The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

46 ratings
GuruSR's Friendly Vampires
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.283 MB
16 May, 2014 @ 10:37am
8 Jan, 2020 @ 10:19am
14 Change Notes ( view )

Subscribe to download
GuruSR's Friendly Vampires

Description
GuruSR's Friendly Vampires
==========================

Version: 1.41
Date: Jan 8, 2020
Author: GuruSR

Preface
=======

Gives the player the ability to play as a Vampire and not an infected person. Extra liberties are afforded to the player to make things more immerse.

Description
===========

You got infected, slept, woke up and found you're a vampire. Congratulations, nobody cares! Literally, not even the existing vampires in the game!

Well, this is where the fun begins. This mod now adds the player to the same faction as the rest of the vampires in the game (with or without any vampire altering mods, including Dawnguard). You're now one of the Undead and can walk around with them, but is that all? No, it's not all, you can ask other vampires to go hunting with you! While they're hunting, you can give them better equipment and they may/may not use it (some vampires can be so picky).

But what DO you do with your new found vampire group? Sack a city of course! Wander into a town and the guards will see all of your group (player included) as a group of vampires attacking the town (brings a whole new meaning to "When Vampires Attack").

Version 1.1: You'll hear a (Vampire) "Hiss" or a (Player safe) "Ting" sound, those tell you that you're a "Vampire" (not Player safe) or a "Player" safe vampire. This was done to allow quests to continue normally and to not cause any issues (please see the version history for details). This new addition only works *if* you're not near undead/vampires and you're defintely not in a vampire group.

Version 1.2: The Vampire/Player Hiss/Ting now monitors "creature state" for those using mods that offer wolf transformations. Vampires going to Dawnguard to start "Awakened" need to have no follower vampires with them, so they'll temporarily become hostile to regular vampires (only *if* "Awakened" hasn't been started), so Dawnguard won't be hostile to the player. Upon leaving the Dawnguard area, back to normal Skyrim, the player will be re-made friendly to other vampires. A new dialogue "You're a vampire, act like one!" is added, so vampires in towns can be made to join the Vampire faction as well, so you can include them in your town raids, add a home changing mod and you can move your vampire followers to the Dawnguard castle (but use the new dialogue on all of them inside before making your follower leave you, otherwise they'll attack them when you do). Side effect of the new dialogue and Dawnguard, is they'll constantly be attacking the Moth Priest (which is funny, but may make questing with him a bit harder). For nastier immersion, vampires you use the "You're a vampire, act like one!" on, if you set GSR_FriendlyVampiresComplete to 1, they'll be only in the Vampire faction (and will behave 100% like a wild vampire).

Version 1.3: This was a bug fix release, not major ones (most will never notice), if you filled the group, you couldn't add any more if any left. Vampires leaving were not removed from being a Player Teammate.

Version 1.31: This is a "tweak" and bug fix release, again, nothing major. Fixes the testing for player homes and *should* allow vampires (outside of groups) access to items in their player homes. When adding or removing vampires from a group, the notification should happen quicker now.

Version 1.32: Super small "tweak" which makes your Vampire group not expire until the combat ends (if you're the last one in the group, you're still part of it until the fighting ends).

Version 1.33: Added support for "Abandoned House" quest in Markarth and added new global to temporarily disable Friendly Vampire's influence: set GSR_FriendlyVampiresNormal to 1 (to be hated by vampires like normal)

Version 1.34: Added Wait/Continue support (note, some vampire followers can vanish in unloaded cells while waiting). Your Vampire group is determined by those following, not waiting.

Version 1.35: Slight fix to version 1.34 to properly include Waiting vampires.

Version 1.36: Missing 1.35 fixes, Silent setting and added dialogue changes.

Version 1.37: Fixed Wait delay from 17,000+ years to 3 days, also improved on Thrall recognition in dialogue so you can make them and others made by other mods to follow you, etc. Your current "horse" will switch in and out of the faction when you do, so you can ride your horse around vampires.

Version 1.38: Overhaul of Vampire control, faster, smaller code, more communication with dialogue means faster vampire joining and less CPU usage, added "Keep this area ours" to offer "Guarding". Fixed offset mistake in Wait timers, some vampires may leave after this version goes in if they're waiting.

Version 1.39: More checks on the dialogue to remove duplicates in certain situations, fix for "wait" not waiting, vampire player now is "dangerous" and people will flee/not like/talk to you/cower while part of a vampiric group.

Version 1.40: Rebuilt the "Teeth" detection (for "HISS" & "Ting"), should be lag capable, introduced a usable outfit system, giving you the ability to outfit your vampires how you want, though they still have the right to not wear items (sadly cell resets will result in loss of outfits). Reorganized the slot system to provide a better outcome of follower status and reporting so the "You lost a vampire" won't repeat on the same one. Added "Cattle" mode (Angry setting) in that makes non-vampires a hated faction, so expect in-town game vampires to actively attack humans in towns. Added a power to offer a quick way to toggle Global variable settings for ease of use, though you still need to know what you're toggling. Included a means to make vampires actually "level" stronger, meaning your vampires with you will be roughly level comparable to you. Guards are actively enemies of the VampireFaction and *will* attack the player in or out of a Vampiric Group, so be careful entering areas where guards could be, this is a partial Angry which should have worked to begin with from 1.0.

Version 1.41: Corrected the missing Player reference on one quest, which is present on 1.40 and later but the game refused to load it over a None reference, now a fix is in place to repair that if missing. Altered savegame & kill to savegame and shutdown, all dialogue will also stop working until you reload.

GLOBALS
=======

GSR_FriendlyVampiresComplete: Setting this to 1 causes a vampire being told "to act like one", removes them from their regular factions.
GSR_FriendlyVampiresNormal: Setting this to 1 makes you a "normal" vampire (meaning other vampires hate you) until you set it to 0.
GSR_FriendlyVampiresQuit: Setting this to 1 tells the game you want to uninstall it.
GSR_FriendlyVampiresWeapon: Setting this to 1 is a workaround for weapon weirdness when giving vampires weapons.
GSR_FriendlyVampiresSilent: Setting this to 1 will disable the mod's sounds and produce messages instead.
GSR_FriendlyVampiresGoAway: [1.40] Makes vampire followers go away after wait timeout, instead of returning to you, like the old way.
GSR_FriendlyVampiresModScan: [1.40] Makes the internal version go to 0 and cause a full rescan of mods.
GSR_FriendlyVampireAttackRevolve: [1.40] Tells the game that the player is in combat/ready to attack. (Useful for other mods to watch.)
GSR_FriendlyVampiresOutfitting: [1.40] Tells the mod that the player is opting INTO using the outfitting code.
GSR_FriendlyVampiresAngry: [1.40] Tells the mod the player is opting into being a "Vampire Vampire" to cattle.

Requirements
============

The final updated version of Skyrim 1.9.32, anything less and it may not work at all. This mod has optional SKSE usage, but it isn't required. SKSE is used to clear factions, sadly, actors may misbehave if told to do something against their relations.
70 Comments
LG  [author] 29 Jul, 2019 @ 9:24pm 
You're forgetting the "set" in front of it, try "set GSR..." (space after the set), works with all Globals.
Aztraider 11 Jul, 2019 @ 3:17pm 
How can I uninstall this? I tried "GSR_FriendlyVampiresQuit 1" but the console says that the command is not found. I even tried with the other globals, but it was the same result.
Help me pleaseee ;-;
christina1969 5 May, 2019 @ 1:13am 
i like this mod ya vampire do not try kill other vampires in some way we all like family rofl
LG  [author] 9 Apr, 2019 @ 9:32pm 
Wait, sorry, Steam doesn't support the length. Basically any save game you have, will *save*, *kill you*, reload that save. It's a forced save game and will have the scripts properly "off" so when it comes back, it'll restart properly. It shouldn't repeat the scene more than once.
LG  [author] 9 Apr, 2019 @ 9:30pm 
The game will when upgrading, save your state, *kill you* and reload from the previous save, this is to clean up the scripts and re-fresh the mod, it does state that somewhere in the description.
christina1969 26 Mar, 2019 @ 9:07am 
no that did not work dang i realy like this mod dont know what is happening
christina1969 26 Mar, 2019 @ 8:53am 
GUESS I TRY TO DELETE IT REDOWNLOAD IT SEE IF THAT WORKS
christina1969 26 Mar, 2019 @ 8:51am 
I KEEP TURNING TO ACH IN LOAD THE GAME NOT SURE WHAT GOING ON HERE I HAVE HAD THIS MOD FOR AWHILE NOW
LG  [author] 17 May, 2017 @ 5:43am 
Actually, that mod replaces the standard vampire races in the game, does nothing to the factions that I'm using with this mod, nor does it affect the relationships betwen factions, so I would suggest looking for mods that alter the game play, because that one is harmless and isn't conflicting at all with this mod.
CViZUX 15 May, 2017 @ 8:30am 
Ye, it's this: http://www.nexusmods.com/skyrim/mods/21667/? . By compatible I meant if You can make that, You will type normal ''showracemenu'' to console and then choose one of the vampires from this mod, select ''Done'' and mod will be working.