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Vamparas

Subscribed by 806 players lifetime. Last updated May 31, 2026.

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Size31 KBUpdatedMay 31, 2026AuthorJacobG5Mod ID3735929453

Mod description

What this mod adds

WARNING: I made this mod as an exploration of the tools available. It is lacking content and probably won't be very fun to play with for the time being. I decided to upload the project as just to show off as a proof of concept rather than something intended to be played with. I didn't want to wait around for the *chance* of supernaturals / occults coming post release so I decided to give a go seeing how far I could get using the game's built in modding tools. While limited they do offer a lot surprisingly. Sadly not enough to take this idea as far as I wanted, for now. This mod adds a very early implementation of a vampire occult in the form of a personality type. Vampires do not require hunger. Vampires need to drink blood to survive. Two ways to refill your blood thirst: 1. Forcefully drink from a para (applies mood debuff and adds creep label) 2. Ask a para with friend label 2 or greater to drink from them. Paras who had blood taken from them gain uncomfortable and lose part of their sleep bar. Vampires will burn in sunlight. When exposed to sunlight (outdoors 6am to 6pm) a UV sensitivity bar will appear. If the bar depletes fully the para will engulf in flames. Why not use Species instead of a personality trait? Paralives does include species in their modding tools but as far as I can tell this would be better suited for adding animals to the game, not modifications to existing species. Using a personality trait in this way also opens the possibility of mixes or occult hybrids in gameplay. (Imagine a para with the abilities of a vampire and a mermaid at the same time.) This is sadly everything this mod includes for the time being. It would be cool to expand this to make a larger mod with events and vampire themed stuff all over the game, but I hit some roadblocks that limit me taking this further for now using the in game mod api. I don't blame the developers though, it is an early access game after all. This is just my feedback from my time playing around creating this. 1. There is no way to modify or halt parafolk aging that I could find. I did a janky implementation of running a console command to revert a para to their previous life stage every time they increase in life stage if they have the vampire trait but couldn't verify if it actually worked. Regardless I still wish for more finite control over these things. 2. I'd have loved to add "Ask to turn vampire" as a together card but the game's event outcome system has no way of modifying or adding personality traits to characters for the time being that I could find. There are no debug commands to do this either. I thought there would have been since you *can* modify body sliders during gameplay, but no dice. 3. While you can make interaction requirements check only on the character initiating the action I couldn't find any way to run one condition on the initiator and another different condition on the target. There may be some way I missed but as it stands right now you can queue up suck blood out of a para until they die of exhaustion. 4. I tried writing some autonomy for the new needs I added however (and very reasonably) the options were quite limited on automating walking to locations. I could make them go to a random point on the lot, or I could make them just go to the lot in general. Paras don't that I am aware of have any way of contextualizing their environment to select a place to go. This is why if you leave a vampire to their autonomy they will very likely just burn to death standing still in a random part of the nearest lot. Most of these issues could easily be gotten around if I had access to script modding to fill in the gaps I need but as it stands right now the devs do not plan on supporting that until *maybe* closer/after release. (Which is totally reasonable!) And afaik there isn't much of a script modding community for this game yet. If script modding becomes a thing for this game, the developers add some of the features I mentioned to the modding tool, or anyone in the comments section has any clever workarounds or suggestions I may revisit this and add more to it. But as it stands right now I don't see much point in adding special events or custom together cards when the core of the idea is this limited. It was fun to experiment with tho!

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