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Trying to disable vampire sun damage in new worldspace


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So I'm currently making a house mod set in the soul cairn. Or at least a new worldspace that looks like it.

But I can't seem to disable vampire sun damage in it. Every time I go in as a vampire it assumes I'm outdoors in a normal worldspace and I get the sun debuff.

Is there some toggle somewhere or script I need to fiddle with?

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The vampire sun damage is an "Ability Spell" that is added to the actor when the vampire infection is finish.


One way you could do this is to remove the spell when the player enters your world space, but you will need to do this for the followers too if they are also vampires, and take in account that some players may have more than just 1 follower.

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  • 2 weeks later...

update.esm

    ; new formlist in spell condition
    FormID [FLST:01000969] SunDamageExceptionWorldSpaces

dawnguard script -> DLC1_QF_DLC1Init_01002C09.psc

;Worldspaces where sun damage should not apply
SunDamageExceptionWorldSpaces.AddForm(DLC1SoulCairn)
SunDamageExceptionWorldSpaces.AddForm(DLC1DarkfallPassageWorld)
SunDamageExceptionWorldSpaces.AddForm(DLC1ForebearsHoldout)
SunDamageExceptionWorldSpaces.AddForm(DLC1AncestorsGlade)
SunDamageExceptionWorldSpaces.AddForm(DLC1Boneyard)

dragonborn -> DLC2InitCrossDLCScript.psc

SunDamageExceptionWorldSpaces.addForm(DLC2ApocryphaWorld)

dawnguard -> DLC1PlayerVampireChangeScript.psc

    ; Remove vampire powers
    PlayerActor.RemoveSpell(VampireSunDamage01)
    PlayerActor.RemoveSpell(VampireSunDamage02)
    PlayerActor.RemoveSpell(VampireSunDamage03)
    PlayerActor.RemoveSpell(VampireSunDamage04)

    ; Add Vampire Lord Abilities
    PlayerActor.AddSpell(DLC1VampireLordSunDamage, false)
    PlayerActor.AddSpell(LeveledAbility, false)
    PlayerActor.AddSpell(VampireHuntersSight, false)
Edited by ReDragon2013
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