collapse

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Clan Quest Mod - Version 1  (Read 7174 times)

Offline [archive] Zer0Morph2000

  • Methuselah
  • ****
  • Posts: 313
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #60 on: October 15, 2009, 04:20:00 PM »
               
Wesp5 posted:
I don't know how close you two are with the merger but if it is still some time off, you may want to wait for the UP 6.6 because this restores a lot of lost content from unused signs to models! I haven't checked yet what models you use for your new NPCs but there are some hidden textures in the game files that we may be able to restore, so that your new characters do look new as well.

 
 CE 1.1 is set to release tomorrow (or tonight at midnight) so I can't back out now, however we can always release a CE 1.2 and merge it with 6.6 if need be. CE 1.1 has WAAAY too many new awesome features (like the 4th Discipline) that we can't sit on it any longer. Ideas are already cropping up for CE 1.2 so that would be a good time to merge with 6.6.
 
 When do you suspect 6.6 to be ready? Is there a way we can get it early so we can get started merging?                        

 

                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #61 on: October 16, 2009, 05:52:00 AM »
               
Zer0Morph2000 posted:

 CE 1.1 has WAAAY too many new awesome features (like the 4th Discipline) that we can't sit on it any longer. Ideas are already cropping up for CE 1.2 so that would be a good time to merge with 6.6.
 

 
 Okay, release 1.1 now and 1.2 with 6.6 integration latter happy !
 
 
posted:

 When do you suspect 6.6 to be ready? Is there a way we can get it early so we can get started merging?

 
 You could get it early when I'm done with the model restoring but I don't know how long this will take yet. There are several unused skins but I still have to find some model to fit them on!                        

 

                                                  

Offline [archive] burgermeister01

  • Ancillus
  • ***
  • Posts: 216
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #62 on: October 16, 2009, 01:31:00 PM »
               
Wesp5 posted:
Zer0Morph2000 posted:

 CE 1.1 has WAAAY too many new awesome features (like the 4th Discipline) that we can't sit on it any longer. Ideas are already cropping up for CE 1.2 so that would be a good time to merge with 6.6.
 

 
 Okay, release 1.1 now and 1.2 with 6.6 integration latter happy !
 
 
posted:

 When do you suspect 6.6 to be ready? Is there a way we can get it early so we can get started merging?

 
 You could get it early when I'm done with the model restoring but I don't know how long this will take yet. There are several unused skins but I still have to find some model to fit them on!

 
 Do you have any screen snaps of these unused skins? There's some new characters in CQM, where I'm rehashing previously used skins; if I could find something fitting that's unused, that would be awesome.                        

 

                                                  

Offline [archive] Zer0Morph2000

  • Methuselah
  • ****
  • Posts: 313
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #63 on: October 16, 2009, 04:08:00 PM »
                Wesp,
 
 Take your time, I know how long that model/skin stuff takes. I am excited as hell to hear about completely brand new models/skins! Good job on finding that stuff!
 
 Burgermeister,
 
 I agree, if you can use the new model/skins for your new NPCs who hand out quests that would completely rock! Great job on the new Damsel voice over btw...  applause                        

 

                                                  

Offline [archive] CypherAce

  • Fledgling
  • *
  • Posts: 19
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #64 on: October 19, 2009, 06:00:00 AM »
                Ok I was just wondering if anyone one else had run into problems with the Torreador quest.
 
 Spoiler...
 
 
 
 
 
 
 Okay so I talked to Isaac and got the quest, but when I visit the empire hotel I can scour the whole place but the girl isn't there for me to talk to. I've even uninstalled and reinstalled to make sure everything was right.                        

 

                                                  

Offline [archive] burgermeister01

  • Ancillus
  • ***
  • Posts: 216
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #65 on: October 19, 2009, 11:41:00 AM »
               
CypherAce posted:
Ok I was just wondering if anyone one else had run into problems with the Torreador quest.
 
 Spoiler...
 
 
 
 
 
 
 Okay so I talked to Isaac and got the quest, but when I visit the empire hotel I can scour the whole place but the girl isn't there for me to talk to. I've even uninstalled and reinstalled to make sure everything was right.

 
 Well, there was another person that had the same issue, and we ultimately diagnosed the problem as he had used a save game pre-existing to the installation of Clan Quest. Clan Quest Mod is like all the unofficial patches in which you can't reliably use saved games preivous to the installation of the mod. Is it the same case here? If so, I'd highly recommend using the included save pack, so that you don't have to play through the whole game again to see the new content.
 
 Otherwise, look for a broad in the bar area. She's using one of the generic models. In the next version, she'll be easier to find as she'll have a vampire aura, and your Auspex will give her away.                        

 

                                                  

Offline [archive] CypherAce

  • Fledgling
  • *
  • Posts: 19
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #66 on: October 19, 2009, 02:46:00 PM »
                Alright cool, thanks for the reply. I think what happened was that I had the mod partially installed somehow, but not correctly. So that the menus and such said CQM, but the gameplay wasn't altered because I knew when I should have received the quest and when I didn't I went and messed around with the patches and such to make sure I had it installed right. After that messing about I then got the quest, but like you said the gameplay changes won't show up.                        

 

                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #67 on: October 20, 2009, 10:06:00 AM »
               
burgermeister01 posted:

 Do you have any screen snaps of these unused skins? There's some new characters in CQM, where I'm rehashing previously used skins; if I could find something fitting that's unused, that would be awesome.

 
 I don't have screenshots, but I can list what I have already restored:
 
 - Rookie cops, don't look too good close up.
 - White faced SWAT units, see above.
 - Alternative Chang brothers skin.
 - Alternative Lu Fang skin, dressed like Chinese.
 - Alternative Danielle skin, blue top and jeans.
 - Alternative female citizen, white jacket and jeans.
 - Two middle aged guys, dressed similar to Flynn.
 - Alternative strippers, looking similar to Misti.
 - Black and white scrubs corpses, these are dead.
 - Alternative Nines skin, wounded but cleaned up.
 
 I have two alternative skins for Cal, which I may be able to restore, and two for Doris, which I may not. There are also alternative skins for Therese and Ming, which I can't use and different faces for Nines, Romero, Flynn and Boris, which will probably not work with their models. Last not least two male ravers and one prostitute need to be checked if they fit on other NPC models...                        

 

                                                  

Offline [archive] Amgot

  • Fledgling
  • *
  • Posts: 15
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #68 on: October 26, 2009, 02:51:00 PM »
               
posted:

 Appreciate the interest!
 
 I do have news; in fact, I’ve been meaning to post on the moddb page for awhile now, but keep putting it off. Perhaps, today…
 
 Anyways, I’ve successfully completed the merge of 6.5 into the existing files. I’ve thoroughly run through the whole game with these changes and verified that it’s all working as expected, and I’ve sorted out the few bugs I did find.
 
 I’ve also replaced the first song playing in Asp Hole. I’ve found a voice actress for Damsel (although she’s starting to flake out as well – I’m still waiting for lines from her), and I’m working on adding another, small quest, but for all clans this time.
 
 Finally, I’ve been talking to Zeromorph a lot and either 1.2 or 1.3 can expect to have some level of integration with Camarilla edition, which should be pretty cool since CE spices up most of the stuff CQM doesn’t touch and vice-versa.
 
 
 So basically I got some exciting stuff on the way!
 

 
 Hey burgmeister, any chance you might release CQM 1.2 (which, if I understand well, works with UP 6.5)? I'm getting a urge at Bloodlines now, and I'd like to play with the most up-to-date CQM..                        

 

                                                  

Offline [archive] burgermeister01

  • Ancillus
  • ***
  • Posts: 216
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #69 on: October 26, 2009, 05:22:00 PM »
               
Amgot posted:

 
 Hey burgmeister, any chance you might release CQM 1.2 (which, if I understand well, works with UP 6.5)? I'm getting a urge at Bloodlines now, and I'd like to play with the most up-to-date CQM..

 
 
 Well, I finished the voice work for Damsel on Friday. I think you’ll be really impressed with how the voice actress did. I should have a video on the moddb page soon to highlight it, too.
 
 As far as releasing 1.2, I have two tasks left: gotta do voice work for the new NPC in the first new quest available to all clans, and then I have to do a final test run to make sure I didn’t horribly break anything.
 
 I’m hoping to get it all done by Friday or Saturday. Think you can hold tight ‘till then?!
                       

 

                                                  

Offline [archive] Amgot

  • Fledgling
  • *
  • Posts: 15
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #70 on: October 26, 2009, 07:53:00 PM »
                I'll try! Thanks for all the work, can't wait to try CQM. It includes Wesp's basic patch but it doesn't work with the "Plus" version right?
 
 Regarding the change of music at the Asp Hole, could it be made optional in the installer? I'm very touchy with changing original musics, as I love them all and they're very much part of the VTMB ambiance as far as I'm concerned...                        

 

                                                  

Offline [archive] burgermeister01

  • Ancillus
  • ***
  • Posts: 216
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #71 on: October 28, 2009, 01:56:00 PM »
               
Amgot posted:
I'll try! Thanks for all the work, can't wait to try CQM. It includes Wesp's basic patch but it doesn't work with the "Plus" version right?

 
 Well, I'm thinking in the next version, in the installer, I'll have it setup to let you either turn the plus patch on or off according to your preferences. I dind't realize it until I talked to Wesp, but apparently, this is a lot easier to do than I thought.
 
 
Amgot posted:

 Regarding the change of music at the Asp Hole, could it be made optional in the installer? I'm very touchy with changing original musics, as I love them all and they're very much part of the VTMB ambiance as far as I'm concerned...

 
 As for the music, I wasn't planning on making the changes optional, and to be honest, I don't think I want to get to that level of granularity, i.e. choosing specific elements from specific mods to install. However, I'll be happy to walk you through perserving the original music in your installation.
 
 
 Also, hate to be a bummer, but I think it's gonna take longer than anticipated to get 1.2 together -- probably roughly a week. RL stuff has been coming up this week.                        

 

                                                  

Offline [archive] Amgot

  • Fledgling
  • *
  • Posts: 15
  • Reputation: +0/-0
Re: Clan Quest Mod - Version 1
« Reply #72 on: October 28, 2009, 02:47:00 PM »
               
burgermeister01 posted:
Amgot posted:
I'll try! Thanks for all the work, can't wait to try CQM. It includes Wesp's basic patch but it doesn't work with the "Plus" version right?

 
 Well, I'm thinking in the next version, in the installer, I'll have it setup to let you either turn the plus patch on or off according to your preferences. I dind't realize it until I talked to Wesp, but apparently, this is a lot easier to do than I thought.

 
 That would be great indeed.
 
 
burgermeister01 posted:
Amgot posted:

 Regarding the change of music at the Asp Hole, could it be made optional in the installer? I'm very touchy with changing original musics, as I love them all and they're very much part of the VTMB ambiance as far as I'm concerned...

 
 As for the music, I wasn't planning on making the changes optional, and to be honest, I don't think I want to get to that level of granularity, i.e. choosing specific elements from specific mods to install. However, I'll be happy to walk you through perserving the original music in your installation.
 
 
 Also, hate to be a bummer, but I think it's gonna take longer than anticipated to get 1.2 together -- probably roughly a week. RL stuff has been coming up this week.

 
 No problemo, I understand. To preserve the original music, is it a simple matter of archiving the original music, installing CQM and then putting back the original music, or is it more complicated?                        

 

                                                  

This topic contains a post which is marked as Best Answer. Press here if you would like to see it.

Offline [archive] Zer0Morph2000

  • Methuselah
  • ****
  • Posts: 313
  • Reputation: +0/-0
Clan Quest Mod - Version 1
« Reply #73 on: October 28, 2009, 04:22:00 PM »
                You are exactly right Amgot, it's just that easy.                        

 

                                                  

 

SimplePortal 2.3.7 © 2008-2020, SimplePortal