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This Mod is currently in Beta.

If you find any issues/bugs, please let the author know at the Official Thread on the Bethesda Website Requirements 1. Oblivion 2. Latest Patch 3. OBSE, Version. 18+ 4. NotePad Install 1. Copy The Vampire Experience.esp to your Oblivion/Data Folder 2. Copy The Vampire Experience.bsa to your Oblivion/Data Folder 3. Copy The Vampire Experience - Vampire Build.ini to your Oblivion/Data Folder 4. Copy The Vampire Experience - Options.ini to your Oblivion/Data Folder Uninstall 1. Cure Vampirism (Please see the section Curing Vampirism below) 2. Delete The Vampire Experience.esp from your Oblivion/Data Folder 3. DeleteThe Vampire Experience.bsa from your Oblivion/Data Folder 4. Delete The Vampire Experience - Vampire Build.ini from your Oblivion/Data Folder 5. Delete The Vampire Experience - Options.ini from your Oblivion/Data Folder Becoming a Vampire There are several ways to become a Vampire in The Vampire Experience: - When fighting NPC Vampires, there is a chance that you will acquire an illness known as Blood Infection. After acquiring this illness, allow three days to pass, after which time you will die and be resurrected as a Vampire. - Use the Vampire Amulet and select Make me a Vampire. This will instantly kill you, allowing your resurrection as a Vampire. - If you are already a Vampire from Vanilla Oblivion (Mod-Vampirism may work, but is not officially supported), The Vampire Experience will automatically update you to a Stage One Vampire. Feeding As a Vampire, your body requires Blood in order to sustain itself. Upon becoming a Vampire, you will gain a Blood Meter. This meter is not shown on screen, but is monitored by The Vampire Experience. Under normal circumstances, your Blood Meter will deplete by one-unit for every one-second of Real Time that passes. In order to replenish your Blood Meter, you must Feed on Blood. You have several options: - Sleeping Victims If you find a Sleeping Person, you can focus on them and press the Feed Hot Key to initiate Feeding. You will have three options. - Sip Choosing to Sip on a Sleeping Victim will drain upto 1,000 Units of Blood. Each time you Sip on a Sleeping Victim, you will drain a portion of their Health. The more often you sip on a Sleeping Victim, the greater this Health

Decrease will become. It takes a Sleeping Victim 24-hours to recover from being Fed on. No Sleeping Victim can be on more than five times-- doing so will kill them instantly; most Sleeping Victims will not be able to endure that long, however. Note: Even Essential NPCS can be Permanently kill by Sipping. - Drain Choosing to Drain a Sleeping Victim will instantly replenish your Blood Meter completely, but will also kill the Sleeping Victim. Note: Even Essential NPCS can be Permanently kill by Draining. - Harvest You will need an Empty Blood Vial to Harvest Blood. Selecting this Option has no negative consequences to the Sleeping Victim. You will receive a random Blood Vial. - Blood Vials Blood Vials come in three varieties: Small, Medium and Large, each one restoring a different amount of Blood (500, 1000, and 1500 Units respectively). Drinking a Blood Vial leaves behind an Empty Blood Vial which can be used to Harvest Blood - Dead Animals / Dead People You can Feed on the bodies of Dead People or Animals. However, most Vampires cannot endure the taste of Dead Blood, and will be temporarily paralysed by the pain it causes. As such, drinking Dead Blood does not restore your Blood Meter at all. Each time you Drink from a Dead Body, your Resistance to Dead Blood will gradually increase. Eventually, you will be able to drink Dead Blood without negative effects, making them a viable source of nourishment. When you first load the Mod, there is a 3% chance that you will have a natural Resistance to Dead Blood. This can be confirmed by looking at your Active Effects Tab. - Living Animals If a living Creature has less than 10% Health, you can focus on it and press the Feed Hot Key. If you are successful, you will instantly kill the Creature, and restore some of your Blood reserves. Vampiric Starvation If a Vampire fails to Feed for too long, they will begin to suffer from Vampiric Starvation. Failing to Feed will cause the Vampire to become weaker, but will never actually kill it. Vampiric Starvation has six levels: Level Zero (Not Starving) Restore Fatigue Level One (Hungry) Restore Fatigue Level Two (Quite Hungry) Drain Agility

10

Drain Strength Weakness to Normal Weapons Level Three (Very Hungy) Drain Agility Drain Strength Drain Speed Weakness to Normal Weapons Level Four (Famished) Drain Agility Drain Strength Drain Speed Weakness to Magic Weakness to Normal Weapons Level Five (Starving) Drain Agility Drain Strength Drain Speed Drain Willpower Weakness to Magic Weakness to Normal Weapons

5 25

15 15 15 50

30 30 30 50 75

50 50 50 50 100 100

The Minimum Blood needed to trigger a Starvation Level can be changed in the Options.ini file. By default, these are the triggers: Level 0 > 1000 Level 1 <= 1000 Level 2 <= 500 Level 3 <= 250 Level 4 <= 100 Level 5 <= 1 Lore/Experience Lore is the name The Vampire Experience gives to the mystical energy which allows Vampires to exist. This works as a form of Experience points. Each time you Feed, you will gain Lore equivalent to one-half of the Blood gained. For example, if you drink 2000 Units of Blood, you will gain 1000 Units of Lore. In order to Evolve to the next Stage of their existence, a Vampire must have both enough Lore and have reached or passed the required Character Level. The amount of Lore required to Evolve, and the needed Character Level, can be changed; below are the default requirements: Vampire Level Lore Needed Character Level Needed 1 --2 6000 6 3 12000 9 4 18000 12 5 24000 15 6 30000 18 7 36000 21

8 9 10

42000 48000 54000

24 27 30

Core Vampire Powers Core Vampire Powers are automatically gained as you evolve through the Stages of Vampirism. You do not have to do anything special to unlock them, except survive long enough to reach the required Stage. The following Core Vampire Powers are available: Powers Gained at Level One Vampirism Name: Hunters Sight Effect: Vampires have incredible night-vision. Hunters Sight is a toggle Night-eye ability. This is a Toggle Power, pressing the Sight Hot Key once will Activate Hunters Sight; pressing it again will Deactivate Hunters Sight. You can also use a On-Self Spell to Toggle Hunters Sight.

Name: Predators Senses Effect: Vampires have incredible senses, allowing them to detect living things around them. Predators Senses is a toggle Detect Life ability. This is a Toggle Power, pressing the Senses Hot Key once will Activate Predators Senses; pressing it again will Deactivate Predators Senses. You can also use a On-Self Spell to Toggle Predators Senses. Name: Feed Effect: The most crucial of all Vampire Powers, Feed is the ability to Feed on the Blood of the Living (or Dead). In order to Feed in The Vampire Experience you must assign a Feed Hot Key. This Hot Key then controls most Feeding actions. Note: Attempting to use the Vanilla Feed key (Activate) will circumvent The Vampire Experiences own Feeding system, and cause issues. Please do not use it. Name: Vampire Sprint Effect: In times of need, Vampires are able to call upon their superior physical strength to greatly increase their Speed. When Activated, Vampire Sprint will increase your current Speed Attribute to 400%. This is a Toggle Power, pressing the Sprint Hot Key once will Activate Vampire Sprint; pressing it again will Deactivate Vampire Sprint. You can also use a On-Self Spell to Toggle Vampire Sprint. Name: Vampire Jump Effect: Vampires are capableble of calling upon their superior physical strength to greatly increase their Jumping ability. When Activated, Vampire Jump will increase your current Jump Attribute to 400%. This is a Toggle Power, pressing the Jump Hot Key once will Activate Vampire Jump; pressing it again will Deactivate Vampire Jump. You can also use a On-Self Spell to Toggle Vampire Jump. Name: Bear Fangs

Effect: When Activated, Bear Fangs will make your Fangs appear. This is a Toggle Power, pressing the Fangs Hot Key once will Bear your Fangs; pressing it again will Retract Your Fangs. You can also use a On-Self Spell to Toggle your Fangs. Note: This is an aesthetic power. Using it will enable you to activate the Vanilla Oblivion Feeding System. Attempting to use the Vanilla Feed key (Activate) will circumvent The Vampire Experiences own Feeding system, and cause issues. Please do not use it. Powers Gained at Level Five Vampirism Name: Flight Effect: The power of Flight frees the Vampire from the bounds of Gravity. When flying, you can use the Altitude Hot Keys to move vertically Up and Down. You can also press the Boost Hot Key to increase your Flight speed. This is a Toggle Power, pressing the Flight Hot Key once will Activate Flight; pressing it again will Deactivate Flight. Note: Flight works exactly like the console Command TCL, and as such has no collision. It is advised that you use it carefully. Name: Fast Travel: Bat Flight Effect: The Bat Flight Fast Travel power allows the Vampire to turn into a Bat whenever Fast Travelling, reducing the time it takes to reach their destination by roughly 50% Name: Vampire Reflexes Effect: Vampires have incredible Reflexes, allowing them to react faster to dangers around them. When used, this Power will slow the world down, but also boost the Vampires Speed. At Vampire Stage Ten, the world is slowed down even more, and this Speed boost is increased further. This is a Toggle Power, pressing the Reflexes Hot Key once will Activate Vampire Reflexes; pressing it again will Deactivate Vampire Reflexes. You can also use a On-Self Spell to Toggle Vampire Reflexes. Note: When Vampire Reflexes are used, your Attack Speed will not be increased. This is a consequence of the world slowing down, but is left in as a balance effect. Powers Gained at Level Ten Vampirism Name: Fast Travel: Teleport Effect: The Teleport Fast Travel power allows the Vampire to instantly teleport to any previously discovered location when Fast Travelling, reducing the time it takes to reach their destination by almost 100%. Acquired Vampire Powers Acquired Vampire Powers are Vampire Powers and Abilities gained through raising certain Skills: Vampirism enhances your natural abilities, and as you increase these Skills, your Vampiric Infection will allow you to use them in new ways. The Base Skill must be raised to gain the Bonus, and temporarily enhancing the Skill will not unlock the new abilities. Unlike Core Powers, Acquired Vampire Powers usually require Blood to work, often taking their cost directly from your Blood Reserves when used. Some Acquired Powers, however, need you to only have Blood, and will not decrease it when used.

(Note: Acquired Powers below are listed in Alphabetical Order). Name: Beserk (Blade) Blood Cost: 0 (Must have more than 1 Blood, however) Gained: Blade 25+ Effect: With this Ability, the Vampires Blade Skill will double whenever its Health drops below 25% whilst in Combat. Name: Beserk (Blunt) Blood Cost: 0 (Must have more than 1 Blood, however) Gained: Blunt 25+ Effect: With this Ability, the Vampires Blunt Skill will double whenever its Health drops below 25% whilst in Combat. Name: Break Neck Blood Cost: 250 Gained: Hand To Hand 75+ Effect: A devastating attack, the Break Neck Lesser Power allows the Vampire to instantly break the neck of any person or creature it encounters, killing them instantly. However, Break Neck can only be successful if the target is at less than 50% of their maximum Health-- any more, and it will have no effect, but also no cost. Name: Day Stalker Blood Cost: -Gained: Sneak 25+ Effect: The Day Stalker bonus grants the Vampire a 25 point Increase in their Sneaking Skill when sneaking during the day, between 06:00 and 20:00. Name: Hypnosis Blood Cost: Gained: Illusion 50+ Effect: The Hypnosis Lesser Power will freeze an enemy in place for 30 seconds, and make them oblivious to a number of your activities. If the Target is in combat, then their Health will need to be less than 50%, however outside of combat a target can be Hypnotised at any time. Note: Targets will still detect harm against them, can still speak to you, and respond to pick-pocketing; however, they cannot move and should not detect stealing. Name: Mind Crush Blood Cost: 500 Gained: Mysticism 50+ Effect: Potentially the most powerful Vampire Power of all, or potentially the weakest, Mind Crush is a psychic assault against the victim. When used, this power puts the mental abilities (Intelligence and Willpower) of the Caster directly against the Targets own, determining a winner by who is stronger. The loser receives the difference in their mental capabilities, times the Winners Level, as physical damage, potentially killing them. If the two are evenly matched, there is a slight recoil, which will knock both to the floor.

Name: Night Stalker Blood Cost: -Gained: Sneak 50+ Effect: The Night Stalker bonus grants the Vampire a 25 point Increase in their Sneaking Skill when sneaking during the night, between 20:00 and 06:00. Name: Phase Through Barriers Blood Cost: 200 Gained: Alteration 50+ Effect: With this Lesser Power, the Vampire is able to break apart its physical body, temporarily becoming nothing more than vapour. In this state, it is able to pass through the imperfections found in most doors (or even the keyhole itself), allowing it to bypass the lock. This Ability does not work on Load Doors, or some doors with Magical Bindings. Name: Rend Flesh Blood Cost: 500 Gained: Destruction 50+ Effect: Rend Flesh rips the skin from your victims bones, producing four pieces of Mort Flesh, and leaving them as a Skeleton. If they have less than 50% of their Health, Rend Flesh will kill the target instantly. However, once the Flesh has been Rended, there is no way to Drain their body, losing you the Blood. Having their flesh rended will impact on the victims Speed, Strength and Magic Resistance. You may also rend the flesh of the dead. Name: Resurrect Blood Cost: 5000 Gained: Restoration 75+ Effect: Resurrect is the ultimate Healing power of the Vampire: at a cost of 5000 Units of Blood, the Vampire can return any dead body to life. Note: Resurrecting an NPC will not affect Quests-- if you have lost a Quest because a Quest NPC has died, Oblivion will still register them as dead. Name: Shadow Rend Blood Cost: -Gained: Sneak 75+ OR Illusion 75+ Effect: Shadow Rend enables the Vamprie to hide in plain sight: when Sneaking, if the Vampire remains stationary for a few seconds, the shadows themselves bend around the Vampire, making it completley invisible. However, even the slightest movement will break the spell, revealing the Vampires position. Name: Summon Rain Blood Cost: 100 Gained: Mysticism 25+ Effect: With this Lesser Power, the Vampire exercises its control over the Elements, summoning forth a mystical rainstorm which will last for the next 60 seconds, after which the weather will become fine again. There is a 20% chance of summoning a Thunderstorm, instead of just rain. Name: Throw

Blood Cost: 50 Gained: Hand To Hand 25+ Effect: With this Lesser Power, the Vampire unleashes its superior strength into a single incredible throw that will send your enemies flying. Although the attack itself does no actual damage, the victim can still be hurt by environmental factors, such as high falls or fire. When thrown, they will be temporarily stunned, resulting in a 4second Weakness to Normal Weapons (100) and a 4-second Paralysis effect. Name: Transfuse Blood Blood Cost: 200 Gained: Restoration 25+ Effect: With this Lesser Power, the Vampire sacrifices 200 Units of its own Blood to Heal upto 400 points of Health on a target of its choosing. Name: Vampire Projection Blood Cost: -Gained: Mysticism 50+ Effect: The most unnatural of all Vampire powers, Vampire Projection allows the Vampire to project its own Soul out of its body, becoming a spirit. In this form, the Vampire has little power to affect the mortal world-- it can move through doors, and knock things off shelves, but it cannot pick up items, fight, use magic, or interact with other people. In order to return to its body, the Vampire must equip the item + Return to Body which will appear in their Inventory. At this point, they will magically return to their normal body. However, the body is vulnerable without a Soul-- and if the body dies before the Vampire returns to its body, the Vampire will be stuck as a spirit. Forever. Vampire Projection also allows the Vampire to teleport when they are in their Spirit Form (Fast Tavel: Teleport) Note: Some NPCs may still be able to interact with the Player whilst using Vampire Projection; these include NPCs Scripted to interact, and some shop keepers. Name: Vampire Rush Blood Cost: 300 Gained: Athletics 50+ Effect: This Lesser Power allows the Vampire to utilise their superior speed, crossing the distance between them and their target in seconds, seemingly appearing directly behind them in an instant, and delivering a sharp kick which knocks the opponent to the floor. This hit does no damage itself, but leaves the target open to the Vampires follow up. Vampire Rush also allows the Vampire to cross otherwise impossible obstacles, its higher focus making them trivial. Name: Vampires Grace Blood Cost: -Gained: Athletics 75+ Effect: Becoming an Expert of Athletics enhances the Vampires movements well beyond that of normal creatures, producing what is popularly known as Vampires Grace-- the ability to walk over the surface of water, or even stand on it, through careful distribution of the Vampires weight.

Vampire Features Vampire Features are a set of background options which control certain aspects of your Vampires existence. Features can be toggled on or off using the associated Option.ini file. Vampires Are Photosensitive When turned On, this Feature causes Vampries to suffer from sensitivity to sunlight. It does not cause any damage, but there is increased sun glare. Vampires Can Breath Underwater When turned On, this Feature allows Vampires to breath underwater without needing to surface for air. Vampires Are Bald When turned On, this Feature causes the Vampire to become Bald (and sometimes ear-less) whenever they are not wearing a Hood or other Head wear. Vampires Cannot Fast Travel During The Day When turned On, this Feature prevents Vampires from Fast Travelling between 06:00 and 20:00 each day. Vampires Are Paralysed During The Day When turned On, this Feature will cause the Vampire to be paralysed and unable to move between 06:00 and 20:00 each day. At this time, the Time Scale is greatly increased so that period is short, but the Vampire is still vulnerable to injury, Allow Water Damage Inspired by the computer game Legacy of Kain: Blood Omen, when turned On, this Feature will cause Vampires to take Health Damage whenever they are immersed in water (i.e., when swimming). The damage caused can be changed in the Options.ini file. Can Cross At Tides When turned On, this Feature allows Vampires who suffer Water Damage to swim without harm during the followin times: 06:30 - 07:30. 11:30 - 12:30. 18:30 - 19:30. Allow Rain Damage Another feature inspired by Legacy of Kain : Blood Omen, when turned On, this Feature causes Vampires to take Health Damage from the rain. The damage caused can be changed in the Options.ini file. Allow Snow Damage Another feature inspired by Legacy of Kain : Blood Omen, when turned On, this Feature causes Vampires to take Health Damage from the snow. The damage caused can be changed in the Options.ini file. No Fall Damage When turned On, this Feature causes Vampires to stop taking Fall Damage, allowing them to fall from any height without fear.

Vampires Are Weakned During The Daytime When turned On, this Feature causes Vampires to to suffer the following Attribute and Skill drains during the day (between 06:00 and 20:00 hours): Agility -50 Strength -50 Personality -50 Blade -25 Blunt -25 Vampires Cannot Trespass When turned On, this Feature causes Vampires to take Health Damage when trespassing. The damage caused can be changed in the Options.ini file. Allow Water Healing When turned On, this Feature causes Vampires to be Healed when immersed in water (i.e., when swimming). The amount of Health restored can be changed in the Options.ini file. Allow Solar Healing When turned On, this Feature causes Vampires to be Healed by exposed to Sunlight (i.e., when outside between 06:00 and 20:00 hours). The amount of Health restored can be changed in the Options.ini file. Allow Garlic Allergy When turned On, this Feature causes Vampires to suffer an allergy to Garlic. As long as they have a clove of Garlic on them, they will take Health Damage. Eating Garlic has no effect, however. The Damage caused is multiplied by the number of cloves of Garlic the Vampire is carrying. The damage caused can be changed in the Options.ini file. Vampires Shine When turned On, this Feature causes Vampires to shine when exposed to sunlight (i.e., when outside between 06:00 and 20:00 hours). Allow Lunar Healing When turned On, this Feature causes Vampires to be Healed by exposed to moonlight (i.e., when outside between 20:00 and 06:00 hours). Each Moon (Secunda and Masser) can provide its own healing Benefit, but must be visible at the time. The amount of Health restored can be changed in the Options.ini file. Allow Divine Wrath When turned On, this Feature causes Vampires to be injured by walking on Holy Ground such as Cathedrals, Priories and Temples. If the Vampire has Blood left, this will first be drained, then Health Damage will be caused. The damage caused can be changed in the Options.ini file. Vampires Weaken In Sunlight When turned On, this Feature causes Vampires to become weaker through exposure to sunlight. Whenever they are outside between 06:00 and 20:00 hours,

they will gradually become Weaker as their Strength, Agility and Speed are drained (upto a maximum of 50-points), and they develop a weakness to Normal Weapons (which also becomes worse over time, upto a maximum of 50-points). The longer the Vampire is outside, the faster this deterioration will occur. Stepping back inside will begin the process of healin the Vampires attributes-- the longer they are inside, the faster this healing will occur. Allow SE Cure When turned On, this Feature causes the Shivering Isles to suppress your Vampiric nature, stripping you of your Vampire Powers and Bonuses for the duration of your visit. Allow Sun Damage When turned On, this Feature causes Vampires to suffer sun damage, resulting in Health loss when exposed to sunlight. Several factors influence sun damage levels, including weather conditions, if the Vampire is swimming or not, and the time of day. The damage caused can be changed in the Options.ini file. Awareness System The people of Cyrodiil may not necessarily be the brightest of individuals, but they are not completely ignorant to the world around them. Each Town in Cyrodiil (Anvil, Bravil, Bruma, Chedyinhal, Chorrol, Leyawiin and Skinrad) and the Imperial City each have their own Awareness Level, which ranges from 0 to 5,000. As a Vampire goes about its business of Feeding in the vicinity, it will inevitably leave traces of its presence behind. These traces raise a Towns awareness. As time passes without evidence of Vampires, the people become more relaxed. The longer the time since the last incident, the faster a Towns Awareness Level will drop. Five Feeding Types affect a Towns Awareness: Sipping Draining (Or killing with Sipping) Feeding on Dead Animals Feeding on Live Animals Feeding on Dead Bodies When a Feeding Type is performed, two things will happen: the Towns Awareness Level will increase, and the Towns Awareness Duration will increase. Awareness Level is postivie-only, increasing from 0 to 5,000 with each action the Vampire performs, and decreasing from 5,000 to 0 as time passes without incident. Duration is both Positive and Negative: When an action is performed, the Towns Awareness Duration will be pushed to the Negative by a set amount-- if the Towns Awareness Duration is already below 0, it will decrease further below 0. At any other time, the Awareness Duration will be decreased to 0, and then decreased by the Actions Duration. For example: Let Sipping have an Awareness Increase of 5 Let Sipping have a Duration Increase of 10 Then if the Towns current Awareness is 0, and their Duration is +20 (no incident for 20 days) Then Sipping will increase the Towns Awareness to 5 And reduce the Towns Duration to -10 (to 0, and then -10)

Or... Let Sipping have an Awareness Increase of 5 Let Sipping have a Duration Increase of 10 Then if the Towns current Awareness is 20, and their Duration is -40 (4 other cases of Sipping) Then Sipping will increase the Towns Awareness to 25 And reduce the Towns Duration to -50 (to -40, and then a further -10) As time passes without Incident, a Towns Awareness Duration Increases, and their Awareness Level Decreases. The Awareness Level will Decrease faster the longer there has been no incident. However, a Towns Awareness Level will not begin to decrease until their Awareness Duration is Greater Than or Equal to 0. So, if an action increases a Towns Duration by 10, you will have to wait 10 Game Days before their Awareness Level begins to decrease. There are five Levels of Awareness: Level One - No Danger Normal Condition Level Two - Suspicion Increased Patrols Level Three - Evidence of Vampire Activity Stronger Patrols Level Four - Vampire Certainty Patrols replaced with Seraphine Guardians, powerful Vampire-hunting Knights Level Five - Vampire Menace Seraphine Guardians replaced with Seraphine Knights, more powerful. Types of Vampire Standard Vampires The most common form of Vampire, these creatures are created when a mortal being is exposed to the Vampiric Infection. Vampire Revenants Whenever a Vampire is killed, its Soul is cast out of the Body, leaving behind an empty vessel. In some cases, however, the Vampire refuses to die and, by force of Will, is able to reenter its own corpse, rising again as a Vampire Revenant. These creatures are stronger and faster than normal Vampires. Vampire Revenants can be identified by their Skeletal Appearance and their glowing green aura. Consumables Consumables is the name given to usable items in The Vampire Experience. Different Items have different effects. Blessed Icon

The Blessed Icon is a powerful magical artefact that sanctifies a Vampires corpse. Under normal circumstances, any killed Vampire could rise as a Revenant. By placing a Blessed Icon on their corpse, the Soul is prevented from re-entering the body, preventing this change. However, if the Blessed Icon is removed, those Vampires that would have become Revenants will be instantly revived. Emty Blood Vials Empty Blood Vials are used to store Blood. They are required if a Vampire wishes to Harvest Blood from a Sleeping Victim, and are left behind whenever a Blood Vial is consumed. They can also be purchased. Impure Vampire Dust A form of Vampire Dust which contains a lot of contaminants, such as traces of Blood, clothing or skin. Pure Vampire Dust An unusually fine form of Vampire dust, free of all impurities. Heart of Darkness A powerful item which has a 10% chance of being found on dead Vampires, the Heart of Darkness will be activated automatically when the Vampires Health drops below 25%. The Heart is consumed in the process, and the Vampires Health is restored to full. Note that the Heart must be carried if it is to take effect. Vampire Tomes These ancient books, written in a long-forgotten language, are illegible to even the smartest mortal scholars; yet Vampires can read them with ease, and on doing so will gain an increase in Lore-- either, 250, 500 or 1,000 points-- instantly. Coffins As a Vampire, you are able to sleep in Coffins. Sleeping in a Coffin will provide special bonuses to the Vampire, with each Coffin having a different effect. For each Game Hour you spend sleeping in a Coffin, you will gain 10 real-world minutes worth of their Effect. Cheap Coffin Flimsy and unappealing, the Cheap Coffin barely passes as a resting place for Vampires. For this reason, those who sleep in the Cheap Coffin learn to enhance their own natural healing tendencies: outside of Combat, your Health will restore to 100%, whilst during Combat it will heal upto a maximum of 50%. Sturdy Coffin Made from expensive wood, the Sturdy Coffin is more reliable than the Cheap Coffin, and provides more security to the Vampire. Sleeping in a Sturdy Coffin will decrease the passive rate at which expend Blood by 100%. Stone Coffin Made from heavy slabs of stone, the Stone Coffin is one of the most secure resting places a Vampire can find. Sleeping in the Stone Coffin will grant you the Stone

Skin bonus: periodically, your flesh will become as hard as stone, making you immune to all physical and magical injury. This effect will occur at random intervals between 30 and 90 seconds, and last for 4seconds at a time, allowing you brief moments of invincibility. Bone Coffin Made from the ground bones of countless mortals, compressed and heated into shape, the Bone Coffin is tied directly to the mystical energies of the world. Sleeping in the Bone Coffin will grant you a Magicka Cost Bonus: each time you cast a Spell, 50% of its Magicka Cost will be returned to you automatically. Note: You must have enough base Magicka to cast the Spell. Glass Coffin The rarest and most valuable of all Coffins, the Glass Coffin provides two bonuses: firstly, it greatly decreases the passive rate at which you expend Blood, and will enhance your natural healin tendencies: outside of Combat, your Health will restore to 100%, whilst during Combat it will heal upto a maximum of 50%. Curing Vampirism There are two stages of Vampirism: Infection Vampire If you are only Infected with Vampirism, any Cure Disease Potion will remove the Blood Infection, and stop you becoming a Vampire. If you have already become a Vampire, there is no in-game Cure. The Lore of The Vampire Experience, which is reflected by game-events, is that the only way to stop being a Vampire is to die. However, if you decide that you do not wish to be a Vampire, or you wish to Uninstall The Vampire Experience, there is a Console Command which will cure Vampirism: Set ZCDMTVEUninstall to 1 Once entered, wait a short while, and a message will appear confirming that your Vampirism has been healed. If you are doing this to uninstall The Vampire Experience, the following is recommended: 1. Go to an empty Cell, such as your Home. 2. Wait Three Days. 3. Enter Set ZCDMTVEUninstall to 1 into the Console (minus Quotes) 4. Wait for the Message. 5. Save Oblivion. 6. Exit Oblivion. 7. Uninstall, as outlined in the Uninstall section of this Read Me. 8. Reload your Save Game. 9. Wait Three Days. 10. Save. 11. Exit. 12. Reload. Any left-over The Vampire Experience data should now be removed.

Customisation The Vampire Experience is one of the most highly-customisable Vampire Mods currently available for Oblivion. By utilising the included .ini files, you can change almost any aspect of your Vampire, and tailor your experience to your own tastes. These settins can be Hot Switched, meaning that if you do not like the setting you do not have to start your Character over again. Simply exit Oblivion, change the settings and re-load your Game. The Settings will take a few seconds to take effect. The Vampire Experience comes with two .ini files: The Vampire Experience - Options.ini This .ini file contains all of the Vampire-existence options, such as Maximum Blood reserves at each Level, which Vampire Features are activated, the requirements for Evolution, and more. This .ini file uses a combination of Binary values and Absolute Values. Settings marked (1/0) accept Binary options, where 1 means on, and 0 means Off Settings marked (1-1000) use Absolute Values between 1 and 1,000. Note: It is recommended that you do not use any values exceeding 1,000, however they will be accepted. The Vampire Experience - Vampire Build.ini This .ini file controls your Passive Vampire characteristics, such as Attribute Bonuses, Skill Bonuses and Passive Weakness/Resistances. This .ini file uses Absolute Values. Note: It is recommended that you do not use any values exceeding 1,000, however they will be accepted. Known Issues No known Issues at the Present Time Credits Pacific Morrowind - Vampire Skull Mesh JDFan - Vampire Skull Mesh
Phitt - Coffin Mesh Update

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