Vampire Diversity Overhauls and improves player vampirism and diversifies some of the benefits according to the vampire clan you belong to. Removes the daylight fast travel ban and optionally Sun Damage. DESCRIPTION: I tried to keep things balanced, but still give each clan a somewhat unique slant of vampirism making it worth while travelling to different regions to get the ideal form of vampirism for you, or one that's best suited to your player character or playstyle. Details are as follows. All Vampire Clans: Attributes: +15 to all except +20 to Personality, Strength and Willpower, and +25 to clan attributes. Skills: +30 to Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, Stealth, Thaumaturgy and clan Skills. Spells: Levitation, Calm Humanoid, Charm Mortal and clan Spells (if any). Advantages: Immunities to Paralysis, Disease, and any weapon material below Silver. Resistance to Frost and Acute Hearing. Disadvantages: Critical Weakness to Fire. Damage in Holy Places. Must kill once a day to stay satiated (or will not be able to rest/loiter). I've removed the fast travel in daylight ban (though you still arrive at night - can't seem to change that) and optionally, Critical Weakness to Fire can be swapped out with Sun Damage. Anthotis Clan: Attribute: +25 to Intelligence and Willpower Skill: +30 Restoration and Illusion (they get an extra magic skill due to a lack of additional spells) Spells: None Regions: Alik'r Desert, Antiphyllos, Bergama, Dak'fron, Tigonus Garlythi Clan: Attribute: +25 to Endurance and Strength Skill: +30 to Alteration Spells: Shield Regions: Northmoor, Phrygias Haarvenu Clan: Attribute: +25 to Speed and Personality Skill: +30 to Destruction Spells: Ice Storm and Wildfire Regions: Anticlere, Ilessan Hills, Shalgora Khulari Clan: Attribute: +25 to Luck and Strength Skill: +30 to Alteration Spells: Paralysis Regions: Dragontail Mountains, Ephesus, Kozanset, Santaki, Totambu Lyrezi Clan: Attribute: +25 to Agility and Willpower Skill: +30 to Illusion Spells: Invisibility and Silence Regions: Alcaire, Isle of Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains. Montalion Clan: Attribute: +25 to Endurance and Personality Skill: +30 to Mysticism Spells: Recall Regions: Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, Wayrest Selenu Clan: Attribute: +25 to Agility and Strength Skill: +30 to Destruction Spells: Resist Cold, Resist Fire and Resist Shock Regions: Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, Sentinel Thrafey Clan: Attribute: +25 to Intelligence and Willpower Skill: +30 Restoration Spells: Heal Regions: Daenia, Dwynnen, Ykalon, Urvaius Vraseth Clan: Attribute: +25 to Speed and Personality Skill: +30 Mysticism Spells: Nimbleness Regions: Betony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, Tulune PLANS FOR THE FUTURE: I tried to add Darkness Powered Magery (unable to cast in daylight) as a disadvantage, but the vampire race template wouldn't allow it. I then tried to hack it in with some code, but I couldn't get that to work... I will keep trying. I wanted to add Athleticism as an advantage, and although it parsed in the race template, it wouldn't work in game. So again I'll try and figure that out too. Really wanted to add extra spells both in general and to each clan, but again couldn't get that to work. Certain elements of the vampire coding just seems untouchable mod wise, while other elements are unpredictably so and seem very temperamental. USEFUL CONSOLE COMMANDS: Make yourself a vampire with "diseaseplayer vampire" Cure your vampirism with "vamp_cureme" Satiate your vampirism with "vamp_feedme" Having done testing using the console command "diseaseplayer vampire" it has become apparent that the resulting vampire has a mix of the regions' clan benefits with those of clan Lyrezi, even though I thought it would always default to Lyrezi (like in vanilla)... not sure why or whether this is dfu behaviour or is a consequence of this mod. VERSIONS: Version 1.0: Initial release for play-testing. Version 1.0a: an alternative file to 1.0 that swaps out the Critical Weakness to Fire disadvantage for the Damage in Sunlight disadvantage. Use either 1.0 OR 1.0a, not both. DOWNLOADING AND INSTALLATION: Download from NEXUS. Unzip or paste your chosen download's contents into your StreamingAssets folder and let it overwrite if requested. VORTEX, if you use it, should do this automatically. PROBLEMS AND CONFLICTS: Vampire Diversity by it's very nature will conflict with the No Vampire HP Drain mod (whichever loads last will take precedence) ... but Vampire Diversity includes the similar changes as well as adding to them so yeah, you don't need it anyway (unless you just want the no HP drain affect). Many thanks to ConsoleZOMBIE for that mod though, without their work it would have been much harder working out how to make this mod. Vampire Diversity is also incompatible with the Vampiric Options mod in much the same way (whichever loads last will take precedence). It's a shame, because I love that mod. I will try and work out a way for both to work together somehow, but I can't make any promises at this point. If you are using the Climates and Calories mod, when you are infected with vampirism (once you get the dream), and you still want to become a vampire, you MUST disable Climates and Calories or YOU WILL DIE immediately upon waking up in a crypt after turning into a vampire. Once you have established yourself as a vampire and have been satiated, I think it should be safe to turn it back on if you want to (not tested) ... though you don't really need it anymore, food and water mean nothing to you now. If you come across any problems or mistakes please leave a comment on the appropriate Nexus or Daggerfall Workshop Forums page. Ask yourself whether it can be considered a feature before reporting it as a bug.