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Terran Vampires REVIVED


Urko

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Terran Vampires REVIVED

 

 

Before the project died I worked on the Terran Vampire mod, after about a year I decided too much work was lost and too many including myself were disappointed by the sudden stop, because of this is I decided to revive the project together with together WarRatsG.

 

I’m happy to tell you we are on our way to the first full non beta release, models have been added, powers redone/added, clan hideouts are under construction and baselines for quests written, and the blood system overhauled and way more immense.

 

Our aim: to bring more lore and immersion to the mod, to make the mod more true to cyrodiilic lore and less restricted to the vampires masquerade games, and of course to make the game more playable fun and rewarding.

 

 

Now were looking for helpers to speed up the process:

 

We look for:

 

NPC workers; someone who is really interested in developing characters and working AI

Quest workers: the more quests the more content for the player to enjoy.

Modelers who are interested in creating custom items weapons or skins when needed

Additional world designers: people interested in giving every place it's own mood and style

Additional scripters

Play-testers

Any suggestions for a new power, side-quest, etc.

 

 

 

If you’re interest in spending a few hours every week on modding and you like to work in a group, we'd love to have you on our side. You are in no way obligated to work on it a certain amount of time as long as you keep it as clean as possible and communicate.

 

About communicating, I’ll be gone for the week so communication will be with WarRatsG till the start of August.

 

After that we'll try to keep you guys posted weekly and will try answering any questions and reading any posts on this thread.

Any other threads or sites will not be checked by us only this one.

 

For Technical aspects it's generally better to approach WarRatsG.

I mainly work on the design aspects.

 

 

 

~Urko

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TERRAN VAMPIRES REVIVED

 

As Urko explained, Terran Vampires is being rejuvenated, remastered and revived.

 

As the main scripter in this project, my own vision of the new Terran Vampires is a combination of the many vampire overhauls I have seen, with my own twist.

He briefly mentioned a few features, however that post was a long time ago, and things have changed. Urko left the project last year, so this post should go into greater detail of everything that has happened.

 

 

 

- New powers:

 

There are over 100 unique scripted powers for the player to unlock to use however they wish. They are grouped into 16 separate "Schools", with each school containing 5 levels that are unlocked as you age. Each level contains a new power - with variants - and improvements to older powers. These schools, and their components, are named as follows:

 

Physical Augmentations

- Vampyric Strength

Become supernaturally strong. Jump incredible distances, or strike your enemy across the night sky.

- Vampyric Mobility

Gain speed and mobility that greatly exceeds humans.

- Vampyric Focus

Greatly increase mental capacity, allowing faster magicka regeneration and bullet time (Formerly Vampyric Will)

- Vampyric Reslilience

Accumulate a resistance to physical and magical damage, along with passive health regeneration.

 

Vampyric Skills

- Beast Mastery

Manipulate feral creatures. Call them to you and pacify, enrage, or enslave them. With training, you can even puppeteer the instinctive part of a human mind.

- Extended Perception

Amplify your senses, including your new psychic one. Learn the abilities of an enemy at a glance, or explore an area with your mind before your body follows.

- Malleable Flesh

Alter your body on a cellular level. Sharpen your fangs, grow claws, or morph into an entirely different creature - from the forest, skies or nightmares.

- Mental Domination

Seduce and command the minds of humans with ease. Feed in conversation, demand their possessions or momentarily enslave them.

- Psychic Radiance

Inspire your allies and strike the hearts of your enemies with fear, just with your presence.

- Shroud of Illusion

Alter the perception of observers. Cloak yourself with subtlety or confound your enemies.

 

Blood Magic

- Blood Domination

Magically manipulate blood. Concentrate your own, or incinerate that of your enemies.

- Elemental

Harness the energy of your blood and convert it into fire, frost and lightning.

- Magicka from Blood

Attune your body to magic. Increase your magicka pool, its regeneration rate, or transmute magical substances from your blood.

- Nature

Master the outdoors. Merge with water for speed, the ground for security or the air for stealth. Change the weather, or direct its power onto your enemies.

- Necromancy

Dominate the energies surrounding death. Raise the dead, consume their vital components or transcend the corporeal realm temporarily.

- Shadow Affinity

Manipulate shadows. Wrap them around you like a cloak, construct weapons and armour of shadow, or merge with them.

 

 

- Blood overhaul:

 

As a Vampire, you're un-life is sustained by blood power. You gain it by drinking blood, and spend it when you use powers, or simply by existing.

Those who played the original Terran Vampires may remember the 15 units of blood power you start with, however that has changed. You will have much more blood power, but it will slowly drain throughout the night. How much blood you use tonight will determine how blood you need tomorrow.

When the sun rises though, your thirst will becomes insatiable. The higher it climbs, the faster your blood power will fall, even when indoors. This can be avoided by sleeping - sleeping in a bed will cause you to lose blood power at your normal rate, but sleeping in a coffin will make you lose blood power much slower than normal.

 

Of course, being dead is useless without a vast arsenal of powers. To gather all of those 100+ powers, you must unlock them using Blood Potency. Players of the previous Terran Vampires may remember that Blood Potency was earned by levelling up your character.

Blood potency is no longer gained from levelling up the player, but from using up high amounts of blood power, sacrificing your humanity to advance your immortality, or simply by surviving. How powerful you become is limited only by how much blood you can take and how long you can survive.

 

 

- Reworked Age System:

 

Age is not just a number that tells you what powers you can use, it's crucial to your survival. Instead of simply jumping between "ages", you will gradually become stronger every day. Each night, your maximum Blood Power will increase slightly and you will receive some Blood Potency to unlock powers with, meaning that every day counts.

 

You can customize how quickly you age in-game, at any time. By default, it will take around 200 days to fully mature, but this can be increased or decreased at will.

 

 

- Being a Nightmare:

 

Vampires are not human. Some maintain a respectable degree of morality and social convention while satisfying their cravings as they arise. Others desperately cling to what they once were, outright refusing to take blood whenever they can possibly survive without it. Then you have the beasts from nightmares, who take blood wherever they find it, gluttonously and unnecessarily.

 

Heartless, monster-like acts will cause you to lose your humanity. Your basic vampiric strengths will improve, but your weakness become greater. You will find it much more difficult to resist the suns rays, and they will burn you much more. Much more blood is needed to satisfy the intensified curse, but you will have many more potential sources of blood. The trail of victims you leave in your wake will attract the vampire hunters to your havens, and the Council of Terran Vampires does not value wanted beasts. Your curse will become much more apparent to the public, inciting their fear, hatred and aggression. As such, an inhuman vampire cannot enter a town unless they have the ability to disguise their curse, at the cost of their precious blood power.

 

Clinging to your human nature will limit your basic vampiric strengths and your potential sources of blood, but your weaknesses will diminish. You will be able to withstand the sun for much longer, and fire will be a small nuisance. Fighting the curse in this way will loosen it's hold on you, meaning you require less blood to fuel it. A "human" vampire is a master of social deception, able to conceal themselves without effort, able to take blood from sleeping victims without leaving a mark or injury.

 

Your humanity is affected by your choices in day-to-day survival. For example, when feeding on a sleeping victim, you can choose how aggressively you wish to draw blood. You may choose to avoid harming the victim, who will know nothing of the bite and have no reason to call vampire hunters to the town. You may decide to leave only just enough to keep them alive, gaining local notoriety which the vampire hunters will be attracted to. Perhaps you would prefer to exsanguinate them, risking the wrath of vampire hunters while receiving the excellent bonuses that come with draining someone dry.

 

- You are not alone:

 

Many vampire overhauls simply transform your character into the one and only killing machine in the world and send you on your way, with no support, sympathetic allies or even enemies. Not this one.

Vampires are viewed as evil for good reason. The blood is the life, and vampires have a habit of stealing it, usually leaving the victim with none left. Even if you are a little more "civil" in your pursuit of survival, the knowledge that you are a vampire will incite fear and hatred from the populace of Cyrodiil. Especially vampire hunters, who make a living from your ashes.

The Council of Terran Vampires are on your side though, and have influence throughout all of Cyrodiil with many havens for vampires dotted throughout the province. As the Hero of Kvatch with nine joinable clans vying for your allegiance, you will always have "friends" willing to help you. All they ask is for a few favours...

 

The clans are as follows:

 

Arcanists

The Arcanists are the most magically oriented of the vampire clans, and are the self proclaimed masters of Blood Magic. This claim is perceived as an insult to the Recluses, who often declare themselves the real creators of Blood Magic. While the Arcanists do possess an advanced knowledge in Blood Magic and are experts in its application, their physical abilities often have room for improvement.

 

Barons

As their name suggests, the Barons have traditionally recruited members land owners and local rulers. The Barons add to their power through subterfuge, often stabbing business rivals in the back personally. They share the ability to manipulate shadows, but similarly they all have a much more severe weakness to sunlight. Even artificial lights will distract a Baron.

 

Berserkers

Berserkers are temperamental, aggressive, even tribal by nature. They are the most physically proficient clan, but their tendency to act on impulse often leads them into situations that a fight cannot resolve. They will still try it anyway.

 

Connoisseurs

Connoisseurs are most like the romantic vampires portrayed in fiction. While they tend to shun combat, they are more skilled in social navigation and manipulation than any other clan. A Connoisseur's aim is to attain pleasure wherever it can be found, and float to the top of the social ladder between sessions of Bacchanalian proportions - often removing any who might oppose them through cunning plots and underhand business strategies instead of simply murdering them. Unless the occasion calls for it.

 

Protiva

Protiva tend to be loners and outdoorsmen, typical lone wolves. They recruit people from various walks of life and value self-reliance, and survival. Those who don’t possess or learn these abilities do not survive long. Their talents are based around manipulation of a natural environment - meaning a Protiva in their element is always one step ahead of their prey, or those who might think of themselves as the predator.

 

Recluses

The Recluses exemplify the cold, insular vampire rulers depicted in Bram Stoker’s “Dracula.” They are not social creatures and don’t particularly like (although they respect) the other vampire clans. They claim to have pioneered Blood Magic, much to the distaste of the Arcanists, who challenge this claim with their own belief that they are in fact the creators of Blood Magic. Despite this, the Recluses pride themselves on being well-rounded, allowing only those who prove to be both physically proficient and intelligent to join the clan.

 

Regents

As their name suggests, the Regents have been the traditional “ruling clan” among civilized vampires. An elder from the clan often serves as the Prince in the Council of Elders for a city, state, or other principality. Their inherent psychic abilities are adapted to amplify their charisma and leadership abilities.

 

Thanaturges

Thanaturges are not vampires. They bridge the gap between the human race and the undead, as they are not truly dead like vampires. They feed on the undead, with vampires being something of a delicacy. Thanaturges are hunted down and executed wherever they are found. Their origin is unknown, but they are viewed as mutations, perhaps an experiment gone wrong. Regardless, they are hated and feared by vampires, much in the same way as humans hate and fear vampires themselves.

 

NOTE: This Clan cannot be joined by the player.

 

Savants

Savants can be both incredibly gifted and notoriously insane. This is understandable, because while the strength of their psychic abilities outclasses any other clan, it likely overwhelms the sensitive mind of the vampire. Savants have varying degrees of control over both their talents and eccentricities. The full extent of their abilities and peculiarities can differ between individuals, with some having regular, accurate premonitions and others having a reliable intuition; some having full blown insanity and others just being "odd".

 

Wraiths

Wraiths are social pariahs. Their faces are permanently warped by their bloodline, making them unable to venture out into the public without using Vampyric Powers to conceal the curse. This need to remain unseen has given them an incredible ability to remain unseen, even in plain sight. They are openly mocked by other clans, but at the same time they are often contracted by the same people to obtain information, usually on other clans. They do not perform assassinations though, despite being more than capable.

 

 

 

- Screenshots:

 

 

By clicking on the picture, you will have access to a full size version and description of that picture.

Spoiler tags are just to save room ;)

 

Vampire Eyes:

 

 

 

 

Thanaturge Quest preview

 

 

 

Baron Haven

 

 

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Berserker Haven

 

 

 

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Connoisseur Haven

 

 

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Recluse Haven

 

 

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Protiva Haven

 

 

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Regent Haven

 

 

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Savant Haven

 

 

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Wraith Haven

 

 

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Misc:

 

 

 

 

 

I hope that sums up most of the main aspects of the mod. If you want to show your suggestions, support, or are interested in joining the team post here and I will get back to you ASAP.

 

~WarRatsG

Edited by WarRatsG
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May I throw my idea into this mix?

 

Vampire Clans/houses?

 

Vying Vampire Factions trying to control one area to another?

 

Instead of one boring Big Vampire faction, each vampire Clan has distict Vamps.

 

Also there could be race only Vamp Clans, Wood Elf Vamps, Dark Elf Vamps, Etc.

 

May even throw in a sub section of the Imperial Legion that has "specialist" troops that uniquely deal with threats that would otherwise be too dangerous for the normal breed of Trooper.

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May I throw my idea into this mix?

 

Vampire Clans/houses?

 

Vying Vampire Factions trying to control one area to another?

 

Instead of one boring Big Vampire faction, each vampire Clan has distict Vamps.

 

Also there could be race only Vamp Clans, Wood Elf Vamps, Dark Elf Vamps, Etc.

 

May even throw in a sub section of the Imperial Legion that has "specialist" troops that uniquely deal with threats that would otherwise be too dangerous for the normal breed of Trooper.

 

thanks for the surgestion, once the were don't with beta state the clan quest's wil involve political struggels between clans, also there already are renegade vampires in the current version.

vampires are always trying struggeling for controle as the clan discriptions surgest, the war between the clans is more of a political nature at this point.

wel race only clans would be weird since (read the background and listen to the characters) the terran vampires have only arived about 100 years ago, also racical discrimination limits the player a lot. (especialy due to race mods)

 

thanks for the surgestions keep them coming :thumbsup:

Edited by Urko
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Perhaps you know of "The Word of Darkness" Vampire clans, for example:

 

Clan Brujah

 

http://images.wikia.com/whitewolf/images/1/1f/LogoBloodlineBrujahAntitribu.png

 

Clan Gangrel

 

http://images.wikia.com/whitewolf/images/2/2c/LogoBloodlineGangrelAntitribu.png

 

ClanTzimisce

 

http://images.wikia.com/whitewolf/images/8/89/LogoClanTzimisce.png

 

The list goes on...

 

Perhaps something along the lines of this? Or perhaps using these?

 

Gangrel can go hand in hand with werewolfs, Hircine etc

 

That kinda way?

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Perhaps you know of "The Word of Darkness" Vampire clans, for example:

 

Clan Brujah

 

http://images.wikia.com/whitewolf/images/1/1f/LogoBloodlineBrujahAntitribu.png

 

Clan Gangrel

 

http://images.wikia.com/whitewolf/images/2/2c/LogoBloodlineGangrelAntitribu.png

 

ClanTzimisce

 

http://images.wikia.com/whitewolf/images/8/89/LogoClanTzimisce.png

 

The list goes on...

 

Perhaps something along the lines of this? Or perhaps using these?

 

Gangrel can go hand in hand with werewolfs, Hircine etc

 

That kinda way?

 

jea as said before and noticed in game, this mod was based on vampires the maqurade, however due to copyright we don't want to use those exact names also, we try to make the vampires as close to cyrodiilic lore as possible, our main focus is player freedom this is why the clans have a truce when you join them, also we try to make it as compatible as possible, we won't tutch regular npc for example for this reason.

since there are no werewolves in the game at this point and i don't want to force one to use another mod to other than this one so they will probaly be left out, tough there is no telling what the future mey hold but for now i'd say no werewolves.

 

thanks for the surgestions i apriceate them, keep it coming peaple :thumbsup:

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Justice and Rules

 

First of all I think to make everything more living, and really feel that society, the vampire society should have laws, and when these laws is being broken, and you are so unlucky to be caught.

 

Then there should be consequences, as the true death, where the vampire shall be killed for the crime he has committed.

 

For the vampire Laws, I have some, I might come up with some more later.

 

1. A vampire must never reveal himself to the human society.

 

2. A vampire is to dispose of the corps he has fed from.

 

3. A vampire most blend into society. (Like not lose too much humanity)

 

4. Vampires most always obey the elders.

 

5. A vampire may never attack another of his own covenant.

 

6. A vampire may never feed the same place over a longer period of time, otherwise the humans may become suspicious, and the area would endanger our kind.

7. A vampire must get permission before turning a human into our kind

 

8. A VAMPIRE MAY NEVER TURN CHILDREN.

(There is of course plenty of more rules, but these are just the ones, which I thought of so far)

 

So basically what I want with this, there should be CONSEQUENCES for our acts.

I think it is obviously too easy, to go into a city and go on a killing spree. There should be consequences for this, also it would be a nice scenario, to execute other vampires, who is breaking the laws, and is endangering the vampire society. For example the player himself, should be able to “be the law” and make sure that other vampires is not endangering the society, but they should be able to choose side, or just live neutral, and not really take decisions.

 

 

 

Politics

 

Just because you are old doesn’t mean that you should possess an elder position.

 

There should be a council, where the society make rules, and decide how to control the regions in Cyrodil. And a player should be able to one day gain a council seat, besides the elders.

 

Of course the ancient should be respected, but I think there should be a little democracy in the society, and the ability to choose whom should be in “The Elder Council”

 

In the Council they decide new laws, taxes, policies regarding to humans, thralls, etc.

 

 

 

The society itself

 

The society need to look alive, there should be vampires talking, clubs, Inns, trading companies, blood banks, Human slavery organizations, and so on. So it really looks alive, and you don’t feel alone, when the quests are all done.

 

 

 

 

The vampire

 

 

When you are turned into a vampire, people should think you are dead.

You should awake in the grave, or under the Chapel, in the morgue, where you are placed until the funeral. BUT this should be dynamic, either you wake up in morgue, or beneath the surface, and dig your way out. I think it is ridiculous, that after exactly three days you wake up, the human bodies are all different. There should be different times, depending on race, and genetics.

 

The vampire itself shouldn’t relay on weapons, as bows, swords, axe etc.

 

But it’s natural instinct, speed, strength, etc.

 

The vampire should be able to rip arms, and legs off, pull out the spine, penetrate a body with his fist, and snap their neck, with a firmly grip around the victim, and simply twist it until the neck snaps.

 

The speed and reflexes should be a big part of this too. For example when moving in high speed, you as player should be able to choose between matrix bullet time (slow motion) or moving really fast.

 

What is meant with the slow motion is, that for the human eye, it is possible to see where the vampire is going, but for the vampire everything seems like it is going normal.

 

Also vampires eyesight and hearing should be greatly improved. You should be able to listen to the human heartbeat, and look far, far away.

 

 

Being a newborn

 

When being turned, it should be almost impossible to control the blood thirst.

You are going frenzy on everything that moves (almost)

and you can’t blend in just yet, therefore you are most likely going to live underground, or in caves, and feed on low class people, and homeless people.

 

When growing older, you start to acknowledge your new body, and what ability you may unlock, and you can start to blend into society. You can mask yourself, and you are not so depended on blood anymore, you can survive longer and longer without it, because you have learned to control the thirst. But yet there should be consequences for those who just feed, and keep feeding. They shall lose their humanity, and soon go into a feral state, going to look like a nosferatu vampire, but they gain strength, but cannot walk so long in daylight, and people will become afraid, and your bounty shall race. On the other hand, if you can control it, you will be more weak, your speed and strength not as great, but you have your humanity, and the ability to blend into society.

 

 

True death

 

The only way for a vampire to completely die, is by burning the corps.

Weakness

 

The weakness should all be different, depending on how much humanity you have.

 

Personally I think the stake to the heart is bulls***, since their heart doesn’t beat. They do not rely on their heart anymore, it will become smaller overtime, because it is useless.

Also the holiness is crap in my opinion, because it original comes from Adams first wife, from the bible, which I think is nonsense.

 

Fire and sunlight should be the only things that really should could kill a vampire.

 

Of course arrows may slow them down, and can paralyze them for a short period, before regenerating. But that is it.

 

That is just some of my ideas. I will add more overtime.

 

And sorry for the typos, if there is any. I am VERY tired at the moment, and I will look it through tomorrow.

Edited by eVo1994
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It's a very nice list of ideas, plus very ambitious.

 

For a start, crime is something we are looking into. All the basics are there - revealing your true nature in public, must blend into society and obey the elders and don't attack other Covenant members. You can't really "dispose" of a corpse, unless you just make it disappear with a spell. Feeding in one place for too long is not something we may add, as we have a feature that makes your feeding almost undetectable, provided you feed just once on the person.

 

Being dead: The player still has guilds to go to. Remember that the player is also being turned behind closed doors in a council chamber, so it makes sense they wake up there.

Combat: The vampire shouldn't rely on weapons, but Oblivion mechanics do. Everything is geared towards swordplay or smashing someone with a mace, although if the project really takes off and we have someone who creates animations, there might be a Deadly Reflex like moment when you kill with hand to hand. And we already have a spell that makes you move fast and one that slows time, so fear not :).

Society: Inns and other public vampire places aren't something we had thought of, we will get around to adding these.

Newborn: We have a system for making it difficult for newborns - they have to choose between blood or powers. For example, lets imagine the newborn has 50 blood power and needs 5 Blood Potency to get an upgrade. They must spend 20 Blood power to get 1 blood potency; If they go below a certain amount of blood power, depending on their humanity and willpower (roughly 20 ), they will go feral. So a vampire clinging to his humanity will not get as much blood and struggle to gain powers without becoming feral, a monster-like vampire will have plenty of blood but become feral at higher blood levels. See the dilemma?

Speaking of human and monster vampires, we have that system - look at my first post - it is under Being a Nightmare. All will be able to mask vampirism.

True Death: if you are suggesting the player can't die unless burnt, this is also something we cannot do. It is unbalancing - when the player runs out of health, it's game over as always.

Weakness: Maybe using Adam doesn't fit in with Cyrodiil lore, but we plan to stick with lore as we find it. As such, vampires are considered unholy and will face consequences if they take on the gods. Fire and sunlight always hurts a vampire,

 

Thanks for the ideas, like I said, ambitious, but useful. There are a few things we didn't think of in here, so we will see what we can do.

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I am glad that you like my ideas.

 

Of course there is some of my ideas, which is impossible too acheive, because script-wise, it is impossible to accomplish.

 

Regarding to the Adam thing, I didn't think of Oblivion lore at all. It is just over the past generations, we have twisted vampires a lot.

 

And I just wanted to mention on of the oldest vampire histories.

 

THE oldest I think is from Asian, in China.

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With advances in OBSE, there is little that can't be done by script any more. There's been hundreds of times I've seen someone post a request and everyone says it's impossible because of the game engine - only for some genius to pull it out of the hat from no-where.

 

What I'm trying to say is, even if the suggestion seems quite absurd, there is sometimes someone out there inventive enough to figure out how to make it. So just post them anyway :)

 

 

As for using Real life or Cyrodiil vampire lore, we are aiming to make a healthy mix of both. I've seen mods that follow real life lore as closely as possible, but we will likely use only the "Main" ideas for now.

Edited by WarRatsG
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