Mods / Vampirism

Tags:
Author:
CherryDonut
Side:
Both
Created:
Jul 20th at 5:25 AM
Last modified:
Jul 30th at 1:04 AM
Downloads:
763
Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
vampirism_v1.6.12.zip  1-click install

Become a creature of the night: A Vampire

Hunt down living beings a take their blood and essence for yourself. Use their blood for superhuman feats, dash across gaps, summon spears made of solid blood, and even drain your enemies of blood. 

A vampire need not fear the night, your eyes now adjust to any darkness.

Resurrect your fallen prey as more vampires to join your conquest.

Be wary of the sun and those that follow it

 

Strength flows through your borrowed blood, but it can still be reclaimed. Silver burns your flesh, sunlight too, beware of those wielding crosses as their holy power repulses you. You might be an apex predator but you can still be hunted by those willing to clad themselves in silver and hunt you down.

 

Arm yourself with bloodsteel

 

Infuse steel with the blood of the fallen, wearing full bloodsteel prevents the sun from searing your flesh and from weapons tearing you apart. Beware however, silver is still potent against the bloodsteel and the sun will eventually eat through the protection it offers. 

 

Ferment the blood of your enemies

 

Turn blood into wine or even further into blood brandy. Once more and you make Aqua - Mortis. Drink the aqua-mortis as a mortal to shed your humanity and rise again as a vampire.

 

create potions using blood brandy and vitae ash to buff yourself, protect yourself from the sun or even healing potions to sell to mortals.

 

 

What all does this add?

Vampirism, hearts of most living creatures, new abilities, new mechanics, new ways to play, a cure for vampirism, tons of roleplay potential through raising the dead, embracing others, or even just being a vampire hunter. 

 

Requirements

Butchering - blood 

Cannibalism - hearts and player-player hunting

 

Compatibility

Because this is it's own tab/mechanics it does work with a ton of stuff but there is official compatibility with hydrate or diedrate so that vampires don't need to also deal with a thirst bar.

 

Goal/Roadmap

My intention when I began working on this mod was to make something that would work really well on civilization servers. I want players to interact THROUGH the vampirism. This is important to me because it means I need to make sure I am not making a character that is so overpowered that they could steamroll anyone. I want there to be reason and possibility for groups of players to hunt down vampires or defend against them and I want it to be a true trade off where players might not want to become vampires. Furthermore, theres very little gameplay to be had SPECIFICALLY at night and I wanted to create roleplay opportunities that arise purely from the time of day within the game. I want mortals to feel safe during the day and have genuine reason to lock up and defend their homes during the night. Moving forward I am going to attempt to stay within these goals, not trying to make something overpowered, my biggest fear would be everyone becoming a vampire and not having a good enough reason for vampirism to be a defined decision WITH trade offs. 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.6.12 vampirism
1.22.0 - 1.22.5
332 Jul 30th at 1:04 AM vampirism_v1.6.12.zip 1-click install

Fixed handbook labeling so it shows back up

Added a ward item that forces a drunken type effect on vampires when close. Can be hung on walls and is relatively inexpensive.

1.6.7 vampirism
1.22.0 - 1.22.5
20 Jul 29th at 9:52 PM vampirism_v1.6.7.zip 1-click install

Sun rework- changed how the mod detects the sun to a calendar based calculation.

Spell ring change - looks better now

vampires drop vitae ash on death and there are new potion recipes using it that can help out hunters. Also added a blood lantern that turns red when a vampire is near.

1.5.6 vampirism
1.22.0 - 1.22.4
153 Jul 25th at 9:52 PM vampirism_v1.5.6.zip 1-click install
  • WOLF FORM - I know a lot of people want a werewolf mod, this isn't really that, vampire lore all over the world does have a history of allowing them to shapeshift so this is the first step of that. By crafting a vampiric heart with some wolf-based ingredients, a vampire can unlock wolf form. While in this form, you can bite, howl, growl, sniff all with the accompanying animations and sounds. I am happy how this turned out and wanna see how the community likes it.
  • MIST FORM - shift into a mist to escape or chase down your prey, jump higher, float down cliffs, this drains blood every second.
  • spells are now unlocked sequencially. 
  • silver sear - when getting hit with silver a vampire is locked out of their spells for a few seconds. This gives hunters an edge over the hyper mobile vampires and gives a good reason to players to craft silver weapons/arrows. 

 

Added a bunch of configurable options to the server config as well. 

1.3.0 vampirism
1.22.0 - 1.22.4
60 Jul 24th at 7:24 PM vampirism_v1.3.0.zip 1-click install
  • added a server config file with a bunch of knobs to turn
  • added a silver sword (allows people to arm themselves against vampires without relying on steel for the falx) its also quenchable. Still solid silver though so its not durable and not great against anything that isn't a vampire. (still better than steel vs a vamp though)
  • Changed how drinking aqua mortis and dawn tonic works on the backend, now properly requires 1 Liter. 
  • potions have a 12 hr time max, can still technically be always on if you have enough but you can only bank up to 12 hrs. 
  • added "bite marks", hovering over another player will show that they have been recently fed on unless they are wearing a neck slot clothing item like a scarf. 
  • Hearts can now be squeezed like honeycomb over a bucket to produce more blood- this destroys the heart though so its more of a necessity if players have essence but not enough actual blood + allows non vampires to get something out of hearts.
1.2.1 vampirism
1.22.0 - 1.22.4
96 Jul 22nd at 7:08 PM vampirism_v1.2.1.zip 1-click install

BIG UPDATE

  • Alchemy is in, vampires can currently make 3 potions, mending blood, bloodbuff, and sunwalker. Mending blood only works on mortals and instantly heals 5 health. Bloodbuff grants a variety of boosts and mortals can consume it for 1/2 the strength a vampire would gain, and sunwalker negates sun damage. These are made through mixing blood brandy with vitae ash - an ingredient only a vampire can create, and then mixing with other ingredients for each potion. 
  • Changed how sun damage is calculated so that a bright moonlit night doesnt accidentally cause a burn.
  • added a small amount of daytime lethargy so that vampires are actively weaker during the day.
  • Created a dawn-tincture that allows mortals (and vampires if they wanted) to raise a vampire from a downed state back into a mortal
  • added smoking particles when a vampire is burned by the sun
  • made bloodsteel armor take durability damage just by being worn in the sun. 
  • buffs show up on hud in lower right hand corner. 
  • Powers are now a radial menu when holding B, tapping B quickly selects feed.
  • Heart essence now resets if you become mortal again that way vampires need to work their way back up to being an elder if they are cured. 
1.0.5 vampirism
1.22.0 - 1.22.4
32 Jul 21st at 8:18 PM vampirism_v1.0.5.zip 1-click install

hydrate or diedrate compat, removed oxygen from vampires, added some scaling for vampires that have gained a lot of essence (stronger feeding, take more damage from silver and the sun)

1.0.4 vampirism
1.22.0 - 1.22.4
15 Jul 21st at 2:50 AM vampirism_v1.0.4.zip 1-click install

Big one, scaled feeding damage based on total essence a vampire has gained. This means an elder vampire with 200+ hearts eaten gets a lot more blood and does a lot more damage through feeding. I also changed how silver works and it does more damage to vampires than it did previously. Additionally, attacking a vampire with silver will always be the best option regardless of what armor they are wearing. Silver bonus damage scales with the total amount of essence a vampire has consumed, essentially a fully upgraded vampire takes 25% more damage from silver over a fresh vampire. 

Also (this needs a lot more testing) but the embrace is in, a vampire can now unlock an ability that when cast on a downed player, allows them to revive as a vampire. This cost actual life instead of blood as well. 

Also added commands /vampirism turn [player], /vampirism cure [player], and /vampirism essence <amount> [player]

1.0.3 vampirism
1.22.0 - 1.22.4
13 Jul 20th at 10:18 PM vampirism_v1.0.3.zip 1-click install

changed blood magic to swap spells with b and cast with R, changed feeding behavior to act as a spell which means it now targets players as well. Added a burn aura from crosses worn by mortals and rosaries. Silver can no longer be worn by vampires either. Additionally silver does bonus damage against vampires. 

1.0.2 vampirism
1.22.0 - 1.22.4
12 Jul 20th at 7:05 PM vampirism_v1.0.2.zip 1-click install

changed hunger bar to blood bar for vampires, added a blood dash and a blood spear that can be used through consuming blood. 

1.0.1 vampirism
1.22.0 - 1.22.4
11 Jul 20th at 4:13 PM vampirism_v1.0.1.zip 1-click install

Changed sun damage scaling to be a little more forgiving

1.0.0-pre.1 vampirism
1.22.0 - 1.22.3
19 Jul 20th at 5:39 AM Empty vampirism_v1.0.0-pre.1.zip 1-click install

90 Comments (oldest first | newest first) (threaded | flat)

Suidae, Aug 5th at 2:48 AM

i have a small suggestion, do you think you would make this compatible with the walking stick mod? it would be pretty cool to have a walking stick that turns red when a vamp is near. it would be pretty cool for hunters.

AmeliaFosten, Jul 31st at 8:57 PM

I am playing and testing with this myself but was curious if you knew how the vampire night vision interacts with xskills cateyes skill or the dark vision mod. I was planning on testing it myself but figured i might as well ask too. I've also got the race pack for to rule them all installed which has built in interactions with dark vision and was curious if something similar was or could be done here

AmeliaFosten, Jul 31st at 8:58 PM
@AmeliaFosten: I am playing and testing with this myself but was curious if you knew how the vampire night vision interacts with xskills cateyes skill or the dark vision mod. I was planning on testing it myself but figured i might as well ask too. I've also got the race

Note that I realize how tough modding can be and am not asking you to do anything, i more just want to know if anything has already been done or if you know how the mods would interact already

CherryDonut , Jul 31st at 9:05 PM
@AmeliaFosten: Note that I realize how tough modding can be and am not asking you to do anything, i more just want to know if anything has already been done or if you know how the mods would interact already

honestly no idea, I haven't messed with those or tried them with this mod. if you try it out and notice anything weird feel free to reply here and ill check it out

AmeliaFosten, Jul 31st at 9:09 PM (modified Jul 31st at 9:09 PM)
@CherryDonut: honestly no idea, I haven't messed with those or tried them with this mod. if you try it out and notice anything weird feel free to reply here and ill check it out

I'll probably have something of an answer before tomorrow, probably gonna force stuff through commands to check it out. I'll let you know what i figure out.

AmeliaFosten, Aug 1st at 2:56 AM (modified Aug 1st at 2:56 AM)
@AmeliaFosten: I'll probably have something of an answer before tomorrow, probably gonna force stuff through commands to check it out. I'll let you know what i figure out.

As a side note I appear to never stop burning, checking to see if thats dark vision or just something to do with the recent sunlight detection change

AmeliaFosten, Aug 1st at 2:58 AM (modified Aug 1st at 3:26 AM)
@AmeliaFosten: As a side note I appear to never stop burning, checking to see if thats dark vision or just something to do with the recent sunlight detection change

ok yeah for some reason I just don't stop burning even when I'm a hundred blocks underground(Edit: I may be a fool, double edit: Definitely a fool, my moron self had silver jewelry on when I was testing)

AmeliaFosten, Aug 1st at 2:59 AM
@AmeliaFosten: ok yeah for some reason I just don't stop burning even when I'm a hundred blocks underground(Edit: I may be a fool, double edit: Definitely a fool, my moron self had silver jewelry on when I was testing)

Otherwise though there appears to be no issues with dark vision other than it totally washing out all colors, haven't had a chance to check xskills cause that's much harder to test quickly

casket, Jul 31st at 10:47 AM

will you be doing anything with vampire the masquerade type progression/abilities since you have vitae?

Monarch73x, Jul 30th at 10:15 PM

quick question regarding the update one day ago. when you put vampires drop vitae ash on death does that mean we have vampire npcs wondering the world or is the vitae ash on death something that generates when its a player vampire only?

FrancisOfFilth, Jul 30th at 11:24 AM

Really liking the new hunter vs vampires dynamic you've got going on, perhaps an unlockable power to see living things in a certain radius would be nice, and argent blood hunters would be highlighted in a different color as to tell you not to feed on them ?

Aquarian, Jul 30th at 9:01 AM

very cool mod.

I have some suggestion for warding implements against vampires:

  1. flowing water, as it is either impassible to the undead or weakens them in a lot of older stories.
  2. crosses made out of silver blocks that burn vamps in a radius(very expensive but then also very effective)
  3. rooms where the door has not been placed by a vampire can not be entered/ opened and maybe even a way for invites to be read from chat( like if a player writes a variation of "follow me" any vampire in a close enough radius can open all doors in a close enough radius.)
  4. salt circles: makes it impossible for a vampire to pass but very salt intensive, also degrade with rain and time
  5. maybe as a tie in with VS lore a way to use primum materia against the vampires and maybe other creatures in the future, like the forlorn hope tried to use it against the rot

 

thats all just suggestion though and I dont know how easy or hard they are to implement.

also another add on to vampire powers would be to crate thralled players via feeding them your blood without turning them (basicly a temporary buff for the player that a vamp can trade against blood or maybe other services. It would of course have to have some downsides like withdrawl symptoms or something like that.)

But all in all the mod is already very cool and has a lot of growth potential as well !

CherryDonut , Jul 30th at 12:41 PM
@Aquarian: very cool mod. I have some suggestion for warding implements against vampires: flowing water, as it is either impassible to the undead or weakens them in a lot of older stories. crosses made out of silver blocks that burn vamps in a radius(very expensive

Thanks man! I wanna address these suggestions one by one so you can see my thought process for these. 

  1. flowing water is tough as the game already has rapids which would make the most sense as flowing water but there isnt a great way to tell "flowing" like a river from a lake other than rapids but since rapids are only spawning as like single run offs from mountains I can't really use that to identify it. Plus generally as it would take a bit of the fun out of the game to be so limited by water I chose to avoid that path. I might revisit it in the future but as of right now flowing water seems that it would be more unfun to play with than cool. I am also going off of dracula a lot for my inspo and one of the biggest parts of that story is him trying to get to england by boat. 
  2. I added cross wards in the most recent update, I chose not to have them do damage as I am the fan of the idea that faith itself repels and not necessarily the cross. as a middle ground I have it make vampires dizzy when in the area. 
  3. I've been looking into this and my thoughts are that since most multiplayer servers use a claim system ANYWAY, getting into someones house is already pretty limited if you don't have permission and hardwiring it would overcomplicated the intention. 
  4. This is something I am trying out but I am not sure if it will end up in the game. 
  5. I want to avoid this primarily so that "hunters" stay as a specialized role and they arent able to tackle other threats as well when using their anti vampire gear. I don't want to accidentally make a super soldier that can take on anything I want hunters to be dedicated to vampires and skilled/trained/and geared specifically for them. If they're fighting something else they switch to their iron or steel sword but vampires and the supernatural (in that vein) should stay silver. 

 

Thralling isn't currently official but since vampires can feed on others without killing them and make some blood potions that work on mortals only the idea is that they would have some mortals around that they can provide with buffs in exchange for protection during the day and other things. 

 

thanks for taking the time to leave suggestions I really appreciate it and it helps me figure out what to do next.

MaxBach, Jul 29th at 7:45 PM

Really cool mod think It has a lot of potential.

but I wish there were more ways to fight against vampires or make certain areas feel safer.
Maybe something like being able to chisel silver into a block or the silver block it self, so that hurts them when they touch or walk on it?
Or crosses that make them feel dizzy/drunk when they get close?

CherryDonut , Jul 29th at 9:14 PM
@MaxBach: Really cool mod think It has a lot of potential.but I wish there were more ways to fight against vampires or make certain areas feel safer. Maybe something like being able to chisel silver into a block or the silver block it self, so that hurts them when

currently crosses deal AOE damage but I do really fuck with the dizzy/drunk idea a lot. I think I will check that out and see what I can do. 

how exactly would you want the area protection to function?

MaxBach, Jul 29th at 10:48 PM (modified Jul 29th at 10:49 PM)
@CherryDonut: currently crosses deal AOE damage but I do really fuck with the dizzy/drunk idea a lot. I think I will check that out and see what I can do. how exactly would you want the area protection to function?

Maybe something with holy water, salt or silver that lets you mark or bless certain areas? Or a placeable warded item that creates an AOE.

I don’t think something that just deals heavy damage or kills vampires would feel fair.
maybe it could Instead with the wards/area protection, could cause temporal stability loss (or some kind of strong debuff) so they can’t stay in the area for long without it becoming dangerous for them?

CherryDonut , Jul 30th at 1:05 AM
@MaxBach: Maybe something with holy water, salt or silver that lets you mark or bless certain areas? Or a placeable warded item that creates an AOE.I don’t think something that just deals heavy damage or kills vampires would feel fair.maybe it could Instead with th

I added a ward. At the moment all it does is make vampires dizzy. When combined with the blood lanterns it creates a pretty solid safe zone area that at least gives anyone who isn't a vampire a heads up and a slight advantage

LordDraelich, Jul 28th at 1:33 PM

Love this mod! I was wondering if there would be any issues to adding this into a server on version 1.22.3 with the latest updates? Been wanting to get the players a bit more options that are vampires

HumboldtSquid, Jul 28th at 3:26 AM

Oh hell yeah, this looks great! It's nice to see folks actually dive into fantasty a bit with VS modding. I hope that plan for Werewolf pans out too, that'd be incredible.

CherryDonut , Jul 28th at 5:38 AM
@HumboldtSquid: Oh hell yeah, this looks great! It's nice to see folks actually dive into fantasty a bit with VS modding. I hope that plan for Werewolf pans out too, that'd be incredible.

yeah me too, I have a lot of plans for more fantasy driven mods. I don't know if I could do a magic system justice but I would like one that is more fantasy focused over rustbound magic. I wanna cast lightning bolt!

Kvasir, Jul 26th at 1:19 AM

hello, so first of great mod and good tidings with it and your own success.  i was wondering you were planning on adding other creatures of the night, such as werewolves, ghosts (for maybe perma death servers), and other monsters?

CherryDonut , Jul 26th at 2:15 AM
@Kvasir: hello, so first of great mod and good tidings with it and your own success. i was wondering you were planning on adding other creatures of the night, such as werewolves, ghosts (for maybe perma death servers), and other monsters?

I've been thinking about it. I've had a lot of interest in a werewolf mod and I do really like the push-pull that other creatures add but since I am not a modeler or animator, a werewolf mod would take a lot more work than something like this. Especially to give werewolves a big lupine form that isn't the same as the in-game wolf. basically I would need a lot of help with animations/models to even begin on that. 

As far as other creatures go, I think ghosts could be interesting but I am not super sure how the gameplay would feel with that. I am interested in witches/wizards though and I want to keep player dynamics alive through different play options. What ideas for other monsters do you have?

Joenemba, Jul 27th at 7:18 PM
@CherryDonut: I've been thinking about it. I've had a lot of interest in a werewolf mod and I do really like the push-pull that other creatures add but since I am not a modeler or animator, a werewolf mod would take a lot more work than something like this. Especially

I'm a bit of a busy guy but I could try to throw together a model for you; I used to model, animate, and texture for some Minecraft mods a few years ago. One of the first models I made to learn blockbench back in the day was a werewolf model

I'm lookin' to make my own vintage mod in the future maybe so it'd be a good excuse to learn VSmodeler, if I can find the time to at least

CherryDonut , Jul 27th at 7:31 PM
@Joenemba: I'm a bit of a busy guy but I could try to throw together a model for you; I used to model, animate, and texture for some Minecraft mods a few years ago. One of the first models I made to learn blockbench back in the day was a werewolf model I'm lookin' t

yeah if you do ever get around to it let me know, id be down to help with your modding stuff too. Apparently blockbench has a vs plugin so you could still use that if you wanted. 

Kvasir, Jul 30th at 10:57 PM
@CherryDonut: I've been thinking about it. I've had a lot of interest in a werewolf mod and I do really like the push-pull that other creatures add but since I am not a modeler or animator, a werewolf mod would take a lot more work than something like this. Especially

i am sorry for the late reply, but i mean monsters wise i am mainly thinking like normal thiings, but too play into vintage story's area of devs, maybe Europe type monsters or creatures, faries, kelpies, golems. i kinow you said wizards and witches, maybe if you do make this a full job you could make expanisve magic mods, i am not much of a modeler or programmer but i do enjoy making concept art, but if need be i have heard this game is amoug the eaiser too mod

Zarg, Jul 25th at 11:42 PM

Hello, is it possible for you to make what is considered daytime configurable? For example, have it be possible that vampires start to take damage at 6 am instead of 5 am(Or earlier if desired)

If it's based on light level, then maybe be able to set minimum value at which you start to take damage

CherryDonut , Jul 26th at 12:38 AM
@Zarg: Hello, is it possible for you to make what is considered daytime configurable? For example, have it be possible that vampires start to take damage at 6 am instead of 5 am(Or earlier if desired) If it's based on light level, then maybe be able to set minim

its kind of complicated since sky-light level isn't just from the sun so it is based on when the sky gets brighter than what a full moon can provide. I could probably add more configurations for it but I do kind of like how oppressive it can be

Joenemba, Jul 29th at 7:40 PM (modified Jul 29th at 7:47 PM)
@CherryDonut: its kind of complicated since sky-light level isn't just from the sun so it is based on when the sky gets brighter than what a full moon can provide. I could probably add more configurations for it but I do kind of like how oppressive it can be

While fair, a problem I'm running to in gameplay is that in the summer months up north, I get maybe 4 hours before I start burning to do anything outside? Even if its really dark for other players, I start taking damage at like 2 am for some reason. Seems odd that I'd be burning that earlier in the night while its also storming outside. It makes it a bit hard to go collect blood to sustain myself

TheDarkPlague, Jul 24th at 8:04 PM

Hey! Just out of curiosity, was the mod created by ia or with their help?
In any case, it looks really cool!

CherryDonut , Jul 24th at 8:36 PM
@TheDarkPlague: Hey! Just out of curiosity, was the mod created by ia or with their help?In any case, it looks really cool!

Ive done the json stuff but I ran the code through ai for help, weapons and stuff have been purposely reskins since I am not a modeler and I don't wanna touch AI for any art

Monarch73x, Jul 24th at 5:23 PM

This might be a bit out the way but have you thought about making a werewolf mod to go along with this? also Awesome mod soon as i saw this i downloaded it haha

CherryDonut , Jul 24th at 6:17 PM
@Monarch73x: This might be a bit out the way but have you thought about making a werewolf mod to go along with this? also Awesome mod soon as i saw this i downloaded it haha

Ive definitely been thinking about it, but I am not really a modeler so I would need to work with someone.

I really love the idea of a civRP server that allows players to access all sorts of occult stuff like werewolves and vampires and witches etc. Fundamentally, I don't think a werewolf mod would be TOO tough to make but I dont have a lot of art skills lmao.

Monarch73x, Jul 24th at 9:27 PM
@CherryDonut: Ive definitely been thinking about it, but I am not really a modeler so I would need to work with someone.I really love the idea of a civRP server that allows players to access all sorts of occult stuff like werewolves and vampires and witches etc. Fundam

From what I can remember there was a fairly new mod for Minecraft that added Werewolves. Not sure if possible to maybe use the model or use it as a referance? iv never tried modeling but im rather tempted to give it ago and see if something can be done. Just not sure what programs etc would be needed to go about ether altering the model for Vintage story from a minecraft model etc

Sokolovsito, Jul 23rd at 7:17 PM

Are there any way to prevent sunlight with clothing?

CherryDonut , Jul 23rd at 7:50 PM
@Sokolovsito: Are there any way to prevent sunlight with clothing?

anything in the cloak slot will prevent a small amount of damage but total immunity is only granted from bloodsteel sets or the potion

Ezekiel11231, Jul 23rd at 7:04 AM (modified Jul 23rd at 7:53 AM)

Hey I don't know how many other people have had this issue but when I tried to add this mod to a bandit host multiplayer server me and some friends embrace wouldn't infect other players? I don't know why and I couldn't figure out how to fix it.

CherryDonut , Jul 23rd at 5:50 PM
@Ezekiel11231: Hey I don't know how many other people have had this issue but when I tried to add this mod to a bandit host multiplayer server me and some friends embrace wouldn't infect other players? I don't know why and I couldn't figure out how to fix it.

At the moment it only works when the other player is mortally wounded and functions as a revive. I've tested it on my own server a bit and have had no problems so the only thing I can think of would be if you have any mods that effect the downed state 

 

it's a little goofy but once embrace is equipped, you look at a downed player and press r, the positioning of the cursor can be a bit gimmicky since their body is spread out but the interaction zone is one block but it has been working perfectly in my tests

Ezekiel11231, Jul 23rd at 7:25 PM
@CherryDonut: At the moment it only works when the other player is mortally wounded and functions as a revive. I've tested it on my own server a bit and have had no problems so the only thing I can think of would be if you have any mods that effect the downed state it'

yea we figured it out, thanks! I do have one more question, we have other races in the server and we noticed there was an option to have a race be "bloodless" but we don't know how to work that, do you mind explaining please?

Soulknight6, Jul 23rd at 5:25 AM (modified Jul 23rd at 5:35 AM)

It'd be cool if the forlorn hope gear had the silvered effect on vampires too given their lore as essentially paladins, could even intergrate with the forlorn additions mod too.

you could also take a page from the witcher and combine some silver nuggets and blood either through cooking or barreling to make a black blood potion to temporarily buff res/dmg vs vampires. to help make the vampire hunter playstyle more viable 

Soulknight6, Aug 3rd at 4:00 AM
@CherryDonut: do you mean so that vampires cant wear it or do you mean the forlorn hope weapons have the silver damage bonus?

mainly the dmg bonus, but both ideas sound good.

maybe the armour is unwearable by vampires or carries a holy debuff or slow DOT if they do wear it, and a resistance bonus for humans like the silver armour does.

hhdeath99, Jul 23rd at 5:02 AM

i dont know if i doing smthn wrong but i need help with turning into a vampire because i drink the aqua mortis at full heath but i dont turn i even tried sleeping right after i drank it but it still didnt work is my game bugged?

CherryDonut , Jul 23rd at 5:06 AM
@hhdeath99: i dont know if i doing smthn wrong but i need help with turning into a vampire because i drink the aqua mortis at full heath but i dont turn i even tried sleeping right after i drank it but it still didnt work is my game bugged?

at the moment you should just need to drink 1 liter of aqua mortis. you could use the command "/vampirism turn" to force it however. Are you using any other mods?

Joenemba, Jul 22nd at 4:15 PM

Is Cannibalism a hard requirement? Found this recently released mod and it seemed pretty cool, though I imagine its incompatible with Cannibalism

CherryDonut , Jul 22nd at 5:20 PM
@Joenemba: Is Cannibalism a hard requirement? Found this recently released mod and it seemed pretty cool, though I imagine its incompatible with Cannibalism

yes, at the moment it is a hard requirement, I reuse some of their models and they have distinctions for player/human blood vs animal blood in their code so it helps me out a lot. I do really fuck with that mod's body dragging though it's sick.

Joenemba, Jul 22nd at 5:38 PM
@CherryDonut: yes, at the moment it is a hard requirement, I reuse some of their models and they have distinctions for player/human blood vs animal blood in their code so it helps me out a lot. I do really fuck with that mod's body dragging though it's sick.

ah makes sense, but thought i'd ask
luckily i think the aformentioned mod doesn't crash with cannabilism, just generates two carcasses
so I can probably disable the player ones from cannabilism some way and rely on traders for a human blood type

FrancisOfFilth, Jul 21st at 11:59 PM

I humbly ask for the staple VtM ability, Bloodbuff pretty please :)

CherryDonut , Jul 22nd at 12:30 AM
@FrancisOfFilth: I humbly ask for the staple VtM ability, Bloodbuff pretty please :)

can I ask what you would expect it to actually do mechanically? I am not opposed to the idea but by default vampires already hit harder and have a bit more resilience than mortals so I am trying to figure out the best way to implement it. 

FrancisOfFilth, Jul 22nd at 8:24 AM
@CherryDonut: can I ask what you would expect it to actually do mechanically? I am not opposed to the idea but by default vampires already hit harder and have a bit more resilience than mortals so I am trying to figure out the best way to implement it.

Maybe a boost to pretty much everything for a short time, (reload speed, swing speed, damage, jump height, speed) that cost blood but I think that'd require CO compat for most of those

CherryDonut , Jul 22nd at 8:45 AM
@FrancisOfFilth: Maybe a boost to pretty much everything for a short time, (reload speed, swing speed, damage, jump height, speed) that cost blood but I think that'd require CO compat for most of those

I might work this into an alchemy effect instead. I want to give vampires unique things to do in their house during the day so making potions makes sense.

FrancisOfFilth, Jul 22nd at 9:06 AM
@CherryDonut: I might work this into an alchemy effect instead. I want to give vampires unique things to do in their house during the day so making potions makes sense.

Fair enough, mhhhh, how's the alchemy gonna work ? Blood is probably gonna be a big part of it, but what do you have in mind generally ?

CherryDonut , Jul 22nd at 3:51 PM
@FrancisOfFilth: Fair enough, mhhhh, how's the alchemy gonna work ? Blood is probably gonna be a big part of it, but what do you have in mind generally ?

basically I am using blood brandy as the base, adding an item that is a mix of bonemeal, saltpeter, and poisonous mushrooms that vampires can "consecrate" with their blood into another alchemy ingredient, mixing these two makes the potion base and then cooking that in a cooking pot with any admixtures make the actual potion. 

right now the only potion I have working is a healing potion that only works on mortals, the idea being vampires can provide some services that would benefit mortals and perhaps create a unique trade off. The healing potion would be instant health regeneration too so relatively strong compared to vanilla. 

Joblerone, Jul 21st at 8:27 PM (modified Jul 21st at 8:29 PM)

is it possible for more experienced vampires to intentionally leave something alive? e.g., i have a hypothetical pet bear in a cage, so i can get a lot of blood from him, but i don't want to kill and raise a new bear every time i get hungry. i feel as an elder vampire, i should be experienced enough with my own feeding response to let go early and not just smite him on nibbling - is this possible with this mod as it currently is?

CherryDonut , Jul 21st at 8:36 PM
@Joblerone: is it possible for more experienced vampires to intentionally leave something alive? e.g., i have a hypothetical pet bear in a cage, so i can get a lot of blood from him, but i don't want to kill and raise a new bear every time i get hungry. i feel as an

yeah there is an ability unlocked by all vampires when they become vampires called feed, it takes a bit of blood and health from a target, elders take more blood and more health but it doesnt kill the creature unless they decide to drain it all the way (by casting the ability a bunch until it dies)

This trade off is that you only gain heart essence when consuming a heart, so you can completely feed without killing but you wont gain any heart essence unless you kill something and eat their heart. Ideally thew gameplay loop promotes hunting bigger creatures for hearts (they give more essence than small ones) but having a pen of sheep you can slowly drain for a top up is also very viable. Additionally, blood wine works for vampires so they can take blood from butchering and make it non-perishable for long term storage

Joblerone, Jul 21st at 8:44 PM
@CherryDonut: yeah there is an ability unlocked by all vampires when they become vampires called feed, it takes a bit of blood and health from a target, elders take more blood and more health but it doesnt kill the creature unless they decide to drain it all the way (b

ahh ty for clarification - i had been watching the changelogs and i thought the mention of elder vampires being able to kill during feeding was uncontrolled, since it doesn't seem like they can willingly downgrade the damage their feeding does. 

CherryDonut , Jul 21st at 9:17 PM
@Joblerone: ahh ty for clarification - i had been watching the changelogs and i thought the mention of elder vampires being able to kill during feeding was uncontrolled, since it doesn't seem like they can willingly downgrade the damage their feeding does.

currently "feeding" isnt intended to be the most efficient way to top up blood so at all levels it does *relatively* minor damage, still capable of killing but nothing like a one hit kill. I wanted a way to somewhat replace foraging for mortals without requiring a vampire to full on kill any animals they find or necessarily needing to stock up on blood for long journeys. A full blown elder at max damage does 10hp damage per feed. so it should kill chickens but nothing big like a bear

Joenemba, Jul 21st at 4:47 AM

How does this work with something like a thirst-meter mod? I know theres a few going around here. Any plans for compatiblity to disable like, needing to drink water?

CherryDonut , Jul 21st at 5:33 AM
@Joenemba: How does this work with something like a thirst-meter mod? I know theres a few going around here. Any plans for compatiblity to disable like, needing to drink water?

currently it just overrides the hunger bar so a thirst mod could be installed along side it but I will add compatibility with hydrate or diedrate eventually. I want to tackle weather and temperature effects with this adjustment as well

AutumnBramble, Jul 20th at 10:11 PM

I dared to not hope for something like this in Vintage Story but here we are anyway. Immediate installation. 

Wulk, Jul 20th at 7:42 PM

whelp, finally someone beats me to it, very good.

any plans on proper immortality? like immunity to normal attacks.

CherryDonut , Jul 20th at 7:59 PM (modified Jul 20th at 8:00 PM)
@Wulk: whelp, finally someone beats me to it, very good.any plans on proper immortality? like immunity to normal attacks.

Potentially, I am working on having silver do bonus damage as well as giving a burning radius to players wearing a rosary or cross necklace but at the same time my philosophy on vampires is that they can get shot, stabbed and punched and be fine but a shotgun to the face is still a shotgun to the face and they would need a lot of blood and time to heal it back. From a balance perspective I do want them to be killable and weaker than humans in a lot of situations but I am looking at blood abilities like using your blood as a damage soak temporarily that could function as immunity. 

 

also I love your dark souls armory mod, did you model it all yourself? I really like the idea of adding more vampire armors like a blood leather to go with my blood steel and I would like if it didnt just look like red armor.

Vascalunav, Jul 20th at 7:40 PM (modified Jul 20th at 7:41 PM)

Read a response to one of the comments below, so it answered my initial question, but how would this effect various racial mods that are out there? Would they override? Overlap? As I like the idea you are presenting, simply curious and would love the potential concept of it being something you could apply to various races. As for the 'ritual concepts' you mentioned, you could look into having it use Rustbound Magic mod, since they list various ways for you to use their system, and having a ritual for turning the final product, before the ritual, into the actual concoction needed would be a nice touch.

 

You could also potentially slip in some Vampiric style mage armor/clothing if one wanted to go down the full Rustbound Mage path as well. Just some food for thought.

CherryDonut , Jul 20th at 8:03 PM
@Vascalunav: Read a response to one of the comments below, so it answered my initial question, but how would this effect various racial mods that are out there? Would they override? Overlap? As I like the idea you are presenting, simply curious and would love the pote

Im pretty new to this and havent messed with the racial mods compatibility yet. Ideally it will work seamlessly except for specific races (like the skeleton for example) 

I really like the idea of magic but I think rustbound magic is just a bit too much, I would probably go my own way and keep it a bit more simple than what they have.

I do want to have more vampiric armors that help with the sun or increase a players blood pool. 

Vascalunav, Jul 20th at 8:13 PM
@CherryDonut: Im pretty new to this and havent messed with the racial mods compatibility yet. Ideally it will work seamlessly except for specific races (like the skeleton for example) I really like the idea of magic but I think rustbound magic is just a bit too much, I

That's fair, figured I'd mention Rustbound since they already have a ritual based system in place, as well as a 'Bloodstone' block, so I thought it would potentially be an easier route than developing something on your own.

CherryDonut , Jul 21st at 1:37 AM
@Vascalunav: Read a response to one of the comments below, so it answered my initial question, but how would this effect various racial mods that are out there? Would they override? Overlap? As I like the idea you are presenting, simply curious and would love the pote

tested it out with racial equality and everything seems to work as intended, there is no official compatibility on my end and I dont think I wanna approach every race specifically to flag for it but it seems to work as intended. Ofc skeletons can still become vampires at the moment but fundamentally it works

Vascalunav, Jul 21st at 6:47 PM
@CherryDonut: tested it out with racial equality and everything seems to work as intended, there is no official compatibility on my end and I dont think I wanna approach every race specifically to flag for it but it seems to work as intended. Ofc skeletons can still be

Interesting, I'm curious how you have it functioning, does it function like a class? Or is just an additional tab that appears once you commit to the process?

 

Secondary thought, I don't know what you have planned as a "roadmap" for this, but is there any thoughts to higher "tiers" of Vampirism? Like going from a Ghoul or Thrall, to Vampire, Vampire Lord, etc?

CherryDonut , Jul 21st at 7:29 PM
@Vascalunav: Interesting, I'm curious how you have it functioning, does it function like a class? Or is just an additional tab that appears once you commit to the process? Secondary thought, I don't know what you have planned as a "roadmap" for this, but is there any

no it is a bonus "thing" that happens completely outside of class or race, so in practice an orc warrior would get the benefits of being an orc and a warrior and then additionally a vampirism bonus/negatives.

Currently I have a system for unlocking abilities based on "heart essence" essentially you get points for every heart you eat and as you gain more lifetime essence you become a stronger vampire. So someone who is fresh will have a slightly different experience from someone who has a lot of essence. This boils down to (at the moment) how strong the feeding ability is, how fast their health regenerates from their blood pool, max blood pool, and damage from silver.

FrancisOfFilth, Jul 20th at 10:27 AM

This is super cool can't wait to test it out in a week or two, just for my information how does one become a vampire ?

CherryDonut , Jul 20th at 3:39 PM
@FrancisOfFilth: This is super cool can't wait to test it out in a week or two, just for my information how does one become a vampire ?

its a somewhat tedious process of collecting blood, turning it into blood-wine in a barrel, distilling the wine into blood brandy, and then once more into Aqua-mortis and drinking 1L of it. This isn't final and I would like to have more of a "ritual" involved in the future.

FrancisOfFilth, Jul 20th at 4:04 PM (modified Jul 20th at 4:04 PM)
@CherryDonut: its a somewhat tedious process of collecting blood, turning it into blood-wine in a barrel, distilling the wine into blood brandy, and then once more into Aqua-mortis and drinking 1L of it. This isn't final and I would like to have more of a "ritual" invo

Insanely sick, looking forward to future updates, I'm a sucker for vampires and the more gritty and weird the better, thanks for the quick answer