This page was last updated on 06 January 2025, 12:41PM
Changelogs
Version 1.13
Two updates in one day! I decided to tackle some bugs while I was at it. Pasting over the stuff from 1.12 since most people will miss it otherwise.
Safe to update mid-game.
The chance of sneak feeding to fail was incorrectly set to 20%, when it was meant to be 10%. Fixed.
The sneak feeding damage now scales up with your level. So a level 1 vampire might or not kill their victim with the feeding method, but a level 10 vampire most certainly will. Before this update, the damage was a flat 150HP, meaning in most cases players would just do a sneak attack instead, as it would guarantee more damage. Now it should be the opposite. Your current hunger level also plays a role, but not as significant as level.
The formula for the damage is as follows... PlayerLevel * BiteDamageMultiplier. The BiteDamageMultiplier is set to 35 for recently fed vampires, 40 for stage 2, 45 for stage 3 and 50 for stage 4. This can be configured using globals.
The sneak "feed" text as well as the "sip" text tag now show up in red, to be consistent with other hostile actions such as pickpocketing/stealing.
Bleeding out actors that you've started feeding on will not die until you finish feeding off them, preventing a possible bug where the player would be stuck.
It's no longer possible to sneak-feed off enemies sitting or sleeping. You can still feed off sleeping enemies using the traditional vanilla method though.
Enemies that were pathing between locations (guards mostly, but also bandits) could result in the player being teleported to a random location while sneak-feeding. This should be fixed now.
The combat feeding mechanic will be disabled during brawls against your brawling partner, so you don't feed off a friendly and alert the entire inn.
Enjoy the big update, creatures of the night!
Version 1.12
Safe to update mid-game.
The chance of sneak feeding to fail was incorrectly set to 20%, when it was meant to be 10%. Fixed.
The sneak feeding damage now scales up with your level. So a level 1 vampire might or not kill their victim with the feeding method, but a level 10 vampire most certainly will. Before this update, the damage was a flat 150HP, meaning in most cases players would just do a sneak attack instead, as it would guarantee more damage. Now it should be the opposite. Your current hunger level also plays a role, but not as significant as level.
The formula for the damage is as follows... PlayerLevel * BiteDamageMultiplier. The BiteDamageMultiplier is set to 35 for recently fed vampires, 40 for stage 2, 45 for stage 3 and 50 for stage 4. This can be configured using globals.
The sneak "feed" text as well as the "sip" text tag now show up in red, to be consistent with other hostile actions such as pickpocketing/stealing.
Version 1.11
Safe to update mid-game.
This version changes how feeding on unaware enemies works. Now sneak-feeding will work without comparing HP, as some of you pointed out that it sort of forces you to put points into HP and it was quite difficult to trigger. This is no longer the case. There's however still a small chance (10%) that the victim resists the attack. I like my dices.
I've increased the damage of sneak feeding from 100HP to 150HP.
Version 1.10
Safe to update mid-game.
Mod now requires "Dynamic Activation Key": https://www.nexusmods.com/skyrimspecialedition/mods/96273
Press Shift + E to take a sip out of a fallen enemy, or to sneak attack an enemy.
Should be compatible with Bethesda's Survival Mode now.