves with either the Coven, the Sabbat, the Forsaken, or none of the above.

Some Clans will officially belong to certain sects, but it's complete the individuals choice. For example, the Berserkers are officially part of the coven, and they make up much of the standing army, yet most of the Forsaken are in fact Berserkers (actually more Berserkers are Forsaken then member of the Coven)< even the Sabbat has members of the Berserker clan. The Baron Clan officially belongs to the Sabbat and 90% of the Baron vampires agree, however there is that 10% that would rather be with the Coven or the Forsaken or none.

The Coven

The Coven considers themselves the protectors of vampires, and generally claims that all vampires are its members, regardless of their actual affiliation. The Coven is composed of seven clans, and is the largest organization of vampires, and possibly of any supernatural creatures, in Tamriel.

Coven policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural vampires of their caliber could not possibly exist. The Coven also believes that the only way the vampire species can survive in this new world is if it unites—any breach of the Masquerade by any vampire risks exposing the entire race.

The Coven is ultimately a global structure on top of a collection of feudal domains. The most fundamental institutions of vampire society, as outlined by the Traditions, are maintained by the Coven; consequently, Coven cities have a Lord, Vizer, Elysium(safe haven) and all the other accoutrements of vampiric existence. On top of this structure, however, is a global organization, largely enforced through the Councilors and their assistants. This global structure is largely focused on eliminating threats to all clans and the Masquerade.

The main structure is as follows:

-King-sole leader of the coven, the current King is of the Regent Clan

-Councilor- the Eldest vampires in existence, there is one representative from each clan within the Coven.

NOTE: Not all Clans are officially in the Coven and so they do not have a Councilor to represent them.

NOTE: The Councilors rotate turns as King every 100 years.

-Lord- the ruler of a claimed domain. They aren't the oldest of their clan. Just the most politically powerful vampire within a given domain. They are individuals in their own right, and are generally free to pursue their own interests while obeying the structures of their sect. But because the age differs so does their power and influence. Some are only beginning to develop their own power bases, while other are well endowed with fear and respect, whether it be personal power or social. There is no set age for "Lord" - it is more of a social distinction than a chronological one, though the younger a vampire is, the less likely they are to have accumulated wealth and respect. A "Lord" is just the Master of a given domain's Vampires...such as a city (or cities).

*Also, part of becoming a Lord of a domain within the Coven is gaining the ceremonial "Dagger of the Coven". The dagger symbolizes that the Lord is a direct extension of the Coven, and as such, to undermine a Lords authority is to undermine the Coven...and that will not be tolerated.

-Captain- Every Lord has one Captain who enforces the Lords will. They are the sheriffs of the Lords domain, and are often very powerful, mysterious, and intimidating.

-Vizer- a title given to the oldest vampire for each clan within a certain domain. They act as a representative of the members of their clan who are under the Lords domain.

-Citizen- any vampire who does not have one of the above titles and/or who hold no position with the Coven's military

The military is structured as follows:

-King: Along with leading the Coven, he/she is also the Supreme Commander of the Covens Vampyric armies.

-Vanguard: The Kings hand selected personal guard, their identities are known only by the King. There are always four, no more, no less.

-General: They directly control the Covens Military under orders from the King. There can only be one General per province. They control all armies for a given province.

-Elite Soldiers: The best of the best. These vampyric men and women are brutal and intelligent, skilled in many forms of combat...a truly terrifying sight.

-Soldiers: Vampiric Soldiers make up most of the Coven military are a not to be reckoned with. The undead blood gives them powers and stregnths never before seen on Tamriel, and thier sheer numbers are enough to make the ground quake.

Official Clans:

Ventrue (Regents)

Brujah (Berserkers)

Toreador (Connoisseurs)

Malkavian (Savants)

Nosferatu (Wraiths)

Tremere (Arcanists)

The Sabbat

Unlike the Coven, freedom is preached in accordance to the Sabbat belief that every vampire is free to create their own destiny without being hindered by the reputations of their elders, and that no Sabbat has to lay down their life for cowards who cannot take care of their own matters. They are led by and consist mainly of Tzimisce and Lasambra.

The Sabbat believes vampires should accept their nature and subjugate humanity as the inferior species. The sect has the stated goal of destroying the Councilors, the leaders of the Coven.

All Sabbat adhere to a code of conduct called "The Code of Blood", which preaches loyalty to sect and packmates, and to one's own freedom within the sect, as long as one's own good is never placed above the good of the Sabbat itself.

Disliked by just about every other sect, the Sabbat relies heavily on overwhelming force to achieve its goals. This unsophisticated tactic garners Sabbat members a reputation as brutish monsters, but their willingness to abandon what remains of their humanity for bestial fury and their strong blood ties to their packmates make them feared by all opponents. While the Coven and Forsaken agree, in principle, that vampires should keep a low profile, Sabbat members flaunt their supernatural power for all to see. The Sabbat also perform diablerie, a highly illegal act among kindred that consists of draining a fellow vampire to death and taking on the victim's power.

In addition to a very firm "if you're not with us, you're against us" mentality, the sect considers vampires to be a higher form of life than humanity, and is based upon the principles of Loyalty and Freedom. Loyalty to the sect and to one's comrades is one of the important aspects of the sect, as well as Freedom of thought and action. Those of the Sabbat would never betray one another and hate all forms of the suppression of ones will.

Official Clans:

Lasombra (Barons)

Tzimisce (Recluses)

The Forsaken

Nicknamed by members of Coven, they reject the Coven's top down power structure, and aim to change it into the grand protector of kindred it claims to be. Its members are interested in tearing down the social order upheld by the Coven, believing it to unfairly defend the interest and status of a select number of older Vampires at the expense of the greater majority. What it should be replaced with is a subject of heated debate, but in the end the Forsaken are united by their faith in a more equal system where power is distributed throughout the population and status dictated by merit, not social customs centuries old that have no place in modern thinking, nor their new home in Tamriel. They maintain a steadfast belief that the authoritarian control proposed by the Coven is unnecessary. The majority of Forsaken are Brujah, due to their idealistic and rebellious tendencies.

In their eyes, the Coven is corrupt and out-dated while the Sabbat is monstrous and hypocritical. While its members are often seen as naive, radical, and violent, they exhibit an unmatched passion and vision for changing the world…usually through their fists.

They tend to favor of an anarchic form of social organization over the Coven’s traditional, hierarchal form. The misconception that the Forsaken are a nihilistic cult, wishing to spread chaos and disorder, is encouraged by the vampire elders of the Coven, who hold most of the power in the world.

Membership of the Forsaken is wide and varied, but the majority of its members are drawn from the clans of the Coven and the Sabbat. Whilst it is possible for members of independent Clans to join, they are less frequently counted amongst the numbers of the Forsaken.

While Forsaken can be found all across Nirn, they are largely regarded as immature and foolish, unable to achieve anything on their own. However, a recent Forsaken revolt led to the slaying of Fainerynn of Cloudrest, the Toreador Lord of Leyawiin, and the establishment of the "Free Cities".

Official Clans:

None

Independent

There are also those clans that do not officially belong to any sect and are individual sects in and of themselves. They handle any affairs (if at all) solely within the clan. They range from having no structure at all, like the Gangrel, to having a deep structure with rules, limitations and business like qualities, like the Giovanni.

Independent Clans:

Gangrel (Protivia)

Giovanni (Thanaturges)

Assamite (Executioners)

Salubri (Clerics)

Followers of Moloch (Weavers)

*note: the Assamites, Saubri, and Followers of Moloch are not playable clans*

Notable NPCs and Locations (will be updated as npcs/locations are finished)

Anvil: Coven Domain

-Strauss Chantry: An Arcanist haven just outside the city, it is the HQ for the Tremere Clan in Cyrodil and contains a massive library, and underground labs filled with magical oddities (giant trees, gargoyles, different color crystals, different colored fires, etc.)

Bravil: Thanaturge Control

-Haven outside of city

-Mafia inspired Manor

-crypt outside of manor

-crypt underneath manor

-skooma and dealers, thugs, money, etc.

Bruma: Sabbat Territory

-Castle Valcalva: The home of the Sabbat Leaders, it lies just north of Bruma and overlooks the city. The castle itself is dark and gloomy surrounded by death, mortals fear the castle itself...not to mention what's inside it.

-Aragon Manor: The home to Lucita Aragon of Clan Lasombra (Barons) just south of the city. It's a wealthy manor with damn near no light. Since she cannot see her reflection all servants/thralls wear faceless masks and live in complete terror of their Dark Master.

Cheydinhal: Sabbat Territory

-Run by a gangrel

Cheydinhal Mountains near Morrowind: Protivia Control

-Haven is a cave in the mountains

-Clan shares the cave with a wolf pack

Chorrol: Coven Domain

-Connoisseur Haven within or just outside city

-Manor with beautiful garden and vineyard surrounding it

-Inside filled with flowers, paintings, poetry books, wines, waterfalls, naked servants/thralls, prostitutes, people performing sexual acts, and torture

Imperial City: Coven Domain

-Council Hall: The meeting place of the Councilors and the home of the King. It is the center of all Coven operations and resides under the City itself.

-King Marcus 1 2

: Lucius Marcus is of the Ventrue Clan more commonly known as the Regents, and is the current King of the The Coven. He is an elder of his kind and as such has mastered the vampyric discipline of Mental Domination.

He is rules the Coven in a strict business-like manner, manipulating everyone around him. He is always under the careful watch of his chosen Vanguard which includes Damon and Ormil of Clan Ventrue, Mathew of Clan Brujah, and Adamus of Clan Toreadore

Lucius Marcus, like most of his clan, remain the largest supporters of the Coven and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power.

King Marcus has governed the Coven for the last century and his time is soon up. It is uncertain whether he will follow the Coven's traditions of rotating the Councilors as Kings every 100 years, perhaps he will test his power and domination in these coming nights. One thing is sure though, you will have a part to play in it.

-Councilor Devereux 1 2: Isaac Devereux is of the Toreador Clan more commonly known as the Connoisseurs, and is a current Councilor of the The Coven. He is an elder of his kind and is a master manipulator. He is next in line for the Coven's throne, only if King Marcus goes quietly...

He is the representative for his Clan to the King, manipulating everyone around him with is mastery of Psychic Radiance. However, his age and potency of blood has cuased his passion and urges to become nearly uncontrollable at times. Councilor Devereux is pathetically known for having a rather disturbing lust for torturing beautiful women in the most painful manners. He is a man who carries himself in the finest fashions, and dines on the finest blood, in the finest of places...but when his cursed blood takes control he succumbs to violent torturous rape, destroying and defiling the flesh of his victims, whether they be male female, vampire, men or mer.

-Lord Victor: As Ventrue (Regent) Lord of the Imperial City, Victor manages all Coven affairs, finances, and law enforcement from his office above the Office of Imperial Commerce in the Market District (1 2), always watched over by his loyal Captain. He is cold and calculated, seemingly caring only about himself, his Clan, and his standing within the Coven...and business always outranks humanity/morals.

Sewers: Wraith Control

-link to an underground tunnel system connecting all the cities

-Haven in center of tunnel system

Kvatch: Coven Domain

-Savant Haven was destroyed in the daedra attack

-camp inside an abandoned fort

-decorated with random [censored] (tables on walls, chairs on ceilings, etc.)

Leyawiin: Forsaken “Free Cityâ€

The Crimson Nights: A bar just south of Leyawiin, they serve fresh blood and with the main clientele being of the Berserker Clan you can expect lots of shouting and fighting.

Christof Romuald: The unofficial leader of the Forsaken, he was the original Brujah Councilor of the Coven. After becoming fed up with the Council and the Coven as a whole he dissented, and later led the violent revolt in Leyawiin and destroyed the Toreador Lord, Fainerynn of Cloudrest. He now wears the Fainerynn's blood-red cape, a symbol of the Coven, as an act of defiance and has opened the Crimson Nights. Although he does not consider himself the leader of the Forsaken, the Forsaken do view him as their leader.

Jack: A smart-mouth Brujah brawler and a notable vampire from the nights of the Forsaken Revolt, Jack is the one who teaches you the basics after you meet with the council about your unauthorized embrace. Rumor has it he was a pirate. He is often found hanging around the vampire bar outside the Leyawiin.

Skelter: A quite Forsaken Ventrue working out of the Crimson Nights as the bartender. He served in the Hammerfell’s army during the War of Betony, between Sentinel of Hammerfell and Daggerfall of High Rock. Like other Forsaken, Skelter distrusts the Coven and all it’s members.

Damsel: A female Forsaken living at the Crimson Nights, and one-time lover of Chistof. She’s hot tempered and always ready to fight…and her Brujah blood doesn’t help her rebellious attitude.

William Streicher: A rather unusual Brujah, recognized by his calmness despite his action-oriented nature. He was embraced by Christof and joined him in the Forsaken Revolt, though he is actually of the Sabbat. Despite his allegiance, William appears to have managed to preserve a good part of his humanity and is generally accepted at the predominately Forsaken tavern, Crimson Nights, acting as a bouncer. He will eventually need to choose between the Sabbat and his Sire. To be noted about William, that besides his standard Brujah disciplines of Vampyric Strength, Vampyric Mobility, and Vampyric Resilience, he also has acquired some knowledge of “Adaptationâ€, a discipline characteristic to the Gangrel Clan.

Skingrad: Sabbat Territory

-Haven under city church-->Cathedral of Flesh

-Blood everywhere, walls covered in flesh

-Underground laboratory on top of a river of blood

-Flesh Golems, Flesh Atronachs, Flesh Beasts

6. Download

Current Released Version (v1.4) 8-19-07 @ TES Nexus

Now...

-Post your suggestions, especially concerning the lore and interiors

-Keep an eye out on the ES forums for opportunities to contribute

-This mod is now, and will be for a while, a work in progress. Please be patient

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known bugs (sorry for the bad grammar, i just copied ans pasted posts but i will edit this list later to make more legible):

Belljack95-

minor bug in that your character is considered to be 'tresspassing' in the hallways of their sleeping quarters - you should just have to get into the room of the selected elder and quickly engage in conversation to get embraced. I highly recommend you will need to save your game before going in the sleeping quarters. It will take you several tries (unless you are lucky) to get to Deveraux as each elder has a room but the door description does not tell you who is inside. I had to keep running from the guards and trying doors until I found the one I wanted and then when I left the sleeping quarters I had to outrun the guards again! Still it was worth it.

Possible Fix: The settings of the main hall needs to have no owner then, though i am unsure if this is the halls of the elder here, if so then its not a bug. If not then its as simple as changing the ownership in the CS.

Possible Fix 2: Each door will need its description adjusting to say at least who is in the room, or who owns the room

There is a bug (this is still a BETA afterall) and when you go downstairs the guards will not like you and will ask you to leave....and will attack you. Save your game before going downstairs! I had to run from the guards and keep checking each room to find the Clan Rep I was looking for - it took me a few reloads to accomplish this (or else toggle off the AI with the console command and then turn it back on when you find the correct room).

Possible Cause: AI not set correctly for the NPCs or the ownership does not allow you to head down without it counting as trespassing

Selerna-

there is a little double writing in the dialogs of Vlaclava Dracul.wen she has turn me we end up in my room.after doing the dialog options see want to say one more thing about bloodmagic. on a moment see is saying it will require blood, will require is standing there two times.

BadMan_FWestside-

also if you going the first time in the elders hall for your meeting there is a little bug.if the servant is letting you inside while the councel is still outside the roomthe dialog with the prins starts the moment hes coming inside.so you have dialog with seeing nobody.I am still haveing trouble with the flying script in this mod I would like the replace it with the levitation script in surpream magikathe way burden effects are used in the mod conflicts with surpream magikas adishion of drain speed effects too burden spell effectsshadow afinity telliports that are way bugyminor bug for you the steps on the fort nearest the bridge out of the imperial city island the stairs well there is one stair missing and about a half a foot gap u can see through oh and I found it hard to get up the steps to castle dracul without jumping.we need an update to the bat swarm script I was always and still am geting CTDs when useing it other people are not haveing this problem I advise baseing it on surpream magicka levitation script and the blink scrip from the same mod we can then use the blink scrip attach to page up and page down for quickly riseing and falling instead of useing jumping and sneak mode

Madam Libertine-

i chose to be a baron but apart from the title theres not much else i can do, no body to talk to

FIXED IN WIP VERSION

Noteable Features as per BadMan_FWestside-

Hidden features in this mod im not sure everybody has noticedThe hamaticon is a huge empty wearhouse under the arcance universeity it was obviouly not finshd it has 3 levels all going down and the botten level has two oblivion gates at the bottem thease gates dont actualy lead anywhere though what zorak intended here is a mysteryThere is a tunnel that gos under brumas walls with a terran vampire agant in this tunnel useing it as his base he dosent do much anyway the tunnel also connects to the house the the kajeet unarmd combat master you kill in the dark brotherhood quests he is of course a member of the dark brotherhood and the terran vampire agant it would seem is also dark brotherhood there is also a dark guardian in the chamber of the terran vampire agant the room can only be entered via the trap door from bruma or from the outside wall needing a key or something like mistformterran vampire ancients carry some awsome gear sometimes gear with mp restore on it to counteract ancient vampires from earths inability to regen magic at any level the ancients will always be high level and elluscive save before the fight our when you load your auto save at doungone start vampire may not load or could be a diferant clanalso there is master level alcemy gear in castle dracul and a whole lot of loot in the princes haven under the imperial cityHeres hopeing something happens in the near future bisides reflection on the past.PSAnybody know how to turn off the quest information at a price with council thrall help because I finishd the quest but normaly without the thralls now when cecelia is ment to go talk to the count and come back the game crashes...

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Okay, here's what I think should happen with this mod once the bugs are fixed and the havens made

-[MF4] should be broken into two parts. The "Abominable Form" stays but the Bat, Rat, and wolf forms should be moved to [Adaptation] as "Forms of the Beast"

-[MF5] should be split into to parts. "The Mist Form" should go to [Adaptation] and the "Flesh like Stone" should stay in [Malleable Flesh]

-[bMD5] renamed to "Blood Boil"

-[bMN5] moved to [blood Magic: Elemental]

-The Arcanists [blood Magic: Blood Domination] should swapped for [blood Magic: Elemental]

-The Protivia's [Malleable Flesh] should be swapped for [blood Magic: Nature]

-The Recluses' [blood Magic: Elemental] should be swapped for [beast Mastery] and their [blood Magic: Nature] should be swapped for [blood Magic: Blood Domination]

-The Savants [blood Magic: Shadow Affinity] should be swapped for [shroud of Illusion] (note, this may already be the case, I was simply looking at the manual)

-The Wraiths [blood Magic: Shadow Affinity] should be swapped for [shroud of Illusion] (note, this may already be the case, I was simply looking at the manual)

once these rearrangements are made we can add new powers, clans, and disciplines such as:

-An "Assimite" type clan should be incorporated using [shroud of Illusion], [Vampyric Mobility], and a new discipline (perhaps resembling telekinesis?)

-[Vampyric Mobility] should gain more powers...

Flit: The vampire can sprint at great speeds for prolonged periods

Implementation: Fortifies speed by 60 at level 1, and 100 each at level 5, but also reduces stregnth and endurance by 50 each.

Rush: Time seems to slow as you become godly fast.

Implementation: When this power is active, time will Slow down for everyone else while allowing you to do one massive blow attack to your enemy, which will send them flying, doing mass damage to him/her. Immediately following the attack, time will return to normal.

-[Vampyric Strength] should gain more powers...

Flex: The vampire becomes godly strong for a limited time

Implementation: With this power on, you are able to do high damage And have a 25% chance of sending your victims flying across the night sky. Plus while this power is active you can jump extremely high and won't suffer from fall damage. The down side to this power is that all your magicka is taken from you while VS is on.

-other changes I can't think of right now

so what's everyone think?

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I cannot tell you how excited I am to see someone taking on the revitalization of this mod. I am cheering it on with all of my might!

im glad :pints:
anyway, to help balance this mod a little more i have come up with some ideas for weakness'.  Pleases tell me what you think...

1st make it nearly impossible to be out in the sun for more than a few seconds (i mean like 2 or 3)
secondly, make the vampires silenced until their intelligence surpasses 70. This will further diversify and separate the clans, making each one truly unique and distinct.
The Clan will change the PC, not work with the PC. If you are a mage and you are embraced by the Berserkers you will be a fighter, just as the wraiths will make you a thief. The idea is that you are not granted vampirism, but actually reborn through it...
and we will do all that we can to make the "weight of the sun" optional anyway, just in case aa_biggrin.gif

more on weaknesses...
Arcanists
-Strength is decreased by 10x (your level)/5, and endurance is decreased by 5x (your level)/5 ...note, Str and End will stop decreasing at 20

Barons
-When in bright lights drain willpower, Agility, Speed and Luck 20 points, damage fatigue 10 points, and drain magicka 50 points. These effects dissipate immediately once out of the bright lights. (might already be implemented)
-During the day Strength and Endurance are decreased by 20 (maybe 30?)
-Dies instantly when in sun

Berserkers
-Much more prone to Frenzy
-every frenzy decrease mercantile and speech craft by 2

Connoisseurs
-i need help with this one, i can't think of anything sad.gif

Protiva
-Every time he vampire does into a Frenzy, he/she will lose 2 points of Intelligence, 1 point of willpower, 5 points of personality, speech craft, and mercantile.

Recluses
-must sleep in a coffin for 8 hours a day or all stats will decrease by 10 per day

Regents
-cannot feed on beggers, lowerclass, or corpses

Thanaturges
-Increased damage when feeding: Every time you take 1 BP you reduce your target’s health by 60HP or 30% of its max health (whichever is larger). This damage can not be reduced or avoided.

Savants
-always has a random chance of being attack by hallucinations (invisible enemies)
-Every day a different attribute is decreased by 10 for that day

Wraiths
-horrifying appearance: non vampire npc's have may attack on sight or flee to tell a guard...who will then attack on sight

So what you guys/girls think?
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alright, in relation to the Havens, �i think we should implement a "Prince" system, where each cities vampire population is ruled over by a vampire "Prince" (male or female). �Here is what im thinking as far as Princes and havens...

<strong class='bbc'>Anvil</strong>= Arcanist Prince

-Haven just outside the city

-Very magical looking Chantry (different colored fires, etc.)

-Massive library

-Underground labs filled with magical looking stuff (giant trees, gargoyles, different color crystals, etc.)

<strong class='bbc'>Bravil</strong>= Thanaturge Prince

-Haven outside of city

-Mafia inspired Manor

-crypt outside of manor

-crypt underneath manor

-skooma and dealers, thugs, money, etc.

<strong class='bbc'>Bruma</strong>= Baron Prince

-Haven inside or just outside city

-Wealthy looking Manor

-Little to no light inside

-all servants/thralls wear faceless masks and live in complete terror of their Dark Lords

<strong class='bbc'>Cheydinhal</strong>= Assassin Prince (we need to add a clan of assassins more closely resembling the <a href='http://en.wikipedia.org/wiki/Assamite' class='bbc_url' title='External link' rel='nofollow'><strong class='bbc'>Assamites</strong></a>

<strong class='bbc'>Cheydinhal Mountains near Morrowind</strong>= Protivia Elder

-Haven is a cave in the mountains

-Clan shares the cave with a wolf pack

<strong class='bbc'>Chorrol</strong>= Connoisseur Prince

-Haven within or just outside city

-Manor with beautiful garden and vineyard surrounding it

-Inside filled with flowers, paintings, poetry books, wines, waterfalls, naked servants/thralls, prostitutes, people performing sexual acts, and torture

<strong class='bbc'>Imperial City</strong>= Regent Prince

-Haven inside or outside city

-undercover as financial offices/bank

<strong class='bbc'>Imperial City Sewers</strong>= Wraith Elder

-link to an underground tunnel system connecting all the cities

-Haven in center of tunnel system

<strong class='bbc'>Kvatch Outskirts</strong>= Savant Prince

-Haven was destroyed in the daedra attack

-camp inside an abandoned fort

-decorated with random [censored] (tables on walls, chairs on ceilings, etc.)

<strong class='bbc'>Leyawiin</strong>= Berserker Prince

-Haven outside city

-Messy tavern with constant brawls

<strong class='bbc'>Skingrad</strong>= Recluse Prince

-Haven under city church-->Cathedral of Flesh

-Blood everywhere, walls covered in flesh

-Underground laboratory on top of a river of blood

-Flesh Golems, Flesh Atronachs, <a href='http://www.tesnexus.com/downloads/file.php?id=22925' class='bbc_url' title='External link' rel='nofollow'><strong class='bbc'>Flesh Beasts</strong></a>

Now since Warlok88 has already done so much work on the current havens (adding O.C. support etc.), i think we could keep the current havens as havens, just not the HQ of the clans, and make the places i listed above the political headquarters for each respective clan. �Also, i think only very few houses should be linked to the tunnel system since the challenge to feed is one of the main balancing points... Let's get the bugs fixed, havens built, and the initiation quests done, then we'll release a version to the public

<strong class='bbc'>What do you think?</strong>

after that we can implement more powers and more quests as well as compatibility patches...

i have already begun composing a long list of possible powers and quest ideas with suggested resources.

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Some Ideas:

new clans and disciplines:

Quote

Executioners (Murders, Assasins, Killers)---playableA clan of ruthless assasins, although they are seen as scum to the other clans for thier frequent rituals of draining vampires of thier blood, the Executioners remain a powerfull clan for they are often employed by the other clans looking to settle things dicsretely. This clan is a group of skilled, select assassins who often commit contract killings in exchange for the blood of other vampires. Even when compared to other vampires, the Assamite appear overly obsessed with blood, due to a clan weakness which causes an addiction to the blood of other vampires.Many seek to drain the blood of the Arcanists, granting them the power of [blood Magic: Magicka from Blood]  so that they have acess to Blood Transmutation.  They are also unique in thier mastery of the Anomalous Perturbation discipline, allowing them to move and control objects from a distance. Since they have arrived in Tameriel they have set up a Clan Haven in Elsweyr, but through thier connections they also govern the Cyrodillic city of Cheydinhal.Vampiric MobilityShroud of IllusionsAnomalous Perturbation (telekenisis)Clan Weakness-    Strong addiction to vampyric blood, cuasing a random chance every day that they need to feed from a vampire

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Warlocks (Demons, Fallen, Devils)---not playableThe vampires of this clan worship chaos, and as such have learned to control the infernal magics and beings that spawn chaos.  Before the clan appeared on Tamriel they could control and summon the fires and fallen angels of Hell, now, now they summon and control the dark magics and malicious deadra of Oblivion.  It is even rummon that they have thier hand in the "Oblivion Crisis".Hated by all clans, especially the Warlocksand Clerics, they are independant and outside all vampire laws and customs.  Through thier demonic worship they have also gained and addition Discipline known as Daemonicon, a discipline that is known by no other Clan and can't be gained through the drinking of the Warlocks blood.Not much else is knowm about them, tend to rape, torture and murder everyone not of thier clan as sacrifice to the Evil Masters.Vampyric StrengthPsychic RadianceDaemonicon

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Clerics (Daywalkers, Healers, Philanthropists)---playableThe peticular clan tends to be the most considerate to the humans, the good ones anyway.  Their Clan is few in numbers but are strong within the society becuase they can be quite helpfull.They have mastered the rare Discipline known as Mend, which allows them to heal themselves and others of injuries, pain, and sickness.  Perhaps "Mend's" greatest strength however, is its ability to grant the vampire complete resistance to the sun. Extended PerceptionVampyric ResillienceMendClan Weakness-    They can not feed offensively. They may only feed on willing or unaware victims.

Quote

Weavers----(not playable)The Weavers worship Moloch, thier spider God.  Little to none is known about this clan for they aren't affiliated with any other clans.  The Weavers keep to themselves, doing who knows what.  All that is known about them is that they have created a new discipline named Arachnia.Arachnia seems to allow the control of spiders, the ablitity to transform into spiders, and it grants the Weavers charactics of spiders (stregnth, reflexes, poison).Vampyric StrengthShroud of IllusionsArachniaClan Weakness-    Instant death when touched by sunlight, and 100% weakness to magic.

and to further emphasize the separation and politics of the Clans, here are their Allies and Enemies (any clan not specified as an ally or enemy is neutral)

Arcanists

Allies: Regents

Enemies: Recluses, Berserkers

Barons

Allies: Recluses

Enemies: Regents

Berserkers

Allies: Protivia

Enemies: Arcanists

Connoisseurs

Allies: Savants

Enimies: Protivia

Protivia:

Allies: Werewolves

Enimies: Arcanists

Recluses

Allies: Barons

Enemies: Savants

Regents

Allies: Arcanists

Enemies: Barons

Thanaturges

Allies: Executioners

Enemies: none

Savant

Allies: Connoisseurs

Enemies: Recluses

Executioners

Allies: Thanaturges

Enemies: Warlocks

Warlocks

Allies: none

Enemies: all, especially the Warlocks and Clerics

Clerics

Allies: none

Enemies: Warlocks

Weavers

Allies: none

Enemies: none

Some Clans enemies and allies don't match each other, and that's because some clans see their own relations differently.  For example, the Berserkers consider the Protivia as allies, but in reality the Protivia couldn't care less.

so what's everyone think?

btw, all these ideas may seem like i'm getting ahead of myself but i assure that they are only ideas and i'm posting them to get your opinions and so that i have them written down somewhere :P

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:P

New factions are always welcome in my book and yes it does look like there is very much work to do considering your list. If you up to it it can be done, but it'll take a while. Ideas are ideas after all. :P

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This mod will be GREAT!  :P

In Vanilla Oblivion, playing as a vampire sucks (No pun intended)  aa_tongue.gif

There isn't the feel of family like there was in Daggerfall and Morrowind

I am also a big fan of the World of Darkness and Vampire : The Masquerade pen and paper RPGs, and the video games, so this mod will rock. That's for sure.

- A Cliffworm eagerly watching this mod's progress!  :P

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well then here's a very very small update on whats going on other than coming up with ideas aa_biggrin.gif

Warlock88 has added new entrances to the existing havens, and added Open Cities Complete support.  A lot of voice acting is finished and he has created human blood support.

he is currently working on fixing a bug with the Blood Potency and some other clipping issues.  I should have the updated esp by Friday, from which i will began revamping/adding havens/main NPCs which will in turn fix the trespassing bug

aa_tongue.gif

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  • 4 weeks later...

mini update

here is the new and improved Lucius Marcus...pending some permissions of course

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Lucius Marcus 1  2 3

Lucius Marcus is of the Ventrue Clan more commonly known as the Regents, and is the current King of the The Coven.  He is an elder of his kind and as such has mastered the vampyric discipline of Mental Domination.

He is rules the Coven in a strict business-like manner, manipulating everyone around him.  He is always under the careful watch of his chosen Vanguard which includes Damon and Ormil of Clan Ventrue, Mathew of Clan Brujah, and Adamus of Clan Toreadore

The Kindred of the Regents have reputation for being honorable and of impeccable taste.  Since they first arrived on Tameriel, the Regents have been a clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of their kind.  They are chosen from nobles, merchant princes, ruthless corporate heads, and politicians.  The regents preserve stability and maintain order for the Coven.  Other clans often mistake this for arrogance, but to the Regents, their shepherd's role is more of a burden than honor.

The Regents has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor and leadership.  They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of vampire society.

Regents are completely aware of the unsavory aspects of power, and while a Regent leader is just as likely to lead organized crime as he is the Census and Excise Office, he must always comport himself with dignity, with grace and with honor. At least publicly.

Lucius  Marcus, like most of his clan, remain the largest supporters of the Coven and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power.

King Marcus has governed the Coven for the last century and his time is soon up.  It is uncertain whether he will follow the Coven's traditions of rotating the Councilors as Kings every 100 years, perhaps he will test his power and domination in these coming nights.  One thing is sure though, you will have a part to play in it.

-----------------------------------------------------------------------------------------------

and on a more structural note, this is what InsanitySorrow is doing :blush:

"I was thinking about the power/blood menus and thinking that it would be nice to consolidate them into 1 menu. I cannot remember if its like this in-game but in the CS there is multiple scripts for it, so maybe if we combine them into one menu it will make things easier for the player.

Something like this:

Main Menu

   Option 1 [blood]

        Sub-Option [First power menu]

        Sub-Option [second power menu]

   Option 2 [Powers]

        Sub-Option

        Sub-Option

   Option 3

        Sub-Option

        Sub-Option

   Option 4

        Sub-Option

        Sub-Option

   Close Menu

That way we can expand on the amount of powers etc and then split the menus up into sub menus with more options. So rather than one menu with 1 options we could have 2 menus with 10 each.

I still need to plan how the menu will function but the main idea is to have the main link to each section on the main menu, so say the player wants blood powers, well on the main menu they click it. It then opens the blood menu which will have a couple of buttons for the section menus [since there is a limit of 10 options per menu], the player clicks either menu to access the list of powers in that section.

Its more complex, but I think one menu to deal with all powers etc will be easier on the player, What do you think?, also any additional ideas are welcome"

we're moving along nicely :)

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mini update

here is the new and improved Councilor Devereux...pending some permissions of course

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Isaac Devereux: 1 2 3

Isaac Devereux is of the Toreador Clan more commonly known as the Connoisseurs, and is a current Councilor of the The Coven.  He is an elder of his kind and is a master manipulator.  He is next in line for the Coven's throne, only if King Marcus goes quietly...

He is the representative for his Clan to the King, manipulating everyone around him with is mastery of Psychic Radiance.  However, his age and potency of blood has cuased his passion and urges to become nearly uncontrollable at times.  Councilor Devereux is pathetically known for having a rather disturbing lust for torturing beautiful women in the most painful manners.  He is a man who carries himself in the finest fashions, and dines on the finest blood, in the finest of places...but when his cursed blood takes control he succumbs to violent torturous rape, destroying and defiling the flesh of his victims, whether they be male female, vampire, men or mer.  

The Connoisseurs are called many things... "degenerates," "artistes," "poseurs" and "hedonists" being but a few.  But any such lumpen categorization does the Clan a disservice.  Depending on the individual and his/her mood, Connoisseurs are alternately elegant and flamboyant, brilliant and ludacris, visionary and dissipated.  Perhaps the only truism that can be applied to the Clan is its members' aesthietic zeal.  Whatever a Connoisseurs does, he/she does with passion.  Whatever a Connoisseurs is, he/she is with passion

Many Connoisseurs were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry Connoisseurs tout themselves as cultivators of all that is best about humanity.. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanity's greatest artists, poets and musicians into its ranks; -of course, if one thing can be said about the Connoisseurs, it is that no two of them agree on precisely what "gifted" or "inspired" means.

While other vampires view the men and mer as pawns or simple sustenance, Connoisseurs glide gracefully and effortlessly through society, sampling the delights of each age as a gourmand savors rare delicacies. Connoisseurs are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is, thus, acutely tragic when a Connoisseurs succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices.

Connoisseurs are committed to the Coven and share the Regent's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, after all. Connoisseurs know that their place is to captivate and inspire - through their witty speech, graceful deeds and simple, scintillating existence.

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mini Update

okay, well i figured i'd post some pick of the Covens military ranks, so here they are :pints:

Private 1 2

Sargent 1

Lieutenant 1 2

General 1

and here's a bright shot so you can see their armor a little better 1

so what ya think?

also, i am working on a new face morph for the Nosferatu Clan (Wraiths) so that they look different from the cyrodilic vamps

here's what i got so far 1 2 ...am using this as inspiration

that being said, if anyone has any experience with blender or 3dMax and wants to have a go at this please say something.  I just opened up Blender for the 1st time yesterday so i'm fumbling around with it.  

anyway, i have a few more nosferatu head meshes for the npcs:

1 2

3 4

5 6

7 8

concepts were taken from this comic (i own it) and the following: 1 2 3 4

the theory i came up with to explain why the player morph isn't quite as monstrous or grotesque is because those of the Wraith Clan become more disgusting with age.  So since the pc is just a fledgling, he/she isn't as deformed.

now we just need someone with some texturing skills :AK47: ...i'll  continue making nasty vampire meshes for the nosferatu, then i move on to the beautiful monsterous tzimtsce (recluses)

thoughts? suggestions?

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Ahhh the Toreadors, my favourite Vampire : The Masquerade clan when I used to play the Pen and Paper game.

Issac Devereux looks great and has that charming look every Connoisseur should have.

The Nosferatu faces are really cool! I assume you will want some sort of very ugly face texture? Such as scarred face, parts of skin falling off and the likes? aa_biggrin.gif

The Coven soldiers look great as well. What's worst than a strong military force? A vampiric mility force! Their armors are really nice.

I don't know if you've done/found some Nosferatu clothing, but Najaknevrec made an awesome Nosferatu-like robe for one of my NPCs in a mod of mine :

Vampire-1.png

I could get in touch with him and ask him for permission. aa_biggrin.gif

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Quote

Ahhh the Toreadors, my favourite Vampire : The Masquerade clan when I used to play the Pen and Paper game. Issac Devereux looks great and has that charming look every Connoisseur should have.

thnx a bunch :D

Quote

The Nosferatu faces are really cool! I assume you will want some sort of very ugly face texture? Such as scarred face, parts of skin falling off and the likes?  aa_biggrin.gif

exactly, know of any texturers?...cause changing colors is pretty much all i can do

Quote

The Coven soldiers look great as well. What's worst than a strong military force? A vampiric mility force! Their armors are really nice.

thnx again, although after some feedback i have lightened them up a bit :lmao:

Quote

I don't know if you've done/found some Nosferatu clothing, but Najaknevrec made an awesome Nosferatu-like robe for one of my NPCs in a mod of mine : Vampire-1.pngI could get in touch with him and ask him for permission.  aa_biggrin.gif

please do, that clothing looks great!
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  • 3 weeks later...

Mini Update

-I rextextured the gold trim on the Vanguard armor to silver 1

-Gave the Brujah (Berserker) Councilor some more intimidating armor. 1 2 yes it's deadric lord armor, but i figure that it shows his battle prowess, to be wearing the armor of the highest ranking dremora in Dagon's armies, proving that he is quite a powerful vampire.

-I gave the King of the Coven a new throne 1

-As i said before, the Coven's military will now be made up of Soldiers (need to retex helm to match armor)< Elite Soldiers < Vanguard < General < King.

-all Coven members who hold an official position (i.e. soldiers, Lords, Vizers, etc.) will wear the crimson cape of the Coven. The only reason you can't see it is because i'm having some issues getting the cape to show. I set it for the tail slot but i can't get it to work...

-Victor, Ventrue (Regent) Lord of the Imperial City and his Captain 1

-Victor's Office is located above the Office of Imperial Commerce 1 2

-Part of becoming a Lord of a domain within the Coven is gaining the ceremonial "Dagger of the Coven". The dagger symbolizes that the Lord is a direct extension of the Coven, and as such, to undermine a Lords authority is to undermine the Coven...and that will not be tolerated.

-Skelter serves fresh blood at the "Crimson Nights", and Jack chills in the corner, basking in the ambiance of brawls, passion, filth, and freedom.

-also, i have been removing all fake lights/ambient lights and replacing them with real ones...making the atmosphere a little creepier :smug:

-Since the Recluses' Cathedral of Flesh will be under Skingrad, Castle Valcav will now be the HQ for the Sabbat leaders, and so i've been making it a little more forewarning to the public. Mortals will fear the castle itself...not to mention what's inside it.

-and i'm sure there's other stuff i can't remember but hopefully all this with satiate you guys for a little while :goodjob:

-here's a map of the different domains/territories...just because i had some free time :wave:

-i rearranged the starting powers according to this post

-i removed the "night eye" given to all vamps but added it as part of the starting spells added to the Barons and the Protivia (Eye of the Night and Eyes of the Beast)

-Part of the Barons curse now includes sundamage so that they twice as hurt by the suns light

-I created "Adaptation" [bM:A] (Protivia will use this instead of [bM: Nature]) using bits from [bM: Nature] and [Malleable Flesh].

-t then dispersed the rest of the Nature spells to [bM: Elemental]as tier 6 powers, etc.

-i created 33 new spells for the various disciplines which will be dispersed among various trainers. None of these are overpowering and most require a lot of blood and dont last long at all. Also, many of them harm you in some way as a trade off.

Here they are:

Beast Mastery

Feast for the Bugs: massively disintegrate a foes armor at the expense of a lot of blood

Adaptation

Bestial Reflexes: Fortifies agility and adds shield but dramatically decrease fatigue

Eyes of the Beast: night eye

Inward Focus: Fortifies blade/blunt/block/hand2hand/marksman while draining fatigue (needs a lot of blood)

Primal Aggression: Fortifies agility/speed but dramatically decreases fatigue

Sight of the Scavenger: Life Detect

Blood Domination

Cease Blood Flow: instantly damages the foes fatigue by 2000pts (needs a lot of blood)

Ulcerous Lungs: damage health and silence

Elemental

Mind Shock: slight shock damage and temporary silence/decreased Willpower

Storms Haste: Temporarily increase speed but take constant shock damage while doing so

Grasping Earth: Dramatically reduces everyone's speed (including your own) in the area

Magnetic Aura: Reflect Damage for 10sec

Frost Armor: Shield +75 and 100% Frost resistance but also burdens you for 100pts and weakens you to shock 100%

Elemental Ward: resist the various elements for 10sec

Winter: Masive fatigue and frost damage to everyone in the area (including yourself) for 30 sec (needs a lot of blood)

Magicka from the Blood

Ether Reversal: Wipe out the foes magicka completely but fully restore them to health

Mental Domination

Brain Wipe: for five seconds you become invisible to all those around you, but any action other than movement will break the effect (needs a lot of blood)

Migraine: Severely damage intelligence as well as some damage to fatigue and health (needs a lot of blood)

Malleable Flesh

Masochism: Fortify strength and agility but suffer health degeneration

Sadism: Absorb some of a foes health at a huge cost to your fatigue

Order of Pain: For 15 sec, damage all foe's health and endurance in an area (needs a lot of blood)

Necromancy

Mark of Death: slowly damage a foes health over 120 sec

Pestilence: slowly damage a foes fatigue over 120 sec and weaken them to disease by 100% and weaken them to magic/normal weapons/poison for 20%

Rigor Mortis: Paralyze the opponent for 15 sec (needs a lot of blood)

Psychic Radiance

Blood Lust: Fill a group of people with bloodlust, causing them to attack anything, including themselves

Peace: Calm a group

Petrify: Paralyze a group for 15 sec (massive Blood requirement)

Shadow Affinity

Eyes of the Night: Night eye

Shroud of Illusions

Hypochondria: slowly damage a foes fatigue over 120 sec and weaken them to disease by 100% and weaken them to magic/normal weapons/poison for 20%

Nightmare: demoralize target for 100pts for 30 sec (needs a lot of blood)

Unseen Predator: 100% Chameleon for 30 60 sec (massive Blood requirement)

Vampyric Mobility

Flit: For 60 sec your speed is fortified by 100pts and your athletics by 50pts and you gain waterwalking, but your strength/endurance are damaged by 50pts and you have a 50% weakness to normal weapons.

Vampyric Resilience

Defy Pain: Fortify health by 200pts and shield for 50pts for 10sec

Vampyric Strength

Leap: Fortify acrobatics by 100pts for 10 sec

Shout of Rage: Demoralize target while damaging your agility

watcha think? also i been trying to come up with a texture for one of the nosferatu meshes but have been unsuccessful so i'm currently using the zombie textures

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Wow...looks like an amazing mod :hugs: I remember that CDM was trying to figure out how to implement visible meters in his vampire overhaul mod, but gave up on the idea, glad to see someone figured out how to do it! :lmao:

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  • 2 months later...

well here are a few screens of some of the new architecture. Now remember ur not seeing it all since i wan't some thing to a be a surprise but at least you guys can see i am actually working on it lol...

-Lord Corvinus' Office in the IC

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-Chorrol's Elysium, Perfect Pleasures Inn

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6 (underneath lies torture, rape, and blood)

-Skingrad's Elysium, Thermae

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3 (yes, you can actually swim)

-Lord Garnis' Estate outside of Skingrad

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-Anvil's Elysium, The Golden Coast University

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-Lord Jaline's Shipping Company, Abecean Shipping

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-Genovese Villa, located north of Bravil :D

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(as you can see it's a rather large and self-sufficient estate)

what i haven't shown you are much of the interiors, the Bonn mine, the new crypts added underneath each cities chapel, the addition to th IC sewers, and more :P but hopefully this is enough to wet your tongue.

later 2night or 2morrow i'll post some screens of the Perfect Pleasures exterior as well as the magical Madalas Chantry :hugs:

EDIT: just noticed the pictures of skingrads elysium kinda suck so i'll post some better ones soon :D )

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  • 8 months later...

Hello, new to the forums but not the game itself. Downloaded the mod been playing it for 1 day now. Love it so far even if it is only a beta. My concern is the bp to stay alive. Even though i use skills to stay alive to regain bp i keep dying. Is there like a console command i can summon bp so i dont keep dying and have to restart from my last save since i have other quest mods on my comp. What i mean is like player.additem 012345678910. I feed off of bandits, guards, whatever suits me and bp doesnt seem to stick around long. Only skills i use is none that drain bp other then steal blood from people. Help me out here please.

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