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Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod Version 12 Released
« Reply #45 on: December 02, 2009, 04:57:00 pm »
               
burgermeister01 posted:
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
 
 

 
 
 HAHAHAHA!!! You know my mom follows your mom anywhere!                        

 

                                                  

Offline [archive] torgal363

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Re: Clan Quest Mod Version 12 Released
« Reply #46 on: December 02, 2009, 09:35:00 pm »
               
Zer0Morph2000 posted:
burgermeister01 posted:
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
 
 

 
 
 HAHAHAHA!!! You know my mom follows your mom anywhere!

 THERE'S NO NEED FOR THIS,LET'S BE NICE WITH EACHOTHER,SHALL WE?                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #47 on: December 02, 2009, 10:54:00 pm »
                Haha, no worries. Zer0morph and I are pals, we josh around all the time. Especially with each others' mothers.                        

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod Version 12 Released
« Reply #48 on: December 03, 2009, 01:34:00 am »
               
burgermeister01 posted:
Haha, no worries. Zer0morph and I are pals, we josh around all the time. Especially with each others' mothers.

 
 HAHA he's right, I know Burgermeister's mom in real life, I tip her very well and keep her in hotel rooms instead on the streets! LMAO!                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #49 on: December 03, 2009, 02:20:00 am »
               
Zer0Morph2000 posted:
burgermeister01 posted:
Haha, no worries. Zer0morph and I are pals, we josh around all the time. Especially with each others' mothers.

 
 HAHA he's right, I know Burgermeister's mom in real life, I tip her very well and keep her in hotel rooms instead on the streets! LMAO!

 
 Look, just 'cause you can't get a real woman is no reason to trash on a man's mother.                        

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Clan Quest Mod Version 12 Released
« Reply #50 on: December 03, 2009, 04:00:00 pm »
               
burgermeister01 posted:

 
 Look, just 'cause you can't get a real woman is no reason to trash on a man's mother.

 
 Man I love this thread!!! HAHAHA
 
 But not as much as I love your mom!
 
 Ok let's stop hijacking your own thread...   btw my CQM is broken, lol jk...                        

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod Version 12 Released
« Reply #51 on: December 19, 2009, 12:01:00 pm »
                Hey burgermeister01 are we to expect a new version of CQM soon?                        

 

                                                  

Offline [archive] torgal363

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Re: Clan Quest Mod Version 12 Released
« Reply #52 on: December 19, 2009, 11:55:00 pm »
                hopefully soon,with new stuff                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #53 on: December 22, 2009, 03:00:00 pm »
               
YamiRaziel91 posted:
Hey burgermeister01 are we to expect a new version of CQM soon?

 
 You bet! Although, I'd say you should "eventually" expect a new version of CQM = )
 This is the post I've been meaning to put on moddb for the last couple days, but keep putting it off. It should give you a good idea of the new incoming features. Look! More Quests!
 
 
 So, there’s a lot of interesting things happening in the world of Clan
 Quest Mod, which I just wanted to make everyone aware of. Plans are in
 place for the next edition of CQM, which should include several new
 features for people to enjoy.
 
 
 Upgrading to UP 6.6
 Wesp has released yet another version of the Unofficial Patch, 6.6, so
 in my efforts to keep as many mods unified as possible, CQM is going
 
 to absorb those changes. This version of the patch celebrates the 5th
 
 anniversary of the game’s release, and includes a ton of restored
 models and several bug fixes, enhancements.
 
 Music Mod
 The installer will include the VtM:B Music Mod, as one of the
 installation options. This mod totally revises all of the music
 throughout the whole game, including the radio tracks and ambient
 background music. I have to say, after playing it, it really adds a
 new vibe to the game, and colours the soundtrack with a more unique
 flavor.
 
 Custom Models/Skins
 The installer will now also pre-package a bunch of NPC and PC
 character skins/models, so that you can pick and choose characters you
 
 would like to add a unique flare to. These are skins mostly collected
 
 from moddb, but this saves the user the hassle of downloading and
 installing the skins.
 
 
 More New Quests
 A professional writer has volunteered to help with writing and voice
 acting for many, many new quests of his own design! I’ve seen his
 notes and quest concepts, and it all looks really promising. This new
 set of quests will initially start small, and in even later editions,
 more complex quest lines will be introduced. These quests are open to
 all clans, and this first edition of new quests is slated to include
 vigilante style themes.
 
 You can check out Brad, the writer’s, profile here:
 
 
 http://www.imdb.com/name/nm1226479/
 
 
 In addition to the above, several known bugs are planned to be fixed
 in CQM, including:
 - Broken conversation logic in the Tremere quest
 - Missing rats in the Santa Monica sewers
 
 - Circumstantial crash during Ventrue quest, for retail users.
 
 
 Also, merging in the upcoming Camarilla Edition v1.2 as well as the
 P&P and Difficulty mods, are almost definite additions with only the
 finer details to be worked out.
 
 Keep your eyes open!
 
 
 
 
                       

 

                                                  

Offline [archive] torgal363

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Re: Clan Quest Mod Version 12 Released
« Reply #54 on: December 22, 2009, 04:45:00 pm »
                i really hope you will merge your fantastic mod with the clan quest mod from dheu.
 it would be very sad if such great would be left aside from, your compilation                        

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod Version 12 Released
« Reply #55 on: December 22, 2009, 05:32:00 pm »
                Aren't P&P and Difficulty mods going to break the balance of the Camarilla Edition 1.2? Also isn't the exp from the new quests going to disbalance CE 1.2?                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #56 on: December 22, 2009, 11:26:00 pm »
                @torgal363: I'll probably eventually merge in CompMod. In fact that was next on the agenda! But then along came this writer fellow that wanted to help out with CQM, and frankly, I'd rather make more new quests than merge mods together = /
 This is my hobby after all.
 
 
 @YamiRaziel91:
 
 Probably the difficulty / P&P mods are going to exclude CE; there's just too much difference between these to reconcile the difference. It's not that different than Arsenal Mod and the Weapons Sound mod. Combining them just wouldn't make sense.
 
 As for CE / CQM, well, you are always welcome to just play one or the other = D
 What I mean is, I'm concerned mainly with making new content through CQM. Part of my effort is combining mods,yes,  but I can't promise how those mods are going to play together; I can only arbitrate so much as the "merger guy" ; D
 
 
                       

 

                                                  

Offline [archive] torgal363

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Re: Clan Quest Mod Version 12 Released
« Reply #57 on: December 22, 2009, 11:35:00 pm »
               
burgermeister01 posted:
@torgal363: I'll probably eventually merge in CompMod. In fact that was next on the agenda! But then along came this writer fellow that wanted to help out with CQM, and frankly, I'd rather make more new quests than merge mods together = /
 This is my hobby after all.
 
 

 what matters is that sooner or later it'l be done,the when is of course totally up to you,thanks in advance and compliment for your outstanding work.
 
 regards                        

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod Version 12 Released
« Reply #58 on: December 23, 2009, 08:20:00 am »
                Maybe you should talk to Zer0 about questions regarding balance. Maybe you can reduce the exp that the player gains from the old quests, so that your new quests don't disbalance the game.
 CQM and CE are a hell of a combination. Both add lots of new features and content. Please give your best to make them work properly :P                        

 

                                                  

Offline [archive] burgermeister01

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Re: Clan Quest Mod Version 12 Released
« Reply #59 on: December 23, 2009, 02:35:00 pm »
                @torgal 363:
 
 Thank you very much for your support and compliments! Positive feedback always makes my day.
 
 By the way, this may also pique your interest: I'm working on the skills of creating new cut scences in Bloodlines. The first couple of new quests are short and straight-forward, and server as a sort of "proof-of-concept" for this. With any luck, in the next release, you should see some new choreographed sequences!
 
 
 @YamiRaziel91:
 
 Ahh, the ole' game balance debate.
 
 I can appreciate your perspective here, but the problem I have with it is that game balance is totally subjective. Most people think Bloodlines is way too easy. But I tried to turn a friend on to the game, and he just quit out of frustration after the warrens because he was so pissed about never being able to hit anything with his stupid gangrel claws! My point is, who is the real authority on what it really balanced? I don't think you or I are really in a position to answer that question definetely, and in that light, I'd rather work to enhance the game's storytelling capacity rather than try to make it commit to a relative standard of game balance.
 
 At the same time, I can definetely apprecaite someone making that effort, which is why I think CE is so awesome. I did a total playthrough with 1.1 and really enjoyed the new game balance and mechanics, but whether it was too easy or too hard, or whether having X amount of XP in addition to the standard game's rewards would change that, really I can't say is my place to decide.
 
 I mean, this is really the same thing as all the people coming to Zer0morph saying that the bloodtimer is too frequent or too infrequent: everyone has a different opinion!
 
 So that that I would say, if you think extra quests and quest rewards are going to sway the balance of the game, I'd advise you to simply take matters into your own hands, and either edit the files yourself, or simply don't invest some of the XP that you gain to keep the game challenging for yourself.
 
 Anyways, I hope you can see where I'm coming from here.                        

 

                                                  

 

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