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Are people interested in a vampirism mod?


elite5472

Wan't a vampires mod?  

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  1. 1. Wan't a vampires mod?

    • Yes
      7
    • No
      1


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The only mods I've worked on so far are related to vampirism, since the vanilla oblivion's vampirism cycle is extremely lacking in many areas... In my attempt to improve this feature of Oblivion I've gone from Vampirism Overhaul 1.0 o 3.25, and now I'm planning to make a v4

 

I have a huge well of ideas right now, I even wrote a 20 pages concept, and while I'm sure this mod will certainly be great if I put my best on it, It will be ironically about 4 times larger than my older works. (I expect the main script to be 1000 lines long... Compared to 526 from my pervious mods)

 

I used to make these mods for myself and then publish them for the hell of it, but such effort wouldn't be worth it for my own amusement.. given the fact that university starts in one week and I won't be able to play my mod much after I'm done...

 

so my question is, would you, the modding community, be interested in a vampirism mod?

 

I already have the concepts ready, all I need to do is start working on it, however there are things I'll have to experiment with since my modding knowledge is also limited to just basic scripting.. Even then I'm pretty amazed at what I've done with just that... I'll do my best to deliver the mod the way I visualized it, but helping hands are also very welcome.

 

I may need help with the following things:

 

- Textures and Meshes editing (otherwise I'll use vanilla oblivion's or objects from mods which I've asked permission to use)

- NPCs and Quests (otherwise I'll use other alternatives such as books with information and simple objectives)

- Cell making and edition (otherwise I'll bend my mod as much as I can with oblivion's mod)

 

Any help with the following areas is really appreciated.

 

Here is the alpha version of the concept which I've been working on for a while, its quite long though... and its just the gameplay elements the mod will be featuring, other things like the possible quests and their rewards are not present in this document.

 

 

 

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Sounds really interesting, but a few suggestions...

First, I'd consider making it Cure Diseasable, even by altar. Especially considering the altar just casts a Cure Disease effect on the player, so determining if it was altar-made would likely require messing with the altar's scripts.

Instead of having it replace vanilla vampirism, it might be easier to make it a new "strain" or such. It would ease frustration with Vanilla or modded in vampire NPCs and improve lore-friendliness. It's not as if Elder Scrolls vampires only come in one variety anyways. :P

Also, you might take a look at the time periods for vampire development. Eight days for initial transformation is a bit bothersome, and 350 days for Ancestor status would be hugely frustrating for anyone who bothered with it. As an alternative, you could come up with an alternate way to increase the VC ratio.

 

All that aside, I can't guarantee that I'll have a large amount of time, but I'd gladly help with this. I know my way around NPCs, quests, and cells, (Though new cells take a long time... :unsure:) and can theoretically model and texture, though I wouldn't count on me for it, and can only do Havok physics in a "capable of learning" sense.

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yeah, I was thinking of doing the same as my pervious mod, adding a multiplier for the level requeriments that you can change in an UI or Console.

 

pretty much the same way you can adjust difficulty in a game.

 

about how I replace vampirism, I basically delete the old script and rewrite it from scratch, it simple blends with the old vampirism without problems.

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thats correct, but the lore I made was specifically made for such purposes... there is an explanation to why the player, being the same "race" as the other vampires, may or may not be completely different from those seen in oblivion.

 

All that's necessary is to modify is the standart vampirism spells and abilities to match the Oblivion vampires to the mod's new vampires...

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The overhaul stuff wouldn't really be of use to NPC-vampires? Though I suppose that's looking unnecessarily far...

 

most of it won't be related at all to NPC vampires.

 

but to convert ALL Npc Vampires into Chrisom Hunters, all thats needed is to modify the original Vampire spells to match the mod's lore :closedeyes:

 

I can do that in like 5 min, no scripting or anything is necessary for that. :thumbsup:

 

after that, to make NPCs like Vicente Valtiere and the count of Skingrad into Knights of the Night or Ancestors, all that's needed is to modify their spell list accordingly :biggrin:

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