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Vampirism kaput? Vampire life drops like brick...


Klipperken

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So, I have the Vampire Revolution Mod.

 

I make a new character (Vampire Lord, a race from Vampire Mansion made playable), and I give him vampirism as I want the Vampire abilities.

Tried through several ways: through Dracula's Ball mod, through the Console, through TestVampireInterior, they all accept vampirism...

But here things go weird!

First of all, I get the Damage Blur, but I have no real damage from anywhere (the dungeon or the TestVampireInterior are dark), and my life drops by 6% per second even though I wore the Ring of Sunwalking (to test with), and even though I have disabled Sun Damage, Light Damage and Holy Damage in Vampire Revolution.ESP's menu (as test).

 

The Console tells me:

"File Vampire Revolution.ESP offset: 0x00a3 command: let

aaaaaaaaaaaaaaaaaaaaaaaaaaaadamage: -0.579924 (weakness).

Error in script 11010653 an expression failed to evaluate to a valid result."

 

149 life points vanish in 15 seconds making me quite very dead.

Drinking blood does not help.

Draining the fella in the other cell across the hallway does not help.

 

This means in effect, I can't even get to the second room in the beginner section, ImperialDungeon02 and complete my introduction.

 

Addendum:

I killed off Vampire Revolution.ESP, issue still exists...
If only I figured out where the aaaaaaaaaaaaaaaaaaaaaaaaaaaadamage: -0.579924 (weakness) came from...

 

Disabled all the Vampire Races and Companions... issue still exists, which would indicate a Masterfile error (Oblivion.ESM or DLCxxx.ESP), a base file error.

How do I overcome this?

 

As a temp solution I will make a ring, restoring 100 life/second, but I hate cheating like this (giving myself Vampirism is not really cheating, I wanted to make a RP game with an ancient full Vampire)....

 

Anyone a clue on how to fix the insane life drop?

 

Thank you.

Klip.

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No use.

Even TGM does not help me with the damage visualization, although I have no longer blood/life loss due to weakness.

 

Bizarre: Though we have Vampire races for players, none have Vampirism?

I mean: we get the looks, we get the (some of the) skills (not always), but in effect, you have NO Vampirism.
You have not contracted the illness.

 

An easy way to check this is through Dracula's Ball Mod.

And once you DO get Vampirism, things happen that do not happen before this point.

 

What is the use of a playable Vampire Race... if they ARE NOT INFECTED?

Even then however... how do I fix this 15seconds-and-then-dead issue?

I could keep the ring, or play in god mode, but seriously... no thank you.

So... anyone who's got an idea on how to fix this?

 

Thank you:

Klip.

Edited by Klipperken
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Will do so, Sir, once I finished the installation of my new Auto-CAD.

 

I will post the script here, as edit.

 

Script 11010653

"scn VRUpdateGeneric

Begin _Function {}

Player.Call VRExecRemoveDiseases

If Eval ( PCVampire > 0 )
Let VRMain.CurBlood := PlayerRef.GetAVCurrentF VRBlood
Let VRMain.MaxBlood := PlayerRef.GetAVMaxF VRBlood
Let VRMain.Age := PlayerRef.GetAVCurrentF VRAge
Let VRMain.Level := PlayerRef.GetAVCurrentF VRLevel
Let Vampire.DayCount := VRMain.DayCount := PlayerRef.GetAVCurrentF VRDays
Let VRMain.Feeds := PlayerRef.GetAVCurrentF VRFeeds
Let VRMain.Bounty := PlayerRef.GetAVCurrentF VRBounty
Let VRMain.SunLevel := PlayerRef.GetAVCurrentF VRSun
Let VRMain.StarvLevel := PlayerRef.GetAVCurrentF VRStarv
If Eval ( PlayerRef.IsSpellTarget VampDisease )
PlayerRef.RemoveSpellNS VampDisease
PlayerRef.RemoveSpellNS VRVampDiseaseAdvanced
EndIf
If Eval !( PlayerRef.GetItemCount VRTokenMainPC ) ;Should the token be removed by somebody
PlayerRef.AddItemNS VRTokenMainPC 1
ElseIf Eval ( 1 < Player.GetItemCount VRTokenMainPC )
PlayerRef.RemoveItemNS VRTokenMainPC (( Player.GetItemCount VRTokenMainPC ) - 1 )
EndIf
Return
EndIf

If Eval !( PlayerRef.IsSpellTarget VampDisease ) ;Not infected?
PrintD "VR DEBUG | VRMain: Not infected"
Return
ElseIf Eval (( PlayerRef.GetItemCount VRTokenTransformVampire ) > 0 ) ;Already transforming to vampire?
PrintD "VR DEBUG | VRMain: Already transforming to vampire"
Return
ElseIf Eval (( PlayerRef.GetItemCount VRTokenTransformNormal ) > 0 ) ;Transforming to normal?
PrintD "VR DEBUG | VRMain: Already transforming to normal"
Return
Else ;Begin transformation
PrintD "VR DEBUG | VRMain: Add token"
Let Vampire.HasDisease := 1
PlayerRef.AddItemNS VRTokenTransformVampire 1
EndIf

End"

 

Hope this helps?

 

Klip.

Edited by Klipperken
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