Rtas Vadum

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Everything posted by Rtas Vadum

  1. My first character in Skyrim was a Khajiit. Most of his eariler shots are ones I wasn't actively using iHUD, or at least wasn't thinking to turn off the compass for screenshots. Also, oddly enough, he actually looks better once he became a Vampire(when I first started the DG dlc), mostly because I didn't do much with his face during character creation. Somewhat because of the limited vanilla options, and on most other characters I've used the RaceMenu mod. Also, I hated the look the Khajiit Vampires had in Morrowind. Tried doing a Khajiit character, and trying out the Vampirism, and first the look was, well, odd. Then the sunlight is was even more punishing that Oblivion. Pretty much to the point where, rather obviously, being a Vampire not only locks you out of doing things during the day, but also from doing various factions/quests. But somehow, in Skyrim, even with the same base look for a Khajiit Vampire, it doesn't bother me. Ra'Maki Archmage After the Shards... Vigilant? As for Argonians, I tried to do a male first. Well, I actually got quite far, a bit into the main quest(oddly enough to the same point I'm at with Shan-Tae now, Diplomatic Immunity), and almost to the point of finishing the Theives Guid, and a bit into the Dark Brotherhood quests. What made me stop? The shouts. I could not stand the fact that the male Argonains use the same voice set as some of the other male races. Even with a mod I found to fix that problem, it still did not help. But with Shan-Tae, I wanted something a bit simipler. A few planned questlines, but not to rush at them. Mostly the Collage/Dawnguard/MQ, along with whatever sidequests take my interest. Actually finished the Collage quests way before I went to do the main quest. I actually had her doing the Azura quest, alongside a quest added by Live Another Life which points you twoard the MQ, which I found to be...really a runaround. So I had the idea that she was on the way to Darkwater Crossing, but then oh look, Helgen, and....Dragon? Her being a Vampire wasn't exactly planned, at least not when it happened. A few attacked Winterhold, and she helped, but she was infected before they were dealt with. Rather than cure herself, she chose to use the power for her own ends. Dragon Slayer The Call
  2. Not sure if I am that good with it, but in truth, I would say these videos helped a lot for me to understand it: https://www.youtube.com/playlist?list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK\ I haven't watched all of them, as some things I found out by using the program. I have had some issues with it, but mostly things that are easily fixed. If I've had a crash that is due to a mod conflict, I wouldn't know it. Everything is sorted, so there should be no problems. Mostly the mods I use are well known ones, like Deadly Dragons, Better Vampires, When Vampires Attack, Run For Your Lives, etc. Some might conflict in terms of files, but MO can solve that easily. Like I use "Better Vampire Fangs And Eyes", along with "High Quality Eyes". Both use the 'eyevampire_01.dds', and as such, conflict, with the mod which comes second being the file the game will use. However, if you want to keep the texture from BVFE, then you can "hide" the one in HQE, and then there is no conflict. The same works in reverse. Obviosly there are some cases where the conflict is actually fine, like a patch to make two mods work together. Even when it's .esp files, so long as the patch mod comes after the two mods it patches, then MO will have the game use the patched .esp files. Such as with the Complete Crafting Overhaul Remade, and Cloaks Of Skyrim, I have a patch that replaces the two esp files for CoS(the main esp and the DG add-on), with ones that work with CCOR I've tried MO with Oblivion too, just before I got Skyrim. It works, although I would most likely do a reinstall, but then when I did that a few months ago, I made sure everything was installed as an OMOD, so I could do things that way. Still, I'm mostly focusing on Skyrim for now. No Fear At all......none. An Agronian Mage character I'm doing, Shan-Tae. Shown in the images are Immersive Armors(part of the Witchplate set), Clothing And Clutter Fixes(Wearing the Circlet with the hood), Immersive Collage Of Winterhold, Nightshade Vampire Armor Retexture, Dovahkiin Relaxes Too(how she can use the "Ledge Sit" animation), and Climates Of Tamriel. Also a UNP retexture for Argonians, the Feminine Argonian CBBE-UNP mod. I was using Forgotten Argonian Roots, but for some reason, the textures were not very shiny. As for others, I started with Live Another Life, with the Secluded Necromancer start. That was interesting. Instant start game - Hello Blackreach. Warlord Aida, my redguard. In the image would be Konahrik's Accoutrements, Better Vampire Fangs and Eyes, the Kijiko Hair Pack, the Women of Skyrim texture set(with the DG patch), Lustmord Armor(part of the "garter" can be seen), the YY Mystic Knight Animation Replacer, and Realistic Lighting Overhaul(although this image is edited a bit, mostly to look a bit more like in-game). I'm pretty much done with this character, having done a lot with her. Used LAL to start this character too, with the Volkihar start.
  3. I'm in a similar situation with KotOR - I haven't played them in a while, mostly because I had issues with both after I got a new monitor. The first game didn't seem to work, and while the second did, it was really slow loading. Tried to reinstall K2, and I had the issue with my disc 2 where the install stops cold there. So I'll have to get another copy to play them again, and continue working on my mods. Otherwise, I did start playing Oblivion on a much better system. However, I haven't played that game in a while, mostly due to getting both Mass Effect and Mass Effect 2. Both of them are worth it, even if I had to spend a lot more bying ME2's DLC, than I did on the game itself. Additionally, I recently bought...Skyrim. I have had far fewer issues with it, and far less crashes than Oblivion. Even managing the mods is easier with Mod Organizer. The fact that I can install a lot of mods, and not have them clutter up the data folder, but they wil still work in-game, is nice. Plus the profiles, meaing that you can run different mods for different characters, without them having an effect on others. Dawnguard Vampire Lord This is Moria, a Nord. I'm using ELFX with her profile, which works pretty well. I have had a few crashes, mostly due to the Weathers plugin, since it was usually raining heavily at the time. I have one other profile using ELFX, but I'm not using the Weathers plugin on that one, and have had almost no crashes. Vokun A shot of the Priest with Climates of Tamriel(full, including the Winter Edition), using the aMidianborn texture pack. Though the mask texture is actually not AMB, but I did switch to the Apophysis Dragon Priest Masks texture set, as that one can be compatible with the Immerisve Collage of Winterhold mod. And yes, I am of coruse using SKSE and SkyUI, along with all the patches, since I have the Legendary version of the game.
  4. i've recently played ME2 quite a bit, and you could say I am something of a Cerberus fanboy...well, kinda. Regardless of what the group does, their outfits, designs, and such are very interesting. As such, I think this looks very good.
  5. To add shine to a texture, it's done though an Alpha Channel(make a new channel in the Channels tab, and it should be called "Alpha 1"). Make it pure white, and nothing is going to shine. Pure black, and everything will. It's just getting the right level of grey on the channel. Likely, it's best to copy the entire texture, and paste it onto the channel, which will show up desaturated. Then, make any of the skin parts white(unless you want a bit of shine there too, in which case it will need to still be light grey), and then use the Brightness/Contrast tool to get the look you want. The only other thing to do is make a txi file, which can be done with notepad. Add: envmaptexture CM_Baremetal to it, then when saving, Change the "Save As Type" box to "All Files", and add .txi to the file name - which should match the name of the tga file. However, the only problem that might occur is the game not accepting the txi file(though I have no idea why), in which case the appearance.2da file will have to be edited, in order to give the texture a shine(adding the CM_Baremetal to the envmap column for the Twin Suns lines, which are 652, and 653).
  6. There should be a .dds plugin for Photoshop that adds a filter for normal maps. I've only used it for Oblivion and VTMB - though it seems a little odd there, since trying to get something to shine and have a normal map, it ends up way too shiny(makes character models look like a malfuctioning T-1000)...since I'm a little unsure if the game works like Oblivion, in that the normal map texture can handle both the definition and shine.
  7. File Name: The Grid:KotOR - Endar Spire File Submitter: Rtas Vadum File Submitted: 18 Mar 2014 File Category: Skins A Modification for: Star Wars: Knights oF The Old Republic "The Grid - KotOR - Endar Spire" Author: Rtas_Vadum I.Description II.Installation III.Compatability IV.Removal V.Credits VI.Permissions VII.Disclaimer ---------------------------------------------- I.Description A reskin of the Endar Spire modules, giving them a TRON theme(More from the Legacy film than the original). ---------------------------------------------- II.Installation Extract the tga and txi files from the rar, and add them to KotOR's override folder. ---------------------------------------------- III.Removal Find all tga and txi files with the LHR_ prefix, and delete them. ---------------------------------------------- IV.Compatability Using any other texture mod with this one(That effects the Endar Spire textures), depending on the order of install, may either cause some overlap(meaing appearance issues of the related modules in-game), or overwrite one of the mods completely. ---------------------------------------------- V.Credits Most of the work for this mod was done soley by me. Some insperation may have been taken from other texure mods, but no file resoruces were used. ---------------------------------------------- VI.Permissions If you wish to use any part of this in your own mod, credit must be given. Contact me either on DeadlyStream, or LucasForums. ---------------------------------------------- VII.Disclaimer Star Wars Knights of the Old Republic is a property of their respective owners. There is no affiliation between the author of this modification and either Obsidian Entertainment, or any affiliated companies. Click here to download this file
  8. Version 1.0

    456 downloads

    A Modification for: Star Wars: Knights oF The Old Republic "The Grid - KotOR - Endar Spire" Author: Rtas_Vadum I.Description II.Installation III.Compatability IV.Removal V.Credits VI.Permissions VII.Disclaimer ---------------------------------------------- I.Description A reskin of the Endar Spire modules, giving them a TRON theme(More from the Legacy film than the original). ---------------------------------------------- II.Installation Extract the tga and txi files from the rar, and add them to KotOR's override folder. ---------------------------------------------- III.Removal Find all tga and txi files with the LHR_ prefix, and delete them. ---------------------------------------------- IV.Compatability Using any other texture mod with this one(That effects the Endar Spire textures), depending on the order of install, may either cause some overlap(meaing appearance issues of the related modules in-game), or overwrite one of the mods completely. ---------------------------------------------- V.Credits Most of the work for this mod was done soley by me. Some insperation may have been taken from other texure mods, but no file resoruces were used. ---------------------------------------------- VI.Permissions If you wish to use any part of this in your own mod, credit must be given. Contact me either on DeadlyStream, or LucasForums. ---------------------------------------------- VII.Disclaimer Star Wars Knights of the Old Republic is a property of their respective owners. There is no affiliation between the author of this modification and either Obsidian Entertainment, or any affiliated companies.
  9. So the update for Telos has been uploaded. I might have to fix the screenshots, I'm not sure. As for the changes... -Fixed Shader Effects. -Changed Advertisement(Twi'lek Dancer) -Added appropriate images and effects to Telos loading screens(Most, but not all - mainly the End Game Telos loading screens are as of yet untouched) -Added textures from Quanon's "Telos Citadel Station Skybox" mod, and edited them to fit the mod's theme. Credits for this addition added to readme. -Switched the line colors for TEL_dor10 and TEL_dor11, as TEL_dor11's alpha contains 'TSF' in aurabesh. Text also added to that texture, in the aurabesh font. -Cleaned up the lines on a few textures. -Cleaned up most of the Advertisements. The next thing will either be the release of Onderon, or the Star Forge - maybe both. Might even get those together today.
  10. So I believe it is time for a few things. Firstly, though... Started the edit for that sign some time ago, and finally finished it. It's actually two images, which I actually forgot after I did the line and text work. So I went back in, switched around the images, and made the second just lines that match up with the actuall "sign" texture. Might have to slow that down by a frame or two. It's only at four as is. though. And yes, I used a similar design as in Xarwarz VE2013 Onderon, but not exactly the same. However, while I do plan on releasing Onderon soon, there is only one issue - the "blast" texture used for Onderon is used on Dantooine, and the contrast is rather jarring. I'll either do something different with it, or release it as is, and change it later. As for Telos, I'll be updating that soon(Hopefully not forgeting about it again). Also, I think at least the Star Forge retex is ready, although it bugs the hell out of me that the SF door is not as modeled as the texture would suggest. Ah well. I did a test of K1's Dantooine as well, and...probably not. The same technically goes for the Unknown World, but I'll probably limit that to the "ruin" textures and such, if possible. Manaan I will be finishing and releasing at some point.
  11. Maybe this first bit is just a little thought collection, but even so, it's just the way I see it. In thinking a bit about mods that change the way the game starts, I find that the Arrive By Ship mod, although it does offer many possibilies for what the character's backstory is, there is an angle where that can be somewhat, lacking. This is mostly due to the fact that everything that could've happened to the character, is just backstory. While this can be just what some want, wishing to perhaps not deal with a twenty minute opening just to be able to start the game. The contrast to this, which may be a bit unfair, since both mods do very well at providing a better start for a character than one saddled with just being in prision, but the Alternative Beginnings mod I mentioned previously lets you play through these opening parts, even if some might just be you joining one of the guilds from the start, or perhaps starting in one of the forts, you being someone that is just like the occupants of it. Also, having finished with KoTN:R, I can say I loved it. One of those mods that, well, I can't find much wrong with. At least, nothing that would really need to be there. In some instances, with other mods, I've played through them and thought about a few things that could possibly make them better. With this one, I didn't think of anything. Mostly because nearly everything it did, fit. Not one single section made me want to stop playing, and in fact, the main reason I finished it so quickly was because I didn't want to stop. I have previously played few games that offer such an experience, but with this mod, it adds another. To read about such history(although I can't find exactly what book in the game mentions the events portrayed in the mod, at least the 1st Era section), is one thing. To experience it, to be a part of it, is quite another. In fact, I see this as very similar to KoTOR and TSL, concerning Dantooine and Korriban, albeit in reverse. Lune didn't have any reservations about grabbing the Dark Ayleid armor after the relics were stolen. To say she was pissed, would be an understatement. In fact, as I said previously, she might've been a bit cautious, but then, that bloody spell the elf mentions didn't seem as relevant as him taking the scroll so quickly. Almost wish I made her a Vampire, but that would not have helped. Once she found herself in the first era, she took the Ayleid armor once again, although this time, that bloody helmet wasn't to her taste. Again, much of this part, I loved. Might've been a bit empty(although it seemed that some of MMM's spawns still affected Cyrod, even if some of the classes and armors might not make any sense), but I didn't do too much exploring. As for the fight in the White Gold Tower, again, I wonder what book describes that event. Read through the Song of Pelinal series thinking it was that one, but it wasn't specific to that part of the story. Although given the story the vanilla KOTN presents, if the mod is correct, then it obviously wasn't Pelinal that defeated Umaril the first time. As for the rest, well, I had that 'petrification' part spoiled for me, by myself. Read that small section on TvTropes that mentions that part, mostly because then, I had no intention of playing the mod. Still, I loved that part. Only wish the awakening was a bit more visual than a small dream sequence, and then a loading screen after a few minutes of possibiliy wandering around said sequence, after which you are already standing up. Oh, and the 10,000 gold bounty I got was hiliarous.
  12. MMM does get close to that, although it doesn't really change around the armors that bandits and such have. I only installed the main three required files, since I don't have any issue with the creatures(although I haven't seen a Balrog yet - mostly because I keep focusing on characters that aren't doing the main quest). The mod does seem to have something of a curve to it, which can get annoying. Although perhaps that might be the point. Can't say I'm at a point where I want to uninstall it though. I do have one other mod that adds some Ayleid weapons to the respective ruins, some of them weilded by enemies. Something I've done too is start a new character, which is mostly devoted to the Knights Of The Nine questline. A female Moon Elf named Lune(original, isn't it?) Having already finished it, I'm now doing the Revelations questline. I had thought that, given my distaste for KOTN, I really wouldn't want to play it. However, after watching the previously mentioned Let's Play(which involved the KOTN questline) and Stream(involving the Revelations questline, and the Main Quest), I started to consider it. For the most part, it has certainly surprised me. Even if some things were spoiled a bit by both the Stream, and some of the images on the Nexus page, I had no idea where they fit in. However... I KNEW Sir Gareth would betray me or the Knights at some point, if not being secretly against me. Why? Because the moment that automation was dead, he runs up to the scroll and takes it. Doesn't ask me to go grab it, doesn't even let me look at the bloody thing. The same for the artifact from Ondo. He just grabs it. Maybe him doing these things make sense, but it's way to forward for it to NOT mean something. In contrast with that, I'm also doing a character devoted to the Dark Brotherhood(along with DBC). The journal I wrote for him is, insane. The first entry, although using the game's 'handwritten' font, was about sixteen pages. His name is Lithium, a Night Elf. Both of the character's races are from this mod: Xenius Race Compilation - Robert's Bodies. Also started both of these characers with Arthmoor's Alternative Beginnings mod(with the Arrive by Ship mod disabled, if course). Lune went with the Shipwreck option(starting things off with quite a swim), and Lithium started in the Dark Brotherhood(after which I used the journal to fill in the blanks of what happened previously).
  13. From the way it seems, getting demoted the first time is meant to happen(although I just find it strange that it's Azzan who deliver's this news, and not the Orc in Cheydinhal, or hell, even the Guildmaster herself storming down to find out what's going on, and then demoting you on the spot). It's just the reasoning for it that doesn't make sense to me, really. I don't recall any rules for the FG that mentions bringing back news of a members death, especailly when you don't have anything to do with it, and getting demoted for it. The second time is supposed to happen as well, although obviously it doesn't lower your rank at all, rather rasing it to guildmaster(since players would be unlikely to see their faction's page during the conversation. I'm thinking that between the portal to the Archmage's quarters, and the one to the Council room, it's dependant on rank in the guild, rather than a specific person. With Rosethorn, I have heard about that, but I really haven't used the balcony door to enter, and if I have, it's after I have the house, and have already been inside. I don't think I've seen the icon being red for the balcony door being red upon entering though. I know the patch fixes that problem(or it should, at least). The Bravil one is a bit funnier, since the Count owns your house door, but the rest of it is yours. Although the idea of a bit more varied gameplay is something I wouldn't mind, I just don't like the idea of going into a dungeon at level one, and dying ten times in the first room, because it's filled with enemies ten or more levels higher. Granted, I'm not too fond of the level scaling either, but that kind of result doesn't get me interested. Certainly some of the quests and such from OOO that I've seen(mostly in Let's Plays), I'd love to play through. But I don't think those or the armors they add have seperate downloads, and perhaps rightly so.
  14. Do I regret installing MMM? Not at all. In fact, I'm either going to have to either do the main quest with Kovu, or start another character to do so - mostly since I really want to see more of the creatures that appear in the Oblivion worlds, although I have seen some of them between a Let's Play of the game, and a stream of it. Doesn't compare to dealing with them personally though. I have seen some of them because of Peryite's quest, alongside the few other places they appear in Cyrodiil. Hmm...while it certainly can be said that I don't have much of a problem with the quests in the game, I did find a few in the Fighter's Guild. Played it with an Argonian(although I forget what his name is), which was mostly a fighter character, although using a little bit of magic(I know i picked at least Destruction and Resoration for his major skills). These problems might spoil things a bit. -This should be obvious. The quest where you find out the Guildmaster's son is dead. You obviously don't kill him, you didn't plan on it. But for some reason, which I can only see as shooting the messenger, you have to get some of the blame for the death of her son. Doesn't make much sense, really. -Somewhat related to the first, but after you deal with the Blackwood Company, you go back to Chorrol and speak with the Guildmaster. After the chiding statements about how foolish it was, she demotes me twice. Then...in the next sentence, she promotes me to Guildmaster. Um, What? Yeah, now I'm really depressed about being demoted, when I don't have to worry about it anymore. Also, with the Mages Guild, I also have two small problems. Not as bad as the two above, though. -Council Chamber Trespassing: After you start the quest dealing with Vahtacen, you need to speak with Irlav. Problem is, he could be in the Council Chambers - but at that point, it's trespassing to enter, even if I've found that none of the three present within the chamber will find a problem with you entering it. -Engaged, yet casual: Mostly an annoyance of mine, but after a certain point, you have to stagger the quests, waiting a day or doing other things before getting the next quest. Sure, it is supposedly because of the Council's meetings, but the meetings obviously don't occur, since the most you get is Irlav, Caranya and Traven in the Council room.
  15. Might try it out. I hae seen a few mods on the Nexus that require it, but getting that seems to be...tricky. I didn't edit the normal maps at all, just the base textures. I'll zip them and send them in a private message. Hmm...I think I might've tried that mod out once. It's this one, isn't it? link I've been thinking about using Khettiena's, but I don't have too much of an issue with the vanila house.
  16. So finally it seems that I can update Telos. The only thing might have to do is finishing the edits on two loading screens, for the Docking Bay and the Plateau. Otherwise, I've cleaned up some of the advertisements, along with changing the Twi'lek dancer sign. Not too drastic of a change, although I would certainly prefer the thing to stay a Twi'lek, it isn't too bad as is. Otherwise, there is something like this: Both of those door textures has the aurabesh "TSF" on them. I think the red one is only used for the Cantina doors, although it might be used in the residential module as well. Now this might seem odd, but just like some of the other NPCs, I've been doing some of the Aliens as well. Calm down folks, he looks mean, but he's still pretty nice. Probably should do something better with the face. I think I did this one mostly because it seemed to be those used on the Yacht or Nar Shaadda. Good thing I did, since it's obviously used on M4-78. Oh, and this is something used in both games. Get a stretcher, I think he's....right. Anyway, something that was easy to do, although I didn't think about it when I started with M4-78.
  17. Sounds good, but I can see it might conflict with the Better Dark Brotherhood Sanctuary mod I use. Something similar happened with DBC, although the "bug" was a very small issue. BDBS makes Arquen actually use Ocheeva's old room as her own, alongside not just standing in one place at the end of the questline. But if you add DBC, the mod makes her resume her old behavior, in that once you talk with her(the dialouge relating to the mod's quest), she stays in that position(later returning to where she stands in vanilla after a certain point in the mod's questline). I'm using this one here: link. Had to get a RF version of the female texture as well, although I found that before I actually found the page for the race. I actually edited the textures myself a little bit, adding the markings from the "Dea Obscura" race.(which I would use that race mod, but it seems to have an issue - both times I've tested it, I've seen the "Script Effect" icon disappear, so that every spell that uses it, has no icon next to it). Slof has a download of PSD's for her "Better Bodies" mod, which included the textures for the DO markings(although the Better Bodies mod only deals with the vanilla races, alongside the three from SI). I was thinking about trying to add the hairs to the race that the Nexus page and the readme priovides instructions for, but I decided not to. I do already have Apachii's wig mod, although I didn't grab one for Lunae(just went with and kept one of the vanilla hairstyles). Oh, and I started playing with MMM. If there is any question I have, it is usually this while exploring Cyrodiil..."What is THAT?!?!". Plus, when I did the Kvatch quests, between the gate and the city sections, damn. Bloody clannfear. And the character was only level...4 or 5 I think. Almost can't wait to see what changes it makes to some of the quest-related dungeons. Pretty much only going to do the Mages Guild and some of the Daedric quests(perhaps all of them) with my current character, although I might do the Theives Guild too(which I've only done once before). Maybe the Shivering Isles too, since this cat is a little more than crazy... Hmm...a Khajiit Vampire named Kovu. Took me a few minutes to even come up with that name. I'd imagine he fought his way through Lipsand Tarn with only a littie difficulty, and then upon reaching the room with the Matriarch, did her in with a few fireballs. Then he felt tired, so he damn near fell onto that stone slab, and an hour later...oh my. Seems he'd caught that disease before, and had it long enough before cured, that this time, it was quicker - and now he'll have to dine on some thick, delicous red liquor.
  18. Already have. I mentioned it on page 4. Missed maybe one or two of the side quests, but I loved the story. Heh, in a few of those quests I wore a armor set that looks similar to that of the Liches(from one of Slof's mods). Hmm...wanted to get the summon spell for the Liches too, but I didn't start the Mages Guild with it. With Lunae(the Moonshadow Elf I did DBC with) was mostly focused on the Dark Brotherhood. Though I did start the character with this Alternative Start mod. Never picked up the Amulet in the sewers though, so didn't touch the main quest. Aria(A Breton Mage character), I went through the Dark Brotherhood(though not ABR or DBC), the Mages Guild, and the Shivering Isles. During the fight with Mannimarco I had him summon two Liches(because of the Supreme Magika mod - which allows summoning more than one of a creature, depending on the character's rank in Conjuration). Wanted to get the same spell for her, but I haven't yet. Also wrote a journal for the character, with the well known Journal Mod, Shiro(a Male Ashy Demon), did only the Mages Guild and the Lost Spires. I was using Mannimarco Revisited, and damn, that was an...explosive fight. The mod recommends level 20, did it at level 17.
  19. I forget exactly which mod it's from, but the Vamp eye texure I have is a silver one. Still doesn't change how obvious Vampires are though. In some ways, I don't exactly mind the comments with either 75 or 100% Vampirisim, save for when it really doesn't make any sense for an NPC to have a problem with it. Like in the Shivering Isles. They likely see things worse than Vampires every day. Yet a lot of the more common NPCs you have to talk to for quests, respond like a Vampire is HIGHLY unsual, in comparison to say, the Hungers, Flesh Atronachs, or many other things. Though, even more annoying, is when an NPC will have a few lines to say by default, which the game forces them to say when first talking to them(no matter if there are any player responses to their lines or not, and without considering anything about the player). But if you try talking to them again after this, they give the "No, get away from me!" line, or one of the others. Although the same issue can be there if a mod adds to a questline. The new NPCs, even if in the same faction as the player(namely the Dark Brotherhood, who obviously don't really react to you being a Vampire), will react like most other NPCs do, when the player is a Vampire. That aside, my main problem with Vampires in this game quickly became the Sun Damage. Mostly because it seems that it can kill you without the health bar being at 0. So I've been using this mod for some time: Link. I guess feeding is an issue too, although since the UOP made the "Human Blood" items work for that purpose, it isn't as bad(even if those items are limited). Although, I have noticed something odd. While I never saw the issue with Fergus or Vilja, I did have once instance where my companions(the two CM partners in the Pale Victim Mod) were in full view of one of my characters feeding on an NPC, and...they reported it. Had a Guard run into the Mages Guild Living quarters(Cheydinhal's) soon after. Oh, and I recently tried out the Underdark mod. Really no quests involved, but the areas are interesting. Not something for people who don't like spiders though. Mostly since at least one of them I saw was...well, certainly bigger than Kuroji. I know there are mods to expand and add quests to it, but the main draw obviously is exploration and the clothing/armors it adds. However, even with Kuroji(currently level 32), some of those fights were annoying. Must have spent over twenty minutes dealing with this one NPC who summoned two spiders and a Land Dreugh with a different name(which weren't like summonded creatures at all, since once the summoner was dead, they remained). Oh, and some of the sound effects are nice, but after an hour in the place...not so much.