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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Clan Quest Mod Version 12 Released  (Read 8295 times)

Offline [archive] Signothorn

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Re: Clan Quest Mod Version 12 Released
« on: November 06, 2009, 08:30:00 pm »
                I am pleased to announce today, the release of Clan Quest Mod v1.2 for Vampire the Masquerade: Bloodlines. Version 1.2 maintains all the existing clan quests found in previous versions, as well as the following new features:
 
 Voice Acting for Damsel
 Previous versions had dialog options for taking up the Brujah quest from Damsel, but they were without speech. Now you can hear her describe your mission, as well as see her.
 
 Integration with Unofficial Patch 6.5
 This version of Clan Quest merges all of the changes between 6.5 and 5.8, the version of the Unofficial Patch that Clan Quest was originally built on. This includes countless bug fixes, new features and game play.
 The plus patch version of the Unofficial Patch can be optionally included during the installation process.
 
 Integration with Camarilla Edition 1.1
 Another new and ambitious mod for VtM:B, Camarilla Edition, which adds a number of new game play elements and graphical enhancements, is now also fully compatible with Clan Quest Mod. Camarilla Edition, can be easily installed along with Clan Quest Mod, during the installation process with the click of your mouse.
 New features include blood loss over time, increased healing difficulty, and an overhaul of the original clan disciplines, and much more!
 
 A New Quest
 Players of all clans can now indulge in an additional quest! This quest includes a new NPC, Steve the corrupt CDC worker, and is targeted towards players who want to control evil characters. The quest can be picked up in the main downtown map.
 
 New Music
 One of the songs found in the Asp Hole has been replaced by “Monstersâ€?, by V Shaped Mind.
 
 
 Download it at filefront or find it on Moddb.com
 
 
 
 Keep your eyes peeled for more additions and further integration with other mods for Bloodlines in future editions of Clan Quest Mod.
 
 
 Also, check out the preview video of the new dialog for Damsel:
 
 
">

                       

 

                                                  

Offline [archive] MooCHa2

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Re: Clan Quest Mod Version 12 Released
« Reply #1 on: November 07, 2009, 12:56:00 am »
                Have you considered adding this to wikipedia?
 
 I was having a nosey over there and it isn't mentioned.
 
 Regards...
                       

 

                                                  

Offline [archive] |warrior|$hacaR

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Re: Clan Quest Mod Version 12 Released
« Reply #2 on: November 07, 2009, 08:19:00 am »
                hey burgermeister m8 ! =)
 i added your mod right away on my carpe noctem page
 here is the link:
 http://www.wix.com/ShacaR/carpenoctem
 its in the mods section =)                        

 

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Offline [archive] Amgot

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Re: Clan Quest Mod Version 12 Released
« Reply #3 on: November 07, 2009, 09:01:00 am »
                Very nice work burg! Just one question: how do the Arsenal mod and the new weapon sounds mod play together? The new weapon sounds mod was designed for vanilla weapons, right?
 
 Edit: don't bother with my question, I should have read the Readme first!                        

 

                                                  

Offline [archive] Signothorn

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Re: Clan Quest Mod Version 12 Released
« Reply #4 on: November 07, 2009, 01:56:00 pm »
                Got it on the front page. BTW, the song you replaced in the "Asp Hole wasn't Tiamut "Cain", was it?                        

 

                                                  

Offline [archive] BlackRusskie

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Re: Clan Quest Mod Version 12 Released
« Reply #5 on: November 07, 2009, 02:00:00 pm »
               
Signothorn posted:
BTW, the song you replaced in the "Asp Hole wasn't Tiamut "Cain", was it?

 
 
 I hope not, that song fucking rules.
 
 
 Hell, Tiamat rules.  Period.                        

 

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Offline [archive] Signothorn

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Re: Clan Quest Mod Version 12 Released
« Reply #6 on: November 07, 2009, 02:21:00 pm »
               
BlackRusskie posted:
Signothorn posted:
BTW, the song you replaced in the "Asp Hole wasn't Tiamut "Cain", was it?

 
 
 I hope not, that song fucking rules.
 
 
 Hell, Tiamat rules.  Period.

 
 Agreed, but my spelling of "Tiamat" is fail.                        

 

                                                  

Offline [archive] |warrior|$hacaR

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Re: Clan Quest Mod Version 12 Released
« Reply #7 on: November 07, 2009, 05:35:00 pm »
               
Signothorn posted:
BlackRusskie posted:
Signothorn posted:
BTW, the song you replaced in the "Asp Hole wasn't Tiamut "Cain", was it?

 
 
 I hope not, that song fucking rules.
 
 
 Hell, Tiamat rules.  Period.

 
 Agreed, but my spelling of "Tiamat" is fail.

 
 i would have spelled it the same way grin  FAIL                        

 

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Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #8 on: November 07, 2009, 10:01:00 pm »
                @MooCHa2: Now It's in Wikipedia! Thanks for the tip. I had it in the Bloodlines modding Wiki, too, but it needed updatin' after the newest release.
 
 
 
 
Signothorn posted:
Got it on the front page. BTW, the song you replaced in the "Asp Hole wasn't Tiamut "Cain", was it?

 
 Oh dear. I actually didn't realize how popular that song is. I guess maybe I should make the music changes an optional install. Admittedly, I was pretty sad to see Zero0morph replace The Genitrorturers in Camarilla Edition.
 
 I guess that'll be something for v1.3. Of course, eventually I'll merge in Comp Mod, and with Dheu's music manager, it's kind of a moot point.
 
 Anyways, thanks for the front page spot light!                        

 

                                                  

Offline [archive] peppergomez

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Re: Clan Quest Mod Version 12 Released
« Reply #9 on: November 08, 2009, 08:47:00 pm »
                As per the thread title--- following the steps in the Read Me file for the Clan Quest mod, I installed the mod over an unpatched/unmodded version of VTMB from STeam (which includes the 1.2 patch by default, correct?)
 
 I have a Windows 7 OS, ATI Radeon 4800, 4G RAM. I know the Clan Quest mod includes WESP 6.5, which includes patch 1.2, so I shouldn't be encountering this "Available memory less than 15MB!!! -1531904" error it seems. In a previous install of Steam VMTB, I encountered this same error upon starting the game, but fixed it by installing WESP 6.5.
 
 So, what's going on here, and how can I fix it? Thanks.
 
 PS- The CQ mod installed to the Vampire folder (C: Program Files x86> Steam >Steamapps> Common> VTMB> Vampire)
 Should it be in the Vampire folder, or up one, to the main VTMB folder? The installer directed it into the Vampire folder, so I'm guessing that's correct.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #10 on: November 09, 2009, 12:48:00 am »
               
peppergomez posted:
As per the thread title--- following the steps in the Read Me file for the Clan Quest mod, I installed the mod over an unpatched/unmodded version of VTMB from STeam (which includes the 1.2 patch by default, correct?)
 
 I have a Windows 7 OS, ATI Radeon 4800, 4G RAM. I know the Clan Quest mod includes WESP 6.5, which includes patch 1.2, so I shouldn't be encountering this "Available memory less than 15MB!!! -1531904" error it seems. In a previous install of Steam VMTB, I encountered this same error upon starting the game, but fixed it by installing WESP 6.5.
 
 So, what's going on here, and how can I fix it? Thanks.
 
 PS- The CQ mod installed to the Vampire folder (C: Program Files x86> Steam >Steamapps> Common> VTMB> Vampire)
 Should it be in the Vampire folder, or up one, to the main VTMB folder? The installer directed it into the Vampire folder, so I'm guessing that's correct.

 
 
 http://www.gamespot.com/pc/rpg/vtmb/show_msgs.php?topic_id=m-1-45569891&pid=914819
 
 
 Hmm, well check out this thread. It seems to suggest some solutions that should otherwise fix this problem. I've never seen that error before, but I'm running Windows XP, so I'm guessing that it's related to that. Anyways, let me know how it works out.
 
 @Wesp:
 This thread I posted states that the UP should fix that problem. Is there some file I'm missing in CQM which is needed to fix that problem?                        

 

                                                  

Offline [archive] peppergomez

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Re: Clan Quest Mod Version 12 Released
« Reply #11 on: November 09, 2009, 01:21:00 am »
                Thanks.
 
 Thing is, the clan quest mod includes Wesp's 6.5 patch, which fixes this problem. Therefore, I'm flumoxed.                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #12 on: November 09, 2009, 03:32:00 am »
               
peppergomez posted:
Thanks.
 
 Thing is, the clan quest mod includes Wesp's 6.5 patch, which fixes this problem. Therefore, I'm flumoxed.

 
 
 
 I did a little digging, and I found this out:
 
 
 See, the thing is ... to get all this stuff to work together I had to manually merge the files together, which means there's certain things I could miss in either distribution. In this case, I neglected to include this engine.dll file that Wesp typically distributes as part of 6.5, which corrects the problem you're having
 
 For your convenience, I've uploaded this engine.dll file from the 6.5 distro here:
 
 http://www.filefront.com/14890527/engine.dll
 
 You only have to download this file and place it under your root vampire folder (not "Vampire", but the folder "Vampire" is in), under the "Bin" folder.
 
 So the typically steam path would be:
 
 C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\Bin
 
 
 Let me know if that fixes it. Oh, and you might want to make a backup of engine.dll before you copy over it, on the off chance that this file even has some issues.
 
 Thanks!
                       

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod Version 12 Released
« Reply #13 on: November 09, 2009, 06:07:00 pm »
                CQM and CE together forever? Amazing! I can't wait to play them both!  
 
 I went ahead and posted your upload on my site so people can d/l CQM 1.2 from there as well. When are you guys coming down to Indy so I can break you down at the gym? MooHaHa!!!
 
 www.camarillaedition.darkbb.com
 
 Cya bud! Congrats again!                        

 

                                                  

Offline [archive] Nevera476

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Re: Clan Quest Mod Version 12 Released
« Reply #14 on: November 10, 2009, 04:26:00 am »
               
burgermeister01 posted:
peppergomez posted:
Thanks.
 
 Thing is, the clan quest mod includes Wesp's 6.5 patch, which fixes this problem. Therefore, I'm flumoxed.

 
 
 
 I did a little digging, and I found this out:
 
 
 See, the thing is ... to get all this stuff to work together I had to manually merge the files together, which means there's certain things I could miss in either distribution. In this case, I neglected to include this engine.dll file that Wesp typically distributes as part of 6.5, which corrects the problem you're having
 
 For your convenience, I've uploaded this engine.dll file from the 6.5 distro here:
 
 http://www.filefront.com/14890527/engine.dll
 
 You only have to download this file and place it under your root vampire folder (not "Vampire", but the folder "Vampire" is in), under the "Bin" folder.
 
 So the typically steam path would be:
 
 C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\Bin
 
 
 Let me know if that fixes it. Oh, and you might want to make a backup of engine.dll before you copy over it, on the off chance that this file even has some issues.
 
 Thanks!
 

 
 i had the same problem wih my stream copy, i tried your advice and got the error "init shader system" any advice?                        

 

                                                  

 

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