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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 8294 times)

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #30 on: November 16, 2009, 02:30:00 pm »
               
Nevera476 posted:

 
 
 
 alright i think that does it (im hesitant to use too much enthusiasm since i had to eat my words last time). game runs and was able to play through the tutorial so i think im all fixed up, thanks again for all the help, you gave me back my favorite game of all time. btw thanks for making the music changes optional (sorry but i liked hearing lacuna coil)

 
 
 That's great news! Honestly, if you've gotten that far, I feel pretty good about your situtation. Of course, if you encounter any more issues, just post another note, and we'll get you fixed up.
 
 I reeally do appreciate you taking the time to communicate all this stuff. Without your help, it probably would have gone unchecked for a long time. If you don't care, I think in the next distribution, I'll credit you as a 'tester'.                        

 

                                                  

Offline [archive] Bookwormblues

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Re: Clan Quest Mod Version 12 Released
« Reply #31 on: November 16, 2009, 03:33:00 pm »
                Burgermeister,
 
 If clan quest mod already contains the 6.5 patch and the 6.5 patch has the ver. 1.2 patch in it, can I go straight from a clean version 1.0 cd install to the clan quest mod install?
 
 Yeah, I'm still having trouble getting the plus content to show up. I'm trying to figure out what order I need to do the updates in after the cd install.
 
 Also, I see the 6.6 patch looks like it will be released very soon. Should I hold off for that and then drop your clan quest on top of it without the 6.5 option enabled?
 
 *laughs*
 
 I know, I know... it just keeps getting more complicated. I appreciate that you've put in the effort to bring other mods into yours so that it can all be done with one step.
 
 Thank you,
 
 - Book
                       

 

                                                  

Offline [archive] rosscoliosis

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Re: Clan Quest Mod Version 12 Released
« Reply #32 on: November 16, 2009, 06:50:00 pm »
                And now Wesp released a new patch that fixes and adds a whole bunch more. Noooo, will this vicious circle never end? When will I feel safe starting a new game again? Haha                        

 

                                                  

Offline [archive] Bookwormblues

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Re: Clan Quest Mod Version 12 Released
« Reply #33 on: November 16, 2009, 07:02:00 pm »
                Heh, the clan quest mod doesn't allow you to skip installing the 6.5 patch... Of course, I didn't realize this until I installed 6.6 and then ended up putting 6.5 back over it when I installed the clan quest mod. *sighs*
 
 On the plus side, plus content is now working for me.
 
 I updated my system to Vista service pack2 and cleaned the registry files after the last uninstall. One of those did the trick.
 
 Thanks for your work.
 
 - Book
 
 
 
                       

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #34 on: November 16, 2009, 08:46:00 pm »
               
Bookwormblues posted:
Heh, the clan quest mod doesn't allow you to skip installing the 6.5 patch... Of course, I didn't realize this until I installed 6.6 and then ended up putting 6.5 back over it when I installed the clan quest mod. *sighs*
 
 On the plus side, plus content is now working for me.
 
 I updated my system to Vista service pack2 and cleaned the registry files after the last uninstall. One of those did the trick.
 
 Thanks for your work.
 
 - Book
 
 
 
 

 
 
 You know, I tried this out myself just now on my retail install, and had it working okay, but a big ? did pop up while I was testing it: did you by chance start a game, and then try warping around to different maps to see if the changes took up? I did, and it was then I realized, that you only trigger the plus patch by talking to Jack after the opening sequence, so if you try to skip ahead you won't see the plus changes straight away.
 
 Let me know: reports like this always freak me out making me think I missed something!                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #35 on: November 16, 2009, 08:49:00 pm »
               
rosscoliosis posted:
And now Wesp released a new patch that fixes and adds a whole bunch more. Noooo, will this vicious circle never end? When will I feel safe starting a new game again? Haha

 
 
 Lol, I know, I just saw that, too! Oh, well I knew this was coming. Don't worry though, I'll be merging up 6.6 and releasing 1.3, probably shortly after Camarilla Edition 1.2 is released, so I can take up the changes from both of them.
 
 Other things I have planned for 1.3:
 
 - Collect the better models available for the game and include them in the installer
 - Maybe try to invent another quest, before all is said and done. This one isn't definite, but everything else is a guarantee
 
 
 And by the way, eventually Wesp WILL run out of bugs to fix & content to restore! lol
 
                       

 

                                                  

Offline [archive] Nevera476

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Re: Clan Quest Mod Version 12 Released
« Reply #36 on: November 17, 2009, 01:42:00 am »
                That's great news! Honestly, if you've gotten that far, I feel pretty good about your situtation. Of course, if you encounter any more issues, just post another note, and we'll get you fixed up.
 
 I reeally do appreciate you taking the time to communicate all this stuff. Without your help, it probably would have gone unchecked for a long time. If you don't care, I think in the next distribution, I'll credit you as a 'tester'.[/quote]
 
 lol yeah i just played a solid 6 hours, im feelin good (minor migrane and hunger aside)awesome work btw, very glad i finnaly get to see it. if ya wanna call me a tester sure but all i did was cry and say "it broken" didnt know that was so helpful lol. anyways thanks again                        

 

                                                  

Offline [archive] Flowing7Snake

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Re: Clan Quest Mod Version 12 Released
« Reply #37 on: November 30, 2009, 05:58:00 am »
                Hi one query about this mod. I the Santa M. sewers are there ment to be no rats? I just started a Nossie and there are no rats in the Santa M sewers and I am unsure if this is part of the mod (to make the nossie feed on humans or something)?                        

 

                                                  

Offline [archive] Bojo_Bones

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Re: Clan Quest Mod Version 12 Released
« Reply #38 on: November 30, 2009, 12:00:00 pm »
                One post in this thread mentioned possible future integration
 with the Comp Mod.   I already have the Comp Mod installed.
 Would there be any issues with installing the Clan Quest mod
 along side of it?                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #39 on: November 30, 2009, 03:03:00 pm »
                @Flowing7Snake:
 
 I hadn't noticed this before, but once you pointed it out, I definetly see what you mean. The short answer is that, no, removing the rats in SM is not intentional.
 
 This is something I'll have to fix in 1.3. Thank you very much for the input!
 
 
 @Bojo_Bones:
 
 As of right now, CQM is NOT compatible with Comp Mod. If you were to install them together, either one or both of them would be broken, sad to say. However, I've been reaching out to Dheu about merging our mods together, although I suspect he's on some sort of hiatus, as I'm yet to hear back from him about it. I don't want to start such an endeavor without his input.
 
                       

 

                                                  

Offline [archive] Wesp5

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Re: Clan Quest Mod Version 12 Released
« Reply #40 on: December 01, 2009, 05:56:00 am »
               
burgermeister01 posted:

 As of right now, CQM is NOT compatible with Comp Mod. If you were to install them together, either one or both of them would be broken, sad to say. However, I've been reaching out to Dheu about merging our mods together, although I suspect he's on some sort of hiatus, as I'm yet to hear back from him about it. I don't want to start such an endeavor without his input.
 

 
 Hi burgermeister. Please read Dheu's answer about further updates to his mod in the thread concerning the Comp Mod. It seems as if he had enough of it and you are free to merge it!                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #41 on: December 01, 2009, 02:29:00 pm »
               
Wesp5 posted:
burgermeister01 posted:

 As of right now, CQM is NOT compatible with Comp Mod. If you were to install them together, either one or both of them would be broken, sad to say. However, I've been reaching out to Dheu about merging our mods together, although I suspect he's on some sort of hiatus, as I'm yet to hear back from him about it. I don't want to start such an endeavor without his input.
 

 
 Hi burgermeister. Please read Dheu's answer about further updates to his mod in the thread concerning the Comp Mod. It seems as if he had enough of it and you are free to merge it!

 
 
 I saw that, indeed. In fact, I had a private correspondence with Dheu in which he told me the same thing. I'm sad to see him go away from Bloodlines, but at the same time optimistic about having a final version of CompMod to work with.
 
 I want to get the 6.6 merge squared away, but after that I think I'm gonna start cracking at getting 6.6, CE, CQM and CompMod as one buffet-like entitiy. I'm considering making CQM an optional component as well, and changing the name of this project to MegaMod or something equally fitting. What do you think?                        

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod Version 12 Released
« Reply #42 on: December 01, 2009, 05:00:00 pm »
               
burgermeister01 posted:

 I saw that, indeed. In fact, I had a private correspondence with Dheu in which he told me the same thing. I'm sad to see him go away from Bloodlines, but at the same time optimistic about having a final version of CompMod to work with.
 
 I want to get the 6.6 merge squared away, but after that I think I'm gonna start cracking at getting 6.6, CE, CQM and CompMod as one buffet-like entitiy. I'm considering making CQM an optional component as well, and changing the name of this project to MegaMod or something equally fitting. What do you think?

 
 WOW, what an undertaking!  If you can actually manage to make this work I'll throw you a party with real live girls! HAHA                        

 

                                                  

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Offline [archive] torgal363

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Re: Clan Quest Mod Version 12 Released
« Reply #43 on: December 02, 2009, 09:17:00 am »
  • Undo Best Answer
  •                
    burgermeister01 posted:
    Wesp5 posted:
    burgermeister01 posted:

     As of right now, CQM is NOT compatible with Comp Mod. If you were to install them together, either one or both of them would be broken, sad to say. However, I've been reaching out to Dheu about merging our mods together, alt,INSTEAD OF SIX.SIXhough I suspect he's on some sort of hiatus, as I'm yet to hear back from him about it. I don't want to start such an endeavor without his input.
     

     
     Hi burgermeister. Please read Dheu's answer about further updates to his mod in the thread concerning the Comp Mod. It seems as if he had enough of it and you are free to merge it!

     
     
     I saw that, indeed. In fact, I had a private correspondence with Dheu in which he told me the same thing. I'm sad to see him go away from Bloodlines, but at the same time optimistic about having a final version of CompMod to work with.
     
     I want to get the 6.6 merge squared away, but after that I think I'm gonna start cracking at getting 6.6, CE, CQM and CompMod as one buffet-like entitiy. I'm considering making CQM an optional component as well, and changing the name of this project to MegaMod or something equally fitting. What do you think?

     AWESOME,IF YOU PULL THIS,YOU'RE PRETTY GOOD...
     MEGA MOD,THAT WOULD BE A REAL MASTERPIECE,BUT I SUGGEST YOU IMPLEMENT THE UPCOMING SIX.SEVEN PATCH                        

     

                                                      

    Offline [archive] burgermeister01

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    Re: Clan Quest Mod Version 12 Released
    « Reply #44 on: December 02, 2009, 02:40:00 pm »
                   
    Zer0Morph2000 posted:
    WOW, what an undertaking!  If you can actually manage to make this work I'll throw you a party with real live girls! HAHA

     
     As long as your mom comes, it's a party!
     
     = p
     
                           

     

                                                      

     

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