和最初的Fallout 4的Sanguinaire版本一样，这是一个开发测试版，将来可能会有变化。虽然我将始终尝试设置更新，以集成到正在进行中的游戏运行以前的版本，这不是一个保证的可能性，有些更新可能需要重新启动游戏。我已经发布了一个测试版，以接收来自社区的反馈和想法，就像我在Fallout 4版本中所做的那样。我的Fallout 4版本的许多玩家一直在耐心地等待Skyrim版本，我很高兴地宣布了第一个开发测试版。此产品将不会在控制台上发布，直到开发已经接近尾声。
未来的更新将包括在Solstheim中添加Porphyric Hemophelia品系的Morrowind吸血鬼，以及在harkon被击败后将NPC变成吸血鬼领主的能力。上述内容尚未实现，并将出现在以后的开发更新中。我将与@TheDarkOne 1047合作这些特性。
Sanguinaire (Revised Edition - Skyrim Special Edition)
Special thanks to @TheDarkOne1047 who will in the future be working on this project with me.
As with the original release of Sanguinaire for Fallout 4, this is a development BETA and is subject to change in the future. While I will always attempt to set up updates to integrate into games in progress running previous versions, this is not a guaranteed possibility and some updates may require a game restart. I have released the mod as a BETA for the purpose of receiving feedback and ideas from the community as I also did with the Fallout 4 edition. Many players of my Fallout 4 release have been patiently waiting for the Skyrim edition, and I'm glad to announce the first development BETA release. This product will not be released on console until development has reached a close.
Updates in the Future:
Future updates will include the addition of Morrowind Vampires of the Porphyric Hemophelia strain of which will appear in Solstheim, and Werebears along with the ability to turn NPCs into vampire lords after harkon has been defeated. The aforementioned are not yet implemented and will appear in later development updates. I will be working with @TheDarkOne1047 on these features.
Due to the purpose of this module, and it's function it is important to ensure you have your system set up properly to avoid issues. It should be noted that Sanguinaire is a total overhaul of the vampire experience, but does not affect the VL perk tree and updates a few of Harkon's dialogue rules for the purpose of identifying you correctly if you are a Hybrid. Sanguinaire does not modify NPCs directly to ensure the unofficial patch changes to them still work, but the base vampire races have been modified as it was necessary for functionality. This mod is designed to give a very particular experience to hardcore role-players and does not use MCM menus. This is essential to total immersion, and I will not be adding MCM menus in the future. Sanguinaire is a sister project of the Fallout 4 Sanguinaire, which can be found here: https://www.nexusmods.com/fallout4/mods/38245
1) Do not play Sanguinaire with another vampire overhaul installed. This will clash and break the game.
2) Do not play Sanguinaire with mods that modify werewolf scripting, as Sanguinaire must use these scripts for Hybrid functionality.
3) Place Sanguinaire as priority over dialogue overhauls to allow Harkon's dialogue to work correctly with some of the mod's functions.
4) Ensure you play Sanguinaire on either a brand new save, or a save in which you are not already a vampire / werewolf to avoid functionality issues.
5) It is best not to use mods that modify vanilla vampire spells with Sanguinaire. This could cause functionality issues.
6) If you are using the unofficial patch, make sure Sanguinaire loads with priority to ensure all vampire mechanics work properly.
This module will not be compatible with other mods that modify player side vampire mechanics, as Sanguinaire is an overhaul module. This includes mods that modify vanilla vampire functions such as core scripting, hunger system modifications. Sanguinaire is however fully compatible with vampire perk mods, and the alternative start "live another life" mod. Sanguinaire does not modify NPCs directly, and instead uses quest aliases to apply NPC changes. This means that beautification mods are compatible with Sanguinaire. Sanguinaire is not compatible with mods that modify vanilla vampire powers as it makes changes to these for functionality reasons. Sanguinaire is compatible with other mods provided they don't affect vampire core scripting, vanilla vampire powers and as long as it has priority over dialogue overhauls for the purpose of updating Harkon's dialogue to identify the player correctly as a hybrid.
Vampirism (Sanguinare Vampiris)
This section of the mod page defines changes and additions made to the Skyrim native Sanguinare Vampiris form of vampirism. The mechanics for vampirism have been extensively re-written on the player side, increasing the quality of game-play. This module however also adds extensive amounts of new game-play. The player can achieve all in-game named vampire ranks on their journey through vampirism by earning blood points. Blood points are earned from feeding on blood, and through use of vampiric drain. The amount of blood a feeding takes from a victim scales to a percentage target's max HP. Mortal foods or potions to restore health will be 50% less effective as a vampire and health regeneration is reduced by 25% due to being undead and having little life-force. Therefore vampires rely on feeding and the vampiric drain ability primarily to regain their health.
This disease has been updated. NPCs can now contract the disease from the player and other NPC vampires. If they are allowed to survive, they will become a vampire also. On contracting the virus, an NPC will experience the same -25HP detriment while infected. This creates additional dangers however, as your followers are at risk of contracting the disease if you are fighting vampires. As the player, you can also pass the disease via bite when feeding on an NPC. If the player is infected with Sanguinare Vampiris they will undergo a 72 hour incubation period as in the vanilla game. When the incubation period completes, the player will fall to the ground, die, and awaken undead 3 days later.
Transition to Vampire:
After Sanguinare Vampiris has taken your life, and given you undeath in it's place, You will be in a state of limbo between your mortal self and vampirism. You will have access to vampire vision and vampire's seduction to use to feed and complete your transition. While in transition you will be weak to and take HP damage in sunlight, suffer weakness to silver and fire but will not have any of the beneficial traits of vampirism. Your vampiric body is pushing you to complete the transition to full vampire. After feeding for the first time, you will receive your vampiric gifts.
The vampiric drain spell is now much more powerful than in the vanilla game. The spell magnitude increased in each stage from 2/3/4/5 to 12/13/14/15 and the spell spell costs updated from 6/10/13/17 to 14/16/18/20. The spell magnitude is now handled by a new function and no longer swaps out the drain spell in each stage, meaning the player can add it to the favourites menu without it constantly dropping off. A vanilla bug has also been resolved, allowing the spell to increase your destruction stat as all other destruction spells do. NPC vampiric drain spells have been updated.
Similar to Oak Flesh and other spells of that type, use the power of blood magic to deflect damage. Available in stages 1/2/3/4 for 20/30/40/50 DMG Resist at a cost of 60/70/80/90. The blood shield will create a protective energy layer over the player's character for a limited time, absorbing damage.
Vanilla Power Updates:
[Embrace of Shadows] It is now a lesser power, lasting for 30 seconds.
[Dread Cloak] An unused power Bethesda originally intended for vampires but was later discarded. This ability has now been added to the vampire power list, allowing you to cast a frost cloak for 60 seconds. Available in stage 3 and 4 vampirism.
[Vampiric Senses] This ability's effect will now last forever and can be toggled on and off.
[Vampire's Servant] The duration was changed in every stage from 60 seconds to 60/120/180/240 seconds. It is now a lesser power.
[Vampire's Seduction] the strength of it's effects were changed in every stage from 8 to 12/13/14. (Not available in stage 1).
Updates to Abilities and Weaknesses:
[Champion of the Night] It will now also give you a 25% boost to health, magicka and stamina regeneration at night.
[Resist Frost] values were changed from 20%/30%/40%/50% to 25%/50%/75%/100%.
[Vampiric Strength] You will now gain Vampiric Strength in each stage for unarmed and melee damage and additional carry capacity at values of 10/15/20/25.
[Vampiric Undeath] you are able to breathe underwater since you are an undead.
[Vampiric Stare] Intimidation checks are more likely to succeed 20%/30%/40%/50% based on stage of vampirism (1, 2, 3, and 4).
[Weakness to Fire] values were changed from -20%/-30%/-40%/-50% to -25%/-50%/-75%/-100%.
[Weakness to Silver] Affects the player in stages 1/2/3/4 at values of 25%/50%/75%/100% (to match other weaknesses in magnitude)
[Weakness to Sunlight] Damage to health, magicka and stamina were changed in every stage from 15/30/45/60 points to 25/50/75/100 points. 100% regeneration inhibition in all stages. Sun damages HP per second at values per stage of 0%/2%/4%/8% unless in acceptable shaded areas.
Feeding is initially limited to seduction and feeding on those who slumber. Over time, earning vampire ranks will open up more options such as sneak feeding, stagger feeding, and so on. See the ranking section for details. I have a large dislike for cheaters, so rest assured measures are in place to prevent abusing the blood points system. Earning the ranks is relatively hard at first. Unlocking alternative feeding methods as time goes on helps to speed the process. It is not meant to be easy, it is meant for those who like a challenge.
Each time the player kills an innocent victim through over-feeding it will lower their morality rating and invite the beast. Each time morality is lost, hunger timers are shortened requiring more frequent feeding and will attract the attention of vampire hunters such as The Vigilants of Stendarr, and an unfamiliar faction known as the WolfBlade (See further down the page). The more morality you lose, the more frequently you will be hunted down like a rabid animal.
The player can achieve the following ranks as a Vampire: Vampire Fledgling, Full-Fledged Vampire, Blooded Vampire, Vampire Mistwalker, Vampire Nightstalker, and Master Vampire. Ranks are achieved by accumulating blood points when feeding or using vampiric drain. The number of blood points earned is dictated by the blood quality of the victim and this is dictated using a percentage of target's maximum HP. Each rank boosts damage resistance and unlocks new perks. The number of blood points required to progress increases with each rank. Earlier ranks will be easier to reach while the final ranks will be very difficult to achieve. This system is organised into a quest named "blood-lust" on turning, enabling the player to keep track of their current rank. Each time the player feeds a message will appear in the top left of the screen dictating how many blood points were earned, and how many are required to achieve the next rank. The player's rank and associated perks will also be available in the Active Effects menu.
The below paths are differing belief systems that some vampires follow, and the player will be affected by the perks and downsides of the path they follow. Breaking the rules of the code will reduce you to the next path down from the last. I have detailed the paths below:
The Path of Purity:
Vampires on this path do not feed on living blood. They believe refraining from feeding on the living is the only way to keep their human soul in tact. Other vampires often regard followers of this path as fanatical cultists, yet their perks suggest there may be something to their beliefs. This path can only be obtained if the player completes their transition by feeding on animal carcass blood. Vampires on the path of purity gain a +30% effectiveness to all destruction, illusion and conjuration spells as well as the ability to progress all skills 15% faster than others of their kind but forfeit the ability to increase rank or use vampiric drain. Feeding on living mortals will forfeit the path of purity and start the path of humane.
The Path of Humane:
Vampires following the path of humane believe it is acceptable to feed on the living blood of mortals, however they must be careful that innocent victims do not die as a result. It's a fine line between the beast, and maintaining humane values. The path of humane allows use of vampiric drain, provides +20% effectiveness to destruction, illusion and conjuration spells as well as +5 physical damage resistance. Breaking the code and killing an innocent through feeding, even by accident will forfeit the path of humane and start the path of the beast. Vampires on this path will lose the ability to benefit from animal blood until reaching the rank of Vampire Mistwalker.
The Path of the Beast:
The player will be forced on to the path of the beast if they kill and innocent person through feeding, inviting the beast within to gain control over them. The path of the beast offers tempting perks, but also has nasty consequences. The path of the beast has 4 morality levels. Each morality loss will increase movement speed and physical damage resistance, but will increase the chance of being hunted down by vampire hunters.
These are perks that are not available to the player when they first become a vampire, but rather are unlocked by progressing through the vampiric ranks, which are obtained through blood drinking.
Sneak Feed: Unlocked at rank (Full-Fledged Fledgling)
Sneak feeding allows the player to use the activate button to receive a feed prompt on the desired NPC.
Stagger Feed: Unlocked at rank (Blooded Vampire)
This perk allows the player to use the activate button on a staggered enemy in combat to receive a feed prompt.
Animal Sustenance: Unlocked at rank (Vampire Mistwalker)
Allows the player to feed on the blood of animal carcasses if they need to feed to restore hunger status.
Vampiric Regeneration: Unlocked at rank (Vampire Nightstalker)
Restores the player's ability to regenerate at the same speed as mortals.
Amaranth: Unlocked at rank (Master Vampire)
This perk allows you to feed on the blood of other vampires. Each feed absorbs 3% of the target's HP and adds it to your own. This mod effectively allows the player to absorb small amounts of health into their own max HP stealing a small portion of the other vampire's power.
All members of the Volkihar clan have access to the Vampire Lord form which will trigger if they reach below 30% HP in combat. This makes the final fight on the Dawnguard side rather interesting and Serana can use this form in combat also after she has relieved herself of the elder scroll. I have noted in other mods that there is some controversy as to whether or not all clan members should have this, so I am going to rationalise my logic. When the player joins Volkihar, Harkon will not accept him/her unless he/she accepts they must become a more pure form of vampire. He also addresses the lower form of vampirism as a disease and nothing more. If these are his views and his conditions for joining the clan, there is no reason why all other clan members would not also have had to accept the same conditions for their initiation. In this scenario, we will accept this is likely.
Enthralling and Turning:
Like Dexion in the DLC quests, using the same lore mechanics some humans can be enthralled by use of vampiric seduction. Those of stronger will-power, will return to normal after the seduction effect wears off. If the process is successful, the individual will obey every command given to them, can be a follower and the player can feed from them in dialogue. If the player chooses, they can offer vampirism to their thrall via dialogue. Vampirism can be bestowed upon an individual by accident also. It can pass by bite, and by use of Vampiric Drain. If the NPC turned was turned by you, they will fall into the thrall category as your blood made them what they are - creating a sire bond and they are compelled to be loyal. Some NPCs are flagged as unenthrallable for various reasons such as being werewolves or being essential to a main quest. Once Harkon has been defeated, if the player is on the vampire side and has become the Volkihar Clan Lord, unique dialogue options will become available on sired vampires and thralls allowing you to ask them to join you at Volkihar castle, unless they have a major job faction. This will become their permanent place of residence unless you choose to dismiss them. This allows the player to build the clan, and have convenient thralls available as followers and to feed on. You can allocate up to 8 NPCs that are vampire or thrall to live in the clan castle. If you wish to invite an NPC to join you but all the slots are filled, the dialogue will not appear. In this case simply dismiss one of the other NPCs and replace them.
Turned vampire levelling: Turned vampires will benefit from a script which will increase their abilities and spells based on their level.
Vanilla Bug-fix: VL Drain capacity damaged when with Serana (Resolved).
Vanilla Bug-fix: Serana's drain now works on undead like all other vampire's drain spells can.
Vanilla bug-fix: Serana's cure now actually cures her. Normal human eyes, no drain spell and vampire only abilities after cure. Serana's behaviour scripting has been updated so that she will no longer wear her hood in sunlight if she has been cured.
The Wolf-Blades Vampire Hunters:
The wolf-blades are a group of werewolves that were once decimated and tormented by vampires. In their revenge, they have formed a group of independent vampire hunters which are separate from the Vigilants of Stendarr and the Dawnguard. They are vampire hunters with the beast blood. The wolf-blades will only start to hunt you if you kill innocent victims while feeding. If the wolf-blades attack at night, they will transform if they appear between 9pm and 3am, and will be stronger than average humanoids outside of these hours.
Be wary walking the roads of Skyrim at night. There is a 3% chance while travelling the open world of vampires coming after and attacking the player between 7pm and 5am. These spawns use the vanilla levelled vampire NPC template and which ranks appear to you will depend on your character level. Vampires are much more powerful in Sanguinaire, so be careful - or simply sleep through the night unless you're hunting them. Khajiit and Argonian vampires will now appear in vampire levelled listings, meaning you will encounter them on your travels.
Dawnguard Armor Changes:
The light Dawnguard armor cuirass' will provide 50% resistance to disease while the heavy Dawnguard cuirass' will provide 100% resistance.
This section of the mod page define changes and additions made to lycanthropy. Some game-play aspects of earlier Elder Scrolls games and lore that Bethesda later discarded in Skyrim have been re-integrated for maximum game-play experience. Werewolves now use a similar mechanic to Morrowind, in the sense that they cannot just use their beast ability once per day whenever they fancy. Standard werewolves are forced to shift at night between the hours of 9pm and 3am and have no control over this transformation. During this transformation period they must feed on at least one human or elf race before they shift back. If the player fails to feed during the night as a werewolf, he/she will suffer a health detriment until they can feed.
Hiricine's Ring (Cursed):
In dialogue, it was proposed to the player that the cursed version of Hiricine's ring was supposed to cause the wearer to randomly shift into their wolf form without warning at any given time if they are a werewolf. It is probably also obvious to experienced players that Bethesda did not actually implement this mechanic and simply displayed an active effect to say it had been. This mechanic has now been put in place and the player will randomly shift on occasion while wearing the cursed version of the ring. This will give the player quick motivation to either get rid of the ring of release the curse from it through appeasing Hiricine.
Once the player has had the curse removed from the ring, it will prove most useful if the player is a werewolf. The ring will not only allow the player to access their beast form at any time, but will suppress the forced night time shifts.
Like vampires, as a werewolf you can benefit from the ranking system to become more powerful over time. Ranking as a werewolf is achieved by feeding on corpses in werewolf form, but the effects of ranking will also be present when in humanoid form. These ranks include Werewolf, Werewolf Savage, Werewolf Brute, Werewolf Skinwalker and Werewolf Beastmaster. Each rank will increase inherent abilities and earn additional perks.
Added inherent abilities and weaknesses:
Bestial Prowess: +5 Damage Resistance per rank.
Bestial Strength: +5 Melee & Unarmed Damage per rank.
Weakness to Silver: Take 25% more damage if hit with a silver weapon.
Lunar Shift: Player is forced to shift between the hours of 9pm and 3am.
Call of the blood: -50 HP if player fails to feed while in forced transition until next feed.
Carnivorous Blood-Lust: Raw red meat heals +50 more HP. (Rank 1)
Resist Normal Weapons: +15 resistance to normal material weapons not made of silver. (Rank 2)
Increased Wielding Speed: +20% weapon speed when using Two-Handed Weapons. (Rank 3)
Scent of the Wolf: Wild wolves can smell your beast blood and will not attack you in humanoid form. (Rank 4)
Additional: If the player obtains the cannibal perk, they can feed on humanoid corpses to prevent the coming night's transformation.
Like the player, NPC werewolves are forced to shift at night. This includes the companions who will often run to an isolated location at night to shift. That being said, during some quests select companions may stick around at night in human form. As above it should be noted that werewolves can only prevent their night time shift through the blessing of Hiricine or consuming human flesh. How they are achieving this is up to speculation of the player. It certainly makes one wonder if the companions are as noble as they claim...
Curing Vilkas and Farkas:
This should be obvious, but for those who are wondering, curing Vilkas and Farkas of Lycanthropy will remove their forced transformations at night and strip them of any werewolf buffs given by this mod.
Vampire & Werewolf Hybrid:
This section of the mod page defines the addition of the hybrid. A hybrid is two separate organisms that have formed one. In real life this would be the result of successful breeding of two unrelated species of animal. In this case, it is a merge by use of a daedric ring and magic. The resulting creature is a whole, created from separate parts. As a hybrid the player's vampire side will no longer suffer weakness to sunlight, and the player's werewolf side will no longer be forced to shift at night. The hybrid can access it's beast form at will, and will suffer a worsened weakness to silver. It should be noted that hybrids cannot be cured. Hybrids also benefit from a push back effect when power attacking with melee weapons due to their additional supernatural strength. The player will also benefit from both ranking systems when playing as a hybrid.
The Ring of the Hybrid: Used to prevent curing vampirism when obtaining lycanthropy. Obtainable by the player by defeating a unique hidden mini-boss. This ring is required to become a hybrid. This hybrid is ruler of a vampire clan to the south of Skyrim. That is all I am prepared to give away. Be assured that this boss is well protected by his clan, and is in himself a tough boss to beat, unless you're using cheats in which case I'm not interested. For those looking for a challenge, this will certainly be just that.
Becoming a hybrid:
Once the ring has been obtained from the hybrid mini-boss hidden in the game the player must become a vampire, if they have not already done so. Once the player has become a vampire they must partake in the Lycanthropy ritual offered by the companions while wearing the ring. The ring will protect the player against losing their vampirism and a hybrid they shall become.