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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: [archive] Signothorn on November 06, 2009, 08:30:00 pm

Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Signothorn 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 One of the songs found in the Asp Hole has been replaced by “Monstersâ€?, by V Shaped Mind.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:
 
 
">

                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] MooCHa2 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...
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] |warrior|$hacaR 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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Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Amgot 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!                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Signothorn 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?                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] BlackRusskie 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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Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Signothorn 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.                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] |warrior|$hacaR 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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Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 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!                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] peppergomez 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.                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 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?                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] peppergomez 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.                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 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!
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Zer0Morph2000 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!                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Nevera476 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?                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 on November 10, 2009, 11:31:00 am
               
Nevera476 posted:

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

 
 
 
 
 Hmmm, I’ve not seen this error before, either. Can you tell me a little about your system, like the specs? I did a quick google search on that error, and it looks as though most people are saying that error happens when there’s some incompatibility between the game and your graphics drivers.
 
 My first suggestion would be to make sure you have the most up-to-date version of your graphics card’s drivers installed. Also, make sure you have the latest version of DirectX installed.
 
 Try those things, and if it still doesn’t work, post your specs, along with any other additional info you can give.
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Nevera476 on November 11, 2009, 01:38:00 am
                AMD Sempron processer 3400+ 1.99GHz 1.62GB RAM NVIDIA GeForce FX 5500. shes old but ive been breathing new life into her for awhile now. i ran the game through 7 times vanilla and half way with CE 1.1 without any difficulty so unless you really REALLY ramped up the requirements i cant imagine why i would be having compatibility issues. i thought about your previous advice of copying the original file and trying to run that but as i said i have a stream copy and if i delete it now i dont know if i can get vanilla version back (yes i know it was foolish to even try modding in the frst place without knowing)                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 on November 11, 2009, 02:32:00 pm
               
Nevera476 posted:
AMD Sempron processer 3400+ 1.99GHz 1.62GB RAM NVIDIA GeForce FX 5500. shes old but ive been breathing new life into her for awhile now. i ran the game through 7 times vanilla and half way with CE 1.1 without any difficulty so unless you really REALLY ramped up the requirements i cant imagine why i would be having compatibility issues. i thought about your previous advice of copying the original file and trying to run that but as i said i have a stream copy and if i delete it now i dont know if i can get vanilla version back (yes i know it was foolish to even try modding in the frst place without knowing)

 
 You and one other user are reporting similar issues. I poked around some more and I think I tracked down the issue. There is one more dll file that I need to distribute with the mod. It is the file, which I have placed here for your convenience.
 
 http://www.filefront.com/14906395/shaderapidx9.dll
 
 This file must go under the same folder, Bin, as the other DLL. Let me know if installing this file fixes the problem. I apologize for this issue; in fact, the curious thing is, this problem would have been present since version 1 of the mod, but just now are reports of it coming in. I think I am going to make a patch release to include these additional files which I missed in the original distribution. If I’m lucky, maybe I’ll have time to include some other goodies as well.
 
 Thanks!
 
 
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] YamiRaziel91 on November 11, 2009, 10:33:00 pm
                CQM + CE .. oh that sounds good.                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Nevera476 on November 13, 2009, 12:34:00 am
                IT LIVES!!!!!!!!! lol seriously thanks alot, i did my own digging trying to figure it out so i can only imagine how much work you put into my question. i never installed CQM 1.1 cause i only found out about it maybe a week ago and since i already had CE i figured i might as well wait till they were compatible. needless to say i dont know if the error would have affected me with an earlier verson. thanks again                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Nevera476 on November 13, 2009, 12:58:00 am
               
Nevera476 posted:
IT LIVES!!!!!!!!! lol seriously thanks alot, i did my own digging trying to figure it out so i can only imagine how much work you put into my question. i never installed CQM 1.1 cause i only found out about it maybe a week ago and since i already had CE i figured i might as well wait till they were compatible. needless to say i dont know if the error would have affected me with an earlier verson. thanks again

 
 ok apparently it doesnt live, now it just crashes when i hit new game, no error code to give                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] |warrior|$hacaR on November 13, 2009, 11:26:00 am
                btw, if you want me to add a trailer of your mod in the video section here:
 www.wix.com/ShacaR/carpenoctem
 just tell me. =) great work !                        

 

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Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 on November 13, 2009, 03:46:00 pm
               
Nevera476 posted:
Nevera476 posted:
IT LIVES!!!!!!!!! lol seriously thanks alot, i did my own digging trying to figure it out so i can only imagine how much work you put into my question. i never installed CQM 1.1 cause i only found out about it maybe a week ago and since i already had CE i figured i might as well wait till they were compatible. needless to say i dont know if the error would have affected me with an earlier verson. thanks again

 
 ok apparently it doesnt live, now it just crashes when i hit new game, no error code to give

 
 Oh, man ... sorry to hear about these issues you are having!
 
 
 I just wanted to let you know that...
 
 A) I'm planning on releasing 1.2.1 to patch those dll file issues either tonight or tomorrow. You may want to take a break and wait to see if that sorts things out, as it should leave nothing to doubt about your installation of those files.
 
 B) When you say that the game is crashing straight away with no error message, do you mean that there is no error log file printed in the root installation folder for Bloodlines? If not, please send that error log as it may give some insight into this fiend's motives ... er, into why this error is happening
 
 
 Thanks!
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 on November 13, 2009, 03:49:00 pm
               
Quote from: |warrior|$hacaR
btw, if you want me to add a trailer of your mod in the video section here:
 www.wix.com/ShacaR/carpenoctem
 just tell me. =) great work !

 
 You could do that for me? Help make some kind of trailer?  That would be freakin' awesome! I thought about doing that actually, but I don't have nearly the skillz you do with video editing. I would be honored if you helped me in that regard.
 
 Hit me up on email if you want to discuss in detail about the video. I don't want to post my email here where spam bots can see it, but you can find it in the readme that comes with CQM.
 
 
 Thanks!
 
                       

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] |warrior|$hacaR on November 13, 2009, 04:22:00 pm
               
burgermeister01 posted:
Quote from: |warrior|$hacaR
btw, if you want me to add a trailer of your mod in the video section here:
 www.wix.com/ShacaR/carpenoctem
 just tell me. =) great work !

 
 
 You could do that for me? Help make some kind of trailer?  That would be freakin' awesome! I thought about doing that actually, but I don't have nearly the skillz you do with video editing. I would be honored if you helped me in that regard.
 
 Hit me up on email if you want to discuss in detail about the video. I don't want to post my email here where spam bots can see it, but you can find it in the readme that comes with CQM.
 
 
 Thanks!
 
 

 ok i will see what i can do in the future. though... atm i dont have so much time...                        

 

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Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] Nevera476 on November 14, 2009, 03:23:00 am
                Oh, man ... sorry to hear about these issues you are having!
 
 
 I just wanted to let you know that...
 
 A) I'm planning on releasing 1.2.1 to patch those dll file issues either tonight or tomorrow. You may want to take a break and wait to see if that sorts things out, as it should leave nothing to doubt about your installation of those files.
 
 B) When you say that the game is crashing straight away with no error message, do you mean that there is no error log file printed in the root installation folder for Bloodlines? If not, please send that error log as it may give some insight into this fiend's motives ... er, into why this error is happening
 
 
 Thanks!
 [/quote]
 
 the program itself was simply crashing, i didnt stop to think to check the error log (my bad) heres a copy of the error message
 
 vampire caused an Access Violation (0xc0000005)
 in module engine.dll at 001b:200f5a77.
 
 Read from location 00000000 caused an access violation.
 
 Context:
 EDI:    0x00000008  ESI: 0x06ccbef4  EAX:   0x106c9c00
 EBX:    0xffffffff  ECX: 0x00000000  EDX:   0x00000073
 EIP:    0x200f5a77  EBP: 0x20d5e0b8  SegCs: 0x0000001b
 EFlags: 0x00210206  ESP: 0x0012e6b8  SegSs: 0x00000023
 
 Bytes at CS:EIP:
 8b 11 a3 48 09 2b 21 a1 3c 09 2b 21 83 c4 14 50                        

 

                                                  
Title: Re: Clan Quest Mod Version 12 Released
Post by: [archive] burgermeister01 on November 15, 2009, 04:07:00 am
                Well, with any of these crash logs, the best anyone can do is make an educated guess as to the problem. However, since engine.dll is throwing the error, I'm guessing that problem still isn't sorted out.
 
 
 Good news though! I have released version 1.2.1 which includes the following:
 
 
   
  • Fixes Wesp's Missing Files - There were those DLL files as well as the "Tools" folder which were missing in older versions of Clan Quest Mod. This fixes it, by including those files at long last.

  •  
       
  • Histories Revised Mod - The Histories Revised mod tweaks some of the histories, and adds some more rules, like more difficult stealthing. The installer now includes this mod as an install option.

  •  
     
       
  • Music as a separate install option  - Some people were complaining about the new music choices in Clan Quest Mod and Camarilla Edition. The installer now singles these out as seperate installation options, so you can choose to sustain the original music.

  •  
     
     
     
     Anyways, I'd recommend doing a fresh install and then try installing with 1.2.1 You can download it here: http://www.filefront.com/14924541/vtmb-clan-quest-mod-v1.2.1.zip
     
     
     Let me know how it goes.
     
     
     
     
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] |warrior|$hacaR on November 15, 2009, 05:34:00 am
                    hey burgermeister =)
     i added the download link here:
     http://www.wix.com/ShacaR/carpenoctem
     
     hope its ok for you.                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 on November 15, 2009, 05:38:00 am
                    Seperate Music File installation? Genius!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Nevera476 on November 16, 2009, 07:52:00 am
                   
    burgermeister01 posted:
    Well, with any of these crash logs, the best anyone can do is make an educated guess as to the problem. However, since engine.dll is throwing the error, I'm guessing that problem still isn't sorted out.
     
     
     Good news though! I have released version 1.2.1 which includes the following:
     
     
       
  • Fixes Wesp's Missing Files - There were those DLL files as well as the "Tools" folder which were missing in older versions of Clan Quest Mod. This fixes it, by including those files at long last.

  •  
       
  • Histories Revised Mod - The Histories Revised mod tweaks some of the histories, and adds some more rules, like more difficult stealthing. The installer now includes this mod as an install option.

  •  
     
       
  • Music as a separate install option  - Some people were complaining about the new music choices in Clan Quest Mod and Camarilla Edition. The installer now singles these out as seperate installation options, so you can choose to sustain the original music.

  •  
     
     
     
     Anyways, I'd recommend doing a fresh install and then try installing with 1.2.1 You can download it here: http://www.filefront.com/14924541/vtmb-clan-quest-mod-v1.2.1.zip
     
     
     Let me know how it goes.
     
     
     
     
     
     

     
     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)                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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'.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Bookwormblues 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
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] rosscoliosis 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Bookwormblues 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
     
     
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Nevera476 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Flowing7Snake 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)?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Bojo_Bones 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?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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.
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Wesp5 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!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on December 02, 2009, 09:17:00 am
                   
    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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 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!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 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?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 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!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 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...                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on December 19, 2009, 12:01:00 pm
                    Hey burgermeister01 are we to expect a new version of CQM soon?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on December 19, 2009, 11:55:00 pm
                    hopefully soon,with new stuff                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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!
     
     
     
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 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?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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
     
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 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                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 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.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on December 23, 2009, 07:03:00 pm
                   
    burgermeister01 posted:
    @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!
     
     

     glad to to make your day
     i too have wondered if was possible to make some more of these in the game and i'm glad to hear it is,also when i've got enough time i would like to tell you about microevents:something meant to make bloodlines much deeper and spectacular,so if you care to listen...                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] cadmiumcadamium on December 23, 2009, 07:23:00 pm
                    I myself would like to see a merge with PnP mod (because i prefer the WoD feel of it), Clan quest mod, the latest Wesp Patch and CE. Also, i would like to see some new quests involving  the Lasombra Clan as antagonists. (if anyone can make the obtenebration discipline viable). The clan quest mod is a great thing but if one could make new quests like that one should not only confine them to Clan vs Clan. Not that i have a right to say anything anyway since i havent made any contribution to this game or any other for that matter.
     
     
     lastly, this post should perhaps be moved as the first post of a new thread so others can continue this "wishlist" of mine :P                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 on December 24, 2009, 04:40:00 am
                    Burger,
     
     I'm sure you remember our talk a week ago or so about the balancing of CE vs. Arsenal Mod/Histories Mod changes. I don't think we ever came to an agreement on what should be done pertaining to whether or not the user should be able to use CE -AND- other mods that would unbalance CE.
     
     You already know I love the "All-In-One" Vampire package that I know you're more than capable of creating, downloading 1 package than contains multiple mods is really sweet. Of course we still need to finalize a decision that we can both hopefully live with on the "What should and shouldn't be used with CE" issue.
     
     Drop me a line and I'll do the same and hopefully we can make time to "sitdown" together and hash it out. Now that CE 1.2 is out (and I have those CE 1.1 -> CE 1.2 change only files ready for you), you can take your time merging.
     
     Anyways, Merry Christmas and I'll talk to you soon bud! happy                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Horosha1 on December 25, 2009, 01:30:00 am
                    Actually I think there is little chance that additional quests will unbalance CE 1.2
     
     Since I was one of the beta-testers for CE 1.2, it is my firm opinion that experience created by additional quests would actually help with character development.
     
     For testing the changes from CE 1.1 to CE 1.2, I created a God-Vamp and I found that it usually took between 900 to 980 experience to max out on attributes and disciplines. With the addition of both Blood Heal and Blood Buff as upgradable disciplines, with the experience pool you have available does force you to be more tight on your experience expenditure than before.
     
     Additional experience points from new quests would help expand the experience pool for CE 1.2
     
     Horosha                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on December 25, 2009, 07:12:00 am
                    it seems everybody has forgotten the gloryous compmod from dheu...
      sad   sad   sad                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on December 28, 2009, 02:22:00 pm
                   
    torgal363 posted:

     glad to to make your day
     i too have wondered if was possible to make some more of these in the game and i'm glad to hear it is,also when i've got enough time i would like to tell you about microevents:something meant to make bloodlines much deeper and spectacular,so if you care to listen...

     
     Hmmm, well tell me more. I’m always interested to hear fresh ideas. You could post it here or PM me; I’ll get the message either way.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on December 28, 2009, 02:23:00 pm
                   
    cadmiumcadamium posted:
    I myself would like to see a merge with PnP mod (because i prefer the WoD feel of it), Clan quest mod, the latest Wesp Patch and CE. Also, i would like to see some new quests involving  the Lasombra Clan as antagonists. (if anyone can make the obtenebration discipline viable). The clan quest mod is a great thing but if one could make new quests like that one should not only confine them to Clan vs Clan. Not that i have a right to say anything anyway since i havent made any contribution to this game or any other for that matter.
     
     
     lastly, this post should perhaps be moved as the first post of a new thread so others can continue this "wishlist" of mine :P

     
     I agree with you completely. The idea with any new quests, going forward, is not to constrict quests to specific clans, or further push the Jyhad theme of the previous quests, but have totally fresh material available to all players. I’m always interested in seeing what other people have for quest ideas, so if you have a thought, I encourage you to throw it out there!
     
     If you want to post it here or post it on the CQM forums (hint, hint ; D), is up to you.
     
     Oh, and as far as the merging goes, you should have all of the above with the exception of the PnP mod and CE living together. They would step on each other way too much. But hell, other than that, you’ve got that already; CQM included CE 1.1 (soon 1.2) as well as UP 6.6 (soon 6.7)!
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on December 28, 2009, 02:24:00 pm
                   
    Zer0Morph2000 posted:
    Burger,
     
     I'm sure you remember our talk a week ago or so about the balancing of CE vs. Arsenal Mod/Histories Mod changes. I don't think we ever came to an agreement on what should be done pertaining to whether or not the user should be able to use CE -AND- other mods that would unbalance CE.
     
     You already know I love the "All-In-One" Vampire package that I know you're more than capable of creating, downloading 1 package than contains multiple mods is really sweet. Of course we still need to finalize a decision that we can both hopefully live with on the "What should and shouldn't be used with CE" issue.
     
     Drop me a line and I'll do the same and hopefully we can make time to "sitdown" together and hash it out. Now that CE 1.2 is out (and I have those CE 1.1 -> CE 1.2 change only files ready for you), you can take your time merging.
     
     Anyways, Merry Christmas and I'll talk to you soon bud! happy

     
     
     Gratz on CE 1.2! I tried it out over Christmas on my ‘rents computer, and it seemed pretty bad ass. I don’t know if I saw all the changes yet, but I have to try it on my own machine now, instead of one that can hardly process the graphics, haha.
     
     Anyways, I have been thinking about what we talked about, and I’m glad you brought this discussion to a public forum, because I am curious to see what other people think of this issue.
     
     Your thought is that CE 1.2 should NOT interact AT ALL with any mod which affects gameplay. That includes Arsenal Mod, Histories mod, and the P & P mods and the difficulty mod. The point being that CE is designed a certain way to create a specific game experience.
     
     I’m with you on P & P and the difficulty mod in that regard; the amount of differences is irreparable. However, with other mods, where the amount of impact to CE is relatively small, I do not agree. My point being that if a player wanted to play just CE, then they are welcome to install only CE. But if someone wants to play CE AND Arsenal Mod, why not provide that user a simple interface to do such?
     
     As I said though, I’ve thought about it, and really, your having me use CE 1.2 in a multi-installer is a privilege really, so I am willing to abide by however you wish to see your mod combined with others; especially considering that you are one of the few modders that is actively developing his or her contribution. So just let me know what you’d like to see, or not see, and I’ll see to it in the next edition.
     
     Of course, like I said, I wanted to open this discussion up to the forum, just to see what other people think, so if some others peeps have input, whether it be more towards my paradigm or yours,  I think it’s worth considering.  
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 on December 29, 2009, 04:11:00 am
                   
    burgermeister01 posted:

     Gratz on CE 1.2! I tried it out over Christmas on my ‘rents computer, and it seemed pretty bad ass. I don’t know if I saw all the changes yet, but I have to try it on my own machine now, instead of one that can hardly process the graphics, haha.
     
     Anyways, I have been thinking about what we talked about, and I’m glad you brought this discussion to a public forum, because I am curious to see what other people think of this issue.
     
     Your thought is that CE 1.2 should NOT interact AT ALL with any mod which affects gameplay. That includes Arsenal Mod, Histories mod, and the P & P mods and the difficulty mod. The point being that CE is designed a certain way to create a specific game experience.
     
     I’m with you on P & P and the difficulty mod in that regard; the amount of differences is irreparable. However, with other mods, where the amount of impact to CE is relatively small, I do not agree. My point being that if a player wanted to play just CE, then they are welcome to install only CE. But if someone wants to play CE AND Arsenal Mod, why not provide that user a simple interface to do such?
     
     As I said though, I’ve thought about it, and really, your having me use CE 1.2 in a multi-installer is a privilege really, so I am willing to abide by however you wish to see your mod combined with others; especially considering that you are one of the few modders that is actively developing his or her contribution. So just let me know what you’d like to see, or not see, and I’ll see to it in the next edition.
     
     Of course, like I said, I wanted to open this discussion up to the forum, just to see what other people think, so if some others peeps have input, whether it be more towards my paradigm or yours,  I think it’s worth considering.  
     

     
     Sorry for the quote, I needed something to reference as your message was lengthy but super fun to read! Very well said by the way, I really enjoyed reading it and you hit the nail on the head with this quote...
     
     "Your thought is that CE 1.2 should NOT interact AT ALL with any mod which affects gameplay. That includes Arsenal Mod, Histories mod, and the P & P mods and the difficulty mod. The point being that CE is designed a certain way to create a specific game experience."
     
     Thats really my only concern and as you said P&P Mod and Difficulty Mod seem to really overhaul the gameplay and it seems you already agree with that so I can drop that now. I will admit that I've never installed and played Arsenal Mod -OR- Histories Mod so I really don't know what all they effect. I assume Histories Mod changes the histories which seems silly to install on top of CE simply because we've already overhauled 95% of the histories to fit within the CE world.
     
     The sounds, textures, models, etc.... of Arsenal Mod obviously don't effect CE in anyway, my only concern was weapon damage imbalances. I had to decrease the amount of fists damage and increase the amount of guns damage for both CE 1.1 and CE 1.2. I did end up reducing the gun damage slightly for CE 1.2 because I felt it was overpowered (oops on me). I do have a quick question, would the damage modifiers done by Arsenal Mod effect everyone from PC to NPC? If so then I guess it's fair for all and I shouldn't be too worried about Arsenal Mod.
     
     I guess all in all, now taking a step back, I don't see the need to overwrite our histories with someone elses histories so I don't think Histories Mods on top of CE should be an option, though I don't see a problem with modifying the weapon damage by combining CE and Arsenal Mod. And like you said, I'm curious what the general conscensus is on this, let's hear what the public has to say.
     
     ----- (Personal Message Time, nobody read this but Burgermeister)
     
     By the way how was your Christmas? I got a Juicer that you stick stuff like apples, oranges, grapes, n stuff in and it squeezes the juice out into a cup. My wife made me some Apple/Orange Juice and OMG it was SOOO good. A day later 2 canker sores appeared in my mouth I assume it was from the citrus acid overload, now it hurts to eat... poor me. happy
     
     Bodybuilding is going good, I'm up 15 lbs from 2 months ago and now weigh between 250-255lbs. depending on the time of day. My leg press is up to a personal record of 380lbs (3 sets of 8) and my pectoral fly is at 265lbs. (2 sets of 8, reduced to 250lbs for the 3rd set).  Being strong is fantastic but I can't wait to cut down on some of this extra fat I put on.
     
     Sorry I got sidetracked! happy
     PS: I agree, it IS an honor to be included in your package and I thank you. grin                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] kabatta on December 29, 2009, 03:37:00 pm
                    It doesn't work with camarilla 1.2 . I've tried that combination. I got a bug at a conversation with Lacroix in the ventrue tower that crashed the game. In rest it went pretty smoothly.                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on December 30, 2009, 02:08:00 pm
                   
    kabatta posted:
    It doesn't work with camarilla 1.2 . I've tried that combination. I got a bug at a conversation with Lacroix in the ventrue tower that crashed the game. In rest it went pretty smoothly.

     
     Yea, you can't just install one with the other. It will create instabilities like the one that you found. But hey, now that CE 1.2 is out, the next edition of CQM will likely include it, so there you go! Basically I do the footwork in the distrubition to keep those kinds of crashes from happening.
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on December 30, 2009, 03:52:00 pm
                    If it is optional, I will use only CE + CQM.
     In my opinion CE is enough to provide the player a unique experience in the World of Darkness. CQM isn't going to change that. It will only add up to the atmosphere with the new quests. New content is always welcomed. Every other mod is absolutely unnecessary for me.
     The only thing I'm concerned is the additional exp that you are going to receive from the new quests.It will be sad if they break the balance Zer0 worked so hard on in CE.
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] cadmiumcadamium on January 14, 2010, 08:38:00 pm
                    if people are going to merge mods and stuff like that i would like to come with a request. Please make it possible to use presence in the same way you use dominate and dementation. would be really nice if someone did this.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on January 15, 2010, 12:44:00 pm
                    burgermeister01 are you still around?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Skyra_to_Hollow on January 17, 2010, 02:19:00 am
                    Thread stickied.  This thing has hang time, especially if you guys plan to do a mod merger or anything along those lines.                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Acleacius on January 18, 2010, 09:28:00 pm
                    Congratulations and thanks for your work on this mod burgermeister01. happy
     
     This is my first time trying the mod, just made it to SM and find the Bloodtimer too fast for me, might I ask which file it's located in? I think it's a great idea to add more vampire feeling of needing blood, but I don't want to fill like I am on a timer to finish the game. I like a little pressure but don't want to feel rushed to get everywhere, if it's actually a compiled file would you consider releasing a choice of 50%? I am not really sure about the 50% since I just started but as an example I lost like 4 or 5 pints before I ever left the Haven for the fist time, just seems a bit high.
     
     
     Thanks for any tips. happy
     
     Edit:Think, I found it in the vamputil.py can someone let me know what the 12 stands for in the formula BLOOD_MAX_COUNT = 12, is this 12 in game minutes? It seems like about 3 to 6 minutes real time, though I am only guessing.                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Acleacius on January 19, 2010, 04:01:00 am
                    Anyone else having problems getting the Suicide Icon to show up for Tremere/female, in the main UI hud?                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Malkav_666814 on January 19, 2010, 05:47:00 am
                   
    Acleacius posted:
    Edit:Think, I found it in the vamputil.py can someone let me know what the 12 stands for in the formula BLOOD_MAX_COUNT = 12, is this 12 in game minutes? It seems like about 3 to 6 minutes real time, though I am only guessing.

     Yes, you found the right place.
     The bloodtimer is set to fire once every 15 seconds. So Blood_Max_Count = 12 means 3 minutes.
     If You like it more comfortable, I'd suggest 20 (= 5 minutes).
     
     Edit:If you want to try out various times in a running game, you should do another change a few lines down where it reads:
     
         if(__main__.G.BloodCounter == BLOOD_MAX_COUNT):
     
     make that
     
         if(__main__.G.BloodCounter >= BLOOD_MAX_COUNT):                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Acleacius on January 19, 2010, 01:58:00 pm
                    Thanks Malkav_666814 happy
     
     The SM Hospital guard upstairs is not regenerating blood, I came back about an hour (in RT) for Werewolf blood and he still had 1 pint left so he died instantly when I tried to feed.
     
     The music in Asylum is not reducing in volume during conversations as the Vanilla music does, makes it near impossible to hear quests and dialogs.                        

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on January 22, 2010, 06:22:00 pm
                    Hey!
     
     Sorry you've had some problems with the game. Let me try to address the issues you've experienced:
     
     1) Suicide Disciplines:
     
     This is a bug found in the Camarilla Edition mod. Actually, when you change the blood costs of the various vampire powers, there's a bug in the game enging which causes the higher level targeted powers to now show up as you're scrolling.
     
     The workaround for this is to create a keyboard shortcut to your targeted powers. The deafult key for this menu is 'K'. If you press that you can bind the selection of your powers to keyboard keys.
     
     It's kind of a pain in the ass, but for what it's worth, when I tried CE as a Ventrue, I actually started to like the fact that I could access some of my disciplines so quickly.
     
     
     2) Cliniic Guard:
     
     Not sure what to tell you with this guy. I haven't done anything to modify this guy, and to my knowledge, none of the other mods have either. It might have been some change in the UP, which I can't recall merging in.
     
     by
     3) Asylum Muic:
     
     Did you install the music changes for Camarilla Edition? The only thing I could guess here is if the new song added by Camarilla Edition can't be scaled in volume for some reason. That really wouldn't surprise me, as the game is built on an old, old version of source. I'll check it out sometime soon anyways, and see if there's a solution.
     
     Anyways, I hope this helps!
     
     BM                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Acleacius on January 28, 2010, 03:37:00 pm
                    Thanks for the info.
     
     I might try to change the blood costs to 1 instead of 0 to see if this will fix it
     
     Found out the guard is set, in UP by Wesp.
     
     Ok will do it without the music, to hear the dialogs.
     
     
     Thanks again for your work. happy
     
                           

     

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    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on March 23, 2010, 02:17:00 pm
                    burgermeister01 are you still planning to merge Clan Quest 1.2 (probably 1.3) with Camarilla Edition 1.2 ?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on March 24, 2010, 11:22:00 am
                    what about merging compmod with wesp ltest unofficial patch?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] torgal363 on April 03, 2010, 08:50:00 am
                    now that six point nine is out i hope the merging will be made with the LATEST UnofficialPatch                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on April 06, 2010, 11:27:00 am
                   
    torgal363 posted:
    now that six point nine is out i hope the merging will be made with the LATEST UnofficialPatch

     
     Yessir! I actually just saw the announcement of 6.9 Saturday. Now that I'm up to the latest version(s) ~ 6.8, merging in 6.9 is pretty easy, and I got the whole task done Sunday afternoon.
     
     Likewise, one of my co-conspirators, hk00107, has Pop's difficult mod and the PnP Combat mod, merged up to 6.8, so its at a point where I can make the UP editions to those mods as well. Those, too, will be install options in the next CQM release.
     
     Likewise, someone else asked about Camarilla Edition; version 1.2 will be an option, albeit an exclusive one, for CQM 2.0.
     
     Happy days!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on May 04, 2010, 07:00:00 pm
                    Hey burgermeister01. How is the mod going? Are we to expect anything new soon?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] burgermeister01 on May 05, 2010, 10:03:00 pm
                   
    YamiRaziel91 posted:
    Hey burgermeister01. How is the mod going? Are we to expect anything new soon?

     Getting pretty close now. My collaborator for working on the PnP / PoPs / Histories mods integration is busy with RL stuff, but once he gets the last few bugs wrapped up, we can make the final round of testing, final touches, and release!
     
     Probably ... I dunno, couple weeks?
     
                           

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] HK00107 on May 08, 2010, 12:34:00 am
                   
    burgermeister01 posted:
    YamiRaziel91 posted:
    Hey burgermeister01. How is the mod going? Are we to expect anything new soon?

     My collaborator for working on the PnP / PoPs / Histories mods integration is busy with RL stuff, but once he gets the last few bugs wrapped up, we can make the final round of testing, final touches, and release!
     

     
     That would be me, and I just knocked those bugs out yesterday. Still have some polishing to do as far as in game discipline descriptions, but that won't take long at all, so final testing is around the corner!                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] Zer0Morph2000 on May 08, 2010, 02:16:00 pm
                    I can't wait for 2.0 to be released, the videos made me.... drool happy                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] ChildeofMalkav on May 08, 2010, 10:59:00 pm
                    I installed the clan quest mod properly, and playing as a malkavian I paid Tourette (im assuming that's jeanette/tharese) but no new dialogue for the malkavian quest came up. Any suggestions?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] ChildeofMalkav on May 08, 2010, 11:36:00 pm
                    Nevermind everyone, turned out I created a vampire folder WITHIN THE vampire folder. I can be naive half the time. Works perfectly now.                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] YamiRaziel91 on May 10, 2010, 12:29:00 am
                    burgermeister01 is there a chance that the next version of your mod include CE 1.3 instead of CE 1.2?
     If I remember correct you were integrating CQM with latest UPs, right? What is the latest UP patch you've integrated or planned to intergrate and is it going to work along with CE?                        

     

                                                      
    Title: Re: Clan Quest Mod Version 12 Released
    Post by: [archive] HK00107 on May 11, 2010, 09:11:00 pm
                   
    YamiRaziel91 posted:
    burgermeister01 is there a chance that the next version of your mod include CE 1.3 instead of CE 1.2?
     If I remember correct you were integrating CQM with latest UPs, right? What is the latest UP patch you've integrated or planned to intergrate and is it going to work along with CE?

     
     I believe I can answer that. While CE 1.3 is likely to be in a followup release, putting it in now would mean resetting the timetable, which I don't think anybody wants, especially when we are already very close to a release.
     
     As for the latest UP patch, its in there, 6.9.                        

     

                                                      
    Title: Clan Quest Mod Version 12 Released
    Post by: [archive] |warrior|$hacaR on May 16, 2010, 02:13:00 pm
                    im looking forward so much for this wink
     i almost...
     
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