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Offline [archive] ChildeofMalkav

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Re: Clan Quest Mod Version 12 Released
« Reply #90 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.                        

 

                                                  

Offline [archive] YamiRaziel91

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Re: Clan Quest Mod Version 12 Released
« Reply #91 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?                        

 

                                                  

Offline [archive] HK00107

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Re: Clan Quest Mod Version 12 Released
« Reply #92 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.                        

 

                                                  

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Offline [archive] |warrior|$hacaR

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Clan Quest Mod Version 12 Released
« Reply #93 on: May 16, 2010, 02:13:00 pm »
                im looking forward so much for this wink
 i almost...
 
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