VAMPIRE EMBRACE

Version 2.4
Requires Morrowind, Tribunal and Bloodmoon
Author: CORTEX

A balanced roleplaying mod for vampires.


To install the plugin, unzip the files into the Morrowind\Data Files directory.
This should automatically put these files in these directories:
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\*.esp
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\*.txt
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Meshes\Emb\*.NIF
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Meshes\Emb\*.nif
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Meshes\Emb\*.kf
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Textures\*.tga
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Textures\*.dds
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Sound\Emb\*.WAV
c:\Program Files\Bethesda Softworks\Morrowind\Data Files\Sound\Emb\*.wav

From the Morrowind Launcher, select Data Files and check the box
next to the Vampire_Embrace.esp file.

If you are updating a savegame from a previous version of vampire
embrace, you should read Vampire_Embrace_SaveGameUpdater.txt.


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Compatibility:

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Compatible with most non vampire mods.
The easiest way to see if a mod is compatible is simply to see if its
possible to talk to mortals at 100 disposition. If it is then vampire embrace works.
Notes are given below for how modmakers can determine compatibility.

Compatible with the following vampire or related mods:
- Scripted Spells
- Vampiric Hunger (See version note below)
- Vampire Realism (See version note below)
- Bloodlines      (see date note below)
- Morrowind Comes Alive
- Slof's Vampire Faces
- Vampiric Visages

Bloodlines must be dated AFTER vampire embrace. Load both in the editor, with bloodlines
as the active file and save bloodlines to set it to todays date.

Version note - For Vampiric Hunger and Vampire Realism you should refer to their documentation
to determine which versions of vampire embrace that mod will work with.
These mods have optional features that use vampire embraces blooddrinking. You should check the
framerate you get when enabling those options of those mods is acceptable on your computer.

Tested and compatible with the following vampire effecting mods providing they are 
dated earlier than vampire embrace so talking to mortals works:
- Wakim's Game Improvements 9
- Quarra Clan

The following mods require a compatibility patch to work with vampire embrace.
- Torgulf's NPC Soultrapping v 1.21

Not compatible with the following mods:
- Nox Vampire 0.93b
- Vampire's Social Life
- Vampire Birth Signs v0.001

Do NOT use TESTool to perform these operations on vampire embrace:
- Dialog merge (see below)
- Just fix it
Vampire embrace is already clean and it is too complex for TESTool to safely operate
on without breaking vampire embrace.
Vampire embrace deliberately contains one GMST to ensure companion share is called that.
If you use dialog merges, you should exclude vampire embrace from the dialog merge list
then re-date vampire embrace after the created merged dialog file.



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NEW FEATURES

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NEW TO VERSION 2.4
 1. Vampires Report spell. This command tells all those following you to report their health.

NEW TO VERSION 2.3
 1. Your vampires can gain levels by feeding them victims.
 2. Your vampires can gain levels from drinking large amounts of blood.
 3. Your vampires and thralls can gain levels slowly over time as you level up.
 4. Advanced teleport when you teleport.
 5. Levitate when you levitate.
 6. Waterwalk when you waterwalk.
 7. The blood drinking topic offers large x 4 drinks after the first few drinks.
 8. Victims "Travel with my servant" option allows them to travel with your vampires or thralls.
 9. The "meet me at..." travel option now offers your clan headquarters once you
    have started the first clan quest.
10. Vampires Stay Here spell command to make all followers stay here.
11. Added some new hook variables to allow diablerie mods and embraceable guard mods.
12. Made sure npcs get their idle animations when you tell them to stay through dialog.
13. Fixed problem where buried npcs were still taking sun damage.
14. Fixed crash caused by embracing npcs carrying torches created by other mods.
15. Fixed crash caused by talking to an npc that another mod deletes during dialog.
16, Fixed problem where your vampires using the don't attack combat strategy when taken into combat,
    then put in normal strategy mode and told to stay would attack you for no reason.
    

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OPTIONS

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YOU CAN CHOOSE HOW MUCH NPC'S HATE VAMPIRES IN YOUR GAME.
  Their are 5 different options ranging from never speaking to vampires to always
  speaking to them, with only at high dispositions in between.
  For normal games you should just stay with vampire embraces default values and you dont
  have to do anything, but if you would like to change it, the console command is:

  set emb_option_npchate to number

  where the number is:
  2 = NPC's wont usually talk to you. Not recommended as you cannot do most quests.
  1 = NPC's talk at high dispositions but you cannot use persuasion to get them there.
  0 = Default system. Npc's talk at high dispositions and persuasion is difficult to reach it.
 -1 = NPC's talk at high dispositions and persuasion is as easy as normal persuasion to reach it.
 -2 = NPC's always talk. Not recommended as it is too easy for vampires without that problem.
      I recommend playing the default system and raising you personality or speechcraft
      through normal gameplay.


CHANGEING THE SIZE OF THE BLOOD INVENTORY COMPANION SHARE BOX
  The inventory box is too big as it takes up most of the screen and you have to constantly resize it.
  To make it a smaller size, you can edit your morrowind.ini file in your morrowind directory.
  1. Make a copy of your morrowind.ini file for safety.
  2. Edit your morrowind.ini file
  3. Find the "MenuStates" section, you will see there is a line for "MenuContents"
     and a bit further down a line for "MenuContents-MenuDialog".
  4. Copy the numbers from the "MenuContents" line to the "MenuContents-MenuDialog" line.
  5. Save the file.


TELEPORT WHEN YOU TELEPORT OPTIONS
  The default option makes all your npc followers teleport when you teleport.
  This is based on the idea that you are teleporting them rather than them teleporting themselves.

  If you prefer, you can change it by giving requirements of who is able to teleport with you
  as if they have to teleport themselves rather than you teleporting them:

  set emb_option_teleportmysticism to number
    where the number is the mysticism the npc requires to teleport with you. Default is zero.

  set emb_option_teleportnpctype to number
    where the number determines what npc types will teleport:
    0 = vampires, thralls, victims. This is the default option.
    1 = vampires, thralls
    2 = vampires
    3 = nobody. Use this if you have a very weak computer and the teleport causes you problems.    

  Teleporting companions from other mods:
    The vampire embrace teleport when you teleport system is only used if you used the
    vampire embrace follow topics to make the npc follow you.
    It can work on all npcs including all companions from other mods.
    However if you find the npcs own teleport system conflicts with the vampire embrace teleport 
    system, you can simply not use the vampire embrace teleport system by using the npcs
    own follow topics instead of the vampire embrace follow topics.


SWITCHING OFF NECK BLEEDING ANIMATIONS
  When you bite someone in combat or the embrace, blood flows down their neck.
  If you have a very weak computer, these may be too much for your computer to handle.
  To switch neckbleeding OFF type this line into the console and press return:
     set emb_noblood to 1
  To switch it back ON again type this line into the console and press return:
     set emb_noblood to 0
  The default option is zero so blood is switched ON.


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DESCRIPTION

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EMBRACE NPC'S
  Three different ways you can embrace people:
  1) Convince NPC's to accept the embrace through dialog, and getting them addicted
     to giving you blood. (see below)
  2) Take them by force through combat using the vampire bite combat mode. (see below)
  3) Take too much blood while using the blood drinking topic (see below)

  They will die and awaken 3 days later as a vampire who can follow and fight for you.
  If they were unwilling vampires (such as being taken by force) you will need to
  gain their trust you before they will follow you.
  There is no limit to the number of vampires you can have.
  Share blood with your vampire minions to heal them.
  Your vampires will have all clan abilities you have.

NPC'S WILL TALK AND SERVE YOU AT VERY HIGH DISPOSITIONS.
  The required disposition is based on their race, religious faction and is easier
  if of the opposite sex as vampires are alluring creatures who hunt by seduction
  as well as force.

TAKE PART IN EVERY QUEST IN THE GAME.
  In addition to the vampire quests, vampires can now do all non vampire quests in 
  Morrowind, Tribunal and Bloodmoon and join all factions and do all their quests. 
  All that is required is you raise your disposition high enough.

PERSUADE OR CHARM NPC'S TO MAKE THEM SPEAK WITH YOU.
  Use persuasion to raise an NPC's disposition up to the level required for them
  to speak with you and serve you. Charm spells are also a good option.

CONVINCE MORTAL NPC'S TO DONATE BLOOD TO YOU.
  Chance based on their disposition above their minimum talk disposition.
  If of the opposite sex your attractiveness will have major impact.
  Once they have agreed, they will remember it.

MORTAL NPC'S LEARN TO ENJOY GIVING BLOOD OVER TIME.
  At first they may lose disposition when you take blood, but if you take it 
  on many different occasions from an NPC they will begin to enjoy it and
  eventually even gain disposition from the act.
  The more addicted they are, the more blood you can take with them gaining
  disposition each drink.

CONVINCE NPC'S TO ALLOW YOU TO EMBRACE THEM.
  The embrace topic allows you to ask npc's to accept the gift of vampirism and 
  embrace willing NPC's.
  The chance they will agree is based on their disposition above their minimum
  talk disposition.
  If of the opposite sex your attractiveness will have major impact as
  you are asking them to be with you forever.
  How much they enjoy the experience of giving you blood will also
  effect the chance. Each level of their addiction increases the chance by 5%.
  Once they have agreed, they will remember it.

BITE PEOPLE IN COMBAT AND DRINK THEIR BLOOD.
  You have a "spell" called "Vampire Bite Mode ON / OFF"
  Cast this to turn bite mode on. If you wish to turn bite mode off, cast it again
  When the vampire bite mode is ON, if you punch an enemy until he is reduced to 10 fatigue,
  you will automatically move forward and bite his neck and drink his blood.
  You will then be given the options to EMBRACE BY FORCE / ENSLAVE VICTIM / DRINK DRY.
  Note sometimes they fall over without the bite starting.
  If that happens you should let them get up before hitting them again.
  This problem usually happens if they were talking to you when you started the combat.
  If you are the one to start the combat, you should wait until they finish speaking before
  starting combat.

ENSLAVE VICTIMS.
  Victims are mortals who you force into acting as unwilling blood donor slaves using the
  vampire bite combat move. They are terrified of you so will do whatever you ask.
  They can follow you, but usually run from enemies in combat.

FEED VICTIMS TO YOUR VAMPIRE CHILDREN.
  There is nothing your children like more than drinking a mortal dry.
  Click on the blood drinking topic of the victim and tell of the child.
  Click on the blood drinking topic of the child and tell of the victim.
  It doesn't matter who you tell first, your child or your victim.
  You child will then walk over and devour the victim.
  This gains the child a level increase, a huge increase in disposition,
  and healing from the blood drank.

CREATE THRALLS
  Thralls are your loyal mortal servants.
  There are 2 ways a mortal can become a thrall:
  1. Their blood giving addiction level reaches their willpower/10.
  2. They agree to the embrace but you don't yet give it.
  A victim cannot become a thrall until you free him.
  To a vampire, his thralls represent his mortal friends, lovers, employees and any
  other mortal who is completely loyal even though they know his secret.
  It is the vampire hunters who usually call these people thralls. To hunters, anyone who
  sides with the vampire is evil and must be destroyed along with their master.

VAMPIRES AND THRALLS CAN GAIN LEVELS
  All of these ways cannot raise the npc's level above the players level.
  1. Your vampire children and thralls slowly gain levels over time.
     Each time you gain a level, they gain 2 levels as it is assumed you occasionally
     help them learn.
     This means those who have served you for a long time will be the same level as you.
  2. Each time your vampire child drinks dry a victim or thrall that you feed to him,
     the vampire will automatically gain one level providing the food was healthy enough
     for him not to complain about it.
  3. On average, every 500 health in blood drank by your child while on full health will 
     raise his level by one.
     This includes blood given by you in the blooddrinking topic and when you give them
     mortals to drink.
     Health they gain using the vampiric touch absorb health spell does not make them gain levels.
     Because it applies to blood drank from mortals, if you give them a mortal to
     drink dry it is possible for them to gain a level both from the drinking dry and 
     from the blood gained.
     Note the actual amount of blood required to gain a level is very random
     as the actual formula is each health point of blood taken gives a 1 in 500 chance
     of a level increase.

  Companion mod npcs:
     The vampire embrace levelling system is not used for npcs with the companion variable.
     The blood abilities topic will tell you if vampire embrace wont level this npc.
     1. They cannot gain levels from the above methods as they probably have their own ways to level.
     2. Your children will not gain levels by drinking their blood unless they drink them dry.


FAST TRAVEL SAFELY DURING THE DAYTIME.
  When you travel, speak to the travel NPC about "cover from sunlight".
  He will only agree to provide cover during the journey if he has already
  accepted your vampiric nature such as by agreeing to give blood or agreeing
  to the embrace.

BURY YOUR VAMPIRES TO KEEP THEM SAFE FROM THE SUN.
  Stones are left on the ground to mark the grave.
  Passing the cursor over the grave stones shows the name of the person in the grave.
  Clicking on the stones allows you to dig up your vampire.

TRANSFORM YOUR VAMPIRE NPC'S INTO BATS OR WOLVES (REQUIRES THE "SCRIPTED SPELLS" MOD).
  Once you learn the vampire versions of these spells, your children will learn them 
  from you. Use the "blood magic" topic to tell your children to transform.

ACCESS YOUR VAMPIRES, VICTIMS AND THRALLS INVENTORIES.
  Use the Blood Inventory topic.
  Select the everything including your clothing option.
  A companion share TOPIC will then appear beneath the blood topics.
  When you click on it, a box like a dead npc's inventory will appear.
  You will need to resize this and can use it to access their inventory.
  Do NOT press dispose of corpse as it would dispose of your npc.
  Once its closed you will need to say goodbye to them before you can access it again.

  Note: I couldn't give the normal companion share option as that has to be defined 
  with the npcs local script which I don't have access to, as vampire embrace has to be able
  to work on npc's from other mods.
  So while this solution isn't quite as easy as companion share, it does the job.
  If the npc already has the normal companion share option you can still use that.

  Note: If nothing happens when you press the companion share topic it probably means
  you have another mod with a bad companion share GMST setting in it.
  You can tell if this is the case because it will cause normal non vampire embrace companions
  to not have a "companion share" option above their dialog as they should but instead 
  have a "share" option.
  Making vampire embrace be dated later than this other mod will fix the problem.

COMBAT STRATEGIES.
  You can tell you vampires to use the following tactics in combat:
  Standard tactics
  Sneak
  Flee from danger
  Hold your ground (Attack but don't move. Useful to make walls of npc's)
  Don't use offensive magic
  Don't use any magic
  Unarmed combat only
  Don't attack.


TELL YOUR MINIONS TO MEET YOU AT VARIOUS LOCATIONS AROUND MORROWIND INCLUDING MOURNHOLD.
  Vampires and thralls "meet me at" option:
    This allows you to tell your vampires and thralls to travel to many different places.

  Victims "Travel with my servant" option:
    This allows you to tell your victims to travel with the next child or thrall you use "meet me at" on.
    Each vampire or thrall can take one victim with him when he travels.
    Victims are escorted by your children or thralls when they travel so they wont escape.


ADVANCED FOLLOW AI - AVOID LOSEING YOUR NPC'S.
  Tunnelling npc technology unseen in any other mod.
  When a following npc goes beyond a certain distance, he will run towards you in a
  straight line without being able to be caught on objects, so he will always be close 
  enough to go through a door when you do.
  This is similar to warping npc technology except its designed to look more realistic.
  You can set the follow distance with 3 "spells" that you have:

  Spell Name
  ----------
  vampires Follow Close  - This makes them very close to you. Use if you are moving too fast
                           for medium to work properly. Useful if everybody is a bat.

  Vampires Follow Medium - [Default mode] This is best for most situations.

  Vampires Follow Wide   - This switches tunnelling off so your npc's are free to spread
                           out like in normal morrowind. Use this in combat situations
                           where you want them spread out, or if you decide you don't
                           like them to tunnel.
                           Of course like in normal morrowind you could still lose them.

  Vampires Slaughter Everybody
                         - Cast this at your enemies.
                           Causes everyone following you to attack everyone else.
                           Often best used in "vampires follow wide" mode so they can spread out.

                           As usual a follower can only be hit by you about 3 times before he will
                           attack you. If this happens, to make followers friendly to you again
                           you should leave their cell then re-enter it.
                           You can also reset that count by making them stay not follow, say goodbye
                           then make them follow again.

  Vampires Stay Here     - Makes your npcs stay here.
                           As usual you will need to use dialog to make them follow you again.

  Vampires Report        - All those following you will report their health.


  If you are flying but your npc's are on foot then they will not tunnel to you, so you could
  still lose them.

  With practice these spells can also be used for complex strategies in combat as you can
  control when all your npc's run towards you.
  You can also pull your follower's out of suicidal fights by making
  them come to you as you move away from the fight.


ADVANCED TELEPORT WHEN YOU TELEPORT
  This supports ALL forms of teleportation:
  Mark/Recall, Almsivi Intervention, Divine Intervention and all console and scripted teleportation.
  You can bring your npcs with you whenever you teleport to any exterior location.
  You can bring your npcs with you whenever you teleport to any interior location not added
  by a mod.

  If you teleport to a location where they cannot, they will remain where they were,
  and a message box will tell you that they could not teleport.
  This system can teleport a maximum of 10 npcs at once.

  Because it supports all forms of teleportation, you can take your followers with you
  when Asciene Rane teleports you to Mournhold.

  Known problems:
     Occasionally after the teleport the npcs seem to be walking very fast on the spot and cannot follow you.
     If this happens, leave their area for 3 days and they will fix themselves.
   

LEVITATE WHEN YOU LEVITATE
  Whenever you levitate, your followers will also levitate. 

WATERWALK WHEN YOU WATERWALK
  Whenever you waterwalk, your followers will also waterwalk.

YOU CAN CHOOSE HOW MUCH NPC'S HATE VAMPIRES IN YOUR GAME.
  See the options section above.

GUARDS
  Guards cannot be embraced or made into thralls or victims.
  They can give you blood.

NEW DIALOG.
  Romantic dialog when dealing with members of the opposite sex.
  Pre-greeting technology unseen in any other mod.
  When you speak to NPC's, to increase the atmosphere of playing a vampire, NPC's
  dialog will say pre-greetings like "Your very pale" or "Why are you looking at
  my throat" in addition to saying their normal greeting.
  The normal greeting ensures this mod is compatible with all quests.

GAME BALANCED.
There are many features to ensure game balance is maintained:
1. Very high dispositions are required  to talk to and gain services from people.
   This means you will usually have to waste time or money to raise the disposition
   or waste magicka on a charm spell. Charm spells have been fixed in Tribunal.
2. Persuasion before you can speak with them is very hard as they are terrified.
   They are as hard to convince as a person with 100 more personality.
   This means for many NPC's, it is actually cheaper to buy a charm scroll and use
   conventional bribery once you can speak with them.
3. Even higher dispositions are required to have a hope of convincing someone to
   accept the embrace or to be a blood donor. Each failed attempt to convince
   them will cause a loss of disposition.
4. People above your level cannot be your vampire followers. They will either refuse 
   the embrace or refuse to follow you until you are high enough level.
5. Sharing blood affects the disposition of your vampire minions. You will have
   to give them more than you take to keep them loyal.
6. When drinking mortal blood of guards or NPC's above your level, they
   will pull away before you can take too much.
7. NPC's remember things. I will let your learn what I mean by this.
8. Fast travel npc's are very hard to convince as they are usually dark elf's
   and dark elf's hate vampires.
9 .NPC's don't like being buried and lose 2 disposition each time.
10.Having your npc meet you somewhere else costs either 100 gold or 5 disposition.
   This means this feature cannot be used to easily bypass the cost of paying travel 
   npcs to transport them.
11.Force embraced npc's either through combat or by taking too much while feeding
   will require victims or plenty of blood to raise their disposition up to the level
   for them to follow you.
12.Bribery will not raise the disposition of your vampire children or victims as you
   could just take the money back by accessing their inventory.
   Raise the disposition of your children is giving them blood or victims.
   Raise the disposition of your victims by getting them addicted to giving blood.

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TIPS FROM AN ANCIENT VAMPIRE.
1. Thralls make much better servants than enslaved victims.
   To convert a victim into a thrall, get them heavily addicted to giving blood and keep on
   admiring them until they really like you. Then free them from being your victim.
2. Charm spells powerful enough to make people talk to you, and then bribery
   can be a very effective combination to get people to accept you.
   Once they have agreed to give blood or be embraced they will always talk to you.
3. If possible try to give your future child a real choice about being embraced,
   rather than just charming them.
4. To make someone addicted to giving you blood only drink a little, not enough
   for them to dislike you. Then allow them to heal fully before drinking again.
   To gain larger increases in their disposition, you should increase the amount you
   drink as their addiction level rises.
   Repeat this until they cannot bear the thought of not giving you blood.
5. Getting someone addicted to giving blood is the best way to convince them
   to accept the embrace (each addiction level adds 10% to accept embrace chance).
6. If when you talk to someone they attack you simply because their disposition
   is too low and they think they can defeat you, but you don't want to kill them,
   you can completely end the combat by either using a calm humanoid spell or 
   going away and resting or sleeping for three days.
   These work because they are not your real enemies, just citizens that you
   temporarily annoyed by daring to talk to them.
   If you have many minions with you, area effect calm humanoid spells are better
   than single target spells as your minions may also need to be pacified so they
   don't kill the npc.
7. If while talking to someone who hasn't yet agreed to give you blood or be embraced,
   you offend them so their disposition goes below what you expect would be needed
   to speak with them, use normal bribery before you stop talking to them as this is
   much cheaper than trying to get them to speak with you again.


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Formulas used in this version:

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THE DISPOSITION SYSTEM DESCRIPTION
  By default in vampire embrace, for maximum realism, npcs with a very high disposition
  will talk to you as a vampire. The disposition required is very high, averaging around 80,
  with a range from 70 to 100 depending on their sex, race and religion.
  This is because it is realistic for people to talk to their close friends and family even
  if they know they are vampires.

THE PERSUASION SYSTEM DESCRIPTION
  By default in vampire embrace when you talk to someone who is too low disposition to talk
  to you, you are given the option to try persuasion to raise their disposition before they
  say goodbye.
  To make it realistic, while they are afraid of you, they are hard to persuade.
  As hard as as someone with +50 extra on their personality, mercantile, speechcraft,
  so you will need very high values in these skills or very large bribes to make it work.

Disposition for dark elf's to not voice insult or attack
by speaking to them = 80

Disposition for other races to not voice insult or attack
by speaking to them = 70

Base disposition required to talk/serve = 80. This is modified by:
Dark elf's hate vampires:      + 10
Temple hates vampires:        + 10
Imperial cult hates vampires: + 10
Opposite sex:                 - 10

Example: a dark elf, same sex, temple npc requires disposition 80+10+10 = 100
Example: an average opposite sex npc requires disposition 80-10 = 70

Percentage chance to convince someone to give blood
base chance % = ( disposition - "disposition required to talk" ) X 2 + 20
If of the opposite sex add ( personality - 30 ) %

Percentage chance to accept the embrace
base chance % = ( disposition - "disposition required to talk" )
If of the opposite sex add ( personality - 30 )/2 %
Each level of their give blood enjoyment adds 10%

Disposition effect of attempting but failing to convince them = -5

Once someone has agreed to the embrace or give blood, you usually don't need to
convince them again.

Feeding or sharing blood health losses and gains:
Health modification to donor = -5 health
Health gain by drinker       = +4 health
Large drinks have x 4 effect

Sharing blood disposition modifications:
drink blood from your vampire child = -2 disposition
give blood to your vampire child    = +1 disposition
Large drinks have x 4 effect.

Addiction of mortal NPC's to giving blood:
Normally each time you drink from a mortal they lose 1 disposition.
Each day you drink from an unwounded mortal, increase their addiction level by 1.
Each addiction level allows you to take 5% more of their health before they start
loosing disposition.
At high addiction levels they GAIN disposition when you drink from them the
first few % health.

LEVELING NPC BENEFITS:
Each time your npcs gain a level they gain +1 on all attributes and skills shown in the blood abilities topic.
Maximum Health = original npc max health before any extra levels + ( number of extra levels x endurance / 10 )


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How modmakers can determine compatibility:

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1. This mod updates the following 8 lines in the greetings 2 section of dialog:
     "Vampire! I curse you, in Almsivi's name" ... (3 lines like this)
     "Remarkable. A vampire. In Morrowind. And still alive..." (2 lines like this)
     "I don't fear you, vampire. Begone, fiend."
     "No! A vampire! Get away, you foul creature!"
     "Get away from me, vampire!"

   This mod updates the following 2 lines in the persuasion service refusal section:
     "I will speak to you, vampire, but will not serve you"... (2 lines like this)

   This mod disables the voice hello lines that insult vampires and creates identical
     lines with a disposition requirement. There is a line for each race and sex
     like this.

   Any mod that also updates any of those lines will not be fully compatible.

   If you are making a vampire mod that absolutely needs to update these lines, and
   would like it to be compatible, contact me and we could set up some global
   variables that both our mods would define and control the lines by using them as 
   a filter condition on the lines.


2. Vampire embraces pregreetings ruin the talkedtopc dialog flag (they make it always return 1).
   This can cause a problem if you only add a new topic on an npcs first greeting but not on later ones
   as the player would never receive that topic.
   Most morrowind npcs do not have this problem, as they structured the dialog so it would
   be able to cope with things that can set talkedtopc such as crime/vampire/nudity greetings
   that you may receive first, then have to talk to the npc again after it is cured.
   Look at Caius Cosades. Both of his lines will give his topic.
   The first greeting line he says is:
       What? Yes. I'm Caius Cosades. But, what do you mean, you were told to "Report to Caius Cosades"? What are you talking about?
   The second greeting line he says is:
       All right. You're %PCName. But who told you to "Report to Caius Cosades"?
   He only stops saying that when you use the topic.

   If you do not want to bother structuring the dialog like that, you can use this
   simple compatibility method:

   COMPATIBILITY METHOD
   --------------------
   a ) create a short global variable called "emb_talkedtopc"
   b ) duplicate your npcs "talkedtopc = 0" greeting before all that npcs other greetings.
   c ) make the duplicate lines condition be "emb_talkedtopc = 0" instead of "talkedtopc = 0"
   d ) in the results box of that duplicate line, put "set emb_talkedtopc to 1"

   How it works:
   Vampire embrace will automatically maintain this variable seperately for each npc.

   So if they are NOT using vampire embrace, it will just use the normal talkedtopc lines,
   as after talking to the first npc, the global will be set to 1 and stay 1.

   If they ARE using vampire embrace then they will use the lines based on the global instead of
   the normal "talkedtopc=0" flag.



********************************************************************************

How other mods can interact with vampire embrace:

********************************************************************************

3. Special variables can allow other mods to interact with vampire embrace.
   For example you may want to make a mod that needs to knows when the player feeds on someone,
   or a mod that gives extra dialog topics for your vampire children or victims.
   To use these, simply define the variable in your mod.

   SCOPE   TYPE  NAME                 DESCRIPTION
   -----   ----  ----                 -----------
   global  long  emb_hook_blooddrank  The amount of health gained from drinking blood.
                                      Set to zero each time you load the game.

   global  long  emb_hook_bloodlost   The amount of health lost from giving blood as a positive number.
                                      Set to zero each time you load the game.

   global  short emb_hook_bitelevel   The level of the most recent person you have used the combat bite on.

   global  short emb_hook_bitevamp    Whether the most recent person you used the combat bite on is 
                                      a vampire. 1 = vampire, 0 = mortal.

   global  short emb_hook_bitedrinkdrynb
                                      Incremented by one each time you drink someone dry with the combat bite.

   local   short emb_hook_npcvampire  If another mod adds a vampire npc that does not belong to one of the
                                      standard 3 clans, vampire embrace may give a mortals preegreeting
                                      instead of the vampires preegreeting of a ".".
                                      You can ensure vampire embrace definitely knows it is a vampire by
                                      declaring this local variable in that vampires script and setting
                                      it to 1.

   local   short emb_hook_nominion    Another mod can declare this and set it to 1 on their npc to prevent
                                      that npc from being made into a minion of any kind by vampire embrace.
                                      They will refuse the embrace and blooddrinking topics.
                                      The combat bite force embrace or making them into a victim
                                      will cause them to struggle and die rather than submit.

   local   short emb_hook_npcunique   Another mod can declare this on their npc.
                                      Put this on a unique npc that vampire embrace would normally refuse
                                      the embrace such as guards due to them normally being non unique.
                                      This variable tells vampire embrace that the npc has a unique id so 
                                      it is safe to turn them into vampires/thralls/victims.
                                      In the blooddrinking topic, guards will still prevent you drinking
                                      them below 50% health to preserve game balance.
                                      Warning - the npc must be unique or weird things will happen.

   global  short emb_doneregistergreeting
                                      Do NOT alter this.
                                      You can read this value from dialog to know if vampire embrace has
                                      correctly set the values of the following dialog variables:
                                      (emb_mychilde, emb_myvictim, emb_mythrall, emb_npcvampire).
                                      If you make a new topic based on those variables, you should block
                                      that topic if emb_doneregistergreeting = 0 as that would mean
                                      vampire embrace has not managed to set those variables.
                                      This occurs if the npcs greeting was before the pregreetings so the
                                      pregreeting would never happen.
                                      
   global  short emb_mychilde         Do NOT alter this.
                                      You can read this value from dialog to know if an npc is your child.
                                      1 = child, 0 = not child.
                                      Example your mod could have extra dialog topics for your children.

   global  short emb_myvictim         Do NOT alter this.
                                      You can read this value from dialog to know if an npc is your victim.
                                      1 = victim, 0 = not victim.

   global  short emb_mythrall         Do NOT alter this.
                                      You can read this value from dialog to know if an npc is your thrall.
                                      1 = thrall, 0 = not thrall.

   global  short emb_oktoinventory    Do NOT alter this.
                                      You can read this value from dialog to know if an npc is a follower.
                                      It will be 1 if the npc is either a child or victim or thrall.
                                      You do not need to check emb_doneregistergreeting to use this.

   global  short emb_npcvampire       Do NOT alter this.
                                      You can read this value from dialog to know if an npc is a vampire.
                                      1 = vampire, 0 = mortal.


   SCRIPT EXAMPLE:
   The reason I reset the blood variables to zero is so they don't cause a numeric overflow.
   if you want to keep track of the amount you drink without the reset you can store
   the increase in your own variables:

   if ( emb_hook_blooddrank != your_oldembblooddrank )
      if ( emb_hook_blooddrank > your_oldembblooddrank )
         set your_blooddrank to ( your_blooddrank + emb_hook_blooddrank - your_oldembblooddrank )
      endif
      set your_oldembblooddrank to emb_hook_blooddrank
   endif


********************************************************************************

Contact Information:
If you spot any bugs or spelling mistakes or have any ideas you would like
included in the next version, you can contact Cortex on the elderscrolls.com/forums.
Either send a private mail or start or join a thread in the plugins section of 
the forum with "Vampire Embrace" in its heading.

********************************************************************************
Legal:
There will be future versions so please don't release this mod within another mod,
or release modified versions of this mod as this will cause people problems
with later releases of this mod.
This incompatibility with later releases may mean people will not use your mod when
a later release of vampire embrace becomes available.

********************************************************************************

Other Mods by Cortex

Scripted Spells 1.5
-------------------
Transform into many different creatures which you can see in 3rd person mode. 
Steals spells from enemies minds.
Create walls of fire and animated bones.
Add explosive damage to your attacks.
Adds a low cost fly spell with no purple glow for vampires.
Special low cost vampire versions of bat, mist and wolf transformations. Once you
know these, your vampire children created by Vampire Embrace will also be able
to transform.


Vampire Werewolf 1.2
--------------------
Allows vampires to become werewolves.
Allows werewolves to become vampires.
Fixes the vampire werewolf head bug.
A choice of 4 different heads for your vampire werewolf.


Werewolf Evolution 1.0
----------------------
A balanced mod for werewolves.
Makes werewolf attributes and skills depend on their value in human form plus a bonus,
instead of them having fixed values that don't change irrespective of how strong 
or weak you are in human form.
The bonuses are calculated so that a person with 50 in each of his human attributes and skills
will become a standard bloodmoon werewolf.

Werewolf Evolution is very good for users of Vampire Werewolf as it will make the vampire and
werewolf bonuses stack.

********************************************************************************

Credits:
Scripting and dialog by Cortex.
Bat model by Lady Eternity.
Thankyou to Reiella.
Thankyou to Zennorious for the morrowind.ini file information for the inventory box size.
Tunnelling npcs were inspired by Grumpy's warping npcs and UlfGeir's Slave warrior Jessica.
Many companion features were inspired by Grumpy's npcs, the Partners mod by Cutthroat mods,
mods by Emma, The other Felix, Quarl and many others.
Thankyou to all the great scripters whose ideas have inspired things in this mod.


---------------------------------------------------------------------------------
ANMERKUNG VON Eternus:

Ich habe schlicht und einfach nicht die Zeit, diese mchtige ReadMe zu bersetzen. Ich sage nur so viel: Fhlt euch frei,
mit dieser Mod zu experimentieren, herumzuspielen und allen mglichen Unsinn anzustellen. ;) Wie immer gilt:
Vorher neues Savegame anlegen.

BEKANNTE KONFLIKTE:

-Romance Mod
Vampire knnen wegen eines Dialogfehlers keine Beziehungen fhren.
