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Offline mouser9169

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Bloodlines: Insanity mode
« on: May 15, 2015, 12:15:57 pm »
I'd like to make a mode similar to the Insanity (most difficult) level found in many games. I also want it to be good enough that other people would want to play it.

I'm asking more to be pointed in the right direction rather than asking how to do it for what I'm planning. Specific questions will be at the bottom of the wall of text.

Here's the main features I'd like to add as well as some I'd like to keep, as well as my "philosophy" and assumptions for the mod:

  • You can have anything you want, but you can't have everything you want.
     This is my most important principle regarding everything in the mod.


  • Limited money. Cops don't drop stuff, and fix the Vandal blood bug. The cops not dropping anything I should be able to do, and the later patches of the mod have probably fixed Vandal. If there are any other infinite money loops or features, please let me know. I'm also looking for ways to limit the total amount of money you get in the game now.

  • You should always fear that something can kill you. Anywhere outside of Elysium there should be a chance that something or someone powerful enough to seriously challenge you will come by.

  • You were Sired by Caine making you part of the Happy Go Lucky 2nd generation. You'll have more than three disciplines, which breaks the hotkey system so you can't choose the new ones at all. So I'm using the original powers. Besides, I like the old disciplines. This I can do.

              Why are you not super powerful? Because you're a neophyte.
              Even the Antediluvians  had to go through all the life stages before
              they became the powerful beings they are.


  • Hard choices on what to do with your money. In the playthrough I'm running now, I've got the books in the game as well as the college, but I priced them 500, 1000, 1500. That makes them more expensive than the college for the same dot. Magazines for guns are more expensive as well: from 15 for a .38 to 500 for the Steyr Aug. So do I pump up my skills or do I buy ammo for my guns. Everything is more expensive, and everything is for sale. Mercurio carries most of the big items - like the body armor for 4500 (I'll probably raise this) and Slater having the Tal'Maheara for 3500. If you use all your money to buy better equipment, that takes away from what you could have used on skills. I also made the guns more expensive.  [Aside to Wesp: were you required to change the names of the guns or was that just your choice?]




I know how to do the disciplines and add more health and a larger bloodpool, which you'll need with all those disciplines running. Heath recovery will be set to percent of current heath rather than the percent of total health I think all the mods have now. This means you shrug off minor injury's quickly, but if you're really beat down it's going to take longer.

Making NPC's and bosses stronger I can do in the textfiles. What I don't know is how to make them smarter, but they put up a pretty good challenge as it after my changes, so if coding better AI is out of the picture I can live with it.

Four histories will be the only choices: Gun Bunny, Ninja, Smooth Operator, and Wizard. The way it's set up now you get bonuses to two feats directly and one dot in a discipline. The "balance" is that two stacks of the Attributes cost [3, 6, 10, 16, 20]. Seems to balance well with Wizard but Gun Bunny is easily the most powerful of the lot, so I've got a lot of tweaking and testing to do there.




Yes, I've read all the readme's and threads and searched on Youtube for tutorials or guidance on how to use the available tools. They're great at telling what something can do, but not so much on the how to do those somethings. I'm not asking anyone to solve these questions, only tell me if they can be done if you know, and point me in the direction to find help in how to do it.


So here are the questions I promised:

First has to be what patch or mod should I base this on. Of course I'd get permission and give full credit and I'll name the mod far enough form the base that there would be no confusion. Maybe something like Vampire the Masquerade:Gears of Splinter Halo:clap:

Tess doesn't like me anymore, so his patch is right out. I like the bonus quests in Clan Quest and I LOVE the companion lite feature. The problem with Clan Quest is it's based on an older version of the UP. Still, it's bug-free enough that I think I could use it. With Companion Lite in I can balance encounters for three instead of one. Can Companion Lite be pulled out and put into another mod fairly easily? Camarilla Final would be great if I could add that (it would even be great if I couldn't). I love Zero's systems but I don't want this game going that way so Final Nights is out, too.

How do I add patrolling NPC's on the maps? This is the big one that will make or break the mod. They have to respawn when they are killed like pedestrians do as well. Setting the cops to attack made the game I'm playing a bit more challenging, but there was too much map that simply wasn't covered.

I love obfuscate but know it's the most overpowered discipline in the game: Cop attacks, you run behind a dumpster and squat, *poof* encounter over. Obfuscate 5 and the world is your playground. Is there a way to have patrolling officers, whether Police, "Friendly" Kindred,  Sabbat, or Keui-Jin have a chance to see through the obfuscate?

Is there a way to have hunters spawn and run directly to you. No random movement, no searching, just a direct pathfind from them to you. It would have to recheck periodically (every heartbeat, every 10 seconds?) since the player is likely moving.

Can I increase Health and Bloodpool from vamputil? i could have the player "grow" as the game goes on. Yes, I know I'm getting away from P&P rules, but it's something I'm considering. I'm not married to it.

I've got the SDK and the other tools, but am having a hard time figuring out how to use them, so pointing me to some tutorial or documentation would be great.


Edited for formating
« Last Edit: May 15, 2015, 10:36:30 pm by mouser9169 »
Insanity Mod: If you're not dying, I'm not trying.

Offline Wesp5

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Re: Bloodlines: Insanity mode
« Reply #1 on: May 15, 2015, 01:51:50 pm »
[Aside to Wesp: were you required to change the names of the guns or was that just your choice?]

It was rather the other way around, Troika was required to change some names for trademark reasons and I changed them back :)!

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I like the bonus quests in Clan Quest and I LOVE the companion lite feature. The problem with Clan Quest is it's based on an older version of the UP.

Burgermeister is right now converting CQM to UP 9.2 so if you can wait a bit, you could use this as a base.

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How do I add patrolling NPC's on the maps? This is the big one that will make or break the mod.

That's a little bit more complicated unless you make all normal NPCs that spawn already attack you too.

Quote
Is there a way to have patrolling officers, whether Police, "Friendly" Kindred,  Sabbat, or Keui-Jin have a chance to see through the obfuscate?

There is a variable called "HasTrueSight" in the NPC templates, set this to 1 and they can always see you!

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Is there a way to have hunters spawn and run directly to you.

You could probably use Force Dialog and then let them challenge you, before they attack!

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Can I increase Health and Bloodpool from vamputil?

I have no idea...

Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #2 on: May 15, 2015, 03:19:00 pm »
Thanks for the quick reply.

If Burgermeister will allow me to build off that base, I'd be ecstatic.

Meanwhile, I've still got a ton of testing and balancing to do that doesn't really depend on what base it is. Went from full health to final death in the time it took me to turn around and see a guard with an uzi...
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Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #3 on: May 15, 2015, 07:06:47 pm »

How do I add patrolling NPC's on the maps? This is the big one that will make or break the mod.

That's a little bit more complicated unless you make all normal NPCs that spawn already attack you too.

Here is where I need some direction then, because the whole concept really hinges on this. I don't want everyone hostile, then I've just turned it into <insert FPS here>. Just need people around so you always have to watch your back and keep to the shadows.

Is there a way to have patrolling officers, whether Police, "Friendly" Kindred,  Sabbat, or Keui-Jin have a chance to see through the obfuscate?

There is a variable called "HasTrueSight" in the NPC templates, set this to 1 and they can always see you!

I was hoping for something not as certain. If they can always see you then obfuscate becomes useless. If it gives you a chance to stay hidden, maybe a chance that goes up as you level the skill, then it's still useful without being the <I still don't lose> button.

Damn it, I'm going to have to learn Python, aren't I? 
Thought I'd be done with scripting languages after I learned Ruby for RPG maker.
Insanity Mod: If you're not dying, I'm not trying.

Offline Wesp5

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Re: Bloodlines: Insanity mode
« Reply #4 on: May 15, 2015, 09:37:54 pm »
I don't want everyone hostile, then I've just turned it into <insert FPS here>. Just need people around so you always have to watch your back and keep to the shadows.

In that case I would suggest to make the hunters appear right from the start. The script is in vamputil.py, search for checkMasquerade(): and change the Masquerade level as you like. The hunters have Holy Sight, which is like Auspex, so this could make using Obfuscate more difficult too...

Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #5 on: May 15, 2015, 10:25:18 pm »
I don't want everyone hostile, then I've just turned it into <insert FPS here>. Just need people around so you always have to watch your back and keep to the shadows.

In that case I would suggest to make the hunters appear right from the start. The script is in vamputil.py, search for checkMasquerade(): and change the Masquerade level as you like. The hunters have Holy Sight, which is like Auspex, so this could make using Obfuscate more difficult too...

That solves one problem. The other is how to get more police officers on the streets. I was hoping there would be a way to copy/pasta the ones that exist with different patrol points, but from what you're saying, I take it the solution is more involved than that.

Just finished a playthrough of what I've got so far. I had to sell some of my guns to buy ammo for the sheriff, so the money seems about right. Had to adjust the sheriff's sword a bit so he didn't one-shot so much (especially when he cheats and breaks left during the cutscene).

Now I'm going to download your latest patch and play with just that installed. I haven't played an unmodded game of Bloodlines in like forever, so it will be interesting. Do I do a Malky or a straight up Toreador Gun Bunny... ?

Edit: Do you know if Burgermeister will be using the basic or the plus version of the UP for Clan Quest?
« Last Edit: May 15, 2015, 10:57:32 pm by mouser9169 »
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Online Malkav

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Re: Bloodlines: Insanity mode
« Reply #6 on: May 16, 2015, 08:39:35 am »
I don't want everyone hostile, then I've just turned it into <insert FPS here>. Just need people around so you always have to watch your back and keep to the shadows.

In that case I would suggest to make the hunters appear right from the start. The script is in vamputil.py, search for checkMasquerade(): and change the Masquerade level as you like. The hunters have Holy Sight, which is like Auspex, so this could make using Obfuscate more difficult too...
Does auspex and holy sight as scripted discipline work? Never tested it. And I think you have to activate it. I never had any trouble sneaking past the hunters with obfuscate.
For hunter appearance I think you should make it random. Small chance if you have no violation, then increase the chance for every violation. Maybe like this. 10% start chance, +20% per violation, -10% per redemption.
On the matter of hostiles/non hostiles, you can change the reactions of npcs via python script or change the player's criminal or supernatural level t trigger apropriate reactions (civilians flee, cops and other combatants attack).

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That solves one problem. The other is how to get more police officers on the streets. I was hoping there would be a way to copy/pasta the ones that exist with different patrol points, but from what you're saying, I take it the solution is more involved than that.
You can do it this way. But I have never done it myself, so I can't tell you what you have to change concerning "targetname"... to make it work. And be careful not to place too many new npcs, else you might get even more tangled npcs. I'm currently trying a script to solve this problem but no conclusive results yet because I haven't played enough.

Quote
Just finished a playthrough of what I've got so far. I had to sell some of my guns to buy ammo for the sheriff, so the money seems about right. Had to adjust the sheriff's sword a bit so he didn't one-shot so much (especially when he cheats and breaks left during the cutscene).

Now I'm going to download your latest patch and play with just that installed. I haven't played an unmodded game of Bloodlines in like forever, so it will be interesting. Do I do a Malky or a straight up Toreador Gun Bunny... ?

Edit: Do you know if Burgermeister will be using the basic or the plus version of the UP for Clan Quest?
Burgermeister usually makes an installer so you can chose for yourself which features you want.

Quote
Damn it, I'm going to have to learn Python, aren't I?
Thought I'd be done with scripting languages after I learned Ruby for RPG maker.
No help there if you want to acchieve anything. But python syntax is rather easy to learn if you know the basics of programming.

Quote
Quote
Is there a way to have hunters spawn and run directly to you.
You could probably use Force Dialog and then let them challenge you, before they attack!
I would try a slightly different approach here. Put this scripted sequence on every map with hunters (three times with # the number of the hunter)
Code: [Select]
{
"classname" "scripted_sequence"
"targetname" "hunter_to_player_#"
"parentname" "!player"
"angles" "0 0 0"
"m_flRadius" "0"
"m_flRepeat" "0"
"m_fMoveTo" "2" //entity runs to the location of the sequence (leave this comment out)
"spawnflags" "1"
"m_iszEntity" "hunter_#"
"origin" "0 0 0"
}
Then you need in the hunter_makers:
"OnFoundPlayer" "hunter_to_player_#,CancelSequence,,0,-1,,"
to avoid the hunters bumping into the player
and activate the whole thing in vamputil.py
Code: [Select]
def checkMasquerade():
    level = __main__.FindPlayer().GetMasqueradeLevel()
    print "level %i" % level
    if(level >= 2 and level < 5):
        #changed by dan_upright 07/12/04
        G = __main__.G
        if (G.In_Hollywood != 1 or G.Courier_QuickBuck != 1):
            i = 2
            while(i <= level):
                if(huntersDead[i - 2] == 0):
                    spawner = Find("hunter_maker_%i" % (i - 1))
                    spawner.Spawn()
                    tracker = Find("hunter_to_player_%i" % (i - 1)) #added to send the hunter directly to the player
                    tracker.BeginSequence()
                i = i + 1
        #changes end
I had this idea just now, so it isn't tested.
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Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #7 on: May 16, 2015, 03:33:54 pm »
Thanks Malkav. That gives me a lot to go on.  :rock:

The learning Python comment was tongue in cheek, left the smiley out. I've done more than my share of learning languages and computer science over the years.

One question: Are there meant to be two comma's after CancelSequence?
I guess I'll find out when I put it in  :chinscratch:
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Online Malkav

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Re: Bloodlines: Insanity mode
« Reply #8 on: May 17, 2015, 06:53:40 am »
Yes the two commas are intended. The format for these lines is:

"<Output>" "<Entity>,<Input>,<optional parameter>,<delay>,<max>,<python script>,?,"

max means how often the function is executed. 1 means it's only executed the first time the condition occurs, -1 means everytime.
? no idea what this is for, but in any case the comma is needed.
For example, WillTalk or UseInteresting need the parameter 0 or 1.
« Last Edit: May 17, 2015, 06:56:54 am by Malkav »
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Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #9 on: June 24, 2015, 10:19:45 pm »
An update: I've got Burgermeister's ok to use CQM 3.1, so I'm testing that with him to make sure it's a solid base for everything. Excited to see how everything translates over to the new patch base.

BM has promised me a few suggestions, and I'm always looking for input or ideas. 

Now that I know Wesp made the Werewolf killable, I'm tempted to go with that and disable the observatory power switch so you can't do the cheesy 'door trap' kill for the easy XP. That sounds like exactly the sort of thing that would rise to 'insanity' level, especially with some beefed up damage for the werewolf.
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Offline burgermeister01

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Re: Bloodlines: Insanity mode
« Reply #10 on: June 25, 2015, 02:03:22 am »
I really dig the idea of a properly done difficulty mod. Some other suggestions:
I really feel its all about blood! Blood heal makes things so much easier. Without it, you basically need blood bags on standby all the time. I humbly suggest the following:

 - Implement blood timer, ala CE
 - Got rid of blood heal
 - Make blood bags more expensive
 - Increased the stats on most of the enemies/bosses

That shit would be real hard.

Killable werewolf in insanity mode seems more appropriate. But you gotta try to fight him with maxed stats sometime first. It's pretty damn hard! Might wanna put some silver bullets on the market, too  :razz:

Offline mouser9169

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Re: Bloodlines: Insanity mode
« Reply #11 on: June 25, 2015, 04:24:16 am »
I really dig the idea of a properly done difficulty mod. Some other suggestions:
I really feel its all about blood! Blood heal makes things so much easier. Without it, you basically need blood bags on standby all the time. I humbly suggest the following:

 - Implement blood timer, ala CE
 - Got rid of blood heal
 - Make blood bags more expensive
 - Increased the stats on most of the enemies/bosses

That shit would be real hard.

Killable werewolf in insanity mode seems more appropriate. But you gotta try to fight him with maxed stats sometime first. It's pretty damn hard! Might wanna put some silver bullets on the market, too  :razz:

'It's all about the blood' - sounds like a cool quote.

Anyway, yes blood is one of the things on that delicate balance wire, along with money and XP. 

I don't want to remove blood heal entirely, because frankly you need it with the tougher fights down the road. Even in the beginning Gimble can kill you with four or five whacks from his arm depending on your defense, and he doesn't go down like a chump. It does need a nerf though.

Right now I'm playing around with 45/35/25/15/10 (instead of 15,14,13,12,11). You actually come out a little bit ahead of the old values, but you have to sink a bunch of XP into it to really see the benefits. 60, 45, 30, 20, 10 is another combo I'll be looking at. That one gives you a bigger jump in effect from levels 1 to 3, letting you really notice your points are doing something.

I'm also bringing back healing from feeding, though not as effective as in vanilla. This way you do have an alternative to bloodheal, especially in places like Hallowbrook.

Some other mechanics are having to be changed as I go, like standing still to get the blood back from blood strike. That just ends badly for you... You still have to be careful not to kill your target with a quick barrage if you want any return though.

Blood bag price is something I'll have to play around with. Especially the blue blood bags and elder vitae (if that's available for purchase at all). I've got to playtest a lot more with the wizard type to see how that goes.


Always looking for ideas if anyone else has any  :chinscratch:
Insanity Mod: If you're not dying, I'm not trying.

 

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