Vampiric Thirst Reborn 9.2 by Haxop & MsLeeches Requirements: All DLCs + Unofficial Skyrim SE Patch + Spell Perk Item Distributor(Optional) Changelogs: Version 9.2 - Fixed a bug with the disappearance of age when re-turning into a vampire. Everything should now work as it should. - Optimization of the quest responsible for keeping the acquired abilities of the vampire. - Replaced one of the functions that, under certain circumstances, would gave vampire eyes to turned vampires and ghouls. Perhaps this will help those who have crashes. - Fixed a bug with the transformation of an NPC into a Vampire Lord when moving to another location. - Fixed a bug with the Blood Plague spell, which spawned several effects that deal damage at once. - Now you can feed and receive bonuses from Werewolves and NPCs, which in fact should be. - Feeding on the corpses of Falmer, Vampire Lords, you will receive bonuses associated with them. - Corpses of Werewolves, animals are satisfied twice as well. - Added a tweak for compatibility with the SunHelm mod. It can be activated in the MCM menu. Version 9.0 - Global improvements and fixing vanilla bugs and my own. - Added the ability to transform NPC vampires with Volkihar Blood into Vampire Lords when their health falls below 30%. Including the NPCs you turned. The function can be disabled in the MCM menu. - Returned and fixed the Bats ability property. Now you can teleport to the point you need again, but without the bugs of the original mod. - Fixed a bug in the original game where Harkon's bite would instantly kill you when turning into a Vampire Lord. - Fixed a bug where, when cure from vampirism, you still had some of the abilities and spells. This applies to Serana too. - Fixed a bug due to which when re-turning into a vampire, your abilities and age did not return to you. However, it is advisable that you install updates before healing from vampirism. - Now, enslaving Dexion, you will play the appropriate animation and in all respects he will really be your Thrall. - Now, during the Volkihar Castle quests, you will be able to turn quest NPCs into vampires, even without the Rebirth ability. - Now the Scripts folder belongs to the main files and it is recommended to be installed. Version 8.6 - Fixed a bug due to which the aggression from others remained even after being saturated with blood. - The bite animation now works on a seated NPC. - Optimized the perception of magic effects that deal solar damage. The patch for Vokrii was removed as unnecessary, while the patch for the Mysticism mod was added for new spells. - Now, sun damage can be avoided by diving underwater. - When exposed to the sun, you completely lose magic until you find shelter. - Optimized the script for distributing abilities for NPCs. Maybe this will help people who are facing crashes of the game. - Added a new function to the MCM menu that prevents the vampire from using Shouts. Suitable for those interested in pure wagering. - Perk Distributor is now giving away the Volkihar Blood perk, which will help ensure compatibility with mods editing NPCs from Volkihar Castle and Vampire Lords from other mods. - In the patch for Vigilant, new fixes were added, and all World Spaces from the mod were added to the exceptions for sun exposure on the vampire. Version 8.5 - Made some manipulations with Ghoul's ability. Hopefully this will help prevent crashes from those who have had them. - All persuasion or intimidation checks now succeed if the target is under the influence of Seduction or Entrance. - Now, in rainy or snowy weather, you are completely insensitive to sunlight. - Now you can (Revelation Ability) spend all vampire experience at once, converting it into skill points. - The Vampire Grip can now hurl creatures at a greater distance. - Vigilant Patch: Improved compatibility with weapons using the Silver weapon perk. - Small fixes. Version 8.4 - Added a missing Event, due to which turned vampires and ghouls lost their red eyes when moving to another location. - Another attempt to add a softer but effective Vampire Sight shader. Judge for yourself. - Absorb Life now grants more experience on use, but less blood supply for more balance. - Feeding on Dead: Optimized the satiety effect. Feeding on the corpses of vampires also accelerates the aging process. - When you acquire the Raise Thrall ability, you also gain the ability to dispose of summoned or reanimated servants. Purchased automatically. - Now mortals will not comment on your appearance if you are in the first or second stage of hunger. - Fixed the learning process for Fura the Bloodmouth's Two-Handed Weapon. Now Hert and Hern won't be so cowardly in battle. - Big updates for the Vigilant patch for VTR: new abilities for vampire creatures, Lamae Bal, Gray Prince and leveling of summoned vamps. - I tried to fix a bug related to incorrect installation of the mod using Mod Organizer. The user of this utility, please unsubscribe, since I myself did not understand if I helped with this. Version 8.3 - New softer visuals and sounds when using Vampire Sight. It is now more effective for those using terrain dimming mods. - The Vampire Grip has now regained the ability to drain life from its foes. If the spell kills the target, then the thirst for blood is satisfied. - The Vampire Grip now has the telekinesis ability. - Fixed feeding the Vampire Lord: now it can also kill essential NPCs if the corresponding function is enabled. - Fixed Ghouls' regeneration ability. - Finally, I made The Walking Dead ability work correctly. It is strange that no one was indignant about this. Version 8.2 - I tried to fix crashes for players related to the Ghoul and Rebirth abilities, although I myself did not encounter crashes. - Fixed a bug with the Vampire Seduction ability that caused hypnosis to work the other way around. - Enhanced the abilities of animals and creatures affected by the Ghoul ability. - Fixed possible freezes when using the Absorb Life and Blood Sphere spells. Version 8.1 - Made FOMOD installer for ease of use. - Added a mod with additional abilities for the Vigilant SE. It is NOT necessary for both mods to work. - The level of Serana, Valerika and Virthur will no longer be directly proportional to the level of Harkon. You understand. Version 8.0 - Quite a lot of time has passed since I updated the mod, however, I made significant changes, the description of which you will find in a text file. - Replaced piloting in the air with a full-fledged ability to fly - the ability Midnight Dragon. The ability acts in both forms, but the Vampire Lord form does not consume a supply of blood. - Restored the correct operation of the Rebirth ability. Now you can turn about 30 NPCs, each of which receives the corresponding strengths and weaknesses. - The Ghoul ability now automatically transforms your resurrected creatures with Raise Thrall's spell into vampires. - Removed vampire speed from NPC vampires, replacing it with the Bats ability, similar to that of a player. - Now the Death Hounds and Gargoyles are not covered by the script for the distribution of abilities and spells. Instead, they use their own. - Unholy Might now allow you also to reduce Stamina cost for delivering power attacks in close combat. - Removed the Veil of Night ability due to its incompatibility with Embrace of Shadows. Instead, you gain the Bats ability with some improvements. - Removed horse assignment when using Vampire Seduction and Entrance. Instead, you will pump the Illusion skill when using these abilities. - Returned and fixed the vanilla infection script when using the Blood Plague spell. - Due to a misunderstanding of the game engine, I had to touch the vampire races to give them immunity to paralysis. Corrections from USSEP are added to the changes, which is now also necessary for the mod to work. If you use the Imperious mod, then you can download the compatibility patch for it. - A lot of corrections and adjustment of abilities. When updating the mod, do not forget to delete the old scripts from the Optional folder, if you installed them. - For those who use the Spell Perk Item Distributor mod, the archive also has a text document for distributing perks to characters with Keyword Vampire. Version 6.2 - Instead of the original perks that littered every vampire NPC(and not all of them worked), I created a single level perk, which, based on certain skills, increases the strength and effectiveness of spells. - Some fixes with spells and their effects. - Now silver and weapons from Dawnguard act on undead and ghosts. Updated patch for Vokrii mod. - Now summoned gargoyles will change their appearance, not to mention the growing strength with the level. - Some fixes with spells and their effects. Version 6.1 - Finally found a way to add vampire eyes to the turned NPCs, avoiding the brown-faced bug (Thanks for this thedarkone1047 and Christopher4684). - Now, feeding on corpses of animals or people will be regarded as a little “softer” by the public. - Fixed bugs with standard feeding, such as the inability to feed once a bitten NPС to another vampire. - The abilities of the “Ghoul” are fixed. - Added the ability to absorb Magicka and Stamina using the Blood Sphere of the Ancient vampires. - The Amulet of Bats now not only increases the effectiveness of Blood Magic, but also reduces the cost of its use. Version 6.04 - The vampire’s feeding has been adjusted: now you can’t feed on undead in which the vampire’s blood does not flow Version 6.03 - Corrected the description in MCM in the FAQ section. Version 6.02 - Added a folder with scripts from the mod to avoid conflicts that arise with users with PlayerVampireQuestScript. Version 6.01 - Correcting inconsistencies in the description of the Vampire Lord perks, adding a more informative description. Version 6.0 - New version, new features! Description: Before describing the mod, I would like to draw attention to the fact that English is not my native language, so if you have any questions, write either to me or in the commentary on the mod. There are so many different alterations of vampirism. Some add a bunch of different spells, unbalanced in my opinion. Others add beautiful effects, but do not give Depth of Wagering. But the main problem for me was the mismatch Lore of the game. But then I came across the Vampiric Thirst Dawnguard Edition and realized that the author tried to hybridize the game's Lore and the Vampire Masquerade Universe. So he dragged me in. However, in the process of passing, I found more and more bugs, and I wanted Ms Leeches to bring the mod to mind, but as it turned out, she stopped doing it, and therefore I began to make adjustments for myself. As a result, all this resulted in a full-fledged vampire overhaul, in which I changed almost all aspects of vampirism, the characteristics of NPCs of vampires, including personal ones, added new spells and abilities, but still I think this mod is made for Vampire Warriors or Assassin and therefore - he is the first of its kind. Vampire Features: - Full wagering for a vampire whose abilities are suitable for either a Warrior, a Thief or a Sorcerer. - Blood saturation enhances your ability to regenerate. Sunlight, Fire, Electricity and Silver slow it down and cause increased damage. - You can hide from the sunlight in the shade or in water. Being saturated with blood, sunlight is not deadly to you. Now snowy or rainy weather will also offset sun damage. - NPC vampires also receive abilities and spells from the mod, which grow along with their level. The option can be disabled in the MCM menu. - The Bloodthirst mod from flexcreator is integrated and modified: now vampires will also feed on sleeping and unsuspecting victims. If a vampire or Vampire Lord surpasses you in strength, then he can bite you in battle. The option can be disabled. - Now you can turn NPCs into vampires. They will also grow in strength. - Changed Leveled lists with vampire armor. Now they don’t have a common tailor. If you are using Immersive Armor, then disable the Vampire Distribution function in IA mode. Armor from the mod will still come across. - A well-fed vampire possesses not only faster regeneration, but also a more developed charm. Bringing yourself to exhaustion will lead to aggression on the part of mortals and maddening thirst for blood. Option can be disabled in MCM menu. - The ability to create blood vessels, both ordinary and vampire, with the appropriate skills in alchemy(25). - A new way of contracting vampirism: Vampire Blood. Vampire blood can come from defeated vampires or with some chance from alchemists. It can also be cooked in a pot with the appropriate alchemy skills(50). - New bloody Night Vision shader. In the MCM menu, you can return the original. - Completely redone old and special new abilities, perks and spells for the vampire and Vampire Lord. A detailed description can be found in the Vampire Abilities menu. Sanguinare Vampiris: - Now the disease does not reduce at one time 25 Health points, but instead reduces Health regeneration by the same 25%, but in addition to this increases the recovery of Magicka and Stamina by 50% in the absence of sunlight. In addition to this, the incubation period of the disease provides you with 50% Resistance to Diseases and Poisons. Vampire Abilities: - Absolute invulnerability to diseases and poisons, which ignores even 85% of the threshold to resistance, without changing it. - Waterbreathing. Everyone already knows why. - 50% Frost resist. - Absolute indestructibility when falling. - If the vampire moves on foot without accelerating his step, his gait is silent. - Being saturated with blood, a vampire can avoid a fatal blow if it was not inflicted sun, or silvered weapon. The option can be disabled. Vampire Weaknesses: - 50% weakness to Fire & 25% weakness to Electricity. Taking damage from these elements stops the regeneration of Health and Magicka. - Food, alcohol, potions, and healing magic are now useless to you. Aedra no longer bless you and interact with you. - When hit with a silver weapon or weapon of the Dawnguard, it sets fire to the blood of the vampire and inflicts long-term damage to it. - Both you and other vampires will now have to feed on the blood of living beings in order to regain their strength faster. Feed Types: Combat Feed: As a vampire or in the form of a Vampire Lord, you can quench your thirst for blood by attacking your opponent. The chance of success is calculated from Health, Stamina, Unarmed Damage and other attributes corresponding to the attributes of the enemy. Sneak Feed: Being behind the enemy significantly increases the chance to bite the victim. Feed on Dead: You can restore your strength by feeding on dead bodies of people and animals. Seduction: Using the ability of Vampire Seduction, you can also quench your thirst for blood without any resistance. Absorb Life: Using Blood Magic spells, you can also quench your thirst for blood remotely. Vampire Age:Vampire/ Blooded Vampire/ Vampire Mistwalker/ Vampire Nightstalker/ Ancient Vampire. Without even developing any specific abilities, the vampire will become stronger in the following ways: - Your physical strength increases by 10/20/30/40/50% - Your unarmed damage improves by 5/10/15/20/25 points. - Your necrotic flesh becomes stronger by 50/100/150/200/250. - Your movement speed increases by 5/10/15/20/25% - Your stealth is more effective by 5/10/15/20/25% - Your school spells of Illusion, Conjuration, and Destruction require 5/10/15/20/25% less Magicka. As you already understood, with age, vampires become stronger, faster, and even smarter, but many of them devote themselves to certain ways of developing their forces. Some forces are gradually wasting a supply of blood, while others are one-off. Below will be given these paths and outgoing abilities from them: Potence Legendary power, unrivaled grace and incredible stamina are attributes of powerful vampires. The developed physical potential turns the vampire into a ruthless predator, whose tirelessness will not leave a single chance to its victims. Vampire Regeneration -You can use the absorbed blood to restore 2/4/6/8/10 Health points per second. Dead Vigor - While Regenerating, you restore 2/4/6/8/10 Stamina points per second. Deadly Strength - You can use the blood obtained to increase physical strength, carrying capacity and jump height by 20/40/60/80/100%. Unholy Might - Using Deadly Strength, the vampire does much more damage with his bare hands, and also reduces Stamina costs for delivering power attacks in close combat. Supernatural Reflexes - Your attention and reflexes are sharpened, and the movement speed are increases by 20/40/60/80/100%. Celerity - Using Supernatural Reflexes, the speed of attack with weapons increases by 10/20/30/40/50%. Perfidy Many vampire clans turn to cunning, and it is often the source of their shame. To many abilities that dull the vigilance of the victim and stupefy someone else's mind, are also honed by the honed predatory feelings of vampires. Vampire Sight - A vampire can see in the dark as clearly as during the day. Now it has new bloody Night Vision shader. In the MCM menu, you can return the original. Vampire Perception - A vampire is able to feel the aura of living beings, as well as the presence of undead at a distance. Bats - You can turn to a flock of bats to quickly cover a short distance. Embrace of Shadows - A vampire can become completely invisible to others. Interaction with objects, people or the use of other abilities will interrupt this effect. Vampire Seduction - A hypnotic gaze can introduce a living subject into a state of high suggestibility for a short time. The effect is interrupted if the subject is attacked. Entrance - Vampire immerses a seduced victim in a deep trance, turning it into a mindless slave who follows the master and carries out any order. The effect is interrupted if the subject is attacked. Blood Magic All vampire sorcerers draw strength hidden in their blood so that they can control their hunger, feed on life forces without physical contact with the victim, and perform many other blood manipulations. Skyrim and Morrowind vampires, in particular the Aundae clan of Vvardenfell, have an innate ability to control these forces. Absorb Life - Takes away the life force from the target and transfers them to the caster. If the spell kills the victim, quenches the thirst for blood. Blood Sphere - At the same time deals damage to the target and takes vitality. If the spell kills the victim, quenches the thirst for blood. Blood Plague - Bloody charge, poisoning the blood of the enemy, and inflicting lasting damage to his Health and Stamina. If the target is killed by Blood Plague it will jump to nearby targets. Source of Power - Allows you to replenish your Magicka and Stamina with blood, while the spell is supported. Blood Ties - Performing this short ceremony will steal the life force from all nearby creatures and quench your thirst at the expense of those who cannot bear its effects. Dead Blood Although the inanimate state of vampires gives them an idea of nature of necromancy, a surprisingly small number of those who know how to command the undead, or decide to do this science. or some reason, the vampires who live in Skyrim practice dark art almost throughout the province, achieving mastery unheard of elsewhere. Raise Thrall - Allows you to raise and subjugate the dead for a while. Hound - Summons a Death Hound from Coldharbor to serve you. The older the Vampire, the more hounds he can call. Ghoul - The creatures you reanimate with the Raise Thrall spell automatically become vampires. Rebirth - Performing this ritual will allow you to turn your victim into a vampire. The strength of the newborn will depend on its level. The Walking Dead - Performing this ritual will allow you to revive the dead for a short time, which will protect you. Knowledge Any vampire with age becomes stronger, faster and smarter. But in order to speed up the process, he must use the blood he acquired to develop his skills. Talent - A vampire can spend his blood on skills point. Revelation - The vampire can spend all the accumulated experience to develop his skills. Vampire Lord Features - Now the Vampire Lord can feed not only with a power attack, but also by pressing the Feed key, as in the form of a humanoid. - The growth of the characteristics of the Vampire Lord now depends on the age rank, and not on the specific level of the vampire. - While on the ground, the speed of the Vampire Lord is increased by 10% compared to normal, and while hovering in the air - by 20%. - Absorb Life spell no longer attacks in area and acts by concentration. In the form of a Vampire Lord, it is more effective, but its strength also depends on the skill Destruction. As in the old version of the mod, you must first purchase it. - As in previous versions of the mod, most spells acquired for the form of the Vampire Lord act in the form of a humanoid. The converse is also true. - As a sign of his greater attachment to close combat, the Vampire Lord will no longer automatically float in the air when in contact with water. - In the form of the Vampire Lord, Heatfear is doubled, but with the age of the vampire, magic resistance also increases 5/10/15/20/25% - The Ancient Blood has now undergone a change. Now it gives a 25% chance of absorbing spells while Magicka is below 25%, not counting the ability to absorb the magic and stamina of the enemy. Vampire Lord Perks & Spells Belonging to the court of Lord Harkon, you get the powerful blood of this clan which makes you absolutely immune to Frost magic and more effective in using this element. But most importantly, you acquire the ability to accept the mantle of the Vampire Lord, thereby becoming an immortal killing machine. Aging Power of the Grave - You get an increase of 100 points to Health and Magicka, as well as 150 points to the of Stamina, having slept in the coffin (Required rank: Vampire). Devastator - Life drain spells deals 0.5% more damage per level of Destruction(Rank required: Blooded Vampire). Bloodiness - Killing a victim with a bite during a power attack restores your Magicka and Stamina depending on your level. Power attacks do 0.1% more damage per point of Stamina (Rank required: Vampire Mistwalker). Unearthly Will - Applying Night powers and Blood magic costs 50% less. Depending on the age, Magicka recovers faster from its maximum value (Rank required: Vampire Nightstalker). Night powers Midnight Dragon - You gain the ability to fly into the air and travel through the night sky. The ability is available in both forms. Night Cloak - You can surround yourself with a flock of bats, absorbing the blood of nearby enemies and thereby healing you. Mistform - Transform into an invincible cloud of fog, allowing you to restore Magicka and Stamina much faster. Blood Magic(Vampire Lord) Corpse Curse - Living targets weaken for a short time and become vulnerable to paralysis for the first time if they were seriously injured. Sentinel - Allows you to summon a gargoyle who will fight on your side. Vampire Grip - Having mastered the magic contained in your blood, you can pull an object or living creature to you or throw it aside. If the target is a living creature, then as close as possible, you can absorb its life, thereby quenching your thirst for blood. Installation: - Use a mod manager convenient to you: NMM, MO or Vortex. Or you can perform the installation manually by transferring the files you need to the Data folder. - Before each game update, do not forget to use the Update function in the MCM menu. Uninstall: - Use the Uninstall function in the MCM mod menu, and then delete the files themselves from the game’s directory. It is advisable to cure from vampirism in game ways. - Use mod managers to uninstall if possible. Gratitude: - Ms Leeches(An author whose work I loved so much). - Enai Siaion(The genius of a mod-making craft, whose ideas from mods and the mods themselves helped me understand and rethink a lot). - flexcreator (The same guy who invented Dark Maneuvers and Bloodthirst. From the scripts that I saw in his mods, one can judge that he is none other than James Moriarty). - The Universe of Vampire: The Masquerade(For those concepts that the above authors have adopted from them). Compatibility: 1)Better Vampires(Not compatible and there is no compatibility patch, at least for my part). 2)Sacrosanct(Not compatible and there is no compatibility patch, at least for my part). 3)SVOM(See the first two paragraphs). 4)Curse of the Vampire(The same story) 5)Royal Bloodline(Not compatible) 6)Mysticism - A Magic Overhaul(The patch is embedded in the archive). 7)Wintersun(The patch is embedded in the archive). 8)Imperious - Races of Skyrim (The patch is embedded in the archive). 9)Cosmetic Vampire Overhaul (The patch is embedded in the archive). 10)Immersive Armors(Disable the Vampire Distribution function in IA mode).