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Offline [archive] edward_spoke

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Re: Clan Quest Mod - Version 1
« Reply #15 on: August 31, 2009, 05:04:00 pm »
                Ah, very good. I'm just doing that now.
 
 Indeed, if there had been a choice to have basic or plus, I would have been picking plus too. Was hoping it would be plus!
 
 Well, thanks again for the help. I'm too eager to play it to wait till the end of the week, so I think I'll dive in now. Will download the updated version when it becomes available.
 
 You do great work!                        

 

                                                  

Offline [archive] Yunipuma

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Re: Clan Quest Mod - Version 1
« Reply #16 on: September 01, 2009, 04:07:00 pm »
               
burgermeister01 posted:

 
 
 Finally, I think it’s just worth mentioning now, that if you’re having woes installing the mod, you may just want to wait. I’m working on creating a v 1.1 release which will not only reduce the download size by about 60%, but also include the same installer that the unofficial patch uses, making the install process a lot smoother. Also, based on one fan’s suggestion, I’m going to make learning blood heal a role playing decision for player’s that want the game to be a smidge more challenging. Basically Nines will teach you blood heal only if you want it. I expect I’ll have this all done by end of week.
 

 
 Good evening!
 I downloaded your mod yesterday. At the moment I'm in Downtown prepairing for Elizabeth Dane quest.
 My BIG PLEA: don't take blood healing away from the start!
 Why?
 My stealth-oriented Malk took quite a beating from Blood Guardin (Slasherpiece quest at Santa-Monica) because current Bloddbuff adds only 2 str & 2 dex. With help of Blood Healing I won the battle with relative ease. But without Blood Healing there is only one opinion - Blood Pack. But what if you already done quest "Replanting a Lily" and refuse to send poor Danielle to her eternal damnation to Blood Bank?
 Do not forget - original game's balance was made in accordance with original power of Bloodbuff, which compensated for many gamer's mistakes.
 So, I'm again imploring you to NOT take Blood Healing fom game start.
 Do not forget - Blood Heal is canonic basic vampire ability in oWoD books.
 Good evening.                        

 

                                                  

Offline [archive] edward_spoke

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Re: Clan Quest Mod - Version 1
« Reply #17 on: September 01, 2009, 10:23:00 pm »
                Well, he did say it would be optional. You could chooce whether you wanted to learn it or not. But I take your point that, if it was Nines teaching it, you may be without it during the earlier missions.
 
 Could it be fudged so that Jack is the one who could teach it to you, perhaps? That way, people would be exposed to the chance much earlier in the game                        

 

                                                  

Offline [archive] Yunipuma

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Re: Clan Quest Mod - Version 1
« Reply #18 on: September 02, 2009, 12:05:00 am »
               
edward_spoke posted:
Well, he did say it would be optional. You could chooce whether you wanted to learn it or not. But I take your point that, if it was Nines teaching it, you may be without it during the earlier missions.

 
 Yes, that's my point. Some character "builds" may be too weak for Blood Guardian.
 
 
edward_spoke posted:
Could it be fudged so that Jack is the one who could teach it to you, perhaps? That way, people would be exposed to the chance much earlier in the game

 
 That could be most logical and "right" place.
 Remember, when Sabbat vamps damage your character with machine-pistols? Jacks sees that and tells about how fast the wounds will be gone. Personally, I think that this is THE moment for Blood Heal to be learned (or not) by the protagonist.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #19 on: September 02, 2009, 02:22:00 pm »
               
Yunipuma posted:

 That could be most logical and "right" place.
 Remember, when Sabbat vamps damage your character with machine-pistols? Jacks sees that and tells about how fast the wounds will be gone. Personally, I think that this is THE moment for Blood Heal to be learned (or not) by the protagonist.

 
 
 Only problem with giving or taking blood heal at that point is that it's in the tutorial, and a lot of people choose to skip that, so they might miss it.
 I am going to try something tonight: see if I can nerf blood heal. Maybe have two level of blood heal. One that is weaker, and the standard one you get, which could be awarded during your conversation with nines. I haven't messed around with the disciplines very much, so I'm not sure if that works.
 
 I get what you mean though. The fight with the blood guardian is definetly the point in the game where you feel it if your character is setup for combat or setup for socializing.
 
 If I can't nerf it, I might more carefully consider the implications of not having blood buff for the first 10% of the game. There's some tough parts in Santa Monica.                        

 

                                                  

Offline [archive] edward_spoke

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Re: Clan Quest Mod - Version 1
« Reply #20 on: September 03, 2009, 05:47:00 pm »
                That's a fair point regarding the tutorial...
 
 Could the option be added to the dialogue with Jack before the tutorial begins? Either before he offers the tutorial (which I think would be a little odd, because the flow of the conversation would seem unusual - he would start offering bloodheal then go back to offering pointers in general.)
 
 Alternatively, give a dialogue option in two places:
 
 -one would be in the tutorial, at the point mentioned by the poster above (when you get winged by Sabbat bullets.)
 
 -the second would be in dialogue with Jack, after you have been offered the tutorial (and declined it.)
 
 If such a thing could be done, everyone would get the chance to take/leave blood heal.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #21 on: September 04, 2009, 01:29:00 am »
                Ok guys, I want to see what you think about this....
 
 
 I managed to get Blood Healing to have different levels, so I could have it as, when you start the game it's about half as effective as normal. You could increase it after talking to Nines.
 
 The only reason I'm so adamant about Nines being the one to give this discipline is for the following reasons...
 1. It makes more sense. You just got your ass beat by some Sabbat. It makes sense for him to start giving you tips on how to seal up the scars faster. Jack on the other hand is good candidate ... in the tutorial, but if someone skips the tutorial, then basically you just have Jack suddenly telling you how to heal up for no immediate reason. It could be done, but it's a stretch.
 2. I actually have someone that does a decent Nines impression = )
 He's slow getting back to me, but he does it for free, too! Jack on the other hand ... I don't know anyone with that voice, and I think I'd have trouble finding someone like that. Voice acting isn't required but it is nice.
 
 Oh by the way, one other thing I did want to point out about the blood guardian. If you're playing a stealth character, it's actually possible to run behind a painting, hide, then sneak up behind him and slice his throat open. Easy win = )
 
 
 Anyways, let me know your thoughts!                        

 

                                                  

Offline [archive] edward_spoke

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Re: Clan Quest Mod - Version 1
« Reply #22 on: September 04, 2009, 03:28:00 pm »
                Nice tip for the guardian!
 
 To be honest, I'd be quite happy having Nines as the teacher - I agree that it does make a fair bit of sense. And although Jack would be sensible as a choice too, the dual problems of
 
 (1) it being in the tutorial (and therefore alot of people would skip it) and
 (2) there isn't a voice actor available who would fit the bill for Jack.
 
 ...sort of seems to rule out Jack as an option.
 
 Whatever you decide...                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #23 on: September 05, 2009, 06:21:00 pm »
                Just wanted to let anyone know that's interested, I released version 1.1 of Clan Quest last night.
 
 This version adds the following:
 
 - Distro. file size is about 1/3 the size of v1.0
 - Uses the same self-installer as Unofficial Patch
 - Includes a save pack compatible with retail users
 - Optionally packages Arsenal mod along with Clan Quest Mod, courtesy of Lenusk
 - Initially weakens blood heal with the opportunity to buff it to it's original rate of healing after speaking with Nines
 
 I know the last one is a little controversial, so I hope most people like this change.
 
 Thanks everyone for your feedback. I'm thinking about adding some quests based around Heather too, for whatever next version I do.
 
 Moddb Page:
 http://www.moddb.com/mods/vtmb-clan-quest-mod
 
 V1.1 Download:
 http://www.filefront.com/14468321/vtmb-clan-quest-mod-v1.1.zip/
 
 
                       

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod - Version 1
« Reply #24 on: September 05, 2009, 11:42:00 pm »
                Guys I was wondering something tonight. We have so many amazing mods lately.
 The Clan mod, the comp mod, the pnp mod, antitribu mod .... and more and more.... + wesp's unofficial patches. That's really a lot! It will take over 5-6 months for a player to play through all those mods and for many people ... that's a really long period.
 Isn't there a possibility that all those guys that give their time for us (the modders, the testers and everybody else), combine their knowledge and ENTHUSIASM, which I must say is really inspiring, and make one combined project maybe something like Vampire: The Masquerade Bloodlines Expansion.
 I know there are very strict restrictions but I see how each one of you manages to bend them one way or another.
 C'mon we can now posses humans, ghouls and vampires, we can EMBRACE humans!
 We got new disciplines, new clans, new quests!
 Can't you just combine it all together? In a whole new project!
 It will certainly bring even more life to oWOD and Bloodlines.
 
 I know there are a lot of stuff I'm not aware of but it's just.... you are very inspiring!
 Even separate, your mods are great and I'm grateful for them.
 I'm sure that if the members of Troika see what you are doing here, they will be very proud of you.
 Thank you for your time                        

 

                                                  

Offline [archive] dclee85

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Re: Clan Quest Mod - Version 1
« Reply #25 on: September 06, 2009, 06:05:00 pm »
                Downloaded this mod recently, looking forward to another playthrough with some new material. Just out of curiosity, what is the first new NPC that you can encounter in the game?                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #26 on: September 06, 2009, 11:45:00 pm »
               
YamiRaziel91 posted:
Guys I was wondering something tonight. We have so many amazing mods lately.
 The Clan mod, the comp mod, the pnp mod, antitribu mod .... and more and more.... + wesp's unofficial patches. That's really a lot! It will take over 5-6 months for a player to play through all those mods and for many people ... that's a really long period.
 Isn't there a possibility that all those guys that give their time for us (the modders, the testers and everybody else), combine their knowledge and ENTHUSIASM, which I must say is really inspiring, and make one combined project maybe something like Vampire: The Masquerade Bloodlines Expansion.
 I know there are very strict restrictions but I see how each one of you manages to bend them one way or another.
 C'mon we can now posses humans, ghouls and vampires, we can EMBRACE humans!
 We got new disciplines, new clans, new quests!
 Can't you just combine it all together? In a whole new project!
 It will certainly bring even more life to oWOD and Bloodlines.
 
 I know there are a lot of stuff I'm not aware of but it's just.... you are very inspiring!
 Even separate, your mods are great and I'm grateful for them.
 I'm sure that if the members of Troika see what you are doing here, they will be very proud of you.
 Thank you for your time

 
 I was happy to see how easily Arsenal mod mixed with my mod, and I'd like to add a few others in as well before I'm done -- especially Comp Mod, but that one will really take some work.
 
 The bottom line is that there's really no easy way to mix major mods together other than the creators getting together and bumping heads until they can get them to work together. Even if Dheu and I mixed together this mod and the Comp Mod, I anticipate that some content would have to come out of one or both of the mods, just to make them friendly for each other.
 
 Anyways, I hope mixing this mod with Arsenal Mod is a good start, and in good time, a few of the other big mods can be easily combined into one expansion pack.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #27 on: September 06, 2009, 11:49:00 pm »
               
dclee85 posted:
Downloaded this mod recently, looking forward to another playthrough with some new material. Just out of curiosity, what is the first new NPC that you can encounter in the game?

 
 Hrrm, let me think. There's...
 
 Knox's dad
 An Assamite
 An emissary from the Lasombra
 Some club goons in the Asp Hole
 A Ventrue aristocrat
 A Giovanni embracee candidate
 VV's sire
 Your own sire ... kind of. You'll see = )
 
 
 All in all, some good stuff. Hope you like it!
                       

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod - Version 1
« Reply #28 on: September 07, 2009, 08:57:00 am »
                So burgermeister01 if you all gather together and say "We want to have this from this mod and that and that as well. Isn't it going to work ?                        

 

                                                  

Offline [archive] PhilK1988

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Re: Clan Quest Mod - Version 1
« Reply #29 on: September 07, 2009, 09:02:00 pm »
                Installed your mod over Wesp's newest patch and it seems that it was set back to 5.8, is that possible? Or do I get the latest additions from Wesp's patch and it just shows version number 5.8 in the char screen?
 
 A reason to non-stop play VTMB again :-D
 
 EDIT: Reinstalled Wesp's 6.4 patch and it showed the correct version number in the char screen. I just hope that it didn't overwrite any Clan Quest Mod things. Does anybody have experience with installing Wesp's newest patch over CQM? Because it would be easier to restart the game now :-)                        

 

                                                  

 

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