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Vampirism_Mod_•_Turn_Into_a_Vampire_or_a_Vampire_Hunter!!_•_Minecraft_Vampirism_Mod_Review-0

Vampirism Mod • Turn Into a Vampire or a Vampire Hunter!! • Minecraft Vampirism Mod Review-0

Video by Rayne

The Vampirism mod enables you to become a vampire, feasting on the blood of your enemies, or take up the mantle of a vampire hunter and hunt the evil vampires into extinction. Both options have unique skill sets and perks (see below).

Vampires

Becoming a vampire

There are two ways to become a vampire. The first is to get attacked by a vampire, contracting the affliction they carry, and the second is to right click while holding one of their fangs to forcibly contract sanguinus vampiris- the disease in question. Vampires are found at night, and also roaming around their native biome, as well as choice biomes set in the configuration for the mod, one preset being compatible with a biome from Biome's O Plenty- these biomes in question are effectively safe from the scorching rays of the sun, allowing vampires the privilege to roam free at all hours.

Once contracted, Sanguinus Vampiris will incubate over a set period of time adjustable in the game's configuration file- after it has run it's course, the screen will turn back as to load the "vampire overlay" a texture applied onto the PC's texture to essentially give it that "new blood" look (Red eyes and blood around one's lips)

Blood bar

As a vampire, the hunger bar is replaced by a blood bar. This acts as a normal hunger bar except is filled up by drinking blood instead of eating food. To drink blood, either right click while holding a designated blood bottle or press 'F' while your cursor is over any non-hostile, vanilla mob or another player. Cows and sheep give the most blood and big mobs (eg. players) give the least. Villagers however, are the choice prey for a vampire to seek out.

Leveling up as a vampire

In order to level up, you need to craft or find an alter of inspiration, located in the new biome, and then fill it up with blood by shifting and right-clicking with blood bottles. When the altar has enough blood, lightning will strike you and you will advance as a vampire.

Altar of Infusion

Altar of infusion with 36 structure points.

When you reach level 4, you will need to level up using an altar of infusion surrounded by altar pillars of a maximum height of 3 tipped by altar pillar tips and fueled by pure blood and human hearts. The number of pillars you need and the blocks you need in them is determined by the structure points. 1 stone brick pillar is 1 point, 1 iron block pillar is 2 points, and one gold block pillar is three points.

Leveling Up Table

Level Regular Blood Pure Blood Human Hearts Structure Points Other Requirements
1 None None None None Vampire Bite
2 40 None None None None
3 70 None None None None
4 HOW TO BITE VILLAGER PLS
5 None None 5 8 Vampire Book
6 None 1 (Purity 1) None 17 None
7 None 1 (Purity 1) 5 16 None
8 None 1 (Purity 2) None 26 None
9 None 1 (Purity 2) 5 35 None
10 None 1 (Purity 3) 5 44 None
11 None 1 (Purity 3) 10 54 None
12 None 1 (Purity 4) 20 63 None
13 None 2 (Purity 4) 25 72 None
14 None 2 (Purity 5) None 92 None

Skills

Skills

Vampire perks menu

When you level up, you receive skill points which you can spend on perks in the perks menu (press 'p' to activate the perks menu). Each time you level up, you receive one skill point.

Skill Table

Skill Positive Effect Negative Effect
Night Vision Gives night-vision None
Regeneration Gives regeneration when activated Causes thirst when activated and weakness when in sunlight
Enable Bat Mode Enables abilty to turn into a bat during the night and fit inside one-block-high spaces Causes nausea when in sunlight and only two hearts when activated
Summon Bats Summons a swarm of bats which give blindness to all who touch them. Causes damage to be taken when in sunlight and can only be used during bat mode
Sunscreen Removes sunlight damage when activated Causes damage to be taken when in sunlight and not activated and causes thirst when activated
Rage Increases strength, speed, and regeneration when activated Causes damage to be taken when in sunlight and thirst when activated
Reduce Sun Damage Reduces damage dealt by sunlight Reduce Garlic Damage cannot be activated at the same time
Reduce Garlic Damage Reduces damage dealt by garlic Reduce Sun Damage cannot be activated at the same time
Hardened Teeth Increases strength Poisoned Teeth cannot be activated at the same time
Poisoned Teeth Increases likelihood that a player or mob will be infected by Sangirus Vampirus when they are bitten Hardened Teeth cannot be activated at the same time
Jump Boost Increases jump height Speed Boost cannot be activated at the same time
Speed Boost Increases speed Jump Boost cannot be activated at the same time
Freeze Freezes mobs infront of you Doesn't last forever and has a cooldown
Frugal Vampire Decreases your thirst for blood None
Disguise Allows you to be percieved as a normal human by mobs when activated Causes vampires to attack you when activated
Invisibility Gives you invisibility when activated None
Blood Vision High-lights mobs and players whoose blood can be drank when activated Causes blindness and loss of night vision when activated
Creeper Repellent Causes creepers to avoid you None
More Coming Soon

Advancing to Vampire Lord/Baron

Dracula - Current standing Vampire Lord

Vampire equipment

Structures

Other Mobs

Vampire Hunters

Hunter Equipment

Villagers

Things to note

  • Vampires spawns are exceedingly generous, it is suggestible to adjust their appearances to be semi-rare at best- the same can be said of their native biome, the presence of vampire hunters is also over the top if generating from vanilla settings in the world.
  • The damage from a vampire bite is enough to kill a villager- they quickly depopulate villages this way, is more bothersome than zombies- reducing bite damage to 4 solves this.
  • Mechanics outside, graphical presentation for the entities this mod adds leave much to be desired.
  • Their are extreme differences between the latest rendition of this mod and it's release in 1.7.10 additional armor and compatibility with other mods to name a few as well as configuration file additions.
  • The cape of the Vampire Baron has a texture error if edited, to it's bottom right of the cape- not sure if this persists past 1.7.10.
  • Dracula has no spawning egg- if you wish to see him the the ilk of Bspker's core or actually forcelevelling as a vampire and directly meeting him is the only way- next to of course, commands.
  • Vampires hold no unique animations as entities, they run at the player and damage them, no rigor mortis driven arms, the idle animations simulate breathing are all there..
  • No female vampire entities or textures that are androgynous for them Vampire Barons spawn miniature vampires- rather than say goblinoids or run-down feral looking vampire spawn- looks extremely off in practice and it kills their style in way.
  • Introduction of the many Hotkeys for this mod conflicts with others of a similar nature massively- is effectively a nasty keyboard hog that can bar you from using other mod features at worst.
  • Vampire hunters have their weaponry hardmodelled on their person- often seem unresponsive to the direct presence of a vampire- fiddling with config SHOULD solve this- but the silly level of spawns these entities have and them doing nothing when you are accosted by one of the undead is just a slap to the face- Witchery had Village guards and Hunters out to defend from threats with no issues to compare.
  • Vampire hunters only care for vampires, make no attempts to accost other monsters threatening villages and members of the undead.
  • Running water and Rain isn't acid to a vampire- nor does it render them immobile- or as a hammer- all variations of this weakness- Vampires cross running water to minor effect- sometimes they're seemingly weakened by it but not slowed- cross-compatibility with mods such as Gravestone, Streams and the like would be a major improvement to this. e.g is immersed in water that is running more than 3 blocks over, it essentially suffers damage as if it was taking damage from lava. It's not really 100% that vampires receive the weakness debuff from crossing water- if I recall, the folklore explanation of vampires not being able to cross running bodies of water relates to the fact they draw their power from the earth alone- as beings of death and decay- it's kind of close to the shinto practice of purification by water in that manner. The issue is that using water against this mods vampires isn't really reliable.
  • Vampires spawn in darkness and die in sunlight as generic mobs- something that defeats the agency and threat they hold as active entities in the world- opposed to say, them spawning from a coffin added by worldgen, found in caves, underground and surface locations which they retreat to during daylight hours- making their way back depending on the distance from where they wander/hunt and the coffin itself/shelter essentially not dying/ceasing spawning in a location until the coffin/vampire dungeon/nest is dealt with accordingly- this would also makes the mod useful in worldgen structures maintained by mods like gencreator for example
  • Vampires have little affinity for wolves or being able to turn into mist/gaseous form- the pet bat's mod may have shined here or with the ilk of Mo'creatures, presenting some use of a vampires control of vermin as an ability
  • Wooden weapons doing extra damage to vampires- no compatibility with mods that add silver- or simply having wooden stakes necessary for a coup de grace to a vampire that would otherwise recover from near fatal wounds in a set ammount of ticks- It's a very cheap workaround- despite vampire hunters possessing stakes outright.
  • The Icon of a vampires fang being a full set of teeth- filled in from another icon instead of being a singular fang- looks awful to hold- and it ALWAYS DROPS- an inconvenience to player inventory management also.
  • Water shaders for the vampire biome being "blood red"- despite the possibility of simply having dead- stagnant water as an alternative, even though the mod features compatibility with BoP, which offers actual blood based water sources.
  • Cursed earth as the choice earth for the vampire Biome not actually having the properties of traditional vampiric cursed earth- or any relation to the use of coffins in the mod.
  • There are many variables in the mods configuration files that documentation provided does not explain the "Vampire Realism" option in the configuration as an example.
  • Vampire Sun Damage is highly useless- expect them the survive for more long than what you'd call acceptable when daylight dawns- rise the damage to 12 to ensure that the game isn't plagued by them under trees come morning- 12 being the average of a roll of 3d6- the damage a vampire in ravenloft 2e takes when sunlight arrives- opposed to later editions, where Vampires- like Orlock in Nosferatu are rendered paralyzed when looking upon Sunlight, before it utterly destroys them something witchery did infact. Point is, the vanilla sunlight damage is far too forgiving
  • The sound vampires make is really- really- really bad. And annoying. If you have the Dynamic surroundings mod- I recommend lowering it's unique volume down until it is very quiet- I personally plan to replace it with a hissing sound- probably sampled from TESIV or V respectively- as Vampires make hissing noises in popular media- explanation being their atrophied lungs passing air making the noise.
  • The particles for Feeding on villagers are really, really bad.

The mod is good as a technical marvel, but presentation, immersion and integration with the world is where it falls short- something it's counterpart- Witchery and it's vampirism feature has not had trouble in- for one- Witchery's vampirism does not impede on gameplay and cross-compatibility via 3+ hotkeys added- one can bite victims per an additional hotbar icon added post-vampire transformation. Additionally- crafted objects as a means to level up isn't frowned upon- but the main reason why it's a problem in this mod is because of the frequency that the mod spawns these items within the vampire biome- next to the fact that documentation for this mod is directly given by installing a Mod API Enchiridion which hands you a manual to the mod ingame (Though the words are off center the pages) and no matter what, you get this book first thing when entering any world- opposed to say an ingame journal or series of books that could've explained the mod's features ingame something witchery did- to effect I might add, giving the player crafting clues and means to advance as a vampire- the book in question holds about as much information on the subject as one provides on the online wiki, and even then youtube coverage of the mod is limited to the usual creative Minecraft youtuber Creative mode showcase, rather than spawning the content in survival and surveying it- none seem to mention Dracula- if I recall- kills the hype, and it's hell on inventory management.

The last- and biggest issue I have with this mod is that it's less user-friendly when it comes to third party development, as their lackluster options for allowing vampires to feed within the bounds of vanilla can only be extended through what can only be seen as a long arduous process of contacting the mod author with produced content and proposal for what mobs from other mods require compatibility just for vampires to attack and feed on them and hoping they go through with it.

The mod also has some form of compatibility with the blood magic mod- something that would be nice- if it actually addressed some of the issues I brought up.

The mod only has one active texture pack- and it's only for a certain type of high resolution resource pack- started working on my own, but hit a snag because optifines Random Mobs wouldn't seem to work- no matter how much I renamed the textures I wanted to show up as variants for the vampires.

It's hard to say whether this mod is good, bad, unfinished or unpolished next to the notion that it draws heavily from TESV's Vampirism which isn't really optimal- given that the design choices for Dawnguard were drawn up from the poor reception of TESIV's vampirism- something- that despite actual justification for it's presentation ingame was buggy, unfinished, and missing it's native faction which is only given mention in one of three books found ingame, and how they were distributed across that game. Ultimately resulting in the "Hidden hollowed out Glacier dwelling icy wraithlike loners who can travel via frozen surfaces" Something TH said was not possible (Despite showing a dragon burst out of a glacier in a large scale event for the DLC's trailer) to flashy Molag-bal worshipers performing every generic hollywood vampire media cliche in the book to ensure sales- accidentally buggering the novel, Immortal Blood (First book you even read in TESIV Oblivion- which really brings to question the attentiveness of the games audience in the active community, modding and otherwise) in the process.

Despite this, the mod is serviceable.

Compatibility with the Gravestone Mod, popular mob adding mods, such as Mo'Creatures, Witchery, Villager adding/modyfying mods, Millenaire Better Dungeons/Chocolate Quest -any Worldstructure generator, such as Atomic Strykers Ruins, Recurrent Complex, Rougelike Dungeons Catacomb's layer, Or Gencreator would do this mod a world of good.

Download

To download the mod, please go here!

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