MOD介绍:
免责声明 - 首先,这个模式由“tamriel吸血鬼”团队制作,现已被解散
christopher4684负责50%的想法和所有编码。如果你想感谢他的辛勤工作,请在他的页面上给他一个荣誉。
这个mod仍然是alpha
一切都可能发生变化
泰姆瑞尔的吸血鬼|由TheDarkOne1047和Christopher4684创建
这个模块是对天际现有吸血鬼的彻底改造,以及从传说和其他老年人卷轴游戏中引入许多吸血鬼疾病毒株。这个模块非常友好,可能在Skyrim游戏引擎的限制范围内。
吸血鬼比赛:
这个模块包括许多以前的比赛和传说中被遗忘的比赛。我们尽最大努力尽可能地保持友好,但由于Skyrim Creation Engine的一些限制,已经做了一些小的改动。与香草天际一样,Sanguinare Vampiris仍然是这个世界上吸血鬼的主要种类。额外的吸血鬼比赛包括:
1)Porphyric Hemophelia(Morrowind:Berne,Quarra&Aundae氏族)。
2)Porphyric Hemophelia(Oblivion)
更多......
每个战队都经过更新,为玩过早期游戏的玩家带来怀旧感。这方面的一个例子是来自Morrowind的较早的Porphyric Hemophelia菌株具有白色眼睛,而来自遗忘的后来的菌株吸血鬼具有淡红色的眼睛。
应变特征和属性:
我们在Creation Engine的限制范围内尽了最大的努力来重新创造不同的吸血鬼应变的原始属性。下面我尽我所能详细介绍它们。这信息可能随时更换:
吸血鬼疾病:Sanguinare Vampiris:
这种疾病菌株是天际的香草吸血鬼病。由于保持绝对友好,我们没有对已经存在的能力进行任何重大的机械改变,但是在物理层面上已经进行了一些改变以使它们能够与新添加的部族竞争。看起来天际的吸血鬼,尽管Harkon吹嘘自己的家族是最强大的,实际上相当于过去的其他吸血鬼 - 无论是在魔法能力还是身体抵抗力方面。随着饥饿的增长(如香草天际),魔法能力仍会增加,而抵抗力和力量等身体能力会在饥饿时减少。
饥饿的能力和影响:
下面列出的能力受到饥饿阶段进展的影响。 Sanguinare Vampiris的吸血鬼在每个饥饿阶段也会失去最高生命值。喂食时会重置。饥饿将限制健康的最大化。 Sanguinare Vampiris的吸血鬼 - 就像长老卷轴中的其他吸血鬼一样,现在无法用治疗魔法治愈(除了治疗不死生物法术),不能在不消耗血液的情况下恢复健康,也无法从治疗药水或食物中恢复健康。
夜之冠军:
吸血鬼施放的幻术法术强度提高25%。仅在完全喂食时才能使用此功能。
Nightstalker的足迹:
潜行时吸血鬼难以察觉25%。仅在完全喂食时才能使用此功能。
吸血鬼排水:
这个法术的数量已经增加了。这使得这些吸血鬼在战斗中更加危险。与香草天际一样,每个饥饿阶段的数量都会增加。
[第1阶段]法术吸收量为每秒10点。
[第2阶段]法术吸收量为每秒12点。
[第3阶段]法术吸收量为每秒14点。
[第4阶段]法术吸收量为每秒16点。
抵抗霜冻:
与香草天际一样,Sanguinare Vampiris起源的吸血鬼可抵抗冰霜伤害。这是一种身体抵抗力,随着吸血鬼的饥饿感逐渐减弱,效果会降低。
[第1阶段]抵抗霜冻设定为50。
[阶段2]抵抗霜冻设定为40。
[阶段3]抵抗霜冻设定为30。
[第4阶段]抵抗霜冻设定为20级。
弱点:
正如在香草天际吸血鬼的香草天际吸血鬼将遭受火灾的弱点。这是一个身体上的弱点,并且随着吸血鬼变得饥饿,其数量会增加,使得玩家在饥饿的基础上变弱。
[第1阶段]对火的弱点设定为20。
[第2阶段]对火的弱点设定为30。
[第3阶段]对火的弱点设定为40。
[第4阶段]对火的弱点设定为50。
阳光不足:阳光会阻止再生,玩家在阳光下会失去HP。
此外,该菌株的所有吸血鬼都将获得+30非武装伤害,并且潜行效果提高30%
Quarra-Clan特定特征:
Quarra-clan是一个以战斗为基础的战队。他们的特质和奖金特别与战斗有关。
战斗进给:在交错的敌人范围内按<激活>按钮将允许玩家进给。
Quarra-Clan Vampire:除了基础和重装甲之外你还会额外获得+20非武装和近战伤害,效率提高20%。
伯尔尼宗族特定的特征:
伯尔尼族主要是一个以隐身为基础的氏族。他们的特质和奖金特别与隐身有关。
潜行进给:在潜行中按目标范围内的<激活>按钮将允许玩家进给。
伯尔尼 - 氏族吸血鬼:除基地外,潜行效率提高20%,另外还有20点非武装伤害
Aundae-Clan特定特征:
Aundae-clan主要是一个以魔法为基础的氏族。他们的特质和奖金特别与魔法和魔法效力有关。
Vampiric Mesmerisation:可铸造的法术将人形目标吸收30秒,让吸血鬼以它们为食。
Aundae-Clan Vampire:除了基础之外,还可以获得额外的+20点Magicka&Illusion,Conjuration和Destruction法术的效率提高20%。
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Disclaimer- first and foremost this mod was made by the "vampires of tamriel" l team which has now been disbanded
christopher4684 is responsible for 50% of the ideas and all of the coding. If you wish to thank him for his hard work, send him a kudos on his page.
This mod is still in alpha
everything is subject to change
Vampires of Tamriel | Created by TheDarkOne1047 & Christopher4684
This module is an overhaul for the existing vampires in Skyrim, as well as introducing many vampire disease strains from lore and other elder scrolls games. This module is as lore friendly as is possibly within the restrictions of the Skyrim game engine.
Vampire Races:
This module includes many forgotten races from previous games and from lore. We have done our best to be as lore friendly as possible but a few minor changes have been made due to some restrictions of the Skyrim Creation Engine. As in vanilla Skyrim, Sanguinare Vampiris is still the dominant species of Vampire in this world. Additional vampire races include:
1) Porphyric Hemophelia (Morrowind: Berne, Quarra & Aundae clans).
2) Porphyric Hemophelia (Oblivion)
More to come...
Each clan has been updated to bring a nostalgic feeling to players who have played earlier games. An example of this is that the earlier Porphyric Hemophelia strain from Morrowind have the white eyes, whereas the later strain vampires from oblivion have pale red eyes.
Strain Traits and Attributes:
We have done our best within the Creation Engine's restrictions to re-create the different vampire strain's original attributes. Below I have detailed them as best as I can. This information is subject to change:
Vampiric Disease: Sanguinare Vampiris:
This disease strain is the vanilla vampire disease in Skyrim. Due to remaining lore friendly we have not made any major mechanical changes to abilities that already exist, but some changes have been made on a Physical Level to enable them to compete with newly added clans. It seems that the vampires of Skyrim, despite Harkon's boasting that his clan are the most powerful, were actually rather inferior to other vampire strains of the past - both in magic ability, and in physical resistance. Magic abilities will still increase in magnitude as you grow hungry (as in vanilla Skyrim), while physical abilities such as resistances and strength will decrease while hungry.
Abilities and effects of Hunger:
The abilities listed below are affected by hunger stage progression. Vampires of Sanguinare Vampiris will also receive a loss of peak health in each hunger stage. This will reset when fed. Hunger will cap max health health. Vampires of Sanguinare Vampiris - like other vampires in elder scrolls lore now cannot heal with healing magic (except heal undead spells), cannot regenerate health without consuming blood, and cannot regain health from healing potions or food.
Champion of the Night:
Illusion spells cast by a vampire are 25% more powerful. This ability will be available when fully fed only.
Nightstalker's Footsteps:
Vampires are 25% harder to detect while sneaking. This ability will be available when fully fed only.
Vampiric Drain:
The magnitude of this spell has been increased. This makes these vampires more dangerous to fight in combat. As in vanilla Skyrim, the magnitude will increase in each hunger stage.
[Stage 1] Spell absorption magnitude is 10 points per second.
[Stage 2] Spell absorption magnitude is 12 points per second.
[Stage 3] Spell absorption magnitude is 14 points per second.
[Stage 4] Spell absorption magnitude is 16 points per second.
Resist Frost:
As in vanilla Skyrim, vampires of Sanguinare Vampiris origin are resistant to frost damage. This is a physical resistance and will decrease as the vampire grows hungry, becoming less effective.
[Stage 1] Resist frost is set to a magnitude of 50.
[Stage 2] Resist frost is set to a magnitude of 40.
[Stage 3] Resist frost is set to a magnitude of 30.
[Stage 4] Resist frost is set to a magnitude of 20.
Weakness To Fire:
As in vanilla Skyrim vampires of Sanguinare Vampiris origin will suffer a weakness to fire. This is a physical weakness and will increase in magnitude as the vampire grows hungry, making the player weaker to fire based on hunger.
[Stage 1] Weakness to Fire is set to a magnitude of 20.
[Stage 2] Weakness to Fire is set to a magnitude of 30.
[Stage 3] Weakness to Fire is set to a magnitude of 40.
[Stage 4] Weakness to Fire is set to a magnitude of 50.
Weakness to Sunlight:
As in vanilla Skyrim vampires of Sanguinare Vampiris origin will suffer a weakness to Sunlight. This is a physical weakness and will increase in magnitude as the vampire grows hungry, Making the player weaker to sunlight based on hunger. Sunlight damage is now also light level controlled and regeneration is possible if you are not in direct sunlight and in the shade.
[Stage 1] Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by <50> points.
[Stage 2] Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by <60> points.
[Stage 3] Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by <70> points.
[Stage 4] Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by <80> points.
Vampiric Strength:
Vampiric Strength has been enabled (Disabled in Vanilla Game) and has an increased magnitude.) Physical abilities will decrease while hungry. Unarmed damage will be increased further if wearing the ring of the beast.
[Stage 1] Vampiric Strength gives player an additional +30 unarmed damage.
[Stage 2] Vampiric Strength gives player an additional +20 unarmed damage.
[Stage 3] Vampiric Strength gives player an additional +15 unarmed damage.
[Stage 4] Vampiric Strength gives player an additional +10 unarmed damage.
Resist Disease: This ability will always be set to 100%.
Resist Poison: This ability will always be set to 100%.
Damage Resistance:
Sanguinare Vampiris vampires have been given physical damage resistance as a competitor to the "Resist Normal Weapons" ability of Porphyric Hemophelia based vampires. physical resistances will decrease while hungry.
[Stage 1] Damage resistance is set to a magnitude of 50.
[Stage 2] Damage resistance is set to a magnitude of 40.
[Stage 3] Damage resistance is set to a magnitude of 30.
[Stage 4] Damage resistance is set to a magnitude of 20.
Resist Fall Damage:
Vampires of Sanguinare Vampiris origin will receive a resistance to fall damage. This is a physical resistance and will decrease as the vampire grows hungry, decreasing it's effectiveness.
[Stage 1] Vampire is 75% resistant to fall damage.
[Stage 2] Vampire is 50% resistant to fall damage.
[Stage 3] Vampire is 25% resistant to fall damage.
[Stage 4] Vampire is 00% resistant to fall damage.
Vampire Lord Form (Sanguinare Vampiris):
The Player will be restricted to using the Vampire Lord form once per day. The ring of the beast will allow additional transformations.
NPC members of the court of Volkihar will also be able to access the VL form. There has been much debate on the nexus over the years as to whether the NPC court members should have this ability. Based on the information available in-game we believe they should as Harkon does not allow the player to join the court without this "gift", looking down on the player as a lesser vampire as simply "diseased". If he feels this way towards the player it is highly unlikely the other court members would not have needed to undergo the same ceremony. Serana will not be able to access her VL form until after giving the Elder Scroll to Dexion. This is mainly to remove a bug which causes the scroll to appear at her feet while in VL form but also we believe that she would be so starved of blood from being sealed away for so long that she would simply be too weak to access her VL form at first.
Vampiric Disease: Porphyric Hemophelia (Morrowind)
This vampire strain can be encountered in Solstheim (A district of Morrowind). This disease and it's traits have been based on the lore and game-play of Morrowind. This disease is split into 3 sub clans, as in Morrowind. These clans include The Quarra clan, The Aundae clan, and The Berne clan. The attributes the player will receive after becoming infected and finishing their transition will depend on which clan infected him / her. Porphyric Hemophelia (Morrowind Strain) vampires cannot regenerate health without consuming blood, cannot heal with magic (excluding heal undead spells), and cannot regain health from healing potions or food.
Disease Mechanics:
Once infected it will take 72 hours for the disease to incubate in the player's system. Once the 72 hour period is over, the disease will lay dormant until the player sleeps. Upon sleeping the player will die, transform, and awaken to a horrific nightmare (Nightmare text taken directly from morrowind).
Hunger Mechanics:
Vampires that originate with the Morrowind Porphyric Hemophelia strain do not have hunger stages. Instead they rely on blood as their only source of healing. These vampires require blood to heal any form of injury or to regenerate health.
Porphyric Hemophelia (Morrowind) Base Attributes:
Below is information on the base attributes and statuses the player will receive as a vampire of this form of Porphyric Hemophelia:
BloodLust: As a vampire of Porphyric Hemophelia origin, you lose 5% health per hour to hunger. Feed on blood to replenish it.
Resist Disease: As a vampire you receive 100% resistance to disease.
Shadow Walker: As a vampire sneaking is 30% more effective and you take 30% less fall damage.
Vampire: As a vampire illusion, conjuration and destruction magic is 30% more effective and you receive 50% resistance to normal weapons.
Vampire's Touch: If your health drops below 30% you will absorb health from an enemy on contact.
Magicka Increase: All vampires of this strain receive an additional 20 points of Magicka.
Weakness to Fire: These vampires suffer a 50% weakness to fire.
Weakness to Sunlight: Sunlight will prevent regeneration, and the player will lose HP while in sunlight.
In addition all vampires of this strain will gain +30 unarmed damage and Sneaking is 30% more effective
Quarra-Clan Specific Traits:
The Quarra-clan are a combat based clan. Their traits and bonuses specifically relate to combat.
Combat Feed: Pressing the <Activate> button while in range of an enemy that is staggered will allow the player to feed.
Quarra-Clan Vampire: You receive an additional +20 unarmed and melee damage in addition to base and Heavy Armor is 20% more effective.
Berne-Clan Specific Traits:
The Berne-clan are primarily a stealth based clan. Their traits and bonuses specifically relate to stealth.
Sneak Feed: Pressing the <Activate> button in range of a target in sneak will allow the player to feed.
Berne-Clan Vampire: Sneaking is 20% more effective in addition to base, +20 additional unarmed damage
Aundae-Clan Specific Traits:
The Aundae-clan are primarily a magic based clan. Their traits and bonuses specifically relate to magicka and magic effectiveness.
Vampiric Mesmerisation: Castable spell that mesmerises a humanoid Target for 30 seconds, allowing the vampire to feed on them.
Aundae-Clan Vampire: Receive an additional +20 points to Magicka & Illusion, Conjuration and Destruction spells are 20% more effective in addition to base.
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