This modifies Sacrosanct making it less OP, with some QoL tweaks, and some features from Sacrilege. It also fixes several bugs in Sacrosanct. It also overhauls Sacrosanct's Dragon at Midnight perk to make it something more interesting for a vampire. ESL available now.
For patch between Sacrosanct Rebalanced and Tweaked, and SkyTEST Redux.
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Changelogs
Version 1.2.3
- Fixed Vampire Drain having a wrong progression (wrong spell costs and lack of the extra feature that comes from Sovereign of Shadows perk)
- Fixed Myrtheceria applying in one scenario at the wrong time.
Version 1.2.2
- Forwarded changes for Myrtheceria that I missed
- Minor stuff
- Added patches and versions for Requiem users
Version 1.2.1
- Forwarded some changes from version 6.00 of Sacrosanct and deleted needless fixes for bugs already addressed in this version.
- Blood Brand nerfed as per version 6.00 to 3 points of damage per second, but increasing the proc explosion from 60 to 70 (it keeps the other changes to all hemomancies in this mod regardless)
- Minor grammar changes
Version 1.2.0
This is awkward, but apparently I was so rushed that I didn't even notice that there was a small mistake in the name of the BSA even after correcting it. NOW it should actually install the scripts. This is the final version for the foreseeable future.
Version 1.1.9
Fixed the BSA name so it's actually recognized by mod managers and unloaded in your script folders. Whoops. All previous versions of this mod are now broken essentially, and have been removed.
Version 1.1.8
From now on, I'll only update the ESL version, unless someone requests the ESP for some good reason.
-- Khajiit's Aura of Despair changes: range of 12, removed stamina and magicka regen debuff because it was not very effective, substituted it with a 10% MR debuff and 75 armor debuff.
-- Fixed Lord of Destruction having the wrong damage bonus.
-- Changed the requirements for Blood Ankh self heal so the requirement is not the ultimate perk but Fountain of Youth, giving an easier access to a way to heal, especially if you're using a nerf. You still need corpses around to heal, so it's not like it makes it a breeze.
-- Added for flavor a new ability for all vampires: Children of the Night. This ability makes you an ally to wolves and makes nearby wolves attack your enemies. Additionally, it also gives them +150 Health, regeneration, and they do double damage. This lasts for 10 minutes.
Unfortunately, this means that it needs a patch for mods that affect Wolves, such as SkyTest. I can provide patches if needed, you only have to ask. Without the patch, the spell will work, but only for nearby wolves. It won't make the rest of the wolves friendly.
Version 1.1.7
-- Khajiit's racial switched completely, now named Aura of Despair, which makes affected characters inflict 10% less damage and regen Stamina and Magicka 50% slower.
-- Slasher makes power attacks in Vampire Lord form cost -25% less Stamina
-- Removed completely the extra regen to magicka and stamina I added. It was excessive. For some reason I got convinced they had much worse regen than in Sacrilege, but they actually have the exact same, namely 10% of magicka regeneration per second, and 5% of stamina regeneration per second.
-- Removed Stagger resistance from Vampire Lords, as it was doing nothing.
-- Night Cloak renamed as Nosferatu: now apart from the bat cloak, it enhances your minions in vampire lord form, making them gain 35% magic resist, 350 armor, and 40% attack damage.
-- Auspex works even if you're a Vampire Lord.
-- Spell cap for Lord's Servant upgrades in the following fashion: 30-40-50-60-unlimited.
-- Curtain's call no longer kills any NPC affected by Hemomancies without restriction. It can only kill up to level 60 NPCs that way. Above that, they must have at least half their health missing. An example is the highest tier of vampire in Skyrim vanilla, which is the Vampire Nightmaster, that has around 1300 health and is level 65. However, the spell cost is lower (1250 Magicka), so it can be usable a bit sooner.
Version 1.1.6
More benefits for Sacrosanct's ultimate perk (Sovereign of Shadows):
-- New utility for Blood Ankh: when you make corpses explode, you consume their lifeblood, which restores 200 Health if the explosion touches you. That's right, now you can consume dead people to heal. It goes perfect with one of the healing nerfs. This is probably one of my favorite changes.
-- Profaned Sun explodes at the end, paralyzing any survivors for 10 seconds.
-- Borrowed Time will also decrease MR by 25% and armor by 200 points.
-- All hemomancies except the ones mentioned above, and Vampiric Drain (which absorbs 50%), absorb 25% of their magic damage in Stamina.
Other things:
-- Added missing Destruction tags to some magic effects of Hemomancies.
-- Minor adjustments
Version 1.1.5
-- Tweaked all explosions in Sacrosanct so they don't knock over objects.
-- Toned down Flaywind. Now it causes 20 damage per second for a total of 600 damage.
-- Sovereign of Shadows no longer gives you 4 perk points. I don't like at all the idea of a Vampire Perk giving you unrelated benefits.
-- Sovereign of Shadows (formerly called Dragon at Midnight) will also give your vampire lord a royal cape.
-- Sovereign of Shadows boosts Raze spells and melee damage by 15%, Vampiric drain by 25%, Vampire Lord reanimation and summons last 10 minutes, and you can have 2 summons active.
-- Maelstrom also drains 400 armor if you have Sovereign of Shadows perk.
-- Kinetic Nova electrifies targets, damaging Health by 20 points and Magicka by 100, if you have the Sovereign of Shadows perk.
-- Obfuscate and other invisibility effects last 50% more if you have Sovereign of Shadows perk.
-- Vampiric Drain absorbs Stamina (50% of Health absorption) if you have Sovereign of Shadows perk, essentially creating a default way of getting Stamina back without the benefit of Blood of the Ancients or Healing spells.
-- Vampiric Drain is a bit more expensive to cast, it was formerly much cheaper than even Flames, the cheapest Destruction non-vampire spell.
Version 1.1.4
-- Nerfed Sneak Draining. Normally it would allow you to kill any NPC if you're Parched. Now you can only sneak drain NPCs of up to level 30 or NPCs who are at least missing 50% of their Health. This should balance things out.
-- Fixed missing condition in my changes to Combat Feeding, so it's disabled if you are Parched, as it's supposed to be.
-- You can Drain any NPC who is under the effect of Vampire Seduction, regardless of your stage. This shouldn't be too unbalanced considering the level cap of VS in this mod is 10 (upgradable to 25).
Version 1.1.3
-- Tweaked blood knight so it allows to drain victims at any stage of vampirism as long as the victim is bleeding out.
-- Tweaked combat feeding so it's less spammable. Can only be triggered if the target is staggered AND is "tired" (at least 75% of Stamina OR magicka drained).
-- Fixed Flaywind's script so it advances vampire lord perks correctly according to this mod.
-- Fixed Kiss of Death description so it's clear that the attribute boost is only triggered when killing sleeping victims, as that is how it's coded in Sacrosanct.
-- Added Neloth as a possible target of Blue Blood
Version 1.1.2
-- Fix wrong description for Conjure Gargoyle and The Reaping. Sacrosanct does not advertise this, but The Reaping makes you get blood points from melee kills.
-- Increased projectile reach of Blood Storm significantly.
-- Tweaked orc and altmer racials. They both increase Magicka/Stamina and regeneration by 30, and the duration was boosted to 5 minutes in regular feeding and 30 minutes when preying on sleeping people to make it hopefully more usable.
-- Consistency fixes in this mod
-- Tweaked Vampire Feeding so it restores stats according to the formula 50 + TargetLevel * 5. For example, if you feed on a level 20 NPC, you would restore 50 + 100 = 150.
-- Added missing races from Dragonborn to the ProhibitedRaces formlist.
-- Vampire Seduction can no longer be boosted by Illusion skill.
-- Vampiric Drain uses the other cooler casting lights of other hemomancy spells, like Sacrilege.
Version 1.1.1
-- Nerfed Power is Power secondary bonus from 100 -> 50.
-- Vampire Lord melee health absorb increases from 15 to 25 after level 30
-- It had to happpen. Raze and Blood Storm do too much damage by default from the beginning. Increasing the spell cost only isn't enough. It still does too much damage and absorbs too little. So this is the rebalance: it starts absorbing 15 and dealing 30 damage, and grow up to absorbing 35 and dealing 70 damage. So essentially the absorbing scales more strongly, and the magic damage was toned down. This will also make the inevitable ascension to everlasting ultimate power feel a bit more rewarding.
-- Minor spell cost adjustments.
-- Readjusted Lion Among Sheep to work like Shapechanger in Sacrilege. Why? First, it lacked a magic damage debuff counterpart. Second, its main feature (absorbing attack multiplier) seemed a bit buggy in my testing and you could get you absolutely preposterous damage multipliers. So now, exactly like in Sacrilege, Raze and Blood Storm weakens targets to melee attacks by 25% and melee attacks weakens targets to Raze and Blood Storm by 25%, for 10 seconds.
-- Increased Blood Storm's area of effect by 3 so it's a bit more forgiving. In some ways it's worse than Raze, so I feel it needs an upgrade in that department.
-- And speaking about Blood Storm... holy cow, that rate of fire is insane; with that rate of fire, it was going to be overpowered no matter what methinks. I reduced the rate of fire by 50% and increased the size of the explosion. It should be still very powerful.
-- Sacrosanct does not seem to take into account ProhibitedRaces to get blood points. I restored that and added new races to the formlist, so now only powerful animals and creatures, as well as humanoids will yield blood points, and each perk will require 2 more blood points than the previous, to slow down the process of becoming a lord of destruction. Hopefully this will make the reach to the top more enjoyable.
-- Compressed Starving Artist description so it shows.
Version 1.1.0
-- Power Bites now restore 200 Health by default, instead of nothing. Fountain of Youth triples that amount and restores the same amount in Stamina and Magicka. This is identical to a Sacrilege feature and it was accomplished by modifying Sacrosanct's decompiled scripts. This adds survivability to Vampire Lords at lower levels.
-- Added a script based on a decompiled Sacrosanct script which enables Borrowed Time's secondary effect to affect any type of creature the main effect of the spell affects. Additionally, this secondary effect absorbs 25% of Health. Starving Artists adds 25% again. To compensate, the damage was brought down to baseline, 5 points of irresistible damage per second for 25 seconds.
Version 1.0.9
-- Vampire's Seduction reworked to function similarly to Sacrilege, with a twist. You can cast it as many times as you want. However, Eyes of the Moon only boosts it by 10 levels and White Wolf by 5. That's right, you can't calm level 75 enemies anymore. At best, only level 25 NPCs. This has a restriction, however: only targets that are not engaged in combat or are not detecting you will be affected. This will hopefully prevent you from cheesing fights too much by forcing you to hide from enemies in order to be able to use it. This also bypasses the issue where the projectile of this spell often misses, making you unable to use it until a full day passes. Consider this experimental, let me know how you think this affects the balance.
-- Dragon at Midnight renamed to Sovereign of Shadows, in preparation for an upcoming update. Yes, I hate the perk. A crown and 4 perks that have nothing to do with vampirism in exchange for a chance of being killed immediately? No thanks!
-- Starving Artist hemomancy bonus no longer only affects NPC targets. It affects any target, with the same restrictions as other hemomancy spells. For example, it doesn't affect daedra or automatons, unless you have the Blood From a Stone perk. This should increase Mortal Form survivability if you want to rely on blood spells and not regular healing.
-- Unearthed Will reworked: now it decreases by 25% the magicka costs of all vampiric spells and powers, including Vampiric Drain and powers like Wicked Wind.
-- Khajiit's Misfortune ability area of effect nerfed from 50 feet to 30. Still looking into how to rebalance it.
Version 1.0.8
-- All Hemomancies, except Blood Ankh (will explain why below) absorb health without any perks. Specifically, they absorb 25% of the magic damage they do. This stacks with Starving Artist. Their cost is a bit higher than vanilla spells on the same skill level (but they are generally more powerful in the right circumstances anyway). This similar to a Sacrilege feature, and it increases survivability for vampires in mortal form, especially at low level and using the healing nerf (that I thoroughly recommend).
-- Blood Seed rebalanced: 6->4 points of damage + 1 point of Health absorption per second. And no, this is not too weak. It does far more damage than vanilla apprentice spells, and it heals you.
-- Blood Brand rebalanced: 5->4 points of damage + 1 point of Health absorption per second. The explosion was slightly nerfed: 100 -> 60 points of magic damage + 15 points of health absorption.
-- Blood Garden rebalanced: 10 -> 7 points of damage + 1.75 points of Health absorption per second. It takes a full second to charge the spell.
-- Blood Scourge rebalanced: 20 -> 15 points of damage + 3.75 points of Health absorption per second. Note that when it spreads, you don't absorb their Health. It is quite good for dispatching a bunch of weak enemies and it has a fairly large area of effect (30 feet).
-- Blood Ankh rebalanced: 200 -> 120. 200 is way too much for an expert spell. Starving Artist adds 30 extra damage against NPCs. The reason this spell doesn't have the usual 25% absorption is that as far as I can tell, its script is bugged at the moment. That is, the absorption never triggers. It does damage, but it doesn't heal the player.
-- Profaned Sun rebalanced (my god this was so OP): 50 -> 30 damage per second + 3.75 points of Health absorption per second.
-- Fixed a bug with Borrowed Time. Basically, 20 seconds wasn't enough to trigger its secondary effect. Increasing it to 25 did the trick.
-- Borrowed Time rebalanced: 5 -> 10 points of damage per second + 2.5 points of Health absorption per second. Also ignores magic resistance too. I added that because I like the "marked for death" kinda feel this spell has. Note that the power of this spell lies in doing a lot of damage while it's in effect, not on the damage it does as such.
-- The Reaping also increases melee damage by 20 points.
I did not rebalance Curtain Call but I may do it at some point. I mean, it's really cool and flashy to decapitate enemies, but I think in some future release I may add some checks to prevent it from becoming too cheesy.
Version 1.0.7
- Blood Storm 10% higher damage applies to all of its effects, not just magic damage. That is, it will also absorb more than Raze.
- Tremble was an infamously useless power in Sacrosanct and Sacrilege (change my mind, I dare you). So it was reworked. Now it's called Kinetic Nova (feel free to suggest a better name). It pushes actors away from you unless they are immune to Unrelenting Force Strong. Otherwise they get staggered.
- Fixed wrong area size for Tremble.
- Tweaked Tremble explosion so it doesn't knock objects over.
- Vampire Lord armor now reaches 350, similar to werewolves.
- Misc description fixes in this mod
Version 1.0.6
Fixed a bug in Sacrosanct which made Vampire Lords under the Blood of the Ancients effect absorb Magicka with Raze twice, effectively making them not absorb Stamina.
Starving Artist: now it allows Raze and Blood Storm to drain Stamina (50% of its Health Absorption) . This is to create a counterpart to Astral Poison. Namely, a way of absorbing the nerfed stat in that mode. This is similar to a Sacrilege feature.
Balanced Astral Poison to absorb 25% less magicka, since now VL have enhanced magicka regeneration. It is still plenty, especially fighting in groups, which is what Vampire Lords specialize in anyway.
Version 1.0.5
- Plugin had to become an ESP file, due to the more recent changes. Sorry. Should be compatible with ongoing saves though.
- Fixed oversight in my changes to Cauldron of Fire.
- Fixed bug in Sacrosanct which could give you 75 magicka twice in Vampire Lord form.
- Forwarded USSEP changes to Bats. It adds a cool red overlay to Bats.
- The Reaping makes you immune to stagger for its duration. This is to avoid constant interruptions, especially if dealing with humanoid enemies that use enhanced combat tactics.
- Vampire Lord melee attacks absorb 15 health. This amount is 25% higher when power attacking. If Slasher perk is picked, this amount increases by 40% again. This is similar to a Sacrilege feature and I added it because I think Sacrosanct Vampire Lords lack survivability in melee mode.
- Astral Poison is more effective when power attacking (25%). Slasher enhances this bonus by 40% again.
- Misc text fixes.
- Vampire Lords are 50% resistant to stagger at all times. I'm unsure how useful this is. If using combat mods, it's quite frustrating to see that your Vampire Lord gets staggered constantly (full stagger, on top of that).
- Vampire Lords regenerate magicka 50% faster in melee mode and stamina 75% faster in caster mode. This is to promote faster stance changes. This is similar to a Sacrilege feature.
Racial Abilities
Altmer - Wine and Revelry: Feeding increases Magicka and Magicka regeneration by 30 points for 5 minutes (30 minutes if the victim is sleeping).
Khajiit - Misfortune: Removed. Now the ability is called Aura of Despair. You have a 12-feet aura of weakness, which makes enemies deal 10% less physical damage and lose 10% Magic Resist and 75 armor.
Orc - Lavish Brutality: Feeding increases Stamina and Stamina regeneration by 30 points for 5 minutes (30 minutes if the victim is sleeping).
Spells and Powers
Vampire's Seduction: it can be used at will now, but it can only be upgraded up to level 25, starting at level 10,and only works if the target is either not in combat or not detecting you. Additionally, you can drain seduced targets no matter what stage you are in, and is no longer boosted by Illusion skill.
Nightwalk: now it never staggers you after teleporting, making it less inconvenient.
Vampire's Command: The "die" command was removed, as it was too cheesy to be able to kill anyone like that.
New power: Children of the Night: commands for 10 minutes, once per day, nearby wolves to come to your aid, empowering them (double attack damage and 150 health) at the same time. Other wolves will be friendly to you.
Rank Rewards
Blood Knight: added additional restrictions to avoid spamming combat feeding and draining. Now it enables you to Feed on staggered targets that are tired (75% missing Stamina of Magicka). You can Drain targets that are bleeding out no matter what stage of vampirism you are in.
Cauldron of Fire: identical but the attack damage was toned down to "just" 50% extra damage.
Dance with the Beast: identical but the attack damage while in Wassail was toned down to "just" 50% extra damage.
Night of the Wolf: Nerfed the ability to Sneak Drain, as it was a guaranteed kill otherwise. Now you can only Drain targets up to level 30 OR that have at least 50% of their Health missing.
Wicked Wind: exactly the same but the Magicka cost is slightly higher to make it less spammable, but its range was increased roughly by 5 feet, making it more useful.
Blue Blood Rewards
Eyes of the Moon: As part of the nerf to Vampire's Seduction, this reward makes the power affect targets up to 10 levels higher.
Daywalker: I don't like eliminating completely one of the biggest drawbacks of Vampirism, so now it only makes you immune to sunlight if you are Sated.
Hemomancies
Every hemomancy was nerfed and their spell cost adjusted, but they absorb 25% of the magic damage they do, with one exception. Bear in mind that they absorb 25% more if you have the Starving Artist perk. Details below.
Blood Seed: deals 4 magic damage and absorbs 1 points of Health for 10 seconds. Also absorbs 1 point of Stamina for 10 seconds if you have the Sovereign of Shadows perk.
Blood Brand: target takes 3 magic damage and you absorb 1 point of Health for 10 seconds. After that time, detonates for 70 damage + 15 Health absorption. If you have Sovereign of Shadows perk, you also absorb 1 points of Stamina per second and the explosion absorbs 15 points of Stamina as well.
Blood Garden: inflicts on all targets 7 magic damage and absorbs 1.75 Health for 10 seconds. Absorbs 1.75 Stamina per second as well if you have the Sovereign of Shadows perk.
Blood Scourge: target takes 15 magic damage and absorb 3.75 Health for 15 seconds. On death, spreads to all nearby targets. It absorbs 3.75 Stamina too if you have the Sovereign of Shadows perk.
Blood Ankh: corpses explode for 120 magic damage. Additionally the perk Starving Artist adds 30 points of damage. If you have the Fountain of Youth perk, you consume the blood from the exploding corpses when you're within the explosion radius, healing 200 points of Health.
Profaned Sun: Flaming star that follows the target for 20 seconds, dealing 15 magic and fire damage to living targets near it and absorbing 3.75 Health. When the timer runs out, it explodes, causing a 30-feet explosion that paralyzes targets for 10 seconds if you have the Sovereign of Shadows perk.
Borrowed Time: Deals 5 magic damage and absorbs 1.25 Health for 25 seconds, bypassing Magic Resistance. During this time, if you have the Sovereign of Shadows perk, it also reduces target MR by 25% and armor by 200 points. When time runs out, deals damage equal to all Health lost by the target during this time as well as recovering your Health by 25% of the damage dealt to the target.
Vampire Lord Abilities
Royal Bloodline: Now their armor increases up to 350, matching werewolves.
Melee Attack: Attacks in melee form stagger most targets. Additionally, Vampire Lords absorb 15 Health per target struck with claws, increasing to 25 Health at level 30. All melee effects are 25% more powerful when power attacking.
Power Bite: it restores 200 Health by default.
Vampire Lord Spells and powers
Raze: deals 30 (level 5) to 70 (level 50) magic damage and absorbs 15 (level 5) to 35 (level 50) Health absorbing also 15 (level 5) to 35 (level 50) Health per every target affected by the blood arc.Additionally, the spell cost is significantly higher, to make it less easy to cast infinitely and to promote more stance changes.
Lord's Servant: reanimate a level 30 (at level 5) to any level (at level 50) corpse for 60 seconds. Spell cost increased moderately.
Vampire Lord Perks
The difficulty to gain perks was restored to vanilla, to delay your ascension to power. Each new perk requires 2 more Blood Points, and additionally only powerful animals and creatures as well as people will give Blood Points, so you can't farm by killing foxes and deer. Changed perks:
Power is Power: All attributes (Health, Magicka, Stamina) are increased by 50 points as Vampire Lord. Choose an attribute to further increase by 50 points.
Astral Poison: Attacks in melee form deliver an unnatural toxin, dealing 25 points of poison damage and absorbing 37.5 points of Magicka over 5 seconds. Power attacks increase the toxin's potency by 25%.
Dragon at Midnight: Renamed to Sovereign of Shadows. This perk unlocks extra capabilities for other powers and boosts all your damage. See the article or changelog for specifics. It also gives you a royal cape :-)
Night Cloak: Renamed to Nosferatu. Your powerful presence strengthens your summoned or reanimated minions and you have a constant flock of bats that feed on enemies and absorbing 5 points of Health from enemies for you.
Mist Form: Identical but Magicka cost is a bit higher.
Auspex: identical but it works in Vampire Lord form too.
The Reaping: Duration increased to 15 seconds to make it usable. Additionally, you become immune to stagger and deal 20 extra points of melee damage. And by the way, it's not advertised by Sacrosanct, but you get Blood Points from melee kills while using this. Spell cost slightly higher.
Tremble: Because this power is essentially useless, it was changed to a power called Kinetic Nova, which does what you would expect: it pushes enemies away from your character to give you breathing room. Some targets can resist it and will only be staggered. Spell cost slightly higher. It causes an electric pulse dealing 20 points of Health damage, and 100 of magicka damage, if you have Sovereign of Shadows perk.
White Wolf: Identical except it increases Vampire Seduction's power by 5 levels, and not 15.
Embrace the Beast: Toned down the bonuses: Flaywind lasts 50% longer and Vampiric Drain deals 25% more damage and has 15% chance per second to cast a Flaywind on humanoid targets for 5 points of magic damage for 10 seconds.
Fountain of Youth: Killing a person with a Power Bite restores 3 times more Health, as well as Stamina and Magicka.
Lion Among Sheep: It behaves like Shapechanger in Sacrilege. Melee attacks weaken targets to Raze and Blood Storm by 25%, and those spells weaken targets to melee attacks by 25% aswell.
Slasher: Power attacks in melee form deal 30% more damage and hit all targets in front of you. Additionally, melee health drain and astral poison is 40% more potent when power attacking.
Unearthly Will: simplified as a 25% spell cost reduction for all vampire spells and powers.
Curtain Call: you can no longer kill indiscriminately with this spell. The target must be level 60 at mostOR have at least half their health missing. That means for example, you cannot kill vanilla Vampire Nightmasters, since they are level 65, unless your hurt them first. The spell cost was reduced to 1250 so it's somewhat more usable.
Lord of Destruction - Raze and Blood Storm deal 0.3% more damage per level of Destruction.
Blood Storm - All of its effects are 10% more powerful than Raze's. Additionally, the explosion size is bigger to make it more usable, since in the original the radius is frankly underwhelming, which is why the switch to Blood Storm is not that appealing to me, but I nerfed the frankly ludicrous rate of fire by 50%, making it powerful, but not ridiculous, hopefully. It is nonetheless faster than trying to cast Raze over and over.
Exsanguinate: Identical but Vampiric Drain damage bonus is 30%.
Starving Artist: Identical but it triggers for any valid target of other Hemomancy spells, that is, it no longer drains health from just people, making it far more useful. Additionally, it makes Raze and Blood Storm absorb 50% of its Health Absorption in Stamina.
Lamae's Pyre: toned down damage to 60, inflicting 600 in total.
Conjure Gargoyle: identical but the spell cost is increased moderately.
Maelstrom: identical but the MR debuff lasts 4 seconds, up from 3, to make it more usable.
Misc Changes
Vampire Feeding and Draining restore your stats by less preposterous amounts. It follows the formula 50 + TargetLevel * 5. For example, you would get 50 + 100 from a level 20 NPC that you feed on or drain.
Descriptions were tweaked for clarity.
Added Neloth as a possible target of Blue Blood.
Bug fixes
Eyes of the Predator now detect actors flagged as ActorTypeCreature.
Borrowed Time now triggers its secondary effect correctly.
Fixed wrong spell area for Tremble (now called Kinetic Nova).
Removed a seemingly irrelevant weakness to bows if you are blood starved.
TO-DO
Possibly add invisibility on user when nightwalk is cast.
Examine some possible issues with feeding.
--
Feel free to offer feedback and suggestions. That's it for now. Enjoy.
TL;DR: this is Sacrosanct but less OP, tweaked for convenience, with a few Sacrilege features, and a couple of minor additions or changes from the original.
All the credits for Sacrosanct go to EnaiSiaion for his amazing mod. Go endorse the original mod.