Skyrim Sacrosanct if I Get Cured and Then Infected Again Do I Keep Perks

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About this mod

Sacrosanct overhauls vampires and vampire lords. Opposite progression (stronger when fed), new abilities, powers, perks, hemomancy, various new progression systems and many gameplay tweaks for the discerning undead monster.

Requirements

This mod does not have whatsoever known dependencies other than the base game.

Permissions and credits

Credits and distribution permission

  • Other user'southward assets All the assets in this file vest to the writer, or are from free-to-employ modder's resources
  • Upload permission Yous tin can upload this file to other sites merely y'all must credit me as the creator of the file
  • Modification permission You are allowed to change my files and release problems fixes or improve on the features so long as you credit me as the original creator
  • Conversion permission You can convert this file to work with other games as long as y'all credit me equally the creator of the file
  • Asset use permission You are allowed to use the avails in this file without permission as long as you credit me
  • Asset use permission in mods/files that are being sold You are not immune to use assets from this file in any mods/files that are being sold, for coin, on Steam Workshop or other platforms
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Author notes

I don't believe in modernistic copyright. You lot are free to......

- include this mod in mod packs
- create and publish compatibility patches
- create and publish derivative mods
- fork this mod
- use custom avails or scripts from this mod in your ain mods

......without asking for permission, as long as you credit me (and preferably notify me then I can take a look).

Assets from other authors:
This mod includes content from other authors (run across the Credits section). You can tell which assets are from other authors by their folder proper name inside the bsa. You practice need permission from those authors likewise.

Money:
You do Not have permission to sell mods for real money that are based on this mod in whatsoever style.
You do Non have permission to ask for donations unless you make meaningful changes to this mod and clearly state that you are asking for donations for those changes only.

Tl;dr
Do anything you desire with this mod, as long equally you lot don't steal my credit or flip my work for money.

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Translations
  • Turkish
  • Castilian
  • Portuguese
  • Polish
  • Italian
  • German

Translations available on the Nexus

Language Name
Turkish Sacrosanct - Vampires of Skyrim Turkish Translation
Italian Author: Leaf16591 Sacrosanct - Vampires Of Skyrim v.15 Italiano
German Author: Svorge Sacrosanct - Vampires of Skyrim - German Translation
Italian Writer: Zendarino JasonMiraak Sacrosanct - Vampires of Skyrim TRADUZIONE ITALIANA
Portuguese Writer: Komodro Traducao Pt-Br Sacrosanct - Vampires of Skyrim
Spanish Author: linqueo Sacrosanct - Vampires of Skyrim Spanish
Polish Author: Showtime1324 Sacrosanct - Vampires of Skyrim Polish translation
Italian Writer: JasonMiraak Sacrosanct - Vampires of Skyrim - Traduzione in italiano (version 4.03)
Italian Author: DDevil95 Sacrosanct - Vampires of Skyrim - Traduzione italiana
Changelogs
  • Version 5.15

    • This update fixes the most usually reported bugs and remainder issues.

      Vampire
      - Renamed ranks to Fledgeling > Blooded > Mistwalker > Nightstalker > Nightlord > Nightmaster for lore friendliness.

      Vampire Abilities
      - Renamed Tainted Blood <- Whore of Morrowind. (Did people complain about this? Yes, of course they complained.)
      - Dolmen Haunt: Removed Magicka and Stamina bonus near a continuing stone. (This feature resulted in several ITMs and also edited each continuing stone reference to add a persistent flag.)
      - Fortitude: Is now correctly removed from your character when yous get cured; added priority feature so if you are using the latest versions of Summermyst and Andromeda, the everyman cost rez effect is activated starting time.
      - Masquerade: Fixed bug causing people to aggro after you shift from Vampire Lord back to blood starved vampire.
      - Misfortune: Increased cooldown after a target trips from x -> 30 seconds.
      - Moonlit Waters: Is now briefly removed from your graphic symbol when hunger stage changes as a workaround for the condition bug.
      - Trespassing Curse: Is at present briefly removed from your character when hunger stage changes as a workaround for the condition bug; the magic effect is now hidden when you are not trespassing.
      - Vicissitude: Reduced Hemomancy bonus from 50% -> 25%.
      - Wassail: Is now correctly removed from your character when you go cured; updated clarification.

      Hemomancy
      - Several spells no longer erroneously use a very bright casting calorie-free.
      - Blood Ankh: Explosion no longer hits the pulley.
      - Claret Garden: Explosion no longer hits the caster.
      - Claret Scourge: Area outcome spread no longer hits the caster.
      - Borrowed Time: Damage over time component is at present affected by magic resistance; dual casting is no longer erroneously disabled.

      Vampire Lord Perks
      - Starving Creative person: Now correctly applies to Borrowed Time.
      - White Wolf: No longer affects the Summon to Molag'southward Court ability. (This eliminates the degenerate strategy of drain killing one enemy after some other without really fighting them and farming a very big number of Kiss of Death stacks.)

      Misc
      - Two unused perks (Defy the Sun, Dominion Through Fear) now take valid quest stages, preventing a useless warning when checking the modernistic for errors.
      - Removed ITMs.

      Notation: Other mods that modify the VampireQuestScript (including many Sacrosanct compatibility patches) will demand an update to include the status bug workarounds. If they are not updated, the in a higher place workaround will not work.

  • Version 5.ten

    • Vampire Ranks
      - Is now officially called "ranks" instead of "age" (some rocket brain decided age equally a mechanic didn't make sense and therefore I was "retarded" fifty-fifty though it is literally in Vampire: The Masquerade. ¯\_(ツ)_/¯).
      - Mytherceria: implemented workaround for Skyrim script bug that would cause it to randomly disappear on feeding.
      - Sense Vitae: no longer erroneously works on corpses.
      - Summon to Molag's Courtroom: now also counts as a Calm event.
      - Vicissitude: reward description is now correct.

      Vampire Abilities
      - Wassail: now correctly ends when leaving combat while Sated; removed HelpMessage.

      Vampire Spells
      - Vampiric Drain: harm is now correct at thirst phase two.

      Hemomancy
      - Claret Scourge: to gear up a rare crash, the explosion no longer reapplies the damage to targets that are already affected; removed annoying visual outcome.

      Blue Blood
      - Masquerade: now immediately removes aggro, not just the side by side time y'all become Blood Starved.

      Vampire Racials
      - Lavish Brutality: no longer uses an invalid magic effect. (Non retroactive.)

      Vampire Mechanics
      - Renamed the Sanguinare Vampiris power that keeps track of thirst -> Vampire.
      - Stock-still Vampire not existence removed when cured.

      Vampire Lord
      - Now always heals 100 points when reverting to mortal class and then you (hopefully) don't instantly die.
      - Conjure Gargoyle: no longer affected by spell absorb on cocky; NPC version now summons the correct gargoyle.

      Vampire Lord Perks
      - Embrace the Fauna: fixed description to reverberate that it buffs Flaywind.
      - Foster Childe: no longer forces a race change, simply just changes the target'due south eyes; visual furnishings are no longer lost when the target thespian's 3D is reloaded.

      Misc
      - Preparations for Hunter Hunted to be added in 6.00.

  • Version 5.06

    • The past days take been a flurry of iterations, simply I'm fairly happy with this one. Information technology's v.04 just with starved powers again.

      Vampire Powers
      - Added Blood Revel.
      - Added Obfuscate.
      - Added Flaywind.

      Crafting
      - Added Elixir of Thirst (Vampire Dust + Void Salts)

      Age
      - Added King Among Kine.
      - Removed Lamae'southward Shroud.
      - Optics of the Predator: now drains a flat 10 hp/sec regardless of difficulty level.

  • Version five.04

    • The process of banging 5.x into shape continues. It turns out that having admission to thirst on command means unlimited combat drains from stage 3 onward, which was a trouble. (Of class I was aware of this when I implemented them, but the apparent unpopularity of combos in Apocalypse led me to believe information technology would not be a meaning consequence. I was wrong.)

      Also, there were too many ane/day powers with dubious usefulness cluttering up the powers list, and the fact that they could be reset by feeding and cauldroning yourself dorsum down was the final nail in their bury.

      These changes take effect the next time you feed.

      Vampire Abilities
      - Swapped Fortitude and Presence: Presence is now available from phase 1-iii and Fortitude is at present available on phase 1 only.

      Vampire Powers
      - Swapped Claret Cauldron and Vampire's Command: Vampire's Command is at present available from stage 1-three and Claret Cauldron is at present available on stage 1 only.
      - Vampire's Seduction is now bachelor at all hunger stages.
      - Removed Flaywind.
      - Moved Obfuscate to Age rewards as Lamae's Shroud.

      Age
      - Added Lamae'southward Shroud.
      - Removed King Among Kine.
      - Summon to Molag's Court: Feeding at present resets the cooldown.

      Vampire Lord Perks
      - Encompass the Beast: no longer says it affects Flaywind.
      - Foster Childe: fixed script error that prevented information technology from turning the target into a VampireRace.

      This is the Final Decease of the somewhat misunderstood mannerly-vampire-to-feral-vampire progression (due to the big number of people who interpreted this as "y'all get stronger as you starve" and requested reverse progression) just a starving vampire build is however viable with abilities such as Dance with the Beast and the Embrace the Animal perk. I intend to go along to support the feral playstyle going forrad.

      Flaywind will be reimplemented as part of the Hunter Hunted update as a powerful Hemomancy spell for starved vampires.

  • Version v.03

    • Some other minor update following the very large update v.00. If you are updating from four.03 or earlier and don't know what's in v.00 or how to update, please consult the changelog on the Nexus (under "logs").

      One issue that may atomic number 82 to the frequent complaints nearly "no contrary progression" is that Obfuscate is 1/solar day and changes into Nightwalk which is at will. At will powers are much more popular than 1/twenty-four hour period ones, and so this can feel like you're going from not having a power to having a power. I swapped them.

      Vampire Powers
      - Swapped Nightwalk <-> Obfuscate.
      - Nightwalk: increased duration from 15 -> 20 seconds; now shuts down regeneration while agile.
      - Flaywind: increased Health absorb per 2nd from 15 -> 20.

  • Version 5.02

    • Updating Sacrosanct is hard considering of the large number of scripts that are not automatically included by the archiver tool. 5.00 had a missing script, and five.01 could not be downloaded from the Nexus for a long while. So here's 5.02 with a fix for the missing script issue (and a small tweak).

      Vampire Powers
      - Flaywind: increased Health absorb per second from 10 -> 15.

      Misc
      - Fixed missing script.

  • Version v.01

    • Unfortunately, the release of five.00 and Anile Similar Wine was overshadowed by notwithstanding another number of complaints about "no reverse progression". Since these complaints seem to focus on the fact that starving swaps out powers with new powers that are non obviously worse (in addition to all the penalties you go, which usually gets disregarded in these discussions) I updated them to make sure that your power set when fed is clearly superior.

      Vampire Powers
      - Flaywind: reduced elapsing from 30 -> 15 seconds.
      - Nightwalk: reduced elapsing from 30 -> xv seconds.
      - Obfuscate: increased duration from xx -> 60 seconds.
      = Vampire'south Control: increased duration from 30 -> threescore seconds.

  • Version five.00

    • The Aged Like Wine update: a major upgrade that adds aging, overhauls the powers and abilities, and adds more consequences.

      While every endeavor was made and functionality implemented to make upgrading painless, bug might occur upon upgrading. Keep a backup.

      This update prioritises getting the new core mechanics into the hands of players as fast as possible. Some planned features that do not tie into those mechanics (notably "The hunter hunted") are non notwithstanding implemented and will exist added in a future update, though the assets are already in place. Many unused records are scattered around; these will also be cleaned up later.

      As usual, Bethesda.net volition be updated in a few days. (Bethesda.net offers no rollback option, updates may result in downtime every bit the mod slowly propagates to the file servers, and panel players are non interested in existence guinea pigs. Therefore it is not a skillful thought to involve Bethesda.net in major updates until they are confirmed stable.)

      Feeding
      - For consistency's sake, hunger is at present chosen "thirst" (to avoid overlap with Survival Mode) and the thirst stages have names: Sated, Thirsty, Parched, Claret Starved.

      Age
      A new mechanic and a twist on the age/rank mechanic in other vampire overhauls. Being a vampire for a prolonged period of fourth dimension advances your vampire rank and grants bonuses. This effect is not directly tied to "Days as a Vampire" and is modified by various acts such as feeding and draining.

      Y'all gain age for the following acts:
      - Each hour awake: +1 hour (being a vampire, you lot practice not historic period while asleep)
      - Feeding: +one hour
      - Draining: +24 hours

      Upon reaching the following thresholds, you become older:
      - Fledgeling: beginning
      - Neonate: 5 days
      - Blooded: 15 days
      - Ancilla: 30 days
      - Nightmaster: 70 days
      - Elder: 150 days
      - ...

      Gaining a rank unlocks a choice of 13 abilities and powers:
      - Blood Bond
      - Blood Knight
      - Cauldron of Burn
      - Trip the light fantastic with the Beast
      - Eyes of the Predator (power)
      - Harvest Moon
      - Male monarch Amid Kine
      - Dark of the Wolf
      - Oberon's Grail
      - Path of Humanity
      - Summon to Molag's Courtroom (ability)
      - Vicissitude
      - Wicked Wind (power)

      Abilities
      Feed to utilise these changes.

      - Added Fortitude at stages i-two-3.
      - Added Wassail at stages 2-3-4.

      - Resist Toxins has been removed and replaced with vanilla Resist Poison and Resist Disease, ensuring compatibility with CACO.
      - You at present proceed Sanguinare Vampiris every bit a vampire. It tells you which thirst phase you lot are in, as well equally your rank progression.
      - Moonlit Waters: Now reset each fourth dimension yous feed. This serves as a workaround for the power condition bug in Skyrim.

      - Osculation of Death: updated description.

      Powers
      - Added Blood Cauldron.
      - Removed Mytherceria.

      Bluish Blood
      - Moved the following Blueish Blood reward abilities to the Age system. If you accept them unlocked, they volition be converted into their Blueish Blood replacements and you can unlock them again as function of the Age system. (Unfortunately, the new Mytherceria may not be retroactive. Please utilise "help mytherceria" and "histrion.removespell xx0FFAC6" with the ID you get back, and so close the console for a second and so "role player.addspell xx0FFAC6" to reset it.)
      --- Blood Knight
      --- Night of the Wolf
      --- Vicissitude

      - Added Sense Vitae.
      - Added Masquerade.
      - Added Mytherceria. (This is different from the removed ability with the same proper noun.)

      - Renamed Wassail -> Potence.
      - Optics of the Moon: Increased magnitude bonus to Vampire'due south Seduction from 30 -> 50 levels.
      - Arch-Curate Vyrthur is now a valid Blue Blood target. (This is not retroactive.)
      - Updated Blue Blood feed message.
      - Now correctly classified every bit a vampire quest.

      Racial Abilities
      - Renamed Tainted Bloodline -> Whore of Morrowind.

      Hemomancy
      - Added three new Hemomancy spells. If yous already take Hemomancy spells, they will be replaced with the spells that now sit in the same spot in the progression list.
      --- Added Blood Garden.
      --- Added Blood Scourge.
      --- Added Borrowed Time.
      - A HelpMessage now explains hemomancy when you Bleed a victim for the get-go time.

      Racial Abilities
      - Bitter Sap: now also comes with -100% poison resistance to brand it actually useful.

      Vampire Lord Abilities
      - The Fortify Wellness consequence is now added before Weakness to Sunlight and removed after it, reducing the likelihood of an unexpected expiry at depression Health.

      Vampire Lord Perks
      - Reworked Blood Bond -> Foster Childe: In addition to making the target a potentially follower and marriage partner, now also turns the target into a vampire and removes faction based hostility. (The original Claret Bond is now an Historic period reward in example yous don't similar vampires.)
      - Dragon at Midnight: updated description.
      - Embrace the Creature: updated description.
      - White Wolf: updated clarification.

      Mechanics
      - If the target is essential, the Drain option is no longer hidden just instead fails and explains why. There is also a HelpMessage for those who don't read notifications.
      - Hunger check now occurs every 6 -> iii hours, but there'due south at present some randomness involved in dropping down to the side by side hunger stage.
      - A HelpMessage is displayed the start fourth dimension y'all become hungry.

      Misc
      - Updated vampire feed notification.
      - Updated invalid script notification.

      There is a large number of users who put Ameliorate Vampires and the patch on top of Sacrosanct, either don't know or don't care that this removes near Sacrosanct features and breaks the residual, and complained most the "error in Sacrosanct". The new error message should go far more obvious that it is someone else's problem.

      MCM
      - Added option: Historic period Speed.
      - Added selection: Fortitude: Disable.
      - Added option: Osculation of Death: Applies to Potions of Blood.
      - Added option: Wassail: Aspect Loss
      - Added option: Wassail: Disable HUD/Inventory
      - Added option: Wassail: Cause Aggro
      - Added choice: Trespassing Curse: Disable
      - Updated several descriptions. (Not retroactive.)
      Blazon "setstage ski_configmanagerinstance 1" to reset your MCM.

  • Version 4.03

    • Quests
      - Blue Blood: the quest now gives each of its targets a debuff that makes Vampire's Seduction piece of work on them regardless of level.

      ---

      Note: the expanded MCM (and configuration power) will come up in the next major update. As of now, in that location aren't enough entry points to brand it worth it. Most people seem to want a configuration power to opt out of penalties, and I'm not actually sure offering people an easy way to practise so before they even start playing is beneficial, for the aforementioned reason a ability that asks y'all "do yous want to receive 500000 gilded" would exist a bad thought. Vampirism is supposed to be a curse until yous master information technology, and having to continue yourself fed OR ELSE is part of that curse, every bit opposed to prancing around like Edward Cullen with all the sparkles and none of the ugly stuff.

      Until I effigy this out, blazon set up SCS_Mechanics_Global_DisableSunDamage to one or set SCS_Mechanics_Global_DisableHate to ane (the latter only kicks in after y'all feed).

  • Version 4.02

    • Potions
      - Elixir of Embracing no longer works if you are affliction immune (read: a werewolf).

      Misc
      - The invalid script error message at present gives the correct names of the scripts.

  • Version 4.01

    • Vampires
      - Fixed event that could forestall Draining in some scenarios.
  • Version 4.00

    • The second half of the major update.

      Ideally, apply player.setrace [Racename]Race before upgrading, and then player.setrace [Racename]RaceVampire after upgrading. If you are non yet a vampire, don't worry.

      Likewise, make sure yous are not at hunger stage 4 (don't have Mockery of Life).

      Vampires
      - No longer erroneously able to feed on ghosts.
      - Frost spells and effects are now 20% stronger, while burn down spells and furnishings are 20% weaker.
      - The Beast: updated clarification.
      - Mockery of Life: now also prevents Health regeneration, ensuring life steal is the ONLY way to heal at hunger stage 4 (aside from feeding).

      A bonus to jump height has been requested a few times, only requires SKSE. With most SSE users being on consoles, this is not an choice. Vampire Lord is immune to fall harm and can glide with Wings of the Strix.

      I tested a "stage 5" that would slowly deal harm, but dropped it because players could become stuck in an unwinnable state (Seduction on cooldown and none of the alternate feeding perks unlocked) or at least be forced to carelessness ship and run to civilisation. In the end, if you desire to play a blood starved "ghoul" build with Encompass the Beast and lifesteal, yous should exist able to, and not be punished for it.

      Spells
      - The bones spells (Vampiric Drain, Vampire's Will) are no longer removed from your favourites when your hunger phase changes.

      Perks
      - Embrace the Brute: now also includes 25% bonus assail damage; parity update to friction match the basic vampire spell update.

      Blue Blood
      - Claret Knight: now allows combat feeding regardless of equippd weapons.
      - Daywalker: stock-still small-scale issue.
      - Tooth and Hook: updated description.
      - Vicissitude: updated clarification.
      - Wassail: changed set on impairment bonus from x-40% based on starvation -> 15% (or xxx% at stage 1).

      Scripts
      - Transforming into a Vampire Lord or progressing to some other hunger stage now heals 100 points, preventing instant death due to sun impairment in some scenarios.
      - Hunger at present checks every six hours instead of every 12 hours, improving accuracy.
      - The error message when calling VampireChange() with an unknown race now states that it is an error message.

      MCM
      You may desire to open the MCM, shut information technology and wait for a flake to give SkyUI a run a risk to update it.
      - Added "Disable Elemental Affinity".
      - Added "Time Between Hunger Stages".
      - Added "Disable Claret-Starved Aggro".
      - Added "Disable The Hunter Hunted".
      - Added "Reverse Vampiric Drain Progression".
      - Added "Disable Weakness to Sunlight".
      - Removed redundant "Janky Feed".
      Note: While Better Vampires offers more than customisation options, Sacrosanct vampires are meant to have a lower ability level until Vampire Lord. Vampirism is not the X-gene, it is supposed to exist a curse, and I believe mechanics are a better fashion to communicate this than just giving the thespian a big number of spells.

  • Version 3.02

    • Blue blood
      - Dark of the Wolf: now also enables sneak feeding.
  • Version three.01

    • Misc
      - Added scripts that were missing in 3.00.
  • Version iii.00

    • Quests
      - After your offset feeding, you lot gain the "Blue Blood" quest. It enables you to gain 7 unholy abilities past feeding on marked targets: Wassail, Blood Knight, Eyes of the Moon, Tooth and Claw, Dark of the Wolf, Vicissitude, Daywalker.

      Claret magic
      - Blood Brand: DoT is now correctly afflicted by Starving Creative person and Make Them Cute.
      - Profaned Lord's day: reduced damage per 2nd from l -> 40 and slightly increased price.

      Abilities
      - The Beast: updated description.

      Perks
      - Claret Bond: now also correctly modifies relationship rank so the NPC wants to marry or follow you; updated description.
      - White Wolf: improved level bonus to Vampire's Seduction from 15 -> 30.
      - Fixed maximum number of perks being off by i.

      Misc
      - Feeding on Dexion is now always possible regardless of hunger stage ("Enthrall").
      - Refactored feed script, moving all indistinguishable code into a dissever quest for easier maintainability.
      - Now performs a bank check when installed or updated to 3.00 and throws a warning if the vampire quest scripts accept been overridden.

      MCM
      Next update volition add together a lot more MCM options.

  • Version 2.03

    • Hemomancy
      - Drapery Call: no longer has a race condition that results in it blocking itself.
  • Version ii.02

    • Mechanics
      - Added a small MCM that will be expanded in futurity updates.
      - Volition now give you the Vampire Feed perk using a quest, ensuring it volition be applied even if it tin't update an power.
      - SetAttackActorOnSight() no longer called in DLC1VampireCastleLocation. (Note: vanilla problems.)
      - Added entry point for potential Kiss of Expiry/The Beast on Potions of Blood.

      Mortal form abilities
      - The Beast: no longer reduces your stats, it but doesn't increase them.

      Mortal grade powers
      - Vampire's Command: regenerated scripts to try and set up the game ignoring them; "Dice" now contains a failsafe that kills the target if the animation fails.
      - Vampire's Sight: duration is now unlimited.

      Mortal course spells
      - Vampiric Drain: now grants Destruction feel.

      Vampire Lord abilities
      - Stagger Attack now only applies to power attacks.

      Vampire Lord spells
      - Raze: changed Damage Wellness component from 50-150 -> 60-100 (75-125 for Claret Storm).

      Vampire Lord perks
      - Claret Storm: now also updates your current levelled spell when the perk is taken, so it doesn't revert to Raze later on landing until you leave Vampire Lord form; carried over Raze changes; at present scales with character level (after you first lose the spell).
      - Dragon at Midnight: now too grants a royal cape.

      Hemomancy
      - Blood Ankh: now reenables AI after disintegrating the target.
      - Curtain Call: at present correctly granted when y'all have the perk.

  • Version ii.01

    • Racial abilities
      - Dolmen Haunt: added missing atmospheric condition to prevent feeding on everything.
  • Version two.00

    • Here is the big update. Music video: https://www.youtube.com/watch?v=YjIg5lrbEwU

      /!\ After updating, please feed.

      Opposite progression
      - Reworked the distribution of powers, depending on your feed stage: yous now take 3 powers per phase, but they modify one past one as you go through the stages.
      - Reworked the scaling of abilities, depending on your feed stage.

      Mechanics
      - Reverted intolerance mechanics to vanilla implementation (you still depict aggro at stage iv and as a vampire lord, simply this now uses vanilla scripted mechanics).

      Abilities
      - Added abilities Presence, Buss of Death, The Fauna, Mockery of Life.
      - Moonlit Waters: no longer activates while pond.

      Racials
      - Jeweled Scales: fixed missing script.
      - Dolmen Haunt: activating a standing rock now counts as feeding. (Delight remove and add the Dolmen Haunt spell.)

      Powers
      - All powers are Novice spells in their respective schools.
      - Removed Mindwipe.
      - Renamed Embrace of Shadows -> Obfuscate.
      - Vampire'due south Command is now a regular power.
      - Obfuscate: reduced elapsing from 60 -> thirty seconds.
      - Flaywind: now correctly flagged as a Devastation spell.
      - Lamae's Pyre: now looks a bit like balefire.
      - Vampire's Seduction: updated clarification; now correctly flagged equally an Illusion spell.

      Vampire Lord perks
      - Added Comprehend the Beast.
      - Removed Vampire's Command.
      - Claret Storm: increased Magicka cost from xv -> 20.
      - Dragon by Midnight: no longer kills you when you abdicate vampirism.
      - Maelstrom: spell at present preloads correctly; spell is no longer stuck in your hand if you land with it equipped.
      - Make Them Cute: no longer explodes essential actors.
      - Tremble: stock-still power not being practical in some circumstances.
      - White Wolf: updated description to match the new reverse progression mechanics.

      Vampire Lord mechanics
      - Gaining a new vampire lord perk betoken due to a vampire lord power bite now increases the number of blood points required for the adjacent point by the correct amount.
      - No longer sends a transformation offense event when in DLC1VampireCastleLocation.

      Hemomancy
      - Spells are no longer removed when y'all plow into a Vampire Lord.
      - Blood Brand: now has the right level.
      - Profaned Sun: fixed green sphere in Special Edition.
      - Vampiric Drain: at present really a novice spell instead of cypher.

      Quests
      - Removed useless init script.

      To do in upcoming updates
      - Vampire's Sight compatibility with ENB/Predator Vision.
      - Exam and potentially ready Curtain Phone call.

  • Version ane.01

    • Mechanics
      - Fixed condition so aggro (phase four/vampire lord) is now correctly turned off in DLC1VampireCastle locations.
Donations

External links

Support Enai Siaion on Patreon!
Hash out this mod on /r/EnaiRim or the Enairim Discord
Skyrim Special Edition version available here.

Features

  • Improved vampire abilities, spells and powers.
  • Become stronger past feeding victims to death (draining), by feeding on powerful individuals, or past gaining ranks.
  • Improved vampire lord abilities, spells, powers and perks.
  • Vampiric blood magic: Hemomancy.
  • Much more engaging vampire and vampire lord gameplay.
  • Lightweight, no save bloat.

Sacrosanct review on Youtube

Life as a Vampire

The curse of Molag Bal

Vampirism is non a blessing. Aboriginal vampires may be powerful and feared among the populace, merely they start their unlife in a weakened state and must overcome hardships to reach the power they seek.

Molag Bal'due south presence gnawing at the sanity of every vampire is known equally "the Brute", a key force that possesses weakened vampires and drives them to ruin. It is of import to stay well fed and healthy to avoid its temptations, lest you lot find yourself unable to heal or getting attacked past a mob of townsfolk.

Vampiric thirst and feeding

As a vampire, you must feed. Each twenty-four hours that goes by without feeding makes you thirstier and weaker. There are four stages of thirst and you progress to the next stage after at least 24 hours without feeding, though occasionally yous may exist able to delay the onset of thirst past a few hours. The

Vampire ability in your magic effects menu tells you how thirsty you are.

  • Sated
  • Thirsty
  • Parched
  • Blood Starved (At this signal, your vampirism is and so obvious that onlookers will attack you on sight.)

Feeding immediately returns you lot to Sated status no matter how thirsty y'all were earlier. To feed, activate a sleeping person or a person affected past the Vampire'southward Seduction  ability and choose "Feed". You may also cull to "Bleed" a sleeping person, killing them instantly as you feed. Perks and abilities offer boosted ways to feed, including sneak feeding, combat feeding, etc.

Abilities

Vampires receive the post-obit benign and detrimental abilities:

  • Dominate: Illusion spells bandage by a vampire are 25 % more powerful and concluding 25 % longer on creatures and people.
  • Moonlit Waters: A vampire tin swim underwater without drowning, and walk across the surface.
  • Resist Disease: Your Vampiric blood gives you 100 % resistance to disease.
  • Resist Frost: Your Vampiric blood gives you 50 (Sated) to twenty (Blood Starved) % resistance to Frost.
  • Resist Poison: Your Vampiric blood gives you 100 % resistance to poison.
  • Even so Heart: A vampire is 25 % harder to detect by creatures and people while sneaking.
  • Trespassing Curse: When trespassing in someone else's home, lose 10 points of Magicka and Stamina per second.
  • Weakness to Burn: Your Vampiric blood gives yous twenty (Sated) to 50 (Blood Starved) % weakness to Fire.
  • Weakness to Sunlight: Health, Magicka, and Stamina do non recover while in Sunlight and are reduced by 25 (Sated) to 100 (Blood Starved) points.

Vampires likewise receive the following abilities depending on thirst. As y'all go thirstier, you lose beneficial abilities and gain detrimental abilities instead, representing Molag Bal's growing influence over you.

  • Fortitude: Vampiric blood makes you hard to kill. Upon taking fatal damage, y'all come up back to life, condign thirstier.
  • ...when Thirsty, turns into...
  • Wassail: The Animate being awakens below 25 % Health in combat, draining Health, Magicka and Stamina during gainsay and reducing them by 10 points until you feed.

  • Kiss of Death: Draining a victim (killing them by feeding) permanently increases Health, Magicka and Stamina by i .
  • ...when Parched, turns into...
  • The Brute: Unable to Feed and tin can but Drain mortal victims, which kills them. (Immortal targets can't be tuckered.)

  • Presence: Your Vampiric charm makes intimidation attempts twice equally probable to succeed, and ownership items is 5 % cheaper.
  • ...when Blood Starved, turns into...
  • Mockery of Life: Healing spells and effects no longer heal you. Potions of Claret have no outcome. Y'all don't regenerate Health.

Each race has 1 additional racial vampire ability.

  • Altmer - Wine and Carousal: Feeding increases Magicka by 50 points for 60 seconds ( 600 seconds if the victim is sleeping).
  • Argonian - Jeweled Scales: Protected against Sunlight while pond and for 180 seconds after leaving the water.
  • Bosmer - Bitter Sap: 100 % weakness to poison. Consumed abracadabra ingredients are reversed and 10 times stronger.
  • Breton - Dolmen Haunt:  Tin feed by activating a Continuing Stone.
  • Dunmer - Tainted Claret: Feeding on people grants you their racial vampire ability. You can merely accept i at a time.
  • Royal - Cult of Shadows: Shrine blessings also increase Magicka and Stamina by 25 points, but their furnishings are reversed.
  • Khajiit - Misfortune: Yous bring bad luck. In combat, your enemies inside 50 feet have 5 % take chances per second to trip and autumn.
  • Nord - From Aboriginal Soil: Once per battle, you may activate a corpse to reanimate it. The corpse crumbles to dust when combat ends.
  • Orc - Lavish Brutality: Feeding increases Stamina by 50 points for 60 seconds ( 600 seconds if the victim is sleeping).
  • Redguard - Ruler of Locusts: Once per battle, activate an enemy humanoid to send insects that deal 5 poison damage for 60 seconds.

Spells and powers

Vampires receive the following spells and powers.

  • Vampire's Seduction: 1/day - Silently bewitches a person up to level 10 for 30 seconds, calming them and allowing you to feed.
  • Vampire's Sight: At will - Improved dark vision. Cast again to disable.
  • Vampire's Will: 1/day - Clouds a person's heed for 120 (Sated) to fifteen (Claret Starved) seconds, ending combat and making them unlikely to find you while sneaking.
  • Vampiric Drain: Spell - Absorb 5 (Sated) to 20 (Blood Starved) points of Health per second from the target.

Vampires also receive the following powers depending on thirst. As y'all become thirstier, your power set gradually shifts from vampiric charm to vampiric might every bit the Beast makes its presence known.

  • Blood Cauldron: At will - Expend some of your Vampiric claret to replenish Health, Magicka and Stamina, becoming thirstier.
  • ...when Thirsty, turns into...
  • Blood Revel: At volition - In combat, gain 25 % bonus attack damage and spell effectiveness for 120 seconds or until combat ends, only actuate Wassail .

  • Nightwalk: At will - Send along a mist for 15 seconds. Employ again to teleport to its location. Maximum range is 100 feet.
  • ...when Parched, turns into...
  • Obfuscate: 1/day - Blend into your environment, gaining unbreakable invisibility for 60 seconds.

  • Vampire'south Command: At will - When talking to unoccupied people, adds new dialogue options that must be obeyed. Lasts lx seconds.
  • ...when Blood Starved, turns into...
  • Flaywind: 1/24-hour interval - Target person within 10 feet flees while vampire bats absorb 25 Wellness per 2nd for 30 seconds. If the target dies, counts as feeding.

All spells and powers vest to their respective spell schoolhouse (Illusion for Vampire's Command, Restoration for Claret Cauldron, Agreeableness for Nightwalk, etc.) and are affected past relevant perks.

Vampires deal 20 % more damage with frost spells and furnishings and 20 % less harm with fire spells and furnishings. This can exist disabled in the MCM.

Vampire ranks

A fledgling vampire is a pathetic sight, while an elder nightmaster vampire is feared and respected. Progress to the side by side rank is based on fourth dimension spent every bit a vampire, but you lot can likewise feed on a victim to historic period by one hour or drain a victim to age by one twenty-four hours. The

Vampire ability in your magic effects menu displays your progress.

An MCM option is bachelor to change the rate at which you progress to the side by side rank.

  • Fledgling: This is how you start your vampiric existence.
  • Blooded:  v days.
  • Mistwalker:  15 days.
  • Nightstalker: xxx days.
  • Nightlord: 50 days.
  • Nightmaster: 75 days.
  • Etc...

Upon advancing to the side by side rank, yous may choose an additional ability or ability from a list of 13, including a variety of roleplaying and powergamer options.

  • Blood Bail: Feeding on a sleeping victim makes them a lover, potential follower and marriage partner.
  • Blood Knight: Able to feed on staggered enemies in gainsay for 50 points of Stamina.
  • Cauldron of Burn down: Afterwards using Blood Cauldron , deal double attack damage and accept half attack damage for 30 seconds.
  • Trip the light fantastic toe with the Beast: Attack harm dealt doubled and assail harm taken halved while afflicted by Wassail , until combat ends.
  • Eyes of the Predator: At volition - Spend Health to detect creatures and people within a 500 feet cone for xxx seconds. Cast again to disable.
  • Harvest Moon: Draining a victim also generates a Potion of Claret.
  • King Among Kine: You no longer lose any powers when feeding.
  • Oberon'south Grail: Reduces the chance to fall victim to Wassail  in gainsay past 75 %.
  • Path of Humanity: Increased gamble to delay the progression of Vampiric thirst.
  • Nighttime of the Wolf: Able to sneak feed on people who are not detecting you.
  • Summon to Molag's Court: i/twenty-four hours - Commands the nearest person within 150 feet to come to you for 120 seconds, allowing you lot to feed. Feeding resets the cooldown.
  • Vicissitude: Hemomancy spells other than Blood Seed practice 25 % more damage to targets affected past Blood Seed .
  • Wicked Air current: At will - Dash instantly to a target location within xv feet.

Feeding on powerful individuals ("Blue Blood")

Where is the fun in preying on the weak? Feeding on some of the strongest individuals in Skyrim (Ulfric, Elenwen, etc.) grants up to seven boosted abilities. After your outset feeding, you receive the Blue Blood quest, marking all targets with strong claret on the map. Abilities are unlocked in a fixed order every bit follows.

  • Potence: Vampiric strength grants 15 % more assault damage, increased to thirty % when Sated .
  • Sense Vitae: Actuate a living target while sneaking to learn its attributes and resistances.
  • Eyes of the Moon: Your Vampire'south Seduction power can bear on targets up to 50 levels higher.
  • Tooth and Claw: Your attacks deal 25 % more impairment to targets affected by a Hemomancy spell such as Blood Seed .
  • Mytherceria: Day passes twenty % faster and night passes thirty % slower.
  • Masquerade: Yous are no longer hated and feared when Claret Starved .
  • Daywalker: Yous are immune to non-lethal Sunlight.

Hemomancy

Draining a sleeping victim may teach you lot arcane secrets of the blood, in the form of 7 Hemomancy spells. The first spell requires 1 draining, increasing by 1 for each sequent underground. Hemomancy spells are classified as Destruction and deal magic harm to living and undead targets.

  • ane draining - Blood Seed: (Apprentice) Jagged os shards grow in a living or undead target, dealing half-dozen magic damage for ten seconds.
  • 3 drainings - Blood Brand: (Adept) Living or undead target takes 5 magic damage per second. After 10 seconds, detonates for 100 damage.
  • vi drainings - Claret Garden: (Adept) Casts Blood Seed on all targets, inflicting ten magic damage for 10 seconds.
  • ten drainings - Claret Scourge: (Proficient) Living or undead target takes 20 magic damage for xv seconds. On death, spreads to all nearby targets.
  • 15 drainings - Claret Ankh: (Skillful) Hexes the corpse of a living or undead being, causing information technology to levitate and explode for 200 magic damage.
  • 21 drainings - Profaned Sun: (Chief) Flaming star that follows the target for xx seconds, dealing 25 magic and fire damage to living targets near it.
  • 28 drainings - Borrowed Time: (Master) Deals 5 magic damage for twenty seconds to the living or undead. When time runs out, deals damage equal to all Health lost by the target during this time.

Potions

Create the following potions at a cooking pot.

  • Potion of Embracing: Vampire Dust + Flawless Reddish - Grants Vampirism. Heals vampires 100 points.
  • Potion of Hemomancy: Vampire Dust + Briar Heart + Fire Salts (x2) + Moon Saccharide (x2) - Advances Hemomancy. Vampires heal 100 points of Wellness. (Requires at least one Hemomancy spell.)
  • Potion of Thirst: Vampire Grit + Void Salts - Increases Vampiric thirst. Vampires heal 100 points of Wellness.
  • Potion of Blood: Human Flesh - Counts as feeding. Vampires heal 100 points of Health. (Requires Courtroom's Chef perk.)
  • Potion of Claret (x2): Man Heart - Counts as feeding. Vampires heal 100 points of Health. (Requires Court's Chef perk.)

The hunter hunted

Vampire hunters and their enigmatic leader are not yet implemented, but will be added in an upcoming update.

Life as a Vampire Lord

Vampire Lord gameplay has been significantly upgraded in both melee and magic form. To promote interactivity, Vampire Lords do not regenerate Magicka in magic grade or Stamina in melee form, encouraging them to switch oft, and new perks increase the power level and variety of both forms. In general, the Vampire Lord excels at dealing with large numbers of enemies, starting out with an surface area result spell and having access to several perks to further ameliorate their ability to dispatch crowds, including spells to pull them together and stun them while dealing carve damage.

Additionally, Vampire Lords can now loot bodies, use objects and gain Devastation experience. However, everyone who is non a Volkihar vampire volition assail you as an enemy.

Abilities

Vampire Lords receive the post-obit abilities:

  • Regal Bloodline: Vampire Lords gain 25 (level v) to 250 (level fifty) points of Wellness, Magicka and Stamina, 0 (level 5) to 45 (level l) points of assault damage and 75 (level 5) to 300 (level fifty) points of armor.
  • Fall From Grace: Vampire Lords are immune to fall damage.
  • Stagger Attack: Attacks in melee form stagger about targets.
  • Weakness to Sunlight: Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by 100 points.

Spells and powers

Vampire Lords receive the post-obit spells and powers.

  • Raze: Spell - Bandage a wave of claret that cuts through targets in a line, arresting 15 (level 5) to 25 (level l) Health and dealing fifty (level 5) to 150 (level 50) additional magic damage.
  • Lord's Servant: Spell - Reanimate a level 25 (level 5) to l (level 50) corpse for 60 seconds.
  • Bats: At will - Dash in your management of movement. ( 2 charges)

Perks

The Vampire Lord perk tree is expanded from eleven to 31 perks, only new ways of gaining Vampire Lord perk points exist. Many perks affect your mortal form as well, allowing you to scale even when non in Vampire Lord form. Perks are easier to attain: each perk point you gain but increases the required number of kills to the next perk betoken by ane instead of 2. (This is not retroactive if you lot are already a Vampire Lord upon installing Sacrosanct. Lamentable.)

  • Power is Power: All attributes (Health, Magicka, Stamina) are increased by 50 points as Vampire Lord. Choose an attribute to further increase past 100 points.
  • Wings of the Strix: In magic manner, sprinting allows you to glide, greatly reducing fall speed.
  • Astral Poison: Attacks in melee form deliver an unnatural toxin, dealing 25 points of poison damage and absorbing 50 points of Magicka over v seconds.
  • Night Cloak: In combat, y'all are surrounded by a cloud of bats that feed on living enemies within melee range, absorbing 5 points of Health per second from each.
  • Dragon at Midnight: You proceeds iv perk points to spend in your other perk trees. Nonetheless, when you are Claret Starved, contact with Sunlight will instantly destroy you!

  • Echolocation: Night Power: Sends out a quick pulse that detects whatsoever creature. (Magicka cost: 15 )
  • Mist Form: Dark Power: Morph into a night mist for fifteen seconds, becoming undetectable and invulnerable but unable to fight while regenerating 25 points of Health, Magicka and Stamina per second. (Magicka cost: 50 , cooldown: 30 seconds)
  • The Reaping: Night Power: Unleash your inner Creature, slowing time while gaining twoscore % movement speed and 60 % assault speed and launching enemies with your power attacks. Lasts for 10 seconds. (Magicka cost: 75 , cooldown: xl seconds)
  • Tremble: Night Ability: Emit a shockwave that throws all inside 25 anxiety into the air and stuns them. (Magicka price: 75 , cooldown: 30 seconds, 2 charges)

  • Court'due south Chef: Able to create Claret Potions at a cooking pot. Using Human Flesh yields ane Blood Potion and using a Human Middle yields 2 Blood Potions. Additionally, consuming a Claret Potion advances Vampire Lord perks.
  • White Wolf: Your Vampire'southward Seduction power now works on targets 15 levels college and you may Bleed people under its effect regardless of how thirsty you lot are. Additionally, Draining a sleeping or seduced victim advances Vampire Lord perks.
  • Psychic Vampire: Feeding on victims depletes their Magicka and Stamina and increases the effectiveness of Dominate and Still Heart confronting them to 200 % for thirty seconds.
  • Encompass the Beast: Y'all are stronger when Blood Starved: yous deal 25 % more assail harm, Flaywind lasts 100 % longer and Vampiric Drain deals fifty % more harm and has fifteen % chance per second to cast a Flaywind on humanoid targets for 5 points of magic damage for 10 seconds.
  • Foster Childe: Able to Embrace a sleeping victim when feeding, turning them into a vampire who will fight for you lot and making them a lover, potential follower and marriage partner.
  • Amaranth: Vampire's Seduction works on vampires. Able to Drain humanoid vampires to disintegrate them and absorb their power. Your reward for this depraved act is a 30 % bonus to combat and social skills while weaker vampires flee from you, for 5 minutes.

  • Fountain of Youth: Killing a person with a power attack bite in melee class restores all your Health and 150 Magicka.
  • Lion Among Sheep: In magic course, dissentious targets with the Raze spell in your correct hand reduces their attack damage by 10 % for 10 seconds. In melee form, you deal x % extra attack damage for each target affected.
  • Slasher: Power attacks in melee form deal l % more than harm and hit all targets in front of you.
  • Celerity: Able to motion at unnatural speed. Movement speed increased by ten % in mortal and magic course and twenty % in melee form.

  • Unearthly Will: Blood Magic, Night Powers, the Raze spell in your right mitt and Hemomancy in mortal form cost 25 % less. The Vampiric Bleed spell in mortal form costs fifty % less.
  • Blood From a Stone - Claret Magic, the Raze spell in your correct hand and Hemomancy in mortal form tin can at present damage Daedra and automatons.
  • Lord of Devastation - The Raze spell in your right hand deals 0.5 % more damage per level of Destruction.
  • Blood Tempest - Permanently upgrades the Raze spell in your right hand to Blood Storm. Concentrate to cast a barrage of exploding blood spheres that blot 25 points of Health and deal 150 points of magic impairment.

  • Exsanguinate: Your Vampiric Drain spell in mortal class deals 50 % more than damage when fighting only one enemy, and can be dual bandage for a chance to stagger enemies.
  • Starving Artist: In mortal grade, Hemomancy spells used confronting people absorb Wellness equal to 25 % of their base damage (dealing that much actress harm and healing the pulley for the same amount). Killing people with Hemomancy spells advances your Vampire Lord perks.
  • Make Them Beautiful: In mortal form, Hemomancy spells used against people have 25 % chance to tear autonomously victims below 25 % Health, instantly killing them.
  • Auspex: In mortal grade, your supernatural senses warn you of the presence of enemies within 200 feet, briefly illuminating them through walls. Enemies can but be illuminated once and enemies that are also close are not detected.
  • Mantle Call: Hemomancy: Briefly pacifies people affected by a different Hemomancy spell before decapitating them, killing them instantly. (Magicka cost: 1500 )
  • Lamae's Pyre: Hemomancy Power: A fifty foot hurricane of flames that enwraps the caster for 10 seconds. Enemies have 75 fire impairment per 2d. Can be used once, then becomes unavailable until you lot feed on a sleeping victim. (Magicka price: 600 )

  • Chokehold: Blood Magic: Concentrate to pull a beast to y'all from a altitude, absorbing twenty points of Health and Stamina per second when information technology is shut. (Magicka cost: 50 /sec)
  • Conjure Gargoyle: Blood Magic: Conjure a gargoyle to fight for you for 60 seconds. (Magicka cost: 50 )
  • Gutwrench: Blood Magic: Concentrate to absorb 5 points of Health per second from nearby living foes. Uninterrupted exposure builds up 25 points of agony per second on each foe, tearing them apart when this exceeds their remaining Health. (Magicka cost: 25 /sec)
  • Maelstrom: Blood Magic: Create an imploding vortex that pulls all within l feet into the middle, stunning them and reducing magic resistance past 50 % for 3 seconds. (Magicka cost: 150 )

Recommended mods

Sacrosanct is part of a bicycle of vanilla-plus gameplay overhauls that combine to class "Full size Enairim", designed to profoundly aggrandize graphic symbol building depth and variety:

  • Apocalypse - Magic of Skyrim
  • Odin - Skyrim Magic Overhaul
  • Ordinator - Perks of Skyrim
  • Imperious - Races of Skyrim
  • Andromeda - Unique Continuing Stones of Skyrim
  • Mutiny - Combat of Skyrim
  • Summermyst - Enchantments of Skyrim
  • Thunderchild - Ballsy Shouts and Immersion
  • Growl - Werebeasts of Skyrim
  • Sacrosanct - Vampires of Skyrim
  • Wintersun - Faiths of Skyrim
  • Triumvirate - Mage Archetypes

My "full size" overhauls tin can be used interchangeably with my "5++" overhauls, which are more vanilla-plus and stay closer to vanilla Skyrim balancing, at the cost of some of the more crazy features. Encounter my profile page for a full list.

Compatibility

Encounter hither for a list of (in)uniform mods.

Installation

Installation procedure: Add together the modernistic to your load order and actuate information technology. Annotation that existing abilities that are agile on your character cannot exist modified, which may result in some abilities being incorrect or "stuck on your character". Ideally, you want to install the mod before you contract vampirism to avoid this upshot, but this is not strictly necessary and the modernistic will be functional fifty-fifty if you don't.

If you lot encounter this issue, open the panel and blazon player.setrace [Your]Race (for instance HighElfRace). Then leave the console for a few seconds and type player.setrace [Your]RaceVampire. This volition fix near issues.

Uninstallation procedure: Just remove the modernistic, ideally when you lot are non a vampire.

To upgrade from versions before 5.00 to 5.00 or later: Ideally, you should not be a vampire. If you must, brand certain you are Sated, then feed later upgrading.

FAQ

  • I receive an error message stating that some scripts have been modified past another modernistic: Yous have either a mod loaded below Sacrosanct that modifies PlayerVampireQuestScript and/or DLC1PlayerVampireChangeScript; a local copy of those scripts in your data\scripts folder (maybe left behind by a modernistic); or an outdated compatibility patch. Ameliorate Vampires: If y'all are using Better Vampires and its Sacrosanct compatibility patch, this bulletin is expected because Improve Vampires removes most mortal form features from Sacrosanct and replaces them with its own, then the error is correctly telling you that Sacrosanct content has been replaced. Information technology tin be ignored, unless you want those features, of class.
  • Unable to Feed on specific named actors: When Parched or Claret Starved, you lot have the detrimental ability The Fauna, which replaces the Feed option with the (lethal) Drain selection, forcing you to kill the victim of your feeding. Nonetheless, y'all can't Drain essential actors (= unkillable for quest purposes). Find some nobody who won't be missed and Drain them instead. (Version 3.00 and later on allow you to feed on moth priest Dexion in detail regardless of your thirst stage. Version 5.00 and later allow you to Bleed regardless and requite a descriptive failure bulletin to reduce confusion.)
  • I don't have the Blue Claret quest or various other mortal form features:  If y'all are using Better Vampires and its Sacrosanct compatibility patch, it replaces Sacrosanct'southward mortal form progression with its own and just gives you lot all the spells and powers at once, resulting in the loss of many abilities, the Blue Blood questline, and breaking several perks.
  • I but died for no reason!  Weakness to Sunlight reduces Wellness past upwards to 100 points when Claret Starved, killing you if y'all never put whatsoever points into Health. Alternatively, Wassail applies a stacking 10 point penalty to all attributes, potentially reducing Health to zero. Alternatively, due to a quirk with the Vampire Lord, its Weakness to Sunlight will activate before the Health bonus from Royal Bloodline upon transforming, killing players with 100 or less Health.
  • When I gain The Beast, the Drain pick is missing: Yous tin't Drain essential actors (= unkillable for quest purposes). In versions earlier five.00, the Bleed option was removed for those actors, causing some confusion. v.00 allows you to Drain regardless but displays a bulletin indicating that the target is invalid. Alternatively, if you are using version four.00, at that place was a bug in this version that has been fixed in four.01 and subsequently. Alternatively, y'all tin can't Bleed actors that are essential (= unkillable for quest purposes) and the option to Bleed is absent in versions before 5.00. Alternatively, if you are using Better Vampires and its Sacrosanct compatibility patch, information technology replaces Sacrosanct feeding with Better Vampires feeding, which does not have a Bleed choice.
  • Perk descriptions are truncated on 4:3 aspect ratio monitors:  This is a limitation of Skyrim. Employ the Extended UI mod.
  • My abilities, perks or powers are incorrect or not as advertised:  Y'all take some other mod loaded below Sacrosanct that modifies this content. Load it above Sacrosanct. Alternatively, this can exist caused by applying this modern to an existing savegame: see above nether "Installation". Alternatively, some mods will add their own vampire related features, overriding Sacrosanct. See the "Compatibility notes".

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Source: https://www.nexusmods.com/skyrim/mods/80159

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