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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: Barabbah on December 07, 2021, 04:28:45 pm

Title: Some questions
Post by: Barabbah on December 07, 2021, 04:28:45 pm
I wanted to add a couple of easter eggs on my mods.
- I tried to add the Fat Larry theme as music coming from his truck's stereo (like the pier's boombox). While it works, I want to know if there's some way to lower the volume of the Downtown theme when I'm in the range of the Fat Larry tune....
- I also tried add a dialogue to a Ocean House picture

Code: [Select]
{
"classname" "prop_dynamic"
"skin" "0"
"disableshadows" "0"
"model" "models/scenery/furniture/Oldphotos/Oldphoto04.mdl"
"angles" "-6 90 -8"
"solid" "6"
"StartHidden" "0"
"collideable_gibs" "0"
"health" "0"
"demo_sequence" "idle"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"RandomAnimation" "0"
"MinAnimTime" "5"
"MaxAnimTime" "10"
"LoopSequence" "idle"
"dialogname" "dlg/santa monica/ocean_house.dlg"
"origin" "-511.73 455.04 195.307"
}


But ingame it doesn't show the dialog option. What else should I do?
Title: Re: A couple of questions
Post by: Malkav on December 07, 2021, 06:11:01 pm
For the music you have to make a new soundscheme with lower volume for the levelmusic (and maybe combat music, too).
For triggering the change, there are several options. The easiest would be to do it only while talking to Larry.

Or you could recompile the map and create one large "trigger_multiple" that is large enough to cover the part of the alley where the truck is standing. Then "OnStartTouch" you fade to Larry's scheme and "OnEndTouch" fade to the normal soundscheme. (It's done this way for the sewer soundscheme. look at "targetname" "Scheme Sewer Trigger")

You might be able to do something similar without recompiling if you find an existing trigger that fits across the alley but is not very wide. Then you can copy this trigger four times, paste two copies across the alley in front of the truck and two behind the truck. Then use the ones closer to Larry to switch to the Larry scheme "OnStartTouch", and the others to switch back to the normal city theme.

For the talking picture, you have to change the entity from "prop_dynamic" to some npc_V class.
Title: Re: A couple of questions
Post by: Wesp5 on December 07, 2021, 06:20:02 pm
But ingame it doesn't show the dialog option. What else should I do?
I don't know about the music, but I can write something about this. You need to have a NPC to create dialog! In case of Heather's corpse I did a living clone of her in the ground, in case of Gimble's door there is a dialogue NPC hidden somewhere for that as well.
Title: Re: A couple of questions
Post by: Barabbah on December 07, 2021, 07:25:06 pm
Ah damn, I was hoping for adding a shortcut for the Ocean House. Don't get me wrong, that's one of the finest levels in the game, but it's too linear for repeability.


How can I do that?
Title: Re: A couple of questions
Post by: Barabbah on December 07, 2021, 07:37:25 pm
Nevermind, I managed to make it work:


Code: [Select]
{
"classname" "npc_VPedestrian"
"targetname" "Intercom"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"skin" "0"
"disableshadows" "0"
"model" "models/scenery/furniture/Oldphotos/Oldphoto04.mdl"
"angles" "-6 90 -8"
"solid" "6"
"StartHidden" "0"
"collideable_gibs" "0"
"health" "0"
"demo_sequence" "idle"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"RandomAnimation" "0"
"MinAnimTime" "5"
"MaxAnimTime" "10"
"LoopSequence" "idle"
"stattemplate" "NPCGeneric"
"dialogname" "dlg/santa monica/ocean_house.dlg"
"origin" "-511.73 455.04 195.307"
}


Now I need to polish that dlg and it will be perfect. Well, except the photo rotates whenever I talk to it.... Oh whatever works!! :smile:
Title: Re: Some questions
Post by: Barabbah on December 13, 2021, 09:50:10 am
I'll reuse this topic for some more questions.


The first is a big one: how do I add an ending?  :cheesy:  I know, mayyyybe this is over my capabilities (and sheer luck) but if I don't test my limits what else can I do?


I don't know about the music, but I can write something about this.
Have you found a solution?  :smiley:
Title: Re: Some questions
Post by: Wesp5 on December 13, 2021, 11:57:28 am
The first is a big one: how do I add an ending?  :cheesy:
You need to edit caine.dlg, santamonica.py and ending maps themselves, so this is a lot of work.

Quote
Have you found a solution?  :smiley:
As I wrote, for example to talk to dead Heather I placed a hidden Heather NPC beneath the floor...
Title: Re: Some questions
Post by: Malkav on December 13, 2021, 12:28:45 pm
Just out of curiosity. What kind of ending do you have in mind?
Title: Re: Some questions
Post by: Barabbah on December 13, 2021, 01:22:56 pm

The first is a big one: how do I add an ending?  :cheesy: 
You need to edit caine.dlg, santamonica.py and ending maps themselves, so this is a lot of work.

Editing maps? Ahi.


EDIT (no pun): what kind of editing, in the maps themself or in the entities?

Quote
Quote
Quote
I don't know about the music, but I can write something about this.
Have you found a solution?  :smiley:
As I wrote, for example to talk to dead Heather I placed a hidden Heather NPC beneath the floor...


I thought you were referring to my music problem  :razz:  The NPC issue is already solved.

Just out of curiosity. What kind of ending do you have in mind?


I was thinking (again) about an Isaac ending. All the initial dialogue is on a phone call (the camera is far enough to not hear what they're saying, then the PC will make a quick recap when talking to the cabbie) or replaced by emails. Then when we have to confront Lacroix, Isaac makes his entrance. All theatrical, not speaking. Or one of these unused lines can be used:



Good to see you again.
Any reason you're still in my city?
Kindly remove yourself from MY office.
How about that?


Lacroix it's too inconscious to even talk and he's dragged out by some anarch NPC while you and Isaac go to the window admiring the view of your city. Cue the music and the credits.
Title: Re: Some questions
Post by: Wesp5 on December 13, 2021, 03:04:01 pm
EDIT (no pun): what kind of editing, in the maps themself or in the entities?
That depends. If you intend to use the endsequence maps, editing entities should be enough.

Quote
I thought you were referring to my music problem  :razz:
Malkav already explained this in detail, but you need at least to look at the triggers in Hammer.

Quote
I was thinking (again) about an Isaac ending.
That could probably be achieved by mixing the Camarilla and Ming endings with a lot of editing!
Title: Re: Some questions
Post by: Wallit on December 14, 2021, 01:16:28 pm
Hi,
for me it looks more like Strauss ending, changing some model in this ending and adding the lines should not be difficult. I remember that I was able to avoid going to the camarilla warehouse and go back to downtown with only editing the Strauss dialog, so it should be ok to just change that part of the ending. The scene might be the difficult one like walking and things like this but I really don't know how to do it as I never much look on scene editing so for this part, I am clueless.
Title: Re: Some questions
Post by: Barabbah on December 15, 2021, 05:32:45 pm
Maybe someday I'll manage to do it :) thanks for the suggestions. ✌️
Title: Re: Some questions
Post by: SCO on December 15, 2021, 06:10:31 pm
Ah damn, I was hoping for adding a shortcut for the Ocean House. Don't get me wrong, that's one of the finest levels in the game, but it's too linear for repeability.


How can I do that?
You already have what you want, but i find it funny that the game basically has something like that already if you 'jump good' and allows you to skip 1/3 of the level.
Title: Re: Some questions
Post by: Barabbah on December 15, 2021, 06:21:41 pm
Well, my way skips completely the level  :tongue:
Title: Re: Some questions
Post by: Barabbah on February 18, 2022, 06:41:51 pm
Sorry for resurrecting this topic, but I need some help. Again.  :shocked:


I played again the Ocean House and this time I wanted to try my shortcut. Everything works fine except the front door is locked. There's some way to open that door through dialog? Or change map, still through dialog, putting me out of the hotel?
Title: Re: Some questions
Post by: Wesp5 on February 18, 2022, 07:35:04 pm
There's some way to open that door through dialog?
I don't know if it is possible to unlock the door in dialog directly, but calling a Python script that does it should be possible.
Title: Re: Some questions
Post by: Barabbah on February 18, 2022, 09:51:28 pm
Fixed it with some more editing of the map entity....  :facepalm:
Title: Re: Some questions
Post by: Barabbah on April 03, 2022, 09:04:05 am
Another question.


If I may want to test some edits on McFly's dialog which console command should I use?
Likely I should change Story State (to which number?) and if Heather is alive and living in your haven (again, which commands?)


Have a nice day.
Title: Re: Some questions
Post by: Wesp5 on April 03, 2022, 12:26:34 pm
You can get info like that from the Python files, in this case the condition is:
G.Story_State >= 30 and G.Heather_Haven and not IsDead("Heather") and G.Heather_Gone == 0 and G.Story_State < 75 and not G.Heather_Lure)

Title: Re: Some questions
Post by: Barabbah on April 03, 2022, 03:05:49 pm

Thanks for your quick answer, but.... I've entered Santa Monica hub through map command, then I've tried to copy and paste all of this in the console:


Code: [Select]
G.Story_State >= 30 and G.Heather_Haven and not IsDead("Heather") and G.Heather_Gone == 0 and G.Story_State < 75 and not G.Heather_Lure

entering the haven map it changed nothing (only a "0" from the console)


Should I enter the code directly into the haven map? Or what?


EDIT: I managed to make it work  :razz:  I had to enter the codes separately and changing them a bit. Thanks!!
Title: Re: Some questions
Post by: Wesp5 on April 03, 2022, 06:07:41 pm
EDIT: I managed to make it work  :razz:  I had to enter the codes separately and changing them a bit. Thanks!!
Yep, this is the way it needs to be done. I was just lazy and copied the line out of the Python script :)!
Title: Re: Some questions
Post by: Barabbah on June 04, 2022, 07:58:14 pm
Time to resurrect this topic with another question....


I have one discipline (Chimerstry from my mod) which the 2nd level should raise the PC's seduction and intimidation by two points each. Useful in dialogs if it stays active!
In my tests I only talked to blood dolls which they have the seduction dialog right at the start so it remained active for the first set of dialog lines the PC can pick. But then it will be terminated for the next series of lines.
There's some way for it to not be terminated by the dialog? Otherwise I'll have to change it.... Thanks in advance (and thanks for all your previous help  :cheesy: )
Title: Re: Some questions
Post by: Malkav on June 04, 2022, 10:30:32 pm
I don't think there is any way not to end disciplines when a dialog starts, but I can think of some ways around the problem.

The easiest would be to make the seduction and intimidation boni a passive effect of the discipline that is permanent for any character who has the discipline. Entenschreck has done something like this for presence in prelude 2. If you want this and he doesn't object I can give you the details.

Or you can do some scripting to activate the discipline once in a dialog and then continue using the effect. The big disadvantage of this is that you have to edit every seduction/intimidation line in every dialog.

Testing if the discipline is active before the dialog and then using the effects would be the best looking, but the problem here is that events_player catches discipline activation but not ending disciplines. So you have to keep track of the time since activation and still have to do the dialog editing.

Decide what you want and I will help implementing your choice.
Title: Re: Some questions
Post by: Barabbah on June 05, 2022, 08:18:29 am
Great! Let's try the 1st option  :cheesy:  (hoping he's ok with it, I really don't want to go through dialogs again  :tongue: ) thank you so much


A bit of details: Chimerstry replaces Dominate and it's available to Ravnos (replacing Toreador) and Nephilim (replacing Ventrue).


If you need some files, ask and I will attach them here
Title: Re: Some questions
Post by: Malkav on June 05, 2022, 06:18:11 pm
Got Entenschreck's okay. I sent you a pm with attached file. With that info you should get it working.
Title: Re: Some questions
Post by: Barabbah on June 05, 2022, 07:23:03 pm
Perfect, it works. Except one really minor thing....


Since now the bonus is gained at the moment the 2nd level is bought in the character sheet, using the 2nd level ingame is a bit pointless.For now I've removed the blood cost of this level but what could be a cool use ingame of it? Any ideas?


Maybe I should make it "unusable ingame" by making its recovering time really high, it will still works for the character sheet (and thus in dialogs) but at the cost of not being able to use the particles effects.... (Obviously detailing how it works in the level description).


EDIT: fixed formatting
Title: Re: Some questions
Post by: Malkav on June 05, 2022, 07:31:07 pm
Hm, I don't know what the other levels do, but maybe you could give minor combat penalties for the enemies as the active effect. Similar to dementation 2.
Since the passive effect is quite useful you might consider making the active one less so. I'd suggest it should reduce hacking by 2 or 3 points. For npcs hacking is resistance to feeding attempts. This would give the player a good advantage in specific situations without being as powerful as presence.
Title: Re: Some questions
Post by: Barabbah on June 06, 2022, 01:36:03 pm
Hm, I don't know what the other levels do

Level 1: Trance
Level 2: Mesmerize (the one we've talked about)
Level 3: Vanish (as of Brainwipe)
Level 4: Horror vision (scares the targets, making them flee and powerless)
Level 5: Nightmare (mass heart attacks due to nightmarish illusion)

Maybe one of these (not the 2nd one with all the work we put in it  :tongue: ) should be replaced by something like vanilla Possession

Since the passive effect is quite useful you might consider making the active one less so. I'd suggest it should reduce hacking by 2 or 3 points. For npcs hacking is resistance to feeding attempts. This would give the player a good advantage in specific situations without being as powerful as presence.

I think I will do that (also because in the tutorial it must be usable now that I think about it....)
Title: Re: Some questions
Post by: Malkav on June 06, 2022, 07:30:04 pm
Resistance to feeding is useless in the tutorial since the enemies there are vampires. But you can change the script so that players should use the first level even if they have the second one.

For adding a posession-like level I'd suggest you remove Vanish, make Horror Vision level 3, and add Posession as level 4.
After all Brainwipe is one of the most useless disciplines, especially since using this doesn't help in missions where you get extra xp for not being detected.
How do you plan the target selection for Horror Vision and Nightmare? Everyone around the player (like presence), everyone in a cone in front of the player or everyone in an area around a main target (like Mass Suicide/Bedlam)?
Title: Re: Some questions
Post by: Romka Poet on June 06, 2022, 07:44:19 pm
You are wrong about Brainwipe. It's actually quite a useful discipline and can be used successfully in some stealth missions. For example, in the Sabbat warehouse, with its help, you can completely drain the enemy without raising the alarm and without losing bonus experience points for stealth. Or in the parking lot, you can use this discipline on two opponents standing next to each other and quickly drain them both.  :cheesy:
Title: Re: Some questions
Post by: Malkav on June 06, 2022, 10:01:07 pm
You are wrong about Brainwipe. It's actually quite a useful discipline and can be used successfully in some stealth missions. For example, in the Sabbat warehouse, with its help, you can completely drain the enemy without raising the alarm and without losing bonus experience points for stealth. Or in the parking lot, you can use this discipline on two opponents standing next to each other and quickly drain them both.  :cheesy:
In that case the description doesn't match the effects. Description says that people who have seen you will forget your presence, but once you have been seen the bonus is gone.
So it's actually someting like obfuscate light? You can come close to people unnoticed for a short time?
Title: Re: Some questions
Post by: Romka Poet on June 06, 2022, 10:52:33 pm
Let's figure it out. The description says: "All enemies within a small radius will think you've disappeared", nowhere does it say that the enemy must first see us in order to take us for invisible. They won't see us for a while, but they can hear us, as if they heard a noise somewhere. So yes, it will be possible to get close to the enemy for a short time and not be seen. In my opinion, everything is in order with the description of the discipline, it's just that some players greatly underestimate this discipline, because of which they may perceive it incorrectly.
Title: Re: Some questions
Post by: Malkav on June 07, 2022, 02:22:03 pm
Well, in my understanding "think I have disappeared" means they must have been aware of my presence.
Title: Re: Some questions
Post by: Barabbah on June 07, 2022, 08:07:13 pm
Resistance to feeding is useless in the tutorial since the enemies there are vampires. But you can change the script so that players should use the first level even if they have the second one.

For adding a posession-like level I'd suggest you remove Vanish, make Horror Vision level 3, and add Posession as level 4.
After all Brainwipe is one of the most useless disciplines, especially since using this doesn't help in missions where you get extra xp for not being detected.
How do you plan the target selection for Horror Vision and Nightmare? Everyone around the player (like presence), everyone in a cone in front of the player or everyone in an area around a main target (like Mass Suicide/Bedlam)?


I hope I can rework this soon (very probably this weekend....)
Title: Re: Some questions
Post by: Barabbah on June 11, 2022, 10:43:19 am
I am back  :smile:


Sadly I had to remove Horror Vision: its fleeing feature caused NPCs to jump outside solid walls or replacing dialogs with default idles  :undecided:  So I picked the basic version of Dominate and started modding a test V2 from it....



Enchant
same as vanilla Trance
Vanish
same as vanilla Brainwipe
Mesmerize
moved to the 3rd slot, gives "hacking" penalties to enemies and the social bonuses to the vampire
Fear
like vanilla Possession but to more targets in a small cone radius
Nightmare
like vanilla Mass Suicide but in a cone radius


I hope to release it soon (maybe when Wesp will release the non-rc version of the UP 11.2)  :wink:
Title: Re: Some questions
Post by: Barabbah on June 11, 2022, 07:55:48 pm
I've switched levels 4 and 5 and renamed the now 5th as Con Art. It's really fun to have a small army of goons fighting other goons  :razz: :razz: :razz:
Title: Re: Some questions
Post by: Malkav on June 11, 2022, 08:29:42 pm
Are you sure about the name? Ususally a con artist is someone who tricks people to get their money. How about something on the lines of "Betrayal"?
Title: Re: Some questions
Post by: Mamita on June 12, 2022, 04:07:02 am
Or perhaps "Formation", "Festival", "Shared Psychosis", "Folie a Deux", "Conscription", "Battalion" "Level the Field" "Strength in Numbers"
Title: Re: Some questions
Post by: Barabbah on June 12, 2022, 09:03:52 am
Right. I'll have to change it. How about "Master Trickster"?
Title: Re: Some questions
Post by: Malkav on June 12, 2022, 11:06:22 am
I like  "Conscription" best. But of course it's your descision.
Title: Re: Some questions
Post by: Barabbah on June 12, 2022, 01:23:23 pm
I wanted something to reflect the deceiving side of the Ravnos. But the other names can be applied to some of the other levels  :chinscratch:
Title: Re: Some questions
Post by: Barabbah on June 13, 2022, 01:44:22 pm
I like  "Conscription" best. But of course it's your descision.


I ended up with this  :razz:  and the patch is uploaded, thanks for all the feedback and the help
Title: Re: Some questions
Post by: Barabbah on July 09, 2022, 07:47:06 pm
I am once again resurrecting this topic. Sorry everybody  :tongue: :azn:


Recently I was looking again at the list of AI Schedules and I found out one unused level of Thaumaturgy.


I'm referring to the one which makes the target bleed from its eyes (and paralizing it in agony). Really cool effect.


I was thinking on using it on Mortis on my mod but I was wondering some stuff.... Have any of you already tried it? Does it have any weird side effects? As far as I have seen it doesn't end neither if you attack the agonizing target (but maybe it can be fixed somehow).
Title: Re: Some questions
Post by: Wesp5 on July 09, 2022, 09:03:03 pm
Have any of you already tried it? Does it have any weird side effects?
The Unofficial Patch plus already uses this as effect for enemies that are partially immune to Blood Purge.
Title: Re: Some questions
Post by: Barabbah on July 10, 2022, 02:58:14 am
Nice, didn't know about that :P


Nevertheless I will try to use it as a main effect  :grin:
Title: Re: Some questions
Post by: Barabbah on July 10, 2022, 11:44:34 am
Uff.... It works except when you use it on Protean warforms which makes a crash to the desktop.... I can't even have the time to open the console and see if it gives some hint at a solution :(
Title: Re: Some questions
Post by: Barabbah on July 22, 2022, 01:25:08 pm
New day, new problem.  :shocked:


I've recently discovered that in the Companion Mod for The Final Nights adds a tiny but problematic bug. Unpossession from a companion causes a loss of one Humanity point. How can I prevent that? Otherwise can the python files gift one Humanity point at unpossession to counter effect the issue? Thank you guys and gals  :smiley:


EDIT: nevermind, I've already found a solution  :rofl: :rofl: :rofl:  hotfix to be released soon
Title: Re: Some questions
Post by: Barabbah on October 09, 2022, 09:19:23 am
Again with another odd question, this time maybe unresolvable....

(https://tcrf.net/images/thumb/d/df/Vampiretitle.PNG/800px-Vampiretitle.PNG)

How can someone change the color of the main menù writings ("New Game" etc.) from red to another color? Or it's hardcoded?  :chinscratch:  Thanks in advance  :58_59:
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