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Mod Description Edit

Features - Stake vampires to finish them off, after knocking them to the ground. Vampires with weak armor need only a plain wooden stake to do the job, while vampires with more powerful armor need a steel-tipped stake to do it right. Stakes are sold in temples and in the vampire "headquarters".

- Scripted sun damage for the player. They take different amounts of damage depending on the weather.

- Vampires now randomly spawn in the wilderness and in cities. They have their own spawn points, and appear in 5 different skill levels - Wild, Wandering, Standard, Special, and Ancient (Standard and Special levels go by different names in-game). Ancient Vampires spawn only in vampire ruins, and the top two vampire skill levels sport some of Carnithus' amazing armor. These vampires will also spawn in Mournhold and Solstheim with the use of the Tribunal and Bloodmoon add-on ESPs, respectively.

- The player, as a vampire, will take damage inside temples.

- The player, as a vampire, can no longer use "Restore Health" spells, potions, or enchantments to regain lost hit points.

- The player can bottle their blood in special vials sold in the vampire "headquarters". These vials take 50 health to fill and restore 45 health when used. You can only have 8 vials filled at any one time.

- The Dwemer bots in the Berne headquarters will no longer attack Berne players.

- There is a 2% chance of the player (when they're a vampire) being attacked by a vampire hunter in their sleep. These vampire hunters carry equipment that has been blessed by Arkay, and as such vampires cannot wear it.

- Vampires can no longer use the shrines of saints, though they can still use daedric shrines.

- All NPC vampires are much stronger than they were in normal Morrowind. They are now worthy adversaries.

- When the player "dies" and is turned into a vampire, they will awaken not in the spot they slept, but in a crypt where they have been laid to rest. There are 14 crypts, located in most of the cities, and the player is relocated to the one closest to their position. These crypts are pitch-black, which will not be a problem if you're a vampire (Vampires have free toggle-on/off night eye, see below), but if you're a mortal you should bring a torch. There are also small rats located in these crypts, which will make a good snack in a pinch.

- Hunger. Vampires must feed every few days to avoid weakness and eventual death. The amount of time they may go without feeding depends on their vampiric level. You can feed with the Vampire Touch spell, or through Vampire Embrace's dialogue and combat feeding if you use Vampire Embrace and the patch file.

- Almost every feature of the mod can be disabled, enabled, and adjusted through a special menu (only one console command). To access this menu, open the console and type: "Startscript VR_Menu"

- Every 4 real-time hours the player will gain a "vampiric level". With each level comes new abilities as well as upgrades to previously earned abilities. There are 10 levels in all. The abilities are as follows:


Level 1

Abilities added:

"Vampire: Night-Eye" (Toggle) Effects: Night-eye 50 points CE Cost: None


Level 2

Abilities Added:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 5 points 5 sec Cost: 75 fatigue


Level 3

Abilities Added:

Aundae: "Aundae Vampire: Hypnosis" (Cast-On-Use) Effects: Paralysis 25 secs Cost: 25 fatigue, 25 magicka

Berne: "Berne Vampire: Venomous Bite" (Cast-On-Use) Effects: Drain Endurance 30 pts, Drain Strength 30 pts, Drain Fatigue 400 pts Cost: 20 health. Can only be used once a day.

Quarra: "Quarra Vampire: Berserk" (Cast-On-Use POWER) Effects: 60 seconds - Fortify Strength 30 pts, agility 30 pts, attack 30 pts, fortify fatigue 150 pts.

"Vampiric Agility" (CE) Effects: Slowfall 1 point

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 10 Points Cost: 75 fatigue

"Vampire Touch" (Cast-On-Use) Effects: Absorb health 20 to 30 points Cost: 40 Fatigue


Level 4

Abilities Added:

"Vampiric Speed" (Toggle) Effects: Fortify Speed 20 points Cost: 20 Fatigue / second

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 15 Points Cost: 75 fatigue


Level 5

Abilities Added:

"Dark Ritual" (TOGGLE) Trades blood for magicka at a ratio of 10:7. Spell can be toggled on and off, is turned off automatically when magicka reaches full / health is almost empty.

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 20 Points Cost: 75 fatigue

"Vampire Touch" (Cast-On-Use) Effects: Absorb health 30 to 40 points Cost: 40 Fatigue

"Vampiric Speed" (Toggle) Effects: Fortify Speed 25 points Cost: 20 Fatigue / Second


Level 6

Abilities Added:

"Vampire: Mind Reach" (Toggle) Effects: Telekinesis 15 feet Cost: 7 Fatigue/second

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 25 Points Cost: 75 fatigue

"Vampiric Speed" (Toggle) Effects: Fortify Speed 25 points Cost: 15 Fatigue / Second


Level 7

Abilities Added:

"Vampiric Flight" (Toggle) Effects: Levitate 35 points Cost: 5 fatigue a second

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 25 Points Cost: 65 fatigue

"Vampire: Mind Reach" (Toggle) Effects: Telekinesis 20 feet Cost: 7 Fatigue/second

"Vampire Touch" (Cast-On-Use) Effects: Absorb health 40 to 50 points Cost: 40 Fatigue

"Vampiric Speed" (Toggle) Effects: Fortify Speed 30 points Cost: 15 Fatigue / Second


Level 8

Abilities Added:

"Dark Intervention" (Cast-On-Use) Effects: Teleports player to nearest crypt Cost: 50 health

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 25 Points Cost: 55 fatigue

"Vampiric Flight" (Toggle) Effects: Levitate 45 points Cost: 5 fatigue a second

"Vampire: Mind Reach" (Toggle) Effects: Telekinesis 25 feet Cost: 7 Fatigue/second

"Vampiric Speed" (Toggle) Effects: Fortify Speed 30 points Cost: 10 Fatigue / Second


Level 9

Abilities Added:

"Vampire: Obscure" (Toggle) Effects: Chameleon 40% Cost: 30 Fatigue / Second

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 25 Points Cost: 45 fatigue

"Vampiric Flight" (Toggle) Effects: Levitate 55 points Cost: 5 fatigue a second

"Vampire Touch" (Cast-On-Use) Effects: Absorb health 40 to 50 points Clan Special: Aundae absorbs 20 to 30 magicka, Berne blinds 30% for 15 seconds, Quarra disintegrate armor 20 points. Cost: 40 Fatigue

"Vampiric Speed" (Toggle) Effects: Fortify Speed 35 points Cost: 10 Fatigue / Second

"Dark Intervention" (Cast-On-Use) Effects: Teleports player to nearest crypt Cost: 40 health


Level 10

Abilities Added:

Vampire: Coerce (Cast-On-Use) (POWER) Effects: Mind Control 15 Levels for 180 seconds, Damage Health 60 pts on self

Abilities Upgraded:

"Vampire: Leap" (Cast-On-Use) Effects: Jump 25 Points Cost: 35 fatigue

"Vampiric Flight" (Toggle) Effects: Levitate 70 points Cost: 5 fatigue a second

"Vampire: Mind Reach" (Toggle) Effects: Telekinesis 40 feet Cost: 7 Fatigue/second

"Vampiric Speed" (Toggle) Effects: Fortify Speed 40 points Cost: 10 Fatigue / Second

"Dark Intervention" (Cast-On-Use) Effects: Teleports player to nearest crypt Cost: 25 health

"Vampire: Obscure" (Toggle) Effects: Chameleon 60% Cost: 25 Fatigue / Second


Tribunal Add-On The Tribunal Add-On places a few vampire spawn points in Mournhold, though they are very rare, and disables the Dark Brotherhood assassins when the player is a vampire. This is to eliminate the odd situation of being attacked by a Dark Brotherhood assassin at the same time. It doesn't break the Tribunal quest, however, as a Dark Brotherhood assassin will attack you the first time a Vampire Hunter would if you haven't yet recieved the Dark Brotherhood journal entry.

Bloodmoon Add-On The Bloodmoon Add-On places vampire spawn points across Solstheim, which spawn vampires wearing the proper equipment for the climate (think fur). It also allows the player to kill NPC vampires without staking them when in werewolf form, as they have no way to hold a stake.

(Taken from Vampire Realism readme.)

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