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Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #30 on: September 07, 2009, 10:11:00 pm »
               
YamiRaziel91 posted:
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 ?

 
 Yup, more or less. Frankly, it'd just be a matter of sorting it all out. I'll give you a concrete example.
 
 In my Clan Quest mod, Damsel gives out the Brujah quest, so her dialog file has been modified to account for the dialog and quest conditions. In the Comp Mod though, her dialog has also been modified so you can dupe her or challenge her into drinking from that dread creature Dheu added.
 
 So, to combine our mods in that case, we'd have to work out whether or not the Brujah quest would have to go away, or if she would no longer be a companion, OR if she would only not give that quest out if she has been added as a companion. Once we decide on the new conditions of her status, we'd have to manually compare the changes we made to her dialog file, and re-fit them to accommodate these new conditions we've decided upon for dear Damsel.
 
 So yup, we'd really just have to bang our heads together until we get something we want, and then make it work : )                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #31 on: September 07, 2009, 10:15:00 pm »
               
PhilK1988 posted:
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 :-)

 
 Yup, the Clan Quest mod is built on top of version 5.8 of the UP. Actually, there's a fair chance you may have botched something up in that case. Since the instructions recommend doing a fresh install of everything, you may have overwritten some files that had 6.0 changes, or have 6.0 files that won't work right with the 5.8 counter-part. It's hard to say for sure, but your experience might be a little more erratic that someone that installed fresh.
 
 I'd recommend reinstalling the game, and then installing Clan Quest mod, but on the other hand, I'm kind of curious to see what kinds of problems you have running this ontop of 6.0 like that, hah.                        

 

                                                  

Offline [archive] PhilK1988

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Re: Clan Quest Mod - Version 1
« Reply #32 on: September 07, 2009, 10:20:00 pm »
                I'm gonna give it a try to play it with the 6.4 on top :-) If I get any obvious bugs I'll report them here. I'm playing a Malk so it'll be some time 'till my quest is available :-)                        

 

                                                  

Offline [archive] Wesp5

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Re: Clan Quest Mod - Version 1
« Reply #33 on: September 08, 2009, 05:28:00 am »
               
PhilK1988 posted:
I'm gonna give it a try to play it with the 6.4 on top :-) If I get any obvious bugs I'll report them here. I'm playing a Malk so it'll be some time 'till my quest is available :-)

 
 This probably won't work unless you are lucky and there were no more fixes to all the files the Quest Mod changes between UP 5.8 and UP 6.4! As for merging the mods, I would suggest that both Dheu and burgermeister should talk this out while using my upcoming 6.5 patch as a base. It seems there are not many issues left so this could be a reasonable starting point.
 
                       

 

                                                  

Offline [archive] PhilK1988

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Re: Clan Quest Mod - Version 1
« Reply #34 on: September 08, 2009, 09:10:00 am »
                So I really should reinstall the game. Well, guess I'll gonna give it a try, really want to see the clan quests :-)                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #35 on: September 08, 2009, 02:23:00 pm »
               
Wesp5 posted:
PhilK1988 posted:
I'm gonna give it a try to play it with the 6.4 on top :-) If I get any obvious bugs I'll report them here. I'm playing a Malk so it'll be some time 'till my quest is available :-)

 
 This probably won't work unless you are lucky and there were no more fixes to all the files the Quest Mod changes between UP 5.8 and UP 6.4! As for merging the mods, I would suggest that both Dheu and burgermeister should talk this out while using my upcoming 6.5 patch as a base. It seems there are not many issues left so this could be a reasonable starting point.
 
 

 
 Wesp, something I've been meaning to ask you about for some time now, and I suppose this is as good a place to discuss as any, so: do you have a change log of the files that you modify between different version of the UP? If so, records of those logs would be extremely beneficial to updating Clan Quest or Comp Mod to 6.4 or 6.5. If you have what the changes are themselves, that would be even better!                        

 

                                                  

Offline [archive] Wesp5

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Re: Clan Quest Mod - Version 1
« Reply #36 on: September 08, 2009, 06:59:00 pm »
               
burgermeister01 posted:

 Wesp, something I've been meaning to ask you about for some time now, and I suppose this is as good a place to discuss as any, so: do you have a change log of the files that you modify between different version of the UP?

 
 Nothing more than what is mentioned in the readme. But the guy who does the German translation has an utility that compares all files quickly so he knows which ones I changed. Inside the files I always try to mark my changes when possible.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #37 on: September 09, 2009, 02:11:00 am »
               
Wesp5 posted:
burgermeister01 posted:

 Wesp, something I've been meaning to ask you about for some time now, and I suppose this is as good a place to discuss as any, so: do you have a change log of the files that you modify between different version of the UP?

 
 Nothing more than what is mentioned in the readme. But the guy who does the German translation has an utility that compares all files quickly so he knows which ones I changed. Inside the files I always try to mark my changes when possible.

 
 Sounds like you're about as well organized as I am then, haha.
 
 If I can't find something to do it for me, I'll just hack some script together to compare the changes between 5.8 and 6.5, and go from there. Thanks for the tip.                        

 

                                                  

Offline [archive] Wesp5

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Re: Clan Quest Mod - Version 1
« Reply #38 on: September 09, 2009, 06:54:00 am »
               
burgermeister01 posted:

 Sounds like you're about as well organized as I am then, haha.
 

 
 Yeah, who would have thought this would end up such a huge and long going project! I hardly manage to update the readme wink ...
                       

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #39 on: September 09, 2009, 02:13:00 pm »
               
Wesp5 posted:
burgermeister01 posted:

 Sounds like you're about as well organized as I am then, haha.
 

 
 Yeah, who would have thought this would end up such a huge and long going project! I hardly manage to update the readme wink ...
 

 
 Haha, I know what you mean. CQ started as 'Hrrm, let's make it so the Brujah can kill Straus! Yea!'
 
                       

 

                                                  

Offline [archive] PleegWat

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Re: Clan Quest Mod - Version 1
« Reply #40 on: September 09, 2009, 02:50:00 pm »
               
Wesp5 posted:
burgermeister01 posted:

 Wesp, something I've been meaning to ask you about for some time now, and I suppose this is as good a place to discuss as any, so: do you have a change log of the files that you modify between different version of the UP?

 
 Nothing more than what is mentioned in the readme. But the guy who does the German translation has an utility that compares all files quickly so he knows which ones I changed. Inside the files I always try to mark my changes when possible.

 
 Can be done with most standard diff utilities.
 
 I'm a linux user, so I use the standard diff included with my linux distro. Gnu diff is available for windows (http://gnuwin32.sourceforge.net/packages/diffutils.htm), but is probably a command-line tool only. I know a reasonably good graphical diff utility is included with tortoiseSVN, but I don't know if that's usable on files not in a SVN repository.
                       

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod - Version 1
« Reply #41 on: September 10, 2009, 01:13:00 am »
               
PleegWat posted:

 
 Can be done with most standard diff utilities.
 
 I'm a linux user, so I use the standard diff included with my linux distro. Gnu diff is available for windows (http://gnuwin32.sourceforge.net/packages/diffutils.htm), but is probably a command-line tool only. I know a reasonably good graphical diff utility is included with tortoiseSVN, but I don't know if that's usable on files not in a SVN repository.
 

 
 There WinDiff too. I think I might give that a try.                        

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod - Version 1
« Reply #42 on: September 10, 2009, 04:17:00 am »
                Hey Burger man!
 
 Thought I'd check out your new mod, so far of what I've seen it looks pretty freakin sweet, can't wait to play it!!
 
 Keep up the good work man!
 -Z                        

 

                                                  

Offline [archive] PhilK1988

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Re: Clan Quest Mod - Version 1
« Reply #43 on: September 10, 2009, 10:59:00 am »
                Just finished the Tremere quest and it was awesome! Especially because I like the idea of dream-/mindtravelling :-D And now I even got an additional discipline :-D                        

 

                                                  

Offline [archive] Taggardwarf

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Re: Clan Quest Mod - Version 1
« Reply #44 on: September 12, 2009, 03:09:00 am »
                Would I have to replay the game on 7 different characters to do these quests? Or could, for example, a Tremere complete the Brujah quest?                        

 

                                                  

 

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