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Vampire Revolution


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#331
forli

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In response to post #18231824. #18233649, #18234364 are all replies on the same post.

I'll check this...

#332
forli

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OK, here's the current changelog for v1.1.
- Entries marked with W are work in progress
- All other ones are completed

v1.1
- W - MAJOR UPDATE: Ashes To Ashes from shadeMe has been rewritten and integrated in Vampire Revolution!
- MAJOR UPDATE: All Vampire Revolution resources are now packed into a BSA (but still separated from Ashes to Ashes BSA).
- W - MAJOR UPDATE: Stakes comes to Tamriel. Impale vampires (and humans too!) with wood stake to deliver serious damages and slow them down (sneak attacks can instantly kill...).
- W - MAJOR UPDATE: Action key has been revised. you can't configure the modifier mode anymore, since the Modifier+Action combo now trigger the Stake-Impale attack.
- Minor bug: All "Hunter mage's Hood" have no weight. FIXED.
- Minor bug: Creatures have a chance to receive vampire poison or weapon and a rat with an axe is very odd. FIXED
- Minor bug: When loading the game, the VRMenu and VRScan quests have an excessive initialization delay. FIXED.
- Update: With VR and A2A integration, vampires won't resurrect if impaled or if have garlic in their inventory (Configurable, of course!).
- Update: Added the "Ashes to Ashes" section in the VR Menu > Configuration.
- Update: The "Difficult" section menu has been changed. The previous "fixed" difficults have been removed, since they are now meaningless and now the menu has more than difficults parameters.
- Update: The "Preferences" section menu has been renamed to "Settings". Nothing more!
- Update: Split the "Damage" multiplier to "Natural vampire damage" and "Anti-Vampire damage". The first one affect natural vampire weakness, the second one affect poisons, weapons and spells (for now, no anti-vampire spell still exists).
- Update: New difficult: "Place garlic chance" which define the base chance for both you and vampire hunters to place a garlic in the vampire's pocket.
- Update: New difficulties: "Bite damage" and "Bite blood" which define the base damage done and blood drink with bites.
- Update: New difficulties: "Impale chance", "Impale damage", "Impale survive chance" and "Stake recover chance" to customize the impale feature.
- Update: New setting: "Impale everyone" which allows you to impale everyone, not just vampires (vampire still get much more damage).
- Update: New settings: "Impale allow resurrect" and "Garlic allow resurrect" which allow resurrection (respectively) if the vampire has been killed with a stake / have a garlic.
- Update: Add a VR menu spell, which you can use as second way to open the VR menu, and to reset it (should it refuse to open).
- Update: The "Vampire Revolution.ini" file has been revised and expanded to include the difficult values.
- Update: Some function have been changed to slighlty increase performance (FPS +0.001%) and reduce bug (CTD -0.0025%).
- Update: Essential NPC can no longer become vampire or human. This avoid potential bugs and conflicts.
- Update: Vampires have a small chance (20%) to drop a human blood potion, and a very small chance (5%) to drop a sunlight potion (temporary immunity from sunlight).
- Update: Vampire burner poison had very low gold value: 3 (Auto-Calculate). Now it's 45 (Manual-Calculate).


Edited by forli, 11 September 2014 - 07:05 AM.


#333
thelastmccabe

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Will a modified timescale have any negative impact on how the mod works?

#334
forli

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In response to post #18294729.

It shouldn't, since I take in account timescale for calculation, so if you reduce the timescale, it reduce the blood consume rate. Powers, instead, ignore the timescale and consume blood for every real second you use them, but they are paused if you wait or sleep, because I assume the vampire doesn't use powers while waiting or sleeping, and because you don't have to worry about disabling them.

To be honest, I play with timescale = 5, so I don't know if the mod is balanced for the default timescale!
If you feel it unbalanced, you can always adjust the blood consume rate in the "VR Menu > Configuration > Difficult" menu.
Yes, this mod is very customizable (the next version will be even more!), and I only need 5 minutes to add new customizations, so if you need something, let me know!

#335
UfaManRussian

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In response to post #18231824. #18233649, #18234364, #18235069 are all replies on the same post.

Now that my character is a vampire too, I see that this effect is caused by the ability called "shadow benefits", cause my char is also experiencing this when in shadowy areas (I was wrong about teleportation btw, Vicente wasn't using it). Can I disable this ability somehow?

Edited by UfaManRussian, 12 September 2014 - 11:08 AM.


#336
forli

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In response to post #18231824. #18233649, #18234364, #18235069, #18330039 are all replies on the same post.

This seems a fail in the way VR detect light.
Thanks for the clue! Now I know where I need to look.

#337
UfaManRussian

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Hey, I've got another problem: it seems that I can feed on sleeping NPCs only if I load my current savegame right after I launch the game. I activate an NPC, click the "feed" button, the animation is played, the amount of blood resets, all good. But if I load an older non-vampire save first and then load the current save (so that my character's face isn't messed up), the "feed" option only plays the animation, no blood is restored and the message "This blood was good" or whatever does not appear.
Also if I sleep or wait, the blood meter is depleted very slow, I just waited 72 in game hours and still wasn't starving (it went from 750 to 265).

Edited by UfaManRussian, 14 September 2014 - 05:24 AM.


#338
EvilMetro

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Does this fix the vampire default face bug?

#339
forli

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In response to post #18539794.

The UOP optional esp (or the bashed patch form Wrye Bash) already cover that, so putting that fix here is redundant

#340
forli

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In response to post #18361599.

For the feed after loading, I'll take a look, I think I know where's the problem.

For the blood, it's a matter of balance:
VR slowdown the blood consume rate when waiting or sleeping, both because the vampire is relaxing, thus burning his energies at slower rate and because when the player wait and sleep he/she consume many blood points, and has an high chance to die by starvation or wake up with a bite-emergency (and if you're inside a dungeon with only skeletons and zombies, you won't find many necks soon...).

I will add a setting to use the normal consume rate, but the game will be much harder, and you can only wait/sleep for very few hours, especially in the first ages.




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