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Vampirism Stage Change


Odexios

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Hello everyone!

 

I'm kind of annoyed by Skyrim's way of managing vampirism; in particular, in some cities it's *really* hard to find someone asleep; apparentely I'm not the only nightwalker around.

 

Anyway, I thought of making a mod which lets you "take" some extra blood when feedig or extract blood from a corpse to make some blood bottles. I made something similar for Oblivion, but I just found out that they still haven't released the CS, so I'm stuck with SkyEdit.

 

What I'm asking, so, is: is there anyone who knows what effect manages vampirism's stages?

Edited by Odexios
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Hello everyone!

 

I'm kind of annoyed by Skyrim's way of managing vampirism; in particular, in some cities it's *really* hard to find someone asleep; apparentely I'm not the only nightwalker around.

 

Anyway, I thought of making a mod which lets you "take" some extra blood when feedig or extract blood from a corpse to make some blood bottles. I made something similar for Oblivion, but I just found out that they still haven't released the CS, so I'm stuck with SkyEdit.

 

What I'm asking, so, is: is there anyone who knows what effect manages vampirism's stages?

 

The stage management itself is done in a script, so SkyEdit won't be of much use there. The script is PlayerVampireQuestScript.pex and it's a pretty similar to the implementation that Oblivion had.

 

-MM

 

P.S. The SPEL (which in turn has the MGEF [magic effect]) applied at each stage is controlled by this script. There are several SPEL objects for each stage.

 

For instance, stage 1 has the following applied:

abVampire01

AbVampire01b

AbVampireSkills

AbVampireSkills2

VampireDrain01

VampireHuntersSight

VampireRaiseThrall01

VampireSunDamage01

 

I imagine they also meant to add VampireStrength01 but they forgot to add that to the script, along with the other VampireStrength spells for each of the other 3 stages.

Edited by MofoMojo
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