Vampirism

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Revision as of 11:22, 29 June 2011 by imported>Migck
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This actor value controls the vampire 'morphing' of a character's face, in a scale of 1 to 100. Higher values translate into a more gaunt face with hollower cheeks and more prominent eyebrows. It also triggers other hardcoded features pertaining vampires, namely the GetVampire function will return 1 for any character with any amount of Vampirism, and the player will receive the popup messagebox when activating sleeping NPCs offering to trigger the blood drinking animation and sounds (which in turn set the HasVampireFed function to 1)

It is used by the VAMP magic effect, and should be applied through abilities with it, like in the vanilla VampireScript. Note that the vanilla implementation uses it in steps of 25 points, but any magnitude is possible and each increment of 1 point is applied to the morphing, albeit the difference between values of (x) and (x+1) is almost unnoticeable.

Notes

  • For the morphing part, there are other features like the eye color change and the fangs which seem to appear only when the actor value is accompanied by a corresponding ability with the adequate magnitude of VAMP magic effect, therefore it is preferable to use spell abilities instead of actor value functions to alter this actor value.
  • A notorious engine bug will cause female player characters, and possibly female NPCs too, to have their FaceGen data revert to the default values for a male of the same race upon loading a savegame in which the player had any amount of this actor value (i.e. the character is a vampire). Reloading the savegame again will fix the issue, though it is a nuisance that can be forgotten, and if the player saves again with the bug active, no amount of reloading will fix it. Only solution then is to use a face exchanger utility like the one in Wrye Bash to salvage a face from a non-vampire savegame.
  • The Vampire Race Disabler OBSE plug-in by Scanti offers many options to toggle the different aspects of the vampire morph, including toggling the whole morph off, and puts those options directly in the Oblivion.ini. It can also fix the above bug.