Aundae in Cyrodiil
version 1.3
by AlienSlof & Peter

based on Vampiric Hunger by Zennorius and Vampire Realism by Jaxalot


About

This mod offers a Morrowind-style vampire experience for Oblivion, based on clan Aundae and the two classic mods Vampiric Hunger by Zennorious and Vampire Realism by Jaxalot.
Unique Aundae specials and unlockable powers will make the vampire a powerful spellcaster. However, power comes at a price: The hunger for blood means a constant urge to feed to stay strong.

Features

How to become a vampire
Clans, abilities and skills
This mod supports the three vampire clans from Vvardenfell: Aundae, Berne and Quarra (Berne and Quarra were added in version 1.1, hence the original mod name is now somewhat misleading).
Vampire attribute and skill boosts follow more or less the Morrowind rules.

General vampire bonuses:
+20 to speed, strength and willpower
+30 to acrobatics, athletics, illusion, mysticism, sneak, hand-to-hand and destruction

Additional Aundae specials
+20 to willpower
+20 to destruction, mysticism and blade (shortblade in Morrowind)

Additional Berne specials  (new in version 1.1)
+20 to agility
+20 to marksman, sneak and blade (unarmored, sneak and hand-to-hand in Morrowind)

Additional Quarra specials  (new in version 1.1)
+20 to strength
+20 to heavy armor, blunt and block (unarmored instead of block in Morrowind)


It is possible to change the vampire clan using the console:  (new in version 1.1)
StartQuest PSChangeClan
and follow the instructions. This feature is mainly meant for users of version 1.0 playing an Aundae vampire who want to continue as Berne or Quarra after upgrading to version 1.1. Of course, if you continue to play as Aundae, this feature is irrelevant.


This mod comes with three possible ways to handle the vampire boosts. Once you turn into a vampire, or convert a vanilla vampire into a vampire of this mod, you will get a dialog asking you to pick one of the three attribute and skill gain types:
If you are using any of the scripted attribute modes, you must follow the correct uninstall instructions if you want to remove this mod. Otherwise a character may become permanently messed up after only unchecking the esp without resetting the scripted attribute bonuses.

Blood hunger
Every hour your blood level will decrease. The amount of blood per hour depends on the time spent as vampire: An older vampire will require much less blood than a freshling. At 90 days blood usage per hour will be at its lowest possible value.
If the blood level reaches zero, the starving vampire will face rather harsh consequences. This should provide sufficient motivation to stay fed. A young vampire can not survive very long without feeding.

Feeding happens by using the vanilla Oblivion mechanism by approaching a sleeping NPC or using a special Absorb Health on Touch spell. Stockable bottles of human blood and even ancient vampire blood offer an additional source.
Human and ancient vampire blood can be found in vampire lairs. Human blood can also be filled from willing (or charmed) NPCs through a new "Blood stocking" dialog topic, which appears after using the Vampire Dazzle or Charm spells.

To check your current blood level, see the fourth tab of the spell list and check the tooltip for the Vampirism effect. In addition, the Aundae_OBSE_addon esp lets you press the "B" key to view a short message telling your current blood level. Aundae_OBSE_addon.esp requires OBSE.

To change the default key, do in the console:
set PSVampKeyPress.key_id to #
Default is 66 for "b". This list of virtual keycodes should be helpful.

Spells and powers
Spell name
Description
Availability
Vampire Kiss weak feeding spell, absorb health on touch instantly
Vampire Touch feeding spell, absorb health on touch 30 Vampire Kiss casts and 15 days
Vampire Rage powerful feeding spell, area absorb health on touch 50 Vampire Touch casts and 30 days
Vampire Dazzle Mortal allows to stock blood from NPCs instantly
Vampire Charm Mortal powerful charm spell, allows to stock blood from NPCs 15 Vampire Dazzle Mortal casts and 12 days
Vampire Calm Mortal strong calm spell
10 days
Vampire Command Beast command creature spell
10 Vampire Calm Mortal casts and 15 days
Vampire Command Mortal powerful command humanoid spell
15 Vampire Command Beast casts and 20 days
Vampiric Suggestion tell people to go sleep for a short time
7 days
Vampiric Illusion
hide vampiric nature, protect against sundamage
instantly
Vampiric Restoration
restores health and fatigue, costs blood and magicka
instantly
Aundae Bloodline Magicka boost 15 days and clan Aundae
Berne Cloak of Shadows
Greatly improves stalking  (new in version 1.1) 15 days and clan Berne
Quarra Berserk
Mighty melee boost  (new in version 1.1) 15 days and clan Quarra

Casting the Vampire Dazzle Mortal or Vampire Charm Mortal spells on any mortal will make the topic "Blood stocking" appear during dialog, which allows you to fill some of the mortals blood into a bottle. Of course, mortals might resist, but playing with their mind using Illusion magic can be very satisfying. A strong charm spell is valuable to any illusionist.

Vampiric healing
Normal healing spells and potions have a rather reverse effect on undead flesh. Using such profane magic is not recommended. Instead there is a very powerful vampiric restoration spell, which costs a small amount of blood, a rather high amount of magicka and comes with a couple of other disadvantages.
In addition, feeding and drinking human or ancient vampire blood will also restore you. The combat feeding spells and some custom absorb health spells created with the spellmaker should also help.
Hint: Keep a stock of human blood bottles available.

The negative effect of healing spells and potions is optional and can be disabled using the console:
StopQuest PSHealthPrevent

To enable it again:
StartQuest PSHealthPrevent

Known issues: The script detecting normal healing spells and potions will not trigger on zero second spells and potions (unfortunately, that means all vanilla restore health potions). The potions modified by OOO 1.3 will be detected, though. Solution is rather easy: Forget the starter restore health spell and don't learn any new ones!

Vampiric regeneration
The OBSE addon includes vampiric regeneration as an optional feature. (new in version 1.2)
Depending on blood level, you regenerate health. Slowly, it isn't really meant as a replacement for the heal spell during combat. Blood level influences both regeneration amount and speed. With low blood level, you don't regenerate at all. In addition, regeneration depends on your vampire age: Freshlings won't get much of a regeneration effect.
There is no regeneration in the sun. Sun is bad.

In addition, you receive a spell "Vampiric Regeneration". This is a toggle and will turn rapid regeneration on or off. When on, you regenerate twice the amount and twice as fast, but it will reduce your blood level quickly while enabled.

This feature requires OBSE 0006 or later.

To disable regeneration, do in the console:
StopQuest PSVampRegeneration

To enable it again, do:
StartQuest PSVampRegeneration

The Vampiric Illusion spell
This unique spell will hide your vampiric nature behind a mortal mask. It serves two purposes, which will be described in more detail below: Protection from sunlight and protection against becoming a known vampire when low on blood.
The spell is quite difficult to maintain: It will quickly drain your magicka and cost a small amount of blood each minute. A powerful spell, indeed, but use with care.

Optional for the Atronach birthsign (new in version 1.1):
The constant damage magicka effect of the Illusion spell might be too hard for the Atronach birthsign. Non-Atronachs don't really need to worry, after turning the Illusion off they will regenerate magicka again quickly. An Atronach doesn't regenerate, so this could be considered too inconvinient.
Instead of damage magicka players can optionally select to use a constant Silence effect.

Configure this using the console:
set PSVampSupport.useSilence to 1
Make sure the Illusion mask is not active when changing this setting.

When you turn into a vampire and are of the Atronach birthsign, this setting is automatically set to 1. If you rather prefer the damage magicka effect instead, simply set it back to zero. Also, non-Atronach players preferring the silence can configure it by setting this variable to 1.
Please note the birthsign check only happens when you turn into a vampire with version 1.1 of this mod installed. So if you upgraded from version 1.0 and your character is an Atronach, and you want to use the silence version, you need to configure the setting manually - as turning into a vampire had already happend with the older version of this mod.

The Illusion spell also serves as a workaround for the vampire face bug: Cast the Vampiric Illusion spell before saving your game.

(new in version 1.3)
Blood usage while the Illusion mask is active depends on vampire age. A freshling will not be able to uphold the Illusion spell for a long time.

The base blood cost can be configured via console:
set PSMasking.maskBlood to #  (default 10)
Lower values means less blood usage.

The sun, sundamage and how to avoid it
Sunlight is bad for a vampire. Stay out of the sun, the night is your friend.
 
However, an enterprising vampire occasionally needs to deal with shopkeepers and other mortals, who often refuse to be available during the healthy nighttime. As such, measures need to be taken to avoid turning into a pile of ashes.
The sun will affect the physical conditions of a vampire. Regardless of sunprotection or not, the sun will weaken your body. Ancient blood will protect against this effect.

Physical weakness during daylight is optional and can be disabled using the console:
StopQuest PSDaylight

To enable again:
StartQuest PSDaylight

Regionally known vampire
Vampires need to disguise themselves and hide their true nature from preying mortal eyes. A hungry vampire may be discovered and become a known vampire in the current area. Being fed or using the Vampiric Illusion spell will prevent discovery. Once discovered, mortals will always treat you like a vampire - regardless of hungry or not - and refuse to talk.
After 15 days, mortals will forget about the issue and the player won't be a known vampire anymore in that region.

(new in version 1.3)
The amount of days until mortals forget the known vampire status can be changed via console:
set PSVampDetection.knownVampireDays to #  (default 15)

Talking to a mortal with a very high disposition will never reveal your vampiric nature, even if you are starving. A mortal affected by the Vampire Dazzle or Vampire Charm spell will also never identify you as a vampire, regardless of disposition and hunger status.

Known vampire status is remembered for each city. In addition (new in version 1.3), any other cell stores known vampire status individually.

This feature is optional and can be disable using the console:
StopQuest PSVampDetection


To enable it again:
StartQuest PSVampDetection

Companion support
As a special features, companion NPCs can be "marked" as your friends to skip certain behaviour of this mod like discovery as known vampire and the disposition check for stocking blood bottles. (new in version 1.1)
Because this mod cannot automatically differ between normal NPCs and companions from a mod, you will need to do a little manual work to classify a given NPC as companion.

Do in the console:
StartQuest PSAddSpoon

After a few seconds a spoon will be added to your inventory. Now open the NPCs inventory using companion share and give the spoon to the NPC. If this spoon is in any NPCs inventory, the known vampire and blood stocking disposition checks will be skipped.

The Hunters Sight spell
The original Hunters Sight spell, lasting only 30 seconds, is somewhat annoying. There are various mods available which change this spell, for example Mighty Magic. To avoid possible conflicts, the original spell has not been modified. For those not using any mod changing the spell, a toggle version is included into this mod. However, the spell needs to be converted manually, as there is no way to know if the original spell has been modified by another mod or not.

So if you are not using another mod changing the Hunters Sight spell, convert the spell to a toggleable version using the console:
set PSVampSupport.useToggleHuntersSight to 1

To convert the toggle version back to the original:
set PSVampSupport.useToggleHuntersSight to -1

If you are using another mod changing the spell and want to use the version of that other mod, you don't need to do anything

The Vampire Cure
This mod now supports the original Oblivion vampire cure quest. (new in version 1.1)
A few seconds after drinking the potions this mod will discover you have been cured and automatically disable itself. You can now safely remove this mod (why keep it installed if not playing as vampire?) without going through the uninstall procedure - it was already silently executed when the cure got detected.
The available cure from the official Vile Lair plugin should also work, although this is untested.

Digging graves
(new in version 1.3)
As a sort of "portable campsite", a special shovel can be found on the graveyard near the Imperial palace, look near the entrance to Agamirs mausoleum. Equipping the shovel from inventory mode allows to dig a grave at the current location. Activate the coffin to sleep through the day in exteriors without taking sun damage.

Technically the coffin acts as a portable bed which removes sundamage when activated and re-adds sundamage after the nap. So waking up at noon isn't the brightest idea.

To remove the grave again, sneak & activate the coffin.

While somewhat illogical, to avoid possible mod conflicts shovels from the original game have not been modified but instead a new shovel was added. So it is not possible to use any shovel to dig a grave, only the special "Gravedigger's shovel".

Due to technical limitations, you can only have one grave at the same time. Digging a second grave will remove the previous one. In fact, the items are moved, not created anew - to avoid bloating the savegame with disabled objects.

Uninstallation

If you want to uninstall this mod, it is important to convert back to a vanilla vampire before unchecking the esp.
Following this uninstall procedure is necessary, otherwise attributes and skills may be permanently ruined.

Requirements

The Aundae.esp mod itself comes with no special requirements. It was developed using the Oblivion 1.1 patch, but I see no reason why it should not work with Oblivion 1.0 as well.
Aundae_OBSE_addon.esp requires OBSE 0006 or later. The addon includes the Vampiric regeneration script and the blood keypress script: It lets you press the "B" key to check your current blood level. We put those two features in a seperate esp to avoid having the main Aundae.esp depend on OBSE.
Load Aundae_OBSE_addon.esp after Aundae.esp.

Compatibiltiy and conflicts

This mod is not compatible with any mod changing player vampirism, like ParasiteX's New Vampire Mod, the original by Kiyoshi, Drokk's Vampire mod etc. Only run one of those mods at the same time.

If you plan to change a ParasiteX, Kiyoshi or Drokk vampire to an Aundae, you must first uninstall the other mod before activating Aundae.esp. Only install this mod to a vanilla vampire save game.

This mod does not change existing NPC vampires, loot or levelled lists, so there is no conflict with level scaling mods like Oscuros Oblivion Overhaul or Francescos levelled creatures and items.
There is one unimportant clash with OOO, as both OOO 1.3 and this mod modify the Human Blood bottles. Load Aundae.esp after OOO 1.3.
In addition, there might be minor cell conflicts, as both this mod and OOO 1.3 place new containers into various dungeons. It might happen that two containers incidently occupy the same spot and overlap with each other. This is purely cosmetical, might be ignored or easily fixed by slightly moving the container in the construction set.

This mod is compatible with Mighty Magic, see the notes about the Hunters Sight spell above.

This mod is compatible with Kobus Character Advancement system and Galerions levelling mod. However, for KCAS you must pick the "KCAS compatibility" option when you are asked for the attribute/skill gain type after converting to an Aundae vampire as explained above.

This mod changes the original vampire Greeting and Hello dialog topics, so it is not compatible with any mod which does the same. To the best of my knowledge, only ParasiteX's New Vampire Mod and variations do this, which are incompatible anyways.

Not exactly an incompatibility, but there are some minor issues with the weather changes made by Natural Environments: Nights are shorter, they don't start at exactly 8pm and end at 6am. The scripts applying the daylight penalties of this mod check the clock, so the daylight penalty would stop exactly at 8pm but the sun might still be out, which seems a bit strange. To the best of my knowledge, there is no script function checking "is the sun out?" available, so I see no real workaround for this.
It's only cosmetical,I personally would not play without Natural Environments and rather try to ignore the issue.

Contact

The authors can be contacted on the official Elderscrolls forum as AlienSlof and ps33, or on the PlanetElderScrolls forum as "AlienSlof" and "Peter".

Credits

AlienSlof for the idea, concept, general inspiration and corrections
Denina for more inspiration
Peter aka ps33 for the implementation
Zennorious for Vampiric Hunger
Jaxalot for Vampire Realism
Basil for being a Bastard

Legal

You are free to use this mod, reuse the scripts or other content for your own mod and redistribute the file, as long as no money is made and above credits are given.

Changelog

  • 1.0
  • Initial release
  • 1.1
  • Added Berne and Quarra clans
  • Fixed ancient blood sunprotection
  • Added support for vanilla cure
  • Added support for being turned by Vicente
  • Added companion support
  • Added option for Atronachs to use silence instead damage magicka for the Illusion spell
  • 1.2
  • Added Vampiric Regeneration, merged together with the former Aundae_keycheck.esp into Aundae_OBSE_addon.esp
  • Fixed bug preventing to deactivate the Illusion mask in an area where you are known as a vampire
  • Add five bottles of Human blood not only when converting a mortal into a vampire but also a vanilla vampire.
  • Added silent mp3s for the Blood stocking dialog.
  • 1.3
  • Added gravediggers's shovel to dig a "portable" campsite.
  • Support for known vampire status in any cell, not only cities as before.
  • Number of days until mortals forget about known vampire status can be configured.
  • Increased blood usage for Illusion mask, made blood usage vampire age dependant.
  • Illusion mask blood usage can be configured.