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Sanguinaire(修订版 - 天际吸血鬼和Lycanthropy体验)

作者:Christopher4684
发布:LUOHUISHU98
发布日期:2019-09-18 11:29:43
更新时间:2019-09-18 11:29:43
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Sanguinaire(修订版-Skyrim特别版)
作者:Christopher4684
特别感谢@TheDarkOne 1047,他们将在未来与我一起致力于这个项目。

重要信息:
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。

今后的最新情况:
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。

功能先决条件:
由于本模块的目的,以及它的功能,确保您的系统设置正确以避免出现问题是很重要的。值得注意的是,血缘关系是对吸血鬼经历的彻底改造,但并不会影响VL的特惠树,并更新哈肯的一些对话规则,以便正确识别你,如果你是混血儿的话。Sanguinaire不直接修改NPC以确保对它们的非官方补丁更改仍然有效,但基本吸血鬼种族已经被修改,因为这是必要的功能。这个模块的设计是为了给硬核心角色玩家提供一个非常特殊的体验,并且不使用MCM菜单。这是必不可少的全面沉浸,我将不会添加MCM菜单在未来。Sanguinaire是Fallout 4血族的姐妹项目,在这里可以找到:https://www.nexusmods.com/fallout4/mods/38245

(1)不要与另一个吸血鬼大修一起玩血淋淋的游戏。这将冲突和破坏游戏。
2)不要与修改狼人脚本的MODS玩血腥游戏,因为血族必须使用这些脚本来实现混合功能。
3)将血缘优先置于对话改革之上,使哈肯的对话能够与Mod的某些职能正确运作。
4)确保你在一次全新的扑救中,或者在你还不是吸血鬼/狼人的情况下,玩血腥游戏,以避免功能问题。
5)最好不要用MODS来修饰带血的香草吸血鬼法术。这可能会导致功能问题。
6)如果你使用的是非官方的补丁,确保血腥的负载优先,以确保所有吸血鬼的机械工作正常。

兼容性:
这个模块将不兼容于其他的MODS,因为Sanguinaire是一个大修模块,可以修改玩家侧的吸血鬼机制。这包括修改香草吸血鬼功能的MODS,如核心脚本、饥饿系统修改。然而,血族与吸血鬼津贴完全兼容,而另一种开始则是“过另一种生活”的模式。Sanguinaire不直接修改NPC,而是使用任务别名应用NPC更改。这意味着美化摩登与血族是相容的。Sanguinaire是不兼容的MODS,以修改香草吸血鬼的权力,因为它作出改变这些功能的原因。Sanguinaire与其他MODS兼容,前提是它们不影响吸血鬼核心脚本、香草吸血鬼的能力,只要它优先于对话大修,以便更新Harkon的对话,将玩家正确地识别为混血儿。

吸血鬼(Sanguinare Vampiris)
MOD页面的这一节定义了对Skyrim本地的Sanguinare Vampiris形式的吸血鬼的改变和补充。吸血鬼主义的机制已经在玩家身上被广泛改写,提高了游戏的质量。然而,这个模块也增加了大量的新游戏。玩家可以实现所有游戏中的吸血鬼排名,在他们的旅程中,吸血鬼通过赚取血分。血分是通过吸血和使用吸血鬼排水管获得的。从受害者的血量到百分比目标的最大血量。凡人食物或药水恢复健康将降低50%的效果,吸血鬼和健康再生减少25%,因为不死和没有生命的力量。因此,吸血鬼主要依靠喂食和吸血鬼排泄能力来恢复他们的健康。

Sanguinare Vampiris: 
这种疾病已经得到了更新。NPC现在可以从玩家和其他NPC吸血鬼那里感染这种疾病。如果他们能活下来,他们也会变成吸血鬼。一旦感染病毒,NPC在感染时会遭受同样的25马力的伤害。然而,这会带来额外的危险,因为如果你和吸血鬼作战,你的随从就有感染这种疾病的危险。作为玩家,你也可以通过咬人传播疾病。如果玩家被吸血鬼感染,他们将经历72小时的潜伏期,就像在香草游戏中一样。当潜伏期结束时,玩家将在3天后倒在地上,死亡,并唤醒亡灵。

向吸血鬼过渡:
在桑吉纳雷·范皮里斯夺走了你的生命之后,如果你不死在它的位置上,你将在你的凡人和吸血鬼之间处于一种模糊的状态。你将获得吸血鬼的视觉和吸血鬼的诱惑,用来喂养和完成你的过渡。在过渡过程中,你会在阳光下受到HP的伤害,遭受银和火的伤害,但不会有任何有益的吸血鬼特征。你的吸血鬼身体正在推动你完成向吸血鬼的转变。第一次进食后,你将收到你的吸血鬼礼物。

吸血鬼排水管:
吸血鬼吸取法术现在比香草游戏强大得多。每个阶段的法术强度从2/3/4/5增加到12/13/14/15,法术费用从6/10/13/17到14/16/18/20更新。现在,该法术等级由一个新功能处理,不再在每一阶段替换排水法术,这意味着玩家可以将其添加到最受欢迎的菜单中,而不会不断下降。一个香草臭虫也被解决了,允许法术增加你的毁灭属性,就像所有其他的毁灭法术一样。NPC吸血鬼排水法术已经更新。

血盾:
类似于橡树肉和其他类似的法术,使用血魔法的力量来转移伤害。第1/2/3/4阶段为20/30/40/50 DMG抗蚀剂,费用为60/70/80/90。血盾将在玩家的角色身上创造一个保护性能量层,持续一段有限的时间,吸收伤害。

香草动力更新:
[暗影的拥抱]它现在是一个较小的力量,持续30秒。
[恐惧斗篷]一种未使用的力量,贝塞斯达原本是为吸血鬼准备的,但后来被丢弃了。这个技能现在被添加到吸血鬼能力列表中,允许你在60秒内施放一件冰霜斗篷。可在第三和第四阶段吸血鬼。
[吸血鬼感觉]这个异能的效果将永远持续,并且可以开关。
[吸血鬼的仆人]每个阶段的持续时间从60秒改为60/120/180/240秒。它现在是一个较小的力量。
[吸血鬼的诱惑]从8/13/14到12/13/14,其效果的强度在每个阶段都发生了变化。(第1阶段没有)。

更新能力和弱点:
[夜晚的冠军]它现在也会给你25%的提升你的生命,魔法和精力在夜间再生。
抗冻性由20%/30%/40%/50%变为25%/50%/75%/100%。
[吸血鬼力量]现在你将获得吸血鬼的力量,在每个阶段的非武装和近战伤害和额外的运载能力的数值为10/15/20/25。
[吸血鬼不死]你可以在水下呼吸,因为你是一个不死的人。
[吸血鬼凝视]基于吸血鬼的阶段(1,2,3和4),恐吓检查更有可能成功20%/30%/40%/50%。
[弱火]值从-20%/-30%/-40%/-50%变为-25%/-50%/-75%/-100%。
在1/2/3/4阶段影响玩家的值为25%/50%/75%/100%(以匹配其他级别的弱点)
[弱光]对健康、马格里卡和耐力的伤害在每个阶段从15/30/45/60点改变到25/50/75/100分。各阶段100%的再生抑制。太阳每秒伤害HP的值为0%/2%/4%/8%,除非在可接受的阴影区域。

吸血鬼喂食:
最初,喂食只限于引诱和喂食那些熟睡的人。随着时间的推移,赚取吸血鬼队伍将开辟更多的选择,如偷渡喂食,错开喂食,等等。有关详细信息,请参阅排名部分。我非常不喜欢作弊者,所以可以放心地采取措施来防止滥用血分制度。一开始,获得军衔是相对困难的。随着时间的推移,解锁可供选择的喂食方法有助于加快这一过程。这不是一件容易的事,而是为那些喜欢挑战的人准备的。

道德:
每一次玩家通过过度喂食杀死无辜的受害者,都会降低他们的道德等级,并邀请野兽。每当道德沦丧,饥饿时间就会缩短,需要更频繁的喂食,并会引起吸血鬼猎人的注意,比如宪兵的义务警员,以及一个不熟悉的派别-沃尔夫刀锋(见下页)。你失去的道德越多,你就会越频繁地被猎杀,就像一只狂犬病的动物。

吸血鬼等级:
玩家可以达到以下级别的吸血鬼:吸血鬼羽翼未丰,成熟吸血鬼,血腥吸血鬼,吸血鬼米斯特沃克,吸血鬼夜行者,和主吸血鬼。等级是通过在喂食或使用吸血鬼排水沟时积累血分来实现的。血分的多少取决于受害者的血液质量,这是由目标最大血流量的百分比决定的。每一个等级都会增强伤害抵抗力,并释放新的额外技能。进步所需的血分随着等级的增加而增加。较早的职级更容易达到,而最后的职级则很难达到。这个系统被组织成一个名为“血液欲望”的任务,使玩家能够跟踪他们当前的排名。每次玩家输入消息时,屏幕的左上角会显示出获得多少血分,以及需要多少血点才能达到下一个级别。玩家的等级和相关的额外福利也将在“活动效果”菜单中提供。

吸血鬼之路:
下面的路径是一些吸血鬼所遵循的不同的信仰系统,玩家将受到他们所遵循路径的好处和缺点的影响。破坏代码规则将使您从最后一条路径下降到下一条路径。我已详细说明以下途径:

纯洁之路:
这条路上的吸血鬼不以活血为食。他们认为,不吃活人是保持人类灵魂机智的唯一途径。其他吸血鬼通常认为这条路的随从是狂热的宗教信徒,然而他们的额外福利表明他们的信仰可能有某种东西。只有当玩家通过喂食动物身体血液来完成他们的转变时,才能获得这个路径。在纯洁之路上的吸血鬼获得对所有毁灭、幻象和魔法法术的+30%的效果,以及比其他同类技能快15%的能力,但却丧失了增加等级或使用吸血鬼吸取的能力。以活着的凡人为食,将丧失纯洁的道路,开启人道的道路。

人道之路:
遵循人道道路的吸血鬼相信,食用凡人的活血是可以接受的,但他们必须小心,以免无辜的受害者因此死亡。这是野兽和维护人道价值观之间的一条细线。人道之路允许使用吸血鬼之流,对毁灭、幻象和魔法法术提供+20%的效果,以及+5物理伤害抗性。违反规则,通过喂食杀死无辜的人,即使是偶然的,也会丧失人道的道路,开始野兽的道路。在这条道路上的吸血鬼将失去从动物血液中受益的能力,直到达到吸血鬼迷行者的等级。

野兽之路:
玩家将被迫走上野兽的道路,如果他们通过喂食杀死无辜的人,邀请里面的野兽来控制他们。野兽之路提供诱人的好处,但也会带来恶劣的后果。野兽之路有四个道德层次。每一次道德损失都会增加移动速度和身体伤害抵抗力,但也会增加被吸血鬼猎人追捕的机会。

不锁的Perks:
这是玩家第一次成为吸血鬼时无法获得的额外福利,而是通过吸血鬼等级的进步来解锁的,吸血鬼等级是通过吸血获得的。

偷渡饲料:(羽翼丰满的雏鸟)
“偷偷喂食”允许玩家使用“激活”按钮在所需的NPC上接收提要提示。

错开饲料:等级不锁(血腥吸血鬼)
此额外奖励允许玩家在战斗中使用交错敌人的激活按钮来接收提示。

动物食物:军衔解锁(吸血鬼迷行者)
允许玩家吃动物身体的血液,如果他们需要饲料,以恢复饥饿状态。

吸血鬼再生:军衔解锁(吸血鬼夜行者)
恢复玩家以与凡人相同的速度再生的能力。

紫红色:军衔解锁(吸血鬼大师)
这个额外福利可以让你吸食其他吸血鬼的血液。每个提要吸收目标HP的3%,并将其添加到您自己的。这个模式有效地允许玩家吸收少量的生命值到他们自己的最大生命值中,盗取另一个吸血鬼的一小部分力量。

吸血鬼领主:
伏尔基哈尔家族的所有成员都可以接触吸血鬼主形态,如果他们在战斗中达到30%以下的HP,就会触发。这使得道恩卫士那边的最后一场战斗相当有趣,塞拉娜也可以在战斗中使用这个形态,因为她已经解除了长者卷轴的束缚。我曾在其他多功能组别中注意到,是否所有宗族成员都应拥有这类人士,有一些争议,所以我会理顺我的逻辑。当玩家加入沃尔基哈时,哈肯将不会接受他/她,除非他/她接受他们必须成为一个更纯粹的吸血鬼形式。他还谈到了作为一种疾病的较低形式的吸血鬼,而不是别的什么。如果这是他的意见和他加入宗族的条件,那麽其他氏族成员也没有理由不接受同样的条件。在这种情况下,我们将接受这是可能的。

使人着迷和转向:
就像DLC任务中的Dexion一样,使用同样的知识机制,一些人可以被吸血鬼的诱惑迷住。那些意志力较强的人,会在诱惑作用消失后恢复正常.如果过程是成功的,个人将服从给他们的每一个命令,可以是一个跟随者,玩家可以从他们的对话中进食。如果玩家愿意,他们可以通过对话向他们的奴隶提供吸血鬼。吸血鬼也可能是偶然给予个人的。它可以通过咬伤,和使用吸血鬼排水管。如果全国人民代表大会是由你转变的,他们就会被归入累赘类别,因为你的血液造就了他们的一切-创造了一种父系纽带,他们被迫忠诚。一些NPC被标记为不迷人,因为各种原因,如成为狼人或重要的一个主要任务。一旦哈肯被击败,如果玩家站在吸血鬼一边,成为伏尔喀尔部落的领主,就会有独特的对话选择,让你可以让他们加入伏尔基哈尔城堡,除非他们有一个主要的职业阵营。这将成为他们的永久居住地,除非你选择解雇他们。这允许玩家建立氏族,并有方便的传送带作为随从和饲料。你可以分配多达8个NPC是吸血鬼或地狱生活在氏族城堡。如果您希望邀请一个NPC加入您,但所有的插槽已填补,对话将不会出现。在这种情况下,只需辞退其中一个NPC并替换它们。

变成吸血鬼的水平:变成吸血鬼将受益于一个脚本,这将增加他们的能力和法术的基础上,他们的水平。

香草虫-修复:VL排水能力受损时,与Serana(解决)。
香草虫-修复:塞拉娜的排水管现在和其他吸血鬼的排水法术一样适用于不死生物。
香草臭虫-修复:塞拉娜的解药现在真的能治好她了。正常人的眼睛,没有排泄物法术,吸血鬼只有治疗后才有能力。Serana的行为脚本已经更新,这样如果她已经痊愈,她就不会再在阳光下戴头罩了。

“狼刃吸血鬼猎人”:
狼刃是一群狼人,曾经被吸血鬼屠杀和折磨。在他们的复仇中,他们组成了一群独立的吸血鬼猎人,他们独立于宪兵和道恩卫士的义务警员。他们是带着野兽血的吸血鬼猎人。只有当你在喂食时杀死无辜的受害者,狼刃才会开始猎杀你。如果狼刃在晚上攻击,如果他们出现在晚上9点到凌晨3点之间,他们将转变,并将比一般的人形人在这些小时之外更强。

NPC吸血鬼:
晚上要小心地走在天边的路上。在晚上7点到凌晨5点之间,在吸血鬼的开放世界中,有3%的机会来攻击这名球员。这些产卵使用香草水平的吸血鬼NPC模板,你所看到的等级将取决于你的角色级别。吸血鬼在血色中的力量要大得多,所以要小心-除非你在猎杀吸血鬼,否则就睡个通宵吧。Khajiit和Argonian吸血鬼现在将出现在吸血鬼的列表中,这意味着你将在旅行中遇到他们。

道恩护卫装甲更换:
轻型护卫护甲‘将提供50%的抗病能力,而重型道恩护卫甲’将提供100%的抵抗力。

狼毒症:
MOD页面的这一部分定义了对Lycanthropy所做的更改和添加。一些游戏方面的早期老滚动游戏和传说,贝塞斯达后来丢弃在天空边缘已经重新整合,以最大限度的游戏体验。狼人现在使用类似于Morrowind的机械师,也就是说他们不能每天只使用一次野兽的能力。标准狼人被迫在晚上9点到3点之间换班,无法控制这种转变。在这个转变时期,他们必须以至少一个人类或精灵种族为食,然后才能返回。如果玩家在晚上不能以狼人的身份进食,他/她将遭受健康损害,直到他们能够进食。

希利辛的戒指(被诅咒):
在对话中,有人向玩家建议,希利辛的戒指被诅咒的版本应该导致佩戴者在任何时候,在没有任何警告的情况下,随机地移动到他们的狼形态,如果他们是狼人的话。对于经验丰富的球员来说,贝塞斯达并没有真正实施这一机制,只是表现出了积极的效果,这一点可能也很明显。这个技工现在已经就位了,玩家在戴着被诅咒的戒指时,偶尔会随意换班。这将给玩家快速的动机,要么摆脱魔戒释放诅咒,通过安抚希利辛。

希利辛魔戒:
一旦玩家将诅咒从戒指上移除,如果玩家是狼人,它将证明是最有用的。该戒指不仅允许玩家在任何时候访问他们的野兽形态,而且将压制强制夜班。

排名:
就像吸血鬼一样,作为狼人,你可以从排名系统中受益,随着时间的推移,你会变得更加强大。作为狼人的排名是通过以狼人形态的身体为食来实现的,但在类人形态下,排名的效果也会出现。这些等级包括狼人、狼人野蛮人、狼人布鲁特、狼人皮步者和狼人野兽主人。每个等级将增加固有的能力,并获得额外的额外福利。

增加了固有的能力和弱点:
兽力:每等级+5点伤害抗性。
野兽力量:+5近战和非武装伤害每等级。
对银的弱点:如果被银武器击中,会受到25%的伤害。
月轮班:玩家被迫在晚上9点到凌晨3点之间换班。
血召唤:-50 HP,如果玩家在被迫过渡到下一个进料时无法进食。

不锁的Perks:
肉食血色:生红肉治疗+50 HP。(一级)
抵抗普通武器:+15抵抗非银制造的普通材料武器。(第2级)
提高挥舞速度:使用双手武器时增加20%的武器速度.(三级)
狼的气味:野狼能闻到你的野兽的血,不会以人形攻击你。(第4级)

附加:如果玩家获得食人族津贴,他们可以人形身体为食,以防止即将到来的夜晚的转变。

全国人民代表大会:
和玩家一样,NPC狼人被迫在晚上换班。这包括经常在夜间跑到一个孤立的地方换班的同伴。尽管如此,在一些任务中,选择同伴可能会在夜间停留在人类形态中。如前所述,狼人只能通过希利辛的祝福或食用人肉来阻止他们夜班。他们如何实现这一点取决于球员的猜测。这无疑让人怀疑同伴们是否像他们所声称的那样高尚.。

治愈Vilkas和Farkas:
这应该是显而易见的,但是对于那些想知道,治愈狼人的维尔卡斯和法尔卡斯的人来说,他们将在夜间移除他们被迫的转变,并剥夺他们任何由这个模式给出的狼人爱好者。

吸血鬼与狼人混血儿:
MOD页面的这一部分定义了混合的添加。杂交是两个独立的有机体,形成了一个。在现实生活中,这将是成功繁殖两个无关物种的结果。在这种情况下,它是一个合并使用一个恶魔环和魔术。由此产生的生物是一个整体,由不同的部分创建。作为一个混血儿,玩家的吸血鬼将不再受到阳光的伤害,玩家的狼人将不再被迫在夜间换班。混血儿可以随心所欲地接触到它的野兽形态,并将遭受比白银更糟糕的弱点。应该注意的是,杂种是不能被治愈的。当力量使用近战武器攻击时,混血儿也从回击效果中受益,因为他们额外的超自然力量。玩家也将受益于两个排名系统时,作为一个混合游戏。

杂交戒指:用于防止吸血鬼获得狼毒症。玩家可以通过击败一个独特的隐藏的迷你老板。这枚戒指需要成为一种混合动力。这个混血儿是天边南边一个吸血鬼家族的统治者。这就是我准备放弃的一切。请放心,这个老板被他的家族保护得很好,而且他自己是一个很难打败的老板,除非你用欺骗手段,在这种情况下,我是不感兴趣的。对于那些寻求挑战的人来说,这肯定就是。

成为混血儿:
一旦戒指已经从混合迷你老板隐藏在游戏中,玩家必须成为吸血鬼,如果他们还没有这样做。一旦玩家变成吸血鬼,他们就必须参加同伴们在戴戒指时提供的狼人仪式。戒指将保护玩家免受吸血鬼和混血儿的伤害。

——————————————————————————————————————

Sanguinaire (Revised Edition - Skyrim Special Edition)
Author: Christopher4684
Special thanks to @TheDarkOne1047 who will in the future be working on this project with me. 

Important Information:
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.

Functionality Prerequisites:
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 s cripting, as Sanguinaire must use these s cripts 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.

Compatibility:
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 s cripting, 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 s cripting, 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.

Sanguinare Vampiris: 
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.

Vampiric Drain:  
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.

Blood Shield: 
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.

Vampire Feeding:
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.

Morality:
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.

Vampire Ranks:
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.

Vampiric Paths:
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.

Unlockable Perks:
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.

Vampire Lords:
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 s cript 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 s cripting 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.

NPC Vampires:
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.

Lycanthropy:
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.

Hiricine's Ring:
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.

Ranking:
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.

Unlockable Perks:
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.

NPC Werewolves:
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.

原贴地址
1.版本号: 1.0   更新时间: 2019-09-18 11:50:56

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Sanguinaire(修订版 - 天际吸血鬼和Lycanthropy体验)


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上传时间:2019-09-18 11:29:44

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