The Orlukh are a mainly Orcish vampire clan who dwell primarily in an abandoned mine in Roth-Roryn.
Their original conceptualisation took place in 2016. A quest claim for the "introduction" quest is here.
As with all vampire clans, it is likely that the player will want to become part of them, so we need to make some concepts what their powers are, what their questline would be, and, in general, what we want the mainland vampire clans to be like.
Rats had written down suggested favored skills:
- Hand to Hand
- Enchanting
- Axe
- Medium ARmor
- Armorer
- Block
He suggested that, in addition to the usual vampire perks and drawsbacks they should get
- +20 to Endurance
- +20 to Axe, Armorer and Medium Armor
2016-06-10 21:48
1 day 2 hours ago
https://tamriel-rebuilt.org/asset/vampire-disguise-helm
vampire disguise helm asset, disguises the vampire as a regular human while worn
intended for an orlukh quest to find it and either keep it or destroy it as some kind of abomination - up to you!
2016-06-10 21:48
1 day 2 hours ago
attached is the vampire clan esp, I thought I lost it!
included is a test npc (TR_orlukh_npc), spawn him, kill him, and repeatedly loot his body over and over (this is a default morrowind behavior that is much faster than getting hit 100x)
wait 3 days, congratulations, getting cured works the same way.
adding special abilities or whatever is easy, just make them and add them in the vampire_PC script and the vampire_cure script
the faction is a placeholder
technical info:
the vanilla vampire script runs 24/7
the tr script is only started if you encounter an orlukh npc
the cure script will also run constantly once you're a vampire but it's very low overhead and shouldn't matter at all. if we add more vampire clans in the future I would suggest using these scripts to minimize # of scripts and amount of checks