PlanetVampire.com Forum

Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: burgermeister01 on August 08, 2015, 08:35:42 PM

Title: Clan Quest Mod
Post by: burgermeister01 on August 08, 2015, 08:35:42 PM
It's finally here guys! It's updated, it's tested, it's uploaded, it's ready for download and enjoyment =p

Just a quick review here's the new stuff in version 3.1:

- Integration with UP 9.2 - This is the big one, the thing everyone's been waiting for lol. As you know, I made a few of my own adjustments, but otherwise it's all there.

- Better installer - Now I'm using the mod loader, the thing in Wesp's installer that finds your install path for you, and less insane install options.

- Camarilla Edition Lite - A custom cut of CE that includes all the models, skins disciplines, histories and rules adjustments from the latest version.

- Bug Fixes - I've tracked down a number of issues from 3.0, some big some small, that have been fixed. This includes handling integration with UP vs UP+ correctly, making the achievement system work more smoothly, and integration of hot fix 3.0.1.

So yea, you can read more about it on the moddb page:
http://www.moddb.com/mods/vtmb-clan-quest-mod (http://www.moddb.com/mods/vtmb-clan-quest-mod)

... or just download right here at planetvampire.com!

https://www.planetvampire.com/modules/Burgermeister/ (https://www.planetvampire.com/modules/Burgermeister/)

There will be more news in the next week, too. I hate to shamelessly self promote, but you guys should follow me on Twitter if you have a handle. I've been posting rules to the (Unofficial) VTMB drinking game. I'll probably also start doing "micro-updates" on there in the future; just inconsequential updates to what I've been working on or are busy with on the mod.

https://twitter.com/VtMBCQM (https://twitter.com/VtMBCQM)


Enjoy! Let me know if you have questions or comments!

Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 08, 2015, 08:54:55 PM
Hip hip hurrah!

Merci beaucoup :)

I'll be sure to try it out real soon.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Hobomaniac on August 08, 2015, 09:12:20 PM
Simply amazing!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Gurkhal on August 08, 2015, 09:48:09 PM
It was a long time since I last posted on this forum or played Bloodlines but its a joy to see Clan Quest mod going strong!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 08, 2015, 10:02:36 PM
Gurkhal! It's been a long time since I've heard from you - but I should take a moment to publicly praise you, because Grukhal here helped co-produce the Kalliyan quest!

You the man!  :rock:

I deleted the clan quest forum, but I saved that epic post you made with a ton of other quest ideas .... just in case!

Hope you're well and still enjoying the mod/game!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Signothorn on August 08, 2015, 11:04:16 PM
Just FYI, people should still verify the installer points to the right directory where your game is installed, especially if you have Bloodlines installed on a different drive. For some reason, the installer was pointing to C: instead of D:, in my case.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 08, 2015, 11:10:16 PM
Just FYI, people should still verify the installer points to the right directory where your game is installed, especially if you have Bloodlines installed on a different drive. For some reason, the installer was pointing to C: instead of D:, in my case.

Word. The installer tries real hard to detect the path for you auto-magically, but you should always double-check
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Talmor on August 09, 2015, 01:31:12 AM
I installed it, but it seems to come up with a "Vanilla" version. This might be my fault.

After it was installed, the shortcut gave me an error saying it couldn't find vampire.exe. I hunted around and found it in the main directory. Is this the wrong one to use? Should I point it to a different one?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 09, 2015, 01:40:55 AM
I installed it, but it seems to come up with a "Vanilla" version. This might be my fault.

After it was installed, the shortcut gave me an error saying it couldn't find vampire.exe. I hunted around and found it in the main directory. Is this the wrong one to use? Should I point it to a different one?

Try out these instructions on the Known Issues page, under the bullet about "problem starting up steam". I think the solution should be the same. It's here:

https://www.planetvampire.com/modules/Burgermeister/issues.php (https://www.planetvampire.com/modules/Burgermeister/issues.php)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Talmor on August 09, 2015, 02:08:58 AM
Ah, yup, that fixed it. Silly me for buying my game through Direct2Drive/Gamefly rather than Steam like a proper gamer... :facepalm:

I'm at the character creation screen, looking at all the disciplines, and the math is already scaring me...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Gurkhal on August 09, 2015, 07:37:08 AM
Gurkhal! It's been a long time since I've heard from you - but I should take a moment to publicly praise you, because Grukhal here helped co-produce the Kalliyan quest!

You the man!  :rock:

I deleted the clan quest forum, but I saved that epic post you made with a ton of other quest ideas .... just in case!

Hope you're well and still enjoying the mod/game!

Thank you for your kind words!

I hope you may get some more use from my old post on the CQ forums.

As for myself I'm doing good, some ups and downs but struggling on!

I hope you are doing good, as well!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 09, 2015, 08:25:59 AM
I deleted the clan quest forum, but I saved that epic post you made with a ton of other quest ideas .... just in case!

So would you like to get a new child board here, like the Antitribu Mod then? Also @Signothorn, one of the Antitribu boards is still empty, I think we can merge the two boards, there will not be enough traffic for both...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Aloysius on August 09, 2015, 08:43:08 AM
Well done, downloading right now. And Thanks Gurkhal, the Kalliyan quest has always been something different, very refreshing.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 05:01:32 PM
Is it only me that can't get out of Mercurio's home?

"attribute error :__main__ has no attribute 'apartmentLeave'
Plus Wesp patch, Cam edition activated (but not companion mod or context loading screens), arsenal weapons, achievement, posters revisited, custom models & posters. on a new install. I'm going to try it only with the cqm and with both next since it's fairly soon.

I also just noticed something strange now. If you select custom installation or full, like i had, both the plus and normal wesp patches are 'activated' even though normally in the 'recommended' only on the plus version is activated. If you deactivate it the normal version gets activated, but from there on, if you activate plus again, the normal doesn't get deactivated (it turns into custom installation too but that makes sense).

Fortunately with the new mod system i only have to delete the CQM directory to 'reinstall clean' over the game.

edit: yeah, tested it out, even with only the recommended preset i always can't exit Mercurio. The normal game is fine. Also btw, the camarilla edition main menu is different (and buggy, but ah, wine). No flames, buggy clan symbols floating around.

There's no rush to fix since i can always console command myself out, so don't go losing any sleep over it.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 09, 2015, 05:56:12 PM
Is it only me that can't get out of Mercurio's home?

"attribute error :__main__ has no attribute 'apartmentLeave'
Plus Wesp patch, Cam edition activated (but not companion mod or context loading screens), arsenal weapons, achievement, posters revisited, custom models & posters. on a new install. I'm going to try it only with the cqm and with both next since it's fairly soon.

I also just noticed something strange now. If you select custom installation or full, like i had, both the plus and normal wesp patches are 'activated' even though normally in the 'recommended' only on the plus version is activated. If you deactivate it the normal version gets activated, but from there on, if you activate plus again, the normal doesn't get deactivated (it turns into custom installation too but that makes sense).

Fortunately with the new mod system i only have to delete the CQM directory to 'reinstall clean' over the game.

edit: yeah, tested it out, even with only the recommended preset i always can't exit Mercurio. The normal game is fine. Also btw, the camarilla edition main menu is different (and buggy, but ah, wine).

Yes, it is just you.  :razz:

It sounds like either:

a) You didn't start a new game after installing the mod or

b) You are having some side effects from either another mod that's installed or not doing a clean install.

The other stuff I'm not as clear on but: with the install option, UP is always installed and UP+ is 'recommended' but you have the options of deselecting it.

Also, what is the "Camarilla Edition Main menu". If you are seeing anything other than the Clan Quest main menu then you definitely don't have something installed right.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 06:09:35 PM
Oh no i'm seeing the clan quest main menu, with the subtitle and the symbols and all. I only mean that the main menu with the camarilla edition is slightly different as i said:
no flames coming from the bottom
floating clan symbols (which are buggy, but that is prob wine's fault).
And i started new games everytime - how could i not with the new mod system - there are no old saves. (and the install is new)

Well, we'll see if i'm the only one with time i guess.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 09, 2015, 07:36:09 PM
Hm, sounds like either vamputil didn't compile or there is a problem with the date flags. Try deleting /cqm/python/vamputil.pyc and restart the game.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 09, 2015, 07:49:50 PM
Hm, sounds like either vamputil didn't compile or there is a problem with the date flags. Try deleting /cqm/python/vamputil.pyc and restart the game.

This. Except the script with apartmentLeave is in santamonica.pyc so you want to delete

/cqm/python/santamonica/santamonica.pyc
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 07:50:33 PM
All the python files except these on the CQM directory are in .py uncompiled form:
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/demo/demo.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/lib/types.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/lib/random.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/lib/string.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/theatre/theatre.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/lib/copy_reg.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/tutorial/tutorial.pyc
/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/santamonica/santamonica.pyc

edit: i see. I'll try that.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 09, 2015, 07:51:23 PM
no flames coming from the bottom
floating clan symbols (which are buggy, but that is prob wine's fault).

The flames and clan symbols are basically the tile effects of the UP plus as it doesn't have anything else. I don't know if the Clan Quest Mod displays it all of the time, it probably shouldn't because if the CE adds something to the menu too, the combination will surely be messed up!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 09, 2015, 08:09:22 PM
no flames coming from the bottom
floating clan symbols (which are buggy, but that is prob wine's fault).

The flames and clan symbols are basically the tile effects of the UP plus as it doesn't have anything else. I don't know if the Clan Quest Mod displays it all of the time, it probably shouldn't because if the CE adds something to the menu too, the combination will surely be messed up!
I have installed cqm with CE. And that has the main menu as in the latest CE version: no flames and colored clan symbols. Since I only have this setup, I don't know what happens if CE is not installed.

SCO, now I see what went wrong. You have installed cqm in the /vampire subdirectory. You must install in the main bloodlines directory.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 08:19:57 PM
I really haven't. This is my tree inside the game directory. IF you search for "CQM, you'll see it's in the main dir
eh, this is too big to show but suffice to say it's on the main dir.

Also i tried deleting all the pyc files from the CQM dir and then the whole game but it didn't solve it. But i did look at santamonic.py and i see the function exists.

There are some  __main__.IsIdling errors too, which appear periodically hmmm.

edit: loading a savegame before mercurio, with santamonica.pyc deleted:
Loading game from SAVE\sm_hub_1.HL1...
Unable to open data file for: vdata\system\Reactions001.txt
Unable to open Reaction List data file for: vdata\system\Reactions001.txt
Unable to open data file for: vdata\system\Reactions002.txt
Unable to open Reaction List data file for: vdata\system\Reactions002.txt
Unable to open data file for: vdata\system\TraitEffects001.txt
Unable to open Trait Effect List data file for: vdata\system\TraitEffects001.txt
Unable to open data file for: vdata\system\TraitEffects002.txt
Unable to open Trait Effect List data file for: vdata\system\TraitEffects002.txt
Unable to open history data file for: vdata\system\Histories001.txt
Unable to open History List data file for: vdata\system\Histories001.txt
Unable to open history data file for: vdata\system\Histories002.txt
Unable to open History List data file for: vdata\system\Histories002.txt
Unable to open data file for: vdata\system\DisciplineTgt_005.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_005.txt
Unable to open data file for: vdata\system\DisciplineTgt_006.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_006.txt
Unable to open data file for: vdata\system\DisciplineTgt_007.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_007.txt
Unable to open data file for: vdata\system\DisciplineTgt_008.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_008.txt
Unable to open data file for: vdata\system\DisciplineTgt_009.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_009.txt
Unable to open data file for: vdata\system\DisciplineTgt_010.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_010.txt
Unable to open data file for: vdata\system\LevelingTemplate_001.txt
Unable to open Leveling Template data file for: vdata\system\LevelingTemplate_001.txt
Unable to open data file for: vdata\system\LevelingTemplate_002.txt
Unable to open Leveling Template data file for: vdata\system\LevelingTemplate_002.txt
Unable to open data file for: vdata\system\TraitEffects001.txt
Unable to open Trait Effect List data file for: vdata\system\TraitEffects001.txt
Unable to open data file for: vdata\system\TraitEffects002.txt
Unable to open Trait Effect List data file for: vdata\system\TraitEffects002.txt
Unable to open data file for: vdata\system\Reactions001.txt
Unable to open Reaction List data file for: vdata\system\Reactions001.txt
Unable to open data file for: vdata\system\Reactions002.txt
Unable to open Reaction List data file for: vdata\system\Reactions002.txt
Unable to open history data file for: vdata\system\Histories001.txt
Unable to open History List data file for: vdata\system\Histories001.txt
Unable to open history data file for: vdata\system\Histories002.txt
Unable to open History List data file for: vdata\system\Histories002.txt
Unable to open data file for: vdata\system\DisciplineTgt_005.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_005.txt
Unable to open data file for: vdata\system\DisciplineTgt_006.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_006.txt
Unable to open data file for: vdata\system\DisciplineTgt_007.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_007.txt
Unable to open data file for: vdata\system\DisciplineTgt_008.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_008.txt
Unable to open data file for: vdata\system\DisciplineTgt_009.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_009.txt
Unable to open data file for: vdata\system\DisciplineTgt_010.txt
Unable to open Discipline Tgt data file for: vdata\system\DisciplineTgt_010.txt
Unable to open data file for: vdata\system\LevelingTemplate_001.txt
Unable to open Leveling Template data file for: vdata\system\LevelingTemplate_001.txt
Unable to open data file for: vdata\system\LevelingTemplate_002.txt
Unable to open Leveling Template data file for: vdata\system\LevelingTemplate_002.txt
invalid max_frames values for Smoke1
loading santa monica level script
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "Z:/home/SCO/Desktop/Vampire the Masquerade - Bloodlines/Vampire/./CQM/python/santamonica\santamonica.py", line 5, in ?
    import fileutil
ImportError: No module named fileutil
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnNormalMusicStart'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnAlertMusicEnd'
Exhausted signon buffer. Skipping remaining baselines (ents 175 - 1516).
Encountered a non-standard vertex format (183 3 1)
Encountered a non-standard vertex format (183 3 1)
Encountered a non-standard vertex format (105 0 2)
Can't find factory for entity: vdisciplineprojectile
NULL Ent in UTIL_PrecacheOther: vdisciplineprojectile
model scenery/misc/wooden_spool/wooden_spool.mdl used as a static prop, but not compiled as a static prop
Invalid camera shot index
Invalid camera shot index
Invalid camera shot index
Invalid camera shot index


now inside the apartment (since this is periodically appending and that nukes selection i only got the 'last' part):

SOLID_VPHYSICS static prop with no vphysics model! (models/scenery/structural/conflight/conflight.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/scenery/structural/conflight/conflight.mdl)
Loading game from SAVE\sm_apartment_1.HL1...
ERROR: couldn't open.
Loading game from SAVE\sm_hub_1.HL1...
Loading game from SAVE\sm_hub_2.HL1...
ERROR: couldn't open.
Traceback (most recent call last):
  File "<string>", line 1, in ?
NameError: name 'sm_apartment_1_patch' is not defined
Can't find factory for entity: vdisciplineprojectile
NULL Ent in UTIL_PrecacheOther: vdisciplineprojectile
NPC npc_VNewscaster stuck in wall--level design error
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'mercurioFight'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'updateMercurioModel'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'unhidePlus'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnEnterMap'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'finishElysiumTip'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'SetupDreamWorld'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'apartmentLeave'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'apartmentLeave'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnBLEvent'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnPollEvent'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnBLEvent'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnPollEvent'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'IsIdling'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnBLEvent'
Traceback (most recent call last):
  File "<string>", line 1, in ?
AttributeError: '__main__' module has no attribute 'OnPollEvent'
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 09, 2015, 08:54:47 PM
There must be some error in your installation. Your console log shows - Bloodlines/Vampire/./CQM/python as your python directory for cqm. And it should be -Bloodlines/cqm/python.
This is also consistent with the errors in the second log. The game can't find the modified python scripts, so it uses the original ones that don't have these functions.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 09:18:18 PM
You're wrong. That Vampire is not the inner Vampire dir, it's just what i renamed the "Vampire the Masquerade - Bloodlines" out game dir to be more convenient for my startup script to enter the directory.

I just renamed it to 'blood' either no effect (and before you say it's not supported by the game, older versions loaded this, and even new UP standalone loads - and exits the mercurio apartment - with the mod loader even).

edit this is the current dir of the last test
~/Desktop/Vampire the Masquerade - Bloodlines$ find . -maxdepth 2 .
./StartOnWine.sh
./blood
./blood/dbghelp.dll.12
./blood/Extras
./blood/Manual.pdf
./blood/vampire.exe.backup
./blood/Bin
./blood/vtmbup-readme.txt
./blood/Service
./blood/Vampire
./blood/Docs
./blood/CQM
./blood/Steam.dll
./blood/Version.inf
./blood/cheats.txt
./blood/dbghelp.dll
./blood/vampire.exe

I renamed this time because i noticed in the comments the new fileutil treats the 'Vampire' directory specially but no dice.

I believe the important error is (obviously):
'no module called fileutil' which if i understand correctly is the whole engine of the mod loader.

fileutil.py exists in the CQM python folder... but not fileutil.pyc.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 09, 2015, 09:25:53 PM
How can that be? The mod loader requires the original /vampire subdirectory and the /mod subdirectory, whatever that is called. So how can it work if the mod directory is also called vampire?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 09, 2015, 09:45:24 PM
Please read again the listing in the spoiler of the last post. The mod directory is just called CQM, the Vampire dir is the Original game inner dir and the blood directory is just the outer game dir renamed (previously called vampire too, but still containing everything the same). In fact i only started renaming the outer dir once the errors started here (and it doesn't matter for the UP). In fact i probably should reinstall that now to see if their mod loaders are different somehow.

I guess the reason why the santamonica.py can't load the fileutil.py is the real important stuff here.
edit: nah. UP also can't import fileutil (from the console in the tutorial map at least). The reason it's not breaking on the santamonica map is that the UP version of that script doesn't import it. So at least for me the patches are broken, i need to get to the bottom of this.

Did this stuff require dll hacking at runtime? I think wine is not good on that. I'm executing the game executable from the same directory it's at, so it shouldn't be that.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 09, 2015, 10:39:03 PM
Yep, you're right about the directory structure. I got confused by the double "vampire". I have no idea why fileutil can't be imported.
But in any case, the console eror messages suggest that your game uses the wrong pyc files. Otherwise it wouldn't look for the missing functions in __main__.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 10, 2015, 12:06:22 AM
Is it because of the reference to the nt library in the fileutil script? I didn't realize at first you were on Windows emulator.

@Wesp: regarding a child board for CQM ... I don't think its necessary. Sig and I already had a chat about it, but I feel like it doesn't make sense to segregate the different mod audiences - the community is small enough as is!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Gurkhal on August 10, 2015, 04:54:06 AM
Well done, downloading right now. And Thanks Gurkhal, the Kalliyan quest has always been something different, very refreshing.

Thanks. I'm very happy that in some small part I was able to provide something for this great mod.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 07:52:45 AM
edit: see next page for post with problem and solution.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 08:35:25 AM
edit: see next post for problem and solution.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 10:21:48 AM
So resuming: the mod-loader dllls (the bin/loader/*.vtm files) are not being loaded in wine, although dbghelp.dll loads.

edit: goddamit. I should have watched the line with more attention:
trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\dbghelp.dll" at 0xf7200000: builtin

it's loading wine's dbghelp.dll instead of the game dir one! Time for some dll override.

edit2: ALL FIXED.
Basically if you're using wine, it prioritizes it's own dbghelp.dll over the one in the game dir for some reason (maybe it's not direct import dll of vampire.exe? Who knows).
but to fix it you only need to run wine with:

WINEDLLOVERRIDES="dbghelp=n" wine vampire.exe -game NAMEOFMOD

I'm going to take this into account in my own graphical mod loader (which is just a script with zenity) but just letting the author of the dll know.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on August 10, 2015, 10:37:04 AM
I have a problem with comp mod lite. I had Heather along for a test and now she stays companion and therefore human combatant. That means her bloodpool doesn't refill, but with a no seduction character I ned her as blooddoll. What can I do?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 11:49:44 AM
edit: see below for a better version of the script.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 12:49:50 PM
LOL. I guess i spoke too soon. Although the mod loader is loading (widescreen and the console command works for one), the game isn't. Jack has no 'valid replies in the tutorial for example.

edit: ok got it. The mod loader dislikes (a lot) that the name of the mod given is given as a path 'CQM' works, './CQM' doesn't (although it seems it does). I'll fix it soon and update the script above.

edit2: script fixed and updated.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 10, 2015, 02:37:36 PM
it's loading wine's dbghelp.dll instead of the game dir one! Time for some dll override.

So WINE has it's own dbghelp.dll? I always thought this was a specific Bloodlines dll until I asked Google just now ;)! So if your bash script finally works out, could I include it with the next patch version for all people usine WINE on Linux? If so, could you write a readme how to use it?

As for the fileutil problem, wasn't there a versrion without nt reference? Ah yes, I found it! Please use the fileutil.py included in the extras developer tools python 2.7.2 update folder and post here, if this helps with WINE Bloorlines. You probably need other modules from there too...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 03:10:25 PM

As for the fileutil problem, wasn't there a versrion without nt reference?
the nt import was never the problem, wine will emulate the windows interfaces. It was always dbghelp.dll, which is what the new modloader uses for as a entry point for the game. Wine was insisting on loading it's own version (which naturally can't load the hacks) until told not to.

As for the script sure, but i think it best for me to make a version you can dump on the main directory besides vampire.exe. Wait a bit and i'll have it.

There's something though. The script is using zenity for the GUI, which is a GTK program. Maybe i should enhance it so it can be used from the shell too.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 10, 2015, 04:41:57 PM
I have a problem with comp mod lite. I had Heather along for a test and now she stays companion and therefore human combatant. That means her bloodpool doesn't refill, but with a no seduction character I ned her as blooddoll. What can I do?

Not sure what you mean. I tested the same, and she goes home when I tell her to, and if I feed off her, and then ask her about it again later, I get a timer telling me how long before I can feed on her again.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 04:52:04 PM
could I include it with the next patch version for all people usine WINE on Linux? If so, could you write a readme how to use it?

Here you can use this one. If you dump it next to vampire.exe at the root of the game it will work both from the command line (everywhere in linux i think) and from the file explorer (in GTK derived distros). It's all commented, so you should understand it with just a bit of bash-fu.

(wesp you can make it executable when you put it in the game dir on the installer)

readme:
bloodlines_loader.sh [optional_mod_argument]

the script needs to be executable
to use from the GTK file explorer just click it. If there is a mod installed it will show the options and allow the user to select one, if not it will run the original game. You may be able to install the required GUI builder 'zenity' from QT distros, but it will pull GTK dependencies.

For distros without zenity you can use the command line, open a console and execute the command.
If there is no mod installed it will run the game. If there is, it will show a list of possible mod arguments.
ex, console is in the home (~) dir and game is in the "~/Desktop/Vampire the Masquerade - Bloodlines" dir, with CQM installed:

you can provide a argument and it will only load that mod if it exists
$ Desktop/Vampire\ the\ Masquerade\ -\ Bloodlines/bloodlines_loader.sh FAKEMOD
Single argument must match one of:
Vampire
CQM
$

or you can provide no argument and it will ask
$ Desktop/Vampire\ the\ Masquerade\ -\ Bloodlines/bloodlines_loader.sh
Mod to load?
1) Vampire
2) CQM
3) Quit
#? 2


and it starts the CQM.

edit: removed look down
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 08:53:49 PM
updated the loader download above to ask if in the cmd line case no argument gets provided (or more than one).
edit: and again to handle number of mods above 9 doh.

This is the last update.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 10, 2015, 09:53:46 PM
and again to handle number of mods above 9 doh.

Optimist :)!

Quote
This is the last update.

Okay, I'll include it into the next patch update into the extras/player mods folder. I only modified the readme a bit to explain the usage without referring to the CQM which might mean nothing to first time patch users...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 10:06:01 PM
I forgot to update the readme (this is still the last you downloaded, the file didn't change) but where it asks for
Mod to load?

it should be now
Enter number to load mod:

I thought it was better to explain that what is required is the number not the 'CQM' or whatever.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 10:41:44 PM
Burgermeister  I could have sworn that the original Camarilla Edition bloodloss timer would start to damage your health once your blood reached zero, which doesn't seem to happen with this. Is it on purpose?

edit: never mind, it happened when i changed map.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 11:24:29 PM
Quote
This is the last update.
Okay, I'll include it into the next patch update into the extras/player mods folder.
Last last update ;)
It's because i was noticing some input lag in the game... and i thought a bit and realized that there was a open read to stdin from the select call in the script even while the game was running.

Now all calls to start the game redirect to another process and allow the script to terminate as soon as it's not needed anymore.
edit: removed look down
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on August 10, 2015, 11:47:50 PM
 :facepalm: Uh and a additional check to only accept numbers when it asks for user input from the cmd line, not arbitary strings
but i really really think this is the last.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SayanSoul on August 16, 2015, 08:38:22 PM
Hello, i was wandering if i need to install the official patch 1.2 before installing Clan Quest 3.1

I have the retail version of the game.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Maxus Corvin on August 16, 2015, 08:51:00 PM
Hello, i was wandering if i need to install the official patch 1.2 before installing Clan Quest 3.1

I have the retail version of the game.

Not at all. CQM contains Wesp's Unofficial patches, which already includes the 1.2 patch. So you will only need to install CQM.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SayanSoul on August 16, 2015, 08:53:18 PM
Hello, i was wandering if i need to install the official patch 1.2 before installing Clan Quest 3.1

I have the retail version of the game.

Not at all. CQM contains Wesp's Unofficial patches, which already includes the 1.2 patch. So you will only need to install CQM.

Thank you very much for the fast answer!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Ventrueloquist on August 17, 2015, 11:14:20 PM
Rock Paper Shotgun has written a feature on the new version of CQM, www.rockpapershotgun.com/2015/08/17/vampire-bloodlines-best-mod/ (http://www.rockpapershotgun.com/2015/08/17/vampire-bloodlines-best-mod/). Like us, it seems like they'll never be finished with this game.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 18, 2015, 12:50:42 AM
Rock Paper Shotgun has written a feature on the new version of CQM, www.rockpapershotgun.com/2015/08/17/vampire-bloodlines-best-mod/ (http://www.rockpapershotgun.com/2015/08/17/vampire-bloodlines-best-mod/). Like us, it seems like they'll never be finished with this game.

Yea, I saw that! I was really excited to get the publicity, and my moddb hasn't seen this much activity since before 3.0 was released!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 27, 2015, 04:16:07 PM
Hm, weird, I found two 'circus' basic dodge skill books (1-2 dots ones), one in the haunted house and one at grouts.

Usually in the UP, you get one at the haunted house and the dodge/defense occult powerup at Grouts (opposite in vanilla).

Is there two books here because the occult dodge powerup was moved to another location?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 28, 2015, 01:55:14 AM
I might be running into a bug with the Tremere quest, which I've done without a hitch before. I had no problem conciliating the druglord and Samantha, but when it comes to Nines and Strauss in dreamscape, only Nine's dialog triggers a quest entry.

 No matter what I do, the "obedience" quest keeps returning zero, leaving me with little choice but kill dream-Strauss and get Nines' crappy reward instead of INT. Double checked your walkthrough too. Nothing I tell Strauss seems to correctly trigger pc.SetQuest("obedience",1) even though its fairly clear it should and I see no glaring errors in Regent.dlg nor the python script. Hm.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Aloysius on August 28, 2015, 02:02:19 AM
I don't know about the occult dodge, but there is a patch for the tremere quest: http://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-311-patch (http://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-311-patch)

I don't know if it fix the same problem you have but in case you didn't install it...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 28, 2015, 02:12:19 AM
Duh, just after I spent 30 minutes finding a fix of my own :p

It worked once I renamed '       "Title"      "straussdream" ' to '       "Title"      "obedience" ' in vdata/system/quests_santamonica, based on what I saw in the dlg files.

But hey, a fix is a fix. Thanks for letting me know theres a 3.1.1!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 28, 2015, 02:46:11 AM
Yea sorry you had to go through all that just to find out there was already a patch!

Regarding the book: it was a bug that was reported and overlooked time and time again  :razz:
I should fix it, and will eventually, but I feel kind of meh since it doesn't really change very much.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 28, 2015, 05:04:23 AM
Its no hurry but it adds a nice touch, maybe in a future patch.

Another tiny issue that you probably wont care much to change; the CDC workers in Hollywood - if you poison the water - spawn infinitely and their corpses stick. You can kill as many as you want, they all stick on the ground, if you go in a building and exit, the corpses are still there but new ones are standing at their positions. The Red Asp was litered with two dozen CDC workers for my testing pleasure.

Figured I'd do the quest for the XP and then kill them all for being wicked ;) Turns out its not that easy.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on August 28, 2015, 07:48:55 AM
Its no hurry but it adds a nice touch, maybe in a future patch.

Another tiny issue that you probably wont care much to change; the CDC workers in Hollywood - if you poison the water - spawn infinitely and their corpses stick. You can kill as many as you want, they all stick on the ground, if you go in a building and exit, the corpses are still there but new ones are standing at their positions. The Red Asp was litered with two dozen CDC workers for my testing pleasure.

Figured I'd do the quest for the XP and then kill them all for being wicked ;) Turns out its not that easy.

I was not aware of this bug, but its actually kind of hilarious sounding.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 28, 2015, 06:29:30 PM
I'm all about finding the small inconsistencies when testing. Individually they may not look like much, but I like to think that I helped Wesp over the years by pointing out tiny flaws in his patches.

Here's another consistency thing;

On plus patch, killing isn't supposed to lower your humanity below 3 to conform to PnP rules. Your hitman quest doesn't take that into account, its a straight up humanity hit. Like Wesp, you could probably change the script to

    pc = __main__.FindPlayer()
    if (pc.humanity >= 4 and __main__.G.Patch_Plus == 1):
        pc.HumanityAdd( -1 )

That way pluspatch users will have more consistent behavior.

OTOH truly heineous acts can lower it further, so it makes perfect sense poisoning water intentionally just for the lulz could drop you below 3.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 30, 2015, 06:24:02 PM
Your hitman quest doesn't take that into account, its a straight up humanity hit.

That is actually not needed because Troika implemented an automatic system to avoid this on hubs...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on August 31, 2015, 03:54:26 AM
Your hitman quest doesn't take that into account, its a straight up humanity hit.

That is actually not needed because Troika implemented an automatic system to avoid this on hubs...

Not at the same threshold as in your patch, IIRC.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on August 31, 2015, 10:22:05 AM
Your hitman quest doesn't take that into account, its a straight up humanity hit.

That is actually not needed because Troika implemented an automatic system to avoid this on hubs...

Not at the same threshold as in your patch, IIRC.

Strange, I think I added the threshold to the patch to be the same as in the hubs! When I tested it yesterday I did not get a humanity hit when I killed Ji with a humanity of three.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: burgermeister01 on September 02, 2015, 05:09:17 AM
The humanity system in this game is always a mystery to me. It seems rather inconsistent.

In the PnP game you grow more and more callous as you do worse things, so it makes sense in the video game that eventually you stop losing humanity when you kill people. I do think poisoning an entire city would still be a hit to your humanity even if you're numb to murder.

But murder seems to be the only thing that is subject to these rules. All the other "bad" things you can do always make you lose humanity no matter what. And anyways, its kind of silly because nothing happens when you hit zero.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: BadBadVampire on September 26, 2015, 01:09:37 PM
Hey Guys,

just log in after a few Months or so and I must say I was very excited to see, that burgermeister is again working on the CQM.

The excitement kind of left me, when i saw, that i cant get it running no matter what i do, i click the icon and game just won´t launch. It doesn´t do anything.

So I would like to ask you Guys for help. I´m using this 3 CD HOODLUM Version (got the original somewhere too, but the CD stoped working a long time ago). So i do the clean install, no crack or anything, right after the installation, the game won´t launch. Just won´t do anything, no loading screen, nothing. And it won´t get better even after the full CQM 3.1 installation.

Now i know this ain´t a very good Error description, but the thing that strikes me is, that when i apply Wesp´spatch - tried 9.2 and 9.4 everythig works like a charm. I was hoping it is going to be the same with CQM, since it icorporates the patch, but no.

Tried installing and unnistalling a couple of times, cleaned the registry, limit the memory using msconfig (found this tip on the internet  :razz:) used the crakced .exe and nothing helps. Except from using the Wesp´s patch and i´m not sure if it is a good idea installing the patch first and then CQM.

Please Guys any ideas on this problem will be welcomed.

And thank you Wesp and burgermeister for keeping this game still alive. I do at least a one playthrough a year since the game came out and am always very excited to see, what you guys are making from the game.
-----------------------------------------------------------------------------------------------------------------
edit 26.9.2015 14:45

-----------------------------------------------------------------------------------------------------------------
So about 20 min. after posting this i actually tried to install CQM on the Wesp´s patch and it did work. The game launches and everything looks fine.

So now my questions is, what version of the Wesp´s patch can i use to be sure the files won´t be in conflict with each other, or at least do the least harm as possible?
If I am not mistaken, CQM 3.1 uses patch 9.2, but with some restrictions, or some stuff left out, so i guess using this version is not the best idea, if i want to keep the game as bug free as possible.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on September 26, 2015, 03:04:56 PM
So now my questions is, what version of the Wesp´s patch can i use to be sure the files won´t be in conflict with each other, or at least do the least harm as possible?

I think your problem is that Windows 7/8/10 are not supporting SafeDisk and connected cracks anymore. So to fix this the latest 9.4 includes a modified vampire.exe which should be the only think you need to take from the UP!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: BadBadVampire on September 26, 2015, 06:31:56 PM

I think your problem is that Windows 7/8/10 are not supporting SafeDisk and connected cracks anymore. So to fix this the latest 9.4 includes a modified vampire.exe which should be the only think you need to take from the UP!

This problem has definitely something to do with Windows 7, but your Patch seems to fix this even in the earlier versions. Not sure which one it was, but i was able to get the game running with patch 8.something (same PC, same game version and windows version...).

Anyway thanks a lot. You´ve done excellent work on this game.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: BadBadVampire on September 27, 2015, 10:23:32 AM
Not sure if it is a bug, but i´m experiencing a lot of stuttering whenever i enter a map with fog, or a fire like Santa monica in front of the hospital or the pier. Also when i use Presence in the first person view, these particles are making it really hard to move or shoot something. It gets a little better after i put the particles Option to the minimum, but this only seems to help with the Presence thing, the Fog and the fire stuttering remains. This also makes the auspex discipline even more worhtless, since you can´t see any of those colorful auras anymore.

My computer isn´t any high end stuff, quite the opposite, but i don´t recall having such a problem last year, when i played the game only with Wesp´s patch.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: MikeC on September 28, 2015, 03:25:43 AM
I've always just played the plus patch because the clan quest just had too many bugs. I've played 3 different clans with the new 3.1 and holey moley -- am I a happy guy! Thank you so much for your hard work. This has made the game so much more fun. Not one bug so far.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Dieu-Sama on October 04, 2015, 10:02:03 AM
I may have a bug to report, but since it's the first time i'm playing VTMB with CQM, it could be a feature I am not aware of, but that would be weird . . .

After I fail the kalliyan quest (yes, i'm rolling a top humanity gangrel, so her lack of empathy for the strippers wasn't to my taste - at all), my PC starts to experience in chinatown hub some random . .  confusion state which paralyses him for 2 sec and summons some purple mist and then he also loses some blood while being surrounded by the same halo of light that surround Kuei-Jin when they disappear . . .

So, bug or something related to kalliyan quest ?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: MikeC on October 08, 2015, 03:27:29 AM
As a Toreador, I completed both of the Romero quests. I, then, found that I could not enter the Asp Hole to escort Ash through the hunters. The doors partially open, but do not allow entrance. Just thought I'd mention this.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Bohemian Toreador on October 08, 2015, 09:48:13 AM
As a Toreador, I completed both of the Romero quests. I, then, found that I could not enter the Asp Hole to escort Ash through the hunters. The doors partially open, but do not allow entrance. Just thought I'd mention this.

Did you by any chance finish the Torador-specific quest (the one Isaac gives you regarding some info on the Prince)? I don't want to spoil the details of the quest, but if I am not mistaken, this is it.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: MikeC on October 09, 2015, 08:06:51 AM
I think I see what you mean. Yes, I finished the Toreador quest of which part of it is in the Asp Hole. So when I left the club in disrepute, it closed the establishment, I'm guessing. In the past I've always held the Ash escape quest until after the Saulocept was obtained so I could get the extra XP. Guess I'll have to rethink my strategy in the future. Thanks for responding to my query. I'm darn near 70-yrs-old and I love this game.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Runza77 on October 13, 2015, 12:44:54 PM
Can I save the Voerman's sisters playing a Nosferatu? Truly I don't know, I tried playing a Nossie with Persuasion 4, but I failed.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: TheFish5 on October 14, 2015, 08:15:00 AM
Hey, ran into an issue with the Gangrel tutorial, the Animalism stage is bugged: it registers it as being a stealth trial despite the stated goal is to kill the shit out of the Sabbat guard, the guard cannot be stealth killed (as he spots you once you enter stealth-kill range) and succesfuly sneaking to the other door fails the stage.
Halp.
EDIT: Disregard, I simply suck at stealth kills. The rest is still valid though.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: MikeC on October 16, 2015, 11:28:12 PM
I know I'm missing something, but I haven't been able to nail the Anarch Sympathizer achievement. I've gone to Strauss and refused to solve the plague, then proceeded to Damsel and defeated all three bearers. When that didn't yield the desired effect, I went to Damsel first, then Strauss. Still no dice. Am I missing something?
By the way, I've now played all 7 clans, and the game has run smooth as silk. Thank you Herr Meister der Burger.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: cadmiumcadamium on October 21, 2015, 09:28:47 PM
I found a bug. Or at least something wierd.

I'm playing CQM 3.1 with Camarilla Edition (UO Patch 7.9 Plus) and playing a Malkavian (not that i think that it matters in this case.

Just finished the Elisabeth Dane quest and saw a yellow note in the stairs down to the beach. The note was from Knox asking me to check my computer. Got a quest from Betram asking me to get and destroy the Nossie Photo. So far so good. THe next email asked me to destroy the files on the Cathayans computer. Thing is i haven't talked to Knox in this playthrough. And that means i haven't done the "Kill the Cathayan" quest. Which means i haven't gotten the key to Foxy Boxes. Which means i cannot complete the quest without doing the "Kill the Cathayan" quest.

Can you create something that only produces the yellow note if the "Kill the Cathayan" quest is done?

I actually don't want to do the quest on this playthrough and i'm not sure how to erase the computer without having to kill the Cathayan.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: oniryu246 on November 02, 2015, 04:25:47 AM
Loving the mod so far. Only issue is that the sheet music overlaps with the environmental music. Is there a fix for this?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on November 02, 2015, 08:49:17 AM
Loving the mod so far. Only issue is that the sheet music overlaps with the environmental music. Is there a fix for this?

There is an easy fix that has been used in the Unofficial Patch, I can tell burgermeister about it if he wants to use it!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: oniryu246 on November 02, 2015, 01:39:15 PM
Loving the mod so far. Only issue is that the sheet music overlaps with the environmental music. Is there a fix for this?

There is an easy fix that has been used in the Unofficial Patch, I can tell burgermeister about it if he wants to use it!

You're the best! <3
Think I'd be able to continue with my current save if burgermeister creates a hotfix patch?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on November 02, 2015, 02:05:07 PM
Think I'd be able to continue with my current save if burgermeister creates a hotfix patch?

I doubt he will do this. You can disable the menu music yourself easily! Look in the vdata/system folder for chareditor.txt, open it with any text editor and set "Music_Volume" to 0...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: oniryu246 on November 02, 2015, 03:11:46 PM
Think I'd be able to continue with my current save if burgermeister creates a hotfix patch?

I doubt he will do this. You can disable the menu music yourself easily! Look in the vdata/system folder for chareditor.txt, open it with any text editor and set "Music_Volume" to 0...

:/ awww, bummer. Thanks for the alternative fix.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: fallander on November 19, 2015, 10:17:23 AM
Hi. Thanks for the mod it's brilliant, great stuff and all but i slightly regret that i installed the alternate load screens ;p The resolution is quite low that they look very pixelated. Is there a way i can manually reverse them to the original one, or even maybe throw some of my choice to the game? :haw:
Thanks
Title: Re: Clan Quest Mod 3.1 Released!
Post by: J3ster on January 05, 2016, 12:26:59 PM
I feel like I probably should stop spamming in TFN thread, so i'll ask here. On my recent playtrough I've installed 3.1 on the clean 1.2 version with all checkboxes enabled (every mod possible, replacers, etc.) and had some weird poo poo going on. Items did not have a research feat requirement as in basic patch, but their placement was changed (like in plus patch) I also think i had the library quest available (not sure). The option menu says that i have UP 9.2 (not a plus version)
I've just reinstalled the mod alongside TFN 1.4, CE Final and UP 9.4 and i have the same problem it seems - although it says UP 9.2 items don't have a research req.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: DiamondBorne on January 05, 2016, 02:17:20 PM
Erm J3ster i don't think you could install those big mods together like that and make it works.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on January 05, 2016, 02:21:16 PM
I've just reinstalled the mod alongside TFN 1.4, CE Final and UP 9.4 and i have the same problem it seems - although it says UP 9.2 items don't have a research req.

If you really installed them each in it's own subfolder, not having research could mean that burgermeister didn't implement it. He left some plus features out because he didn't like them, like also the werewolf being damagable. Check the readme, maybe he explains it somewhere!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on January 05, 2016, 08:02:28 PM
I'm currently playing clan quest with plus patch and no other addons. I found the galdjum in the haven chest without having to identify it and the other items I already got or found didn't have to be identified either. So clan quest has no item identify. Neither has camarilla edition. No matter if you use the full mod or ce lite in cqm.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Reinmar on March 19, 2016, 03:34:18 PM
I have a question regarding Brujah and Presence. Do they have access to all Presence dialogues (Levels 1-3) or do they have the same restriction as clan Tremere (who can use only Level 1 Dominate in dialogues)?

(I mean, yes, the description says: "Dialogue Presence", but I don't know if it means "Full" or "Limited" version (similar to Ventrue and Tremere))
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on March 20, 2016, 01:43:28 PM
I have a question regarding Brujah and Presence. Do they have access to all Presence dialogues (Levels 1-3) or do they have the same restriction as clan Tremere (who can use only Level 1 Dominate in dialogues)?

If the CQM uses the UP conditions here, they have a restriction the same as Tremere and Ventrue, compared to the Toreador who have full use of Presence in dialogue.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Nosferatu Numbers Station on April 02, 2016, 07:03:55 AM
Jeez, I update CQM to 3.1, and it automatically adds in female skins I didn't opt for, nor is it even an option to add.  I can appreciate the female body like many others here but it kills all immersion when I'm attracting attention wearing a chrome corset with the jiggliest tits as a female toreador.  Also, female toreador looks alive with that skin.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on April 02, 2016, 08:54:07 PM
It shouldn't install the skins automatically. To get rid of them, in your clan quest directory go to the subdirectory /materials/models/pc/female and delete the directory toreador. Then check the subdirectory /models/character/pc/female and if it exists delete /toreador as well.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Runza77 on April 30, 2016, 12:22:05 PM
A simple question: any news for the 4.0 project?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on May 03, 2016, 07:53:38 AM
A simple question: any news for the 4.0 project?


Yup!! I'm eager to know news too...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: TheInvoker on May 06, 2016, 06:28:05 PM
Hi all.
I'm having problems with this mod even if i don't think it's mod itself but something with the basic game.
The problem is simple. The game doesn't start

I had the same problem with the mod The Final Nights 1.3 but with 1.4 they solved. Also with patch 9.4 the problem is solved.
When i asked about this problem on TCI forum,Zeromorph told me

"CE and TFN 1.3.1 and earlier versions don't have the new DRM Safe .exe file needed to bypass Microsoft's new safeguard. The fix is to grab vampire.exe from TFN 1.4 and copy it over your CE version. Also, copy over client.dll and vampire.dll from \Vampire\cl_dlls and \Vampire\dlls, respectively."

I didi it and Camarilla Edition worked again.
So i tried do to the same here for Clan quest mod and the game starts but there are no new contents. It seems to be the vanilla game. I chose to install Camarilla Edition lite and arsenal mod but nothing of them is in the game.

Also there are no histories for the clans and no "skip intro" button.

I think the problem can be the .exe i grabbed from The Final Nights installation but without it i couldn't even start the game.

Help?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Aloysius on May 07, 2016, 02:18:25 AM
Hey,

I doubt the exe is the problem. Do you launch the mod from the CQM shortcut? can you check that it point to Vampire - Bloodlines\vampire.exe" -game CQM ? The CQM folder is located in your Vampire-Bloodlines main directory? Have you tried reinstalling the mod?

If it is properly installed, and if you launch it from the shortcut, you should see Clan Quest Mod written on the top of the menu, without having to start a new game.
CE lite edition, is only the discipline changes and the bloodloss timer in 3.1 version, if I am not mistaken.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: TheInvoker on May 07, 2016, 08:31:10 AM
ok there were 2 problems.
The exe was the problem,and i solved using another one like i did yesterday but then i wasn't using the right shortcut like you said and that caused to not have the bonus contents.

But i had to change the exe anyway.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Edreyn on May 24, 2016, 08:50:59 AM
Can we still hope for the Sabbath chapter?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Pyoro-2 on June 03, 2016, 03:41:04 PM
I'm currently playing through the game on 3.1.1 and I think there might be a tiny inconsistency:
Code: [Select]
TraitEffectGroup
{
"InternalName" "Item (Occult Blood Buff)"
TraitEffect
{
"Trait" "Corpus_Vampirus"
"Modifier" "Duration 125%" // changed by zer0morph
}
}
That's for the Blood Star item, right? Its description still claims it'll give a 200% effect:
Code: [Select]
"description" "All Kindred have the innate power to push their undead bodies to the height of mortal capacity, but only for a moment and at a dire cost of blood. This eldritch talisman was crafted to boost this ability. Bloodbuff has twice the duration." // changed by wesp
Presumably a UOP <-> CQM oversight.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: erikmalkavian on July 22, 2016, 02:59:04 PM
Just wanted to tell you burgermeister01 that this was the first mod I ever played with Vampire the Masquerade:Bloodlines and that it was FANTASTIC.  Thank you.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on August 05, 2016, 10:05:56 AM
Just wanted to tell you burgermeister01 that this was the first mod I ever played with Vampire the Masquerade:Bloodlines and that it was FANTASTIC.  Thank you.

Agree....

Any news of 4.0?? I need it!!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: justhereforthemods on August 28, 2016, 11:16:34 PM
Just wanted to tell you burgermeister01 that this was the first mod I ever played with Vampire the Masquerade:Bloodlines and that it was FANTASTIC.  Thank you.

Agree....

Any news of 4.0?? I need it!!
Thirded.

This was the first mod I played for VTMB, and is still my favorite to this day. I'm eagerly awaiting news of 4.0 with bated breath.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Soilie on August 29, 2016, 08:11:49 AM
"CQM is still being worked on - just more slowly than ever before!" https://twitter.com/VtMBCQM/with_replies
Maybe if someone will ask him there we gain some new details...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on August 29, 2016, 03:18:56 PM
Is good to know that project is not dead... only undead :justabite:
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Jer on September 04, 2016, 12:50:39 AM
Is good to know that project is not dead... only undead :justabite:
I see what you did there. =P

Burgermeister is currently working on CQM, but it will take some time. After all, 4.0 seems very promising, and a whole new part for the plot, including a new hub, it will take a lot of time. I guess supporting him is all we can do for now. =)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on September 25, 2016, 07:04:49 PM
Burgermeister is currently working on CQM, but it will take some time.

I had some email contact with burgermeister recently and can confirm that he is still working on the next CQM version! Only he feels that posting here or elsewhere actually detracts him from it...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Saphrax on September 25, 2016, 10:06:16 PM
I had some email contact with burgermeister recently and can confirm that he is still working on the next CQM version! Only he feels that posting here or elsewhere actually detracts him from it...

Good to hear that. Is there perhaps any concrete info on how far is he from completing the next version? :)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Entenschreck on September 26, 2016, 02:58:49 PM
Quote
Only he feels that posting here or elsewhere actually detracts him from it...

True words. If I weren't looking for help, I wouldn't post stuff here, either.
Do you know if he comes here from time to time and read some of the news?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on September 26, 2016, 03:27:49 PM
Do you know if he comes here from time to time and read some of the news?

As far as I understood him he is not going to check in here while he is working in case he got distracted...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: The Shadow Man on October 16, 2016, 02:10:40 AM
Well I don't want to be funny but 4.0 was planned to be finished in March and its now October. Is this still being worked on? Any updates?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on October 16, 2016, 08:26:52 AM
Is this still being worked on? Any updates?

Yes, it is being worked on but I wasn't aware there were any release dates announced.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: The Shadow Man on October 16, 2016, 02:10:04 PM
Is this still being worked on? Any updates?

Yes, it is being worked on but I wasn't aware there were any release dates announced.
From moddb.com:
As this project is an ambitious undertaking, there is no projected release date as of yet, but the current target is March 2016. More news and updates will be forthcoming as they develop. Stay tuned for more news, here on moddb.com!
_

Well not actually a release date but apparently March was the plan and they said stay tuned for more news and there hasn't been any. I know an update of this scale is a large undertaking  but updates on the progress helps keep people interested, especially images or even better videos. Just saying.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Saphrax on October 16, 2016, 02:46:49 PM
From moddb.com:
As this project is an ambitious undertaking, there is no projected release date as of yet, but the current target is March 2016. More news and updates will be forthcoming as they develop. Stay tuned for more news, here on moddb.com!
_

Well not actually a release date but apparently March was the plan and they said stay tuned for more news and there hasn't been any. I know an update of this scale is a large undertaking  but updates on the progress helps keep people interested, especially images or even better videos. Just saying.

AFAIK twitter is the place where you can get the most up-to-date info on the mod (if you haven't known already)
https://twitter.com/VtMBCQM/with_replies

Other than that, the only thing we can do is hope that the next version of the mod is released sooner rather than later.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: pilantrin on November 03, 2016, 01:31:41 PM
hey guys, first of all i'd like to say that english is not my language, so i apologize for any mistakes or phrases that don't make any sense

anyway, sorry if this is a dumb question, but i'm having a minor issue regarding the malkavian whispers

initially i was playing the latest version of the UP, 9.6 i think, and i could hear AND read the whispers transcript on the upper left side of the screen

then i decided to try out this mod, so i uninstalled  the game, deleted everything, did a clean install and started again using this mod (i'm not using the mod loader thing), again with a malkavian, but this time i couldn't even hear the whispers... is this something related to this mod or was this a specific feature of the UP? i already tried reinstalling the mod, but no cigar

i really like the whispers, even tho its mostly gibberish, but still i'm missing them a lot, to the point i even considering starting again with only the UP so i can read/hear them  :vampsmile:

well that's it, and apart from that, i'm really liking everything this mod offer
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on November 04, 2016, 11:27:38 AM
... is this something related to this mod or was this a specific feature of the UP?

Yes, the whispers are more or less a plus patch feature and I think the CQM is based on the basic patch. You should ask burgermeister to include them in his next CQM version!
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on November 04, 2016, 11:47:37 AM
Actually you can decide to install cqm with the base or plus patch. But I think you have enhanced the wispers in the patch versions since the release of cqm.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: darko22 on November 06, 2016, 08:16:39 PM
http://www.moddb.com/mods/vtmb-clan-quest-mod/news/updates-from-2016 (http://www.moddb.com/mods/vtmb-clan-quest-mod/news/updates-from-2016) News here.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on November 08, 2016, 12:05:04 PM
Excellent!!

I had been waiting for news for a long time...
We must wait a bit more... :razz:
Title: Re: Clan Quest Mod 3.1 Released!
Post by: justhereforthemods on November 10, 2016, 01:23:12 PM
http://www.moddb.com/mods/vtmb-clan-quest-mod/news/updates-from-2016 (http://www.moddb.com/mods/vtmb-clan-quest-mod/news/updates-from-2016) News here.
That's EXCELLENT news.

Man, I wish I knew how to model. I would volunteer to help with this in a heartbeat, CQM is my favorite mod, by leaps and bounds.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: TheInvoker on November 28, 2016, 02:21:19 AM
what of Camarilla edition is inside CQM?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Florence on December 22, 2016, 09:09:53 PM
I played this mod almost until the end

The only problem with this mod if you want to keep your humanity high, it is impossible while doing these quests.
Because even with Wan-Kuei you lose 2-3 humanity. Considering humanity is hard to get it back (dance for 5 mins, or spend a lot of xp's, or wait for an opportunity).
Same goes for criminal violation.
Normally with the quests of original game we don't get criminal violation (not often) or in the war zones we dont lose humanity for killing humans. (I think those can be modified or maybe creators forgot to modify it?)
But If you want to be an evil vampire then its perfect.

I stopped playing at Kuei Jin part because I couldnt figure out how I can deal with all the guys with swords and these powerful guns coming with Arsenal Mod.
(I mean how? When they are all attacking you?)
+ I don't know why but until this mod I always completed the game with Sneaking 7 and it lets me pass almost anything.
In this mod I had 8 (I even made 10 just to try) they somehow still see you
I don't know if its a bug but I wanted to share my experience
So maybe it will contribute
And as a last thank you for bringing us this novalty :)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on December 23, 2016, 01:20:28 PM
Humanity is easy to gain you, start with 7, and you can finish sta.monica with 10.
(gain one more giving a coin to the homeless at haven's door, freeing lily and giving morphine to Mercurio)
In downtown I start doing killing quests (because I need down it to 6, to be elegible for poison quest), I never had problems with humanity if I dont perform any unnecesary kill.


Kuei Jin part is hard agree, but at this point you should have body armor and powerful disciplines...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Florence on December 23, 2016, 07:08:28 PM
Humanity is easy to gain you, start with 7, and you can finish sta.monica with 10.
(gain one more giving a coin to the homeless at haven's door, freeing lily and giving morphine to Mercurio)
In downtown I start doing killing quests (because I need down it to 6, to be elegible for poison quest), I never had problems with humanity if I dont perform any unnecesary kill.


Kuei Jin part is hard agree, but at this point you should have body armor and powerful disciplines...

Santa Monica is fine because you dont have any new quests there
The problem is about the new quests
Normally if you drain or kill humans in war zones you dont lose humanity
But in the new quests you do
Which bothered me
+ Criminal violation too
All of a sudden all cups appear and this ruins the quests

If sneaking would work like it did in the original game it would be easier, you could kill at least some of the guys while sneaking
I mean I couldnt because there were 5-6 guys with swords and on the back there are guys with guns :smile:
I couldnt decide which one to focus even your armor or guns can not save you because you need to reload and I need to remind that arsenal mod's guns are pretty strong
So I just deleted this mod  :smile:
Title: Re: Clan Quest Mod 3.1 Released!
Post by: jp13ms on December 23, 2016, 10:52:58 PM
I recommend you watch this video : https://www.youtube.com/watch?v=9nP5rm5w9ys (https://www.youtube.com/watch?v=9nP5rm5w9ys)

The quest is hard indeed, and its supposed to be, you're a walking tank with the gangrel.

Im sure that if you drag the fight to some corner or even use the sewers, you can complete the quest.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Florence on December 24, 2016, 12:20:27 AM
I recommend you watch this video : https://www.youtube.com/watch?v=9nP5rm5w9ys (https://www.youtube.com/watch?v=9nP5rm5w9ys)

The quest is hard indeed, and its supposed to be, you're a walking tank with the gangrel.

Im sure that if you drag the fight to some corner or even use the sewers, you can complete the quest.

Sorry I should have been more clear (I was playing as a Ventrue)

The quest I meant was at the end of the game, you infiltrate the temple and kill Ming-Xiao

Until some point I was able to stealth kill
But then they start to notice

Which is very unusual because I completed the game 5-6 times and always passed those with sneaking 7

I just dont know how I can beat 5 guys with a sword and guys with guns at the same time you know they suddenly appear when you attack even one little minion of Ming :/ I died in seconds  :smile:
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on December 24, 2016, 09:29:22 AM
What? You have Presence and Fortitude. And the guys are only human, so you can kill them with Dominate.
I rarely play Ventrue, but when I do I just walk through the temple and the tower, activate fortitude and presence when necessary and watch them blunt their swords on my skin...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Florence on December 24, 2016, 12:43:26 PM
What? You have Presence and Fortitude. And the guys are only human, so you can kill them with Dominate.
I rarely play Ventrue, but when I do I just walk through the temple and the tower, activate fortitude and presence when necessary and watch them blunt their swords on my skin...

In the original game yes because they only have swords and crossbows and you can stealth kill most of them

But I don't know if I cant make myself clear :/

Because arsenal mod gives them powerful guns (like one shot 100 damage and some even higher)

Sneaking 7 or even 10 dont work because they somehow still see you

And when one of them sees you, they suddenly appear

The guys with guns, imagine damage 100 from both side, then there are guys with swords in front of the minions with guns, maybe 5 or 6 guys

So maybe its just me I dont know, looks like it didnt happen to anyone else :/
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Malkav on December 24, 2016, 03:07:59 PM
Then Arsenal is unbalanced. I decided to leave it alone when I saw the screenshot of someone firing a bazooka in the parking garage while standing right in front of a wall...
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Florence on December 24, 2016, 03:46:48 PM
Then Arsenal is unbalanced. I decided to leave it alone when I saw the screenshot of someone firing a bazooka in the parking garage while standing right in front of a wall...

It really is

Although it gives you many privileges, it gives you the same guns to your enemies

For example, I killed Andrei with just one shot of a gun in Hallowbrook Hotel  :smile:
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Kaldgord on February 20, 2017, 04:44:32 PM
Hey everyone, konda new to the modding scene of vtmb, although i regularly return to it over the years. Id really lime to try clan quest mod and i was wondering if there is a trick to remove restrictions and play all the clans content in one go ?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on February 22, 2017, 04:04:38 PM
That's not really very practical because the checks are distributed across the cqm_(clan).py files across the codebase.

Besides a lot of the logic assumes you have their disciplines or their havens (or unfortunately uses some stereotypical 'clan response' in dialogs for flavor). It's not a good idea. The clan quest mod has more quests than the clan specific one though. The majority of them are clan neutral... and the new 4.0 is likely to have even more with the Sabatt faction / infiltration.

(Fixed the 4.0 typo for you! Wesp5)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Kaldgord on February 22, 2017, 07:19:43 PM
I think i will try some playthroughs then  :smile:
However I've not yet been able to play properly with the game, wich is strange because on this same computer i already did long ago another playthrough.
Still haven't been able to get past the intro, even by following every installation instructions with CQM 3.1.
Everytime i start on hearing La Croix saying "good evening..", the music in the theatre goes on a loop and the game freeze.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on February 24, 2017, 01:04:32 AM
No clue. If it loads enough to start the intro it should play. Some few possibilities/ideas:

1. you're using trying to use steam / a protected windows folder and it repairs/ignores the mod modifications (i'm not on windows so i don't really know how this works specifically).

2. You're on linux and didn't use the mod loader to launch bloodlines on wine (the new versions of these mods all need to replace a dll which doesn't happen naturally on wine).

3. you aren't loading the cqm mod at all (unlikely because you say it loads. The instructions for windows are in 'loader-readme.txt' on the game directory. Basically you need to edit the shortcut to add a parameter)

4. You are trying to install over multiple mods and one of them is a older version before the support for multiple mod loading and overwrote some original files.


What you can try is to reinstall the original game (on a new dir) and see if it works too. If it doesn't it's probably something weird, not user error.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: argikt on February 24, 2017, 07:59:20 AM
I have a big hype with 4.0... I saw the video of the impressive new latino hub, but there're no news about this mod...
I need to play it!! :irritated:

Have any one news?
Title: Re: Clan Quest Mod 3.1 Released!
Post by: SCO on February 24, 2017, 05:58:58 PM
Toying with quilt patches for my mini mod gave me the idea...

CQM is a bit outdated from the base UP. Have you @burgermeister01 considered rebuilding the mod as a series of diff files on top of base UP so it's easier to update (you'd still distribute the final result ofc, the difference is that in all the non-map work it would be 'easier' to find conflicts and fix them piece by piece, since diff/quilt patches can ignore 'line drift' if there is no actual textual conflict.

So for example, Wesp adds a function on the top of vamputils.py and instead of you reading and untangling your code and copying over to the new version, you apply the diff to UP9.9 or whatever, it says there is a 'line offset', not a 'conflict' (because hopefully wesp didn't modify any function text you used, though you can fix the patch with quilt) and the patch applies. If there is a conflict, you quilt push -force it and then fix it and refresh.

Honestly though, that would probably require using linux (for quilt) which you might not want to.

edit: hmm, quilt has no support for binary replacement, which would be needed for map files in this scheme i think. You'd need to copy them by hand after applying the 'code' patches. Kind of lame.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on June 26, 2017, 08:35:19 PM
Just a quick update, burgermeister has released a new CQM patch to version 3.1.2:

http://www.moddb.com/mods/vtmb-clan-quest-mod/news/clan-quest-mod-312-patch-released (http://www.moddb.com/mods/vtmb-clan-quest-mod/news/clan-quest-mod-312-patch-released)
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Valamyr on June 27, 2017, 05:14:45 AM
Totally didnt know about 3.1.2 nice. Which version of the UP is bundled with that?

Edit: Looks like its still 9.2 with a few system file changes. Oh well. Will still be going with this even if it means missing out on a few of your latest additions Wesp.
Title: Re: Clan Quest Mod 3.1 Released!
Post by: Wesp5 on July 03, 2017, 09:12:12 AM
Burgermeister has made an update about progress on 4.0 on the ModDB:

http://www.moddb.com/groups/world-of-darkness-fans/news/second-npc-preview-for-40-of-clan-quest-mod (http://www.moddb.com/groups/world-of-darkness-fans/news/second-npc-preview-for-40-of-clan-quest-mod)
Title: Re: Clan Quest Mod
Post by: argikt on July 03, 2017, 05:12:23 PM
Impressive work!!!

I need to play now!!!!
Title: Re: Clan Quest Mod
Post by: Gurkhal on July 06, 2017, 09:25:50 AM
Very nice with an update but he really, really should change the name of the gang to a fictional one. Maybe I'm paranoid but I really don't want him to even take a remote risk. t. :(
Title: Re: Clan Quest Mod
Post by: burgermeister01 on July 07, 2017, 12:37:00 AM
Thanks for sharing on my behalf, Wesp!

Gurkhal - you posted this on Moddb.com too, and I had mentioned how the thought had crossed my mind as well, but I decided it probably wasn't a worry. But then I saw this here and it also got me thinking about it again, and actually the Kings are mostly based our of Chicago and where I grew up, that's why they come to mind in the first place. I don't know if they even have much of a presence in LA or around where I live now.

But again, I think the odds of someone involved with that seeing this, getting mad and coming for me is somewhere around nil.
Title: Re: Clan Quest Mod
Post by: Gurkhal on July 07, 2017, 07:22:49 AM
True that I posted on both places, although you should see that the two posts were made at roughly the same time as I wanted to be sure to reach you. If you think its safe, then I trust you, and I apologize for any inconvinience.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on July 07, 2017, 07:30:12 AM
No problems mate, it's good to hear from you after a long time. I think I've seen you around on the forum, although I don't come on here that much or post often.

Anyways, I'm more worried about suits than hoods coming for me =p
Title: Re: Clan Quest Mod
Post by: argikt on July 24, 2017, 09:15:53 AM
Hello!!

I'm always lurking in this forum, for news... but nothing in the last 20 days....
I dont want to press... but... any progress? breaking news? Arturo could be mi ghoul?

Thanks!!
Title: Re: Clan Quest Mod
Post by: Canderous on September 15, 2017, 08:33:51 PM
Hey :)
I wanted to start a nex Playthrough of VtMB and came across the Clan Quest Mod. Is this mod also compatible with the german retail version of the game and are there any graphic mods like enb you would recommend to make the game look a little bit more uptodate? My last question is if there are any kinds of conflicts between CQM and the 9.2+ Patch.

Thx for your answers  :smile:

Title: Re: Clan Quest Mod
Post by: Wesp5 on September 16, 2017, 09:43:23 PM
Is this mod also compatible with the german retail version of the game and are there any graphic mods like enb you would recommend to make the game look a little bit more uptodate?

The CQM should be compatible to the German game but I would guess that all text will be converted to English. Personally I prefer SweeFX over the ENB mod to improve the graphics-

Quote
My last question is if there are any kinds of conflicts between CQM and the 9.2+ Patch.

The UP 9.2 and the CQM are not compatible. But the lates CQM should install itself into a subfolder and using the shortcut will run out of that without interfering with the UP...
Title: Re: Clan Quest Mod
Post by: Canderous on September 17, 2017, 09:33:39 AM
So it is not possible to use the CQM together with the stuff you added via UP+ (like the library or the poster quest) at the same time but I have to decide which mod/patch I would like to use?
Title: Re: Clan Quest Mod
Post by: Wesp5 on September 17, 2017, 05:27:59 PM
So it is not possible to use the CQM together with the stuff you added via UP+ (like the library or the poster quest) at the same time but I have to decide which mod/patch I would like to use?

Yes.
Title: Re: Clan Quest Mod
Post by: Malkav on September 17, 2017, 05:29:47 PM
No, you're stuck with the patch version clan quest is built on, though you can select base or plus patch with cqm. Since the mod is not yet updated to a newer version of the patch, you don't get the new maps and quests from the plus patch.

As for conflicts with your german version, you will probably get most voiceovers in german unless they are restored by Wesp or added by burgermeister. The written dialog texts on the other hand will be in english because cqm makes changes to every single dialog file. Also most item and discipline descriptions and similar will be in english, because there have been changes to most of theese files, too.
If german texts spoken and english replies (and npc subtitles) in the dialogs are a problem and you can't get the english version of the dialog sound files, try removing the subfolders of /vampire/sound/characterdlg/. Then you will have all dialogs in english without sound unless there are new texts from clan quest or Wesp's patch.
Title: Re: Clan Quest Mod
Post by: Wesp5 on September 17, 2017, 10:50:29 PM
As for conflicts with your german version, you will probably get most voiceovers in german unless they are restored by Wesp or added by burgermeister.

I don't think the German version of the game has German voice-overs, or am I mistaken?
Title: Re: Clan Quest Mod
Post by: Canderous on September 17, 2017, 11:03:17 PM
Nope you are right. The german version only has german text and english soundfiles.

EDIT: Sorry for asking another dumb question but I found a version of CQM which is build on the UP 9.2. Shouldn't this version include stuff like the library as this map was a part of the UP 8.4?
Title: Re: Clan Quest Mod
Post by: argikt on October 16, 2017, 10:42:28 AM
Hi Burgermeister!!

Are you planning to reveal more info / video of upcoming 4.0 ?

Any release date? I need to play!!! If you need beta testing or something, tell me!!

Hype is killing me... I'm going to buy some relaxing pills.... :rofl:
Title: Re: Clan Quest Mod
Post by: SCO on October 17, 2017, 10:45:21 PM
So, i was thinking, have you considered making a 'less evil' version of the plague quest resolution where you screw over that asshole somehow? I dunno how to make it blend though, but it always gets a bit annoyed he essentially has no story punishment unless you decide to be jury and executioner on flimsy evidence (and lose dat xp)
Title: Re: Clan Quest Mod
Post by: argikt on October 23, 2017, 06:06:33 PM
Today we have a new video of the upcoming 4.0....
https://www.youtube.com/watch?v=x15_-_plYjs (https://www.youtube.com/watch?v=x15_-_plYjs)

Thanks burgermeister!! :smile:
Title: Re: Clan Quest Mod
Post by: Valamyr on October 28, 2017, 04:40:29 PM
Looks great! Amazing even.

Burg, I'd be happy to do a beta playthrough if you need testers. Keep up the great work.
Title: Re: Clan Quest Mod
Post by: The Shadow Man on October 28, 2017, 05:37:48 PM
Very nice, got a nice look to this NPC. Sort of churchy yet not.
Title: Re: Clan Quest Mod
Post by: SCO on October 29, 2017, 09:26:55 AM
Yo, i have a small cheat here. Well sort of. It's a version of the (deleted) camarilla college and a few changed checks so that all the clans quests are available for all clans. I didn't test extensively this last.

This 'college' mod version is tuned to story states and prince approval, not the 'credit' system that camarilla edition used. I prefer it this way because it forces you to wait and anticipate, and because the optimization problem is more interesting (i feel).

And the clan quest thing is just a cheat, since i don't want to replay it for every clan anymore. It doesn't open the extra havens for you, add clan specific dialog or try to 'justify' the npcs throwing clan lines at the wrong clan (though i suppose it could with the mindfuck powers in cWoD. It doesn't though). Clan responses would make this at least higher quality, but then i'd be obligated to insert a 'lore' justification as a quest, and screw that (it would also be too much work).

Anyway i found some small errors while doing this. Most of them are UP 'things' that are already fixed now in 9.9. The copper reward not getting given on partial selling, bertram dialog being always redirected to the warehouse options even after those are impossible etc. Those two are fixed in a different diff file, because why not.

There are two that i've noticed that are related to CQM. First is fixed on the cqm_allclansquests.diff and should be part of the original patch:
in beckett cqm reward lines:
Code: [Select]
{ 881 }{ Remember, Dr. Johansen is an innocent - he has no idea we actually exist. Try not to put the idea in his head. }{ Remember, Dr. Johansen is an innocent - he has no idea we actually exist. Try not to put the idea in his head. }{ # }{ npc.SetDisposition("Neutral", 1) }{ }{ }{ }{ }{ }{ }{ }{ }
{ 882 }{ Okay. }{ Okay. }{ 0 }{   not IsClan(pc, "Gangrel") or pc.GetQuestState("fresearch") < 1 }{ }{ }{ }{ }{ }{ }{ }{ WHAT IDEA? }
{ 883 }{ Okay.    }{ Okay.    }{       1169 }{   IsClan(pc, "Gangrel") and pc.GetQuestState("fresearch") > 1 and (pc.GetQuestState("fresearch") < 4 or pc.GetQuestState("fresearch") > 7) }{ }{ }{ }{ }{ }{ }{ }{ }
{ 884 }{ Okay. }{ Okay. }{ 0 }{   IsClan(pc, "Gangrel") and (pc.GetQuestState("fresearch") > 3 and pc.GetQuestState("fresearch") < 8) }{ }{ }{ }{ }{ }{ }{ }{ }

The error is on line 883. It should be 'pc.GetQuestState("fresearch") >= 1' otherwise, if the quest state is exactly 1,  none of the lines match, even if you're gangrel.

The other error i didn't try to solve with code, (I used a console, but it was not necessary to finish the quest). In the Tremere clan quest, the 'Dream Regent' can't be convinced to coexist with its extreme. I think there is a confusion with the quest names. There is a GetQuestState("straussdream") and a GetQuestState("obedience") and these might be getting mixed up.

Fortunately, i think you can just kill both of them and the *spoiler* will spawn.

Here is the code, you need quilt on linux to apply this. And i'm not doing a windows version of the patch because quilt doesn't exist. But maybe winmerge can apply the diffs or something.

edit: removed download for actually working version bellow.
Title: Re: Clan Quest Mod
Post by: SCO on October 29, 2017, 10:40:15 AM
Man should have tested this some more. Even on linux this is not working because the CQM author is using a windows file editor and it places \n\r line endings and diff doesn't like it, so i first have to do a mass conversion with
Code: [Select]
find . -type f -print0 | xargs -0 dos2unix on the CQM/dlg directory (and 'CQM/vdata/hackterminals/haven_pc.txt' which also had its line endings changed).

Not only that but patch has a design problem that it dislikes files with spaces on the names (all those 'santa monica') so i have to manually add a workaround (see responses here: https://bugs.launchpad.net/ubuntu/+source/patch/+bug/862280 )

disappointing. Anyway, i'd recommend the author of CQM to change the editor he's using to use \n instead of \n\r. I believe \n is the original game line endings and they work better with diffs (as should be obvious). Nothing that can be done about the workaround except add it manually to the diff files which is disappointing as heck.

anyway here is a version that works - on linux anyway - (it first converts to unix line feeds all affected files and then applies all of the patches. If you want then you can do 'quilt pop'). I added a 'always hunters on the hub' mod last that you might not want, so either delete the corresponding file before executing the sh file or do a quilt pop after executing the sh file.

edit: removed for version below, the Tremere Regent clan quest had a error.
Title: Re: Clan Quest Mod
Post by: SCO on November 02, 2017, 01:23:40 AM
burgermeister01, if you're looking for a nice, secret place for a quest, boss fight or even a easter egg, if you can change the cemetery map slightly so there is a ladder in the back side of the mausoleum or extend* the 'path' that goes hugging the fence over the ghoul home can go until near the mausoleum there is a *very* nice location on the ceiling of the mausoleum there. You can't see seams and you get a nice open view of the skybox (on one of the sides).

Use no clip to see that it's pretty cool.

Unfortunately, i don't think the top of the mausoleum has the elevation necessary to see both gates (or even one), otherwise, i'd suggest some sort of zombie snipping minigame. In fact, i'm actually surprised that the Romero zombie quest isn't repeatable 'just for fun' without any XP. I think that would be a nice tweak for a 'challenge'. It's understandable that Wesp never enabled something like that if Romero has no dialog for it.

*(there are two edits that need be done for this, a way to handle the turn on top of the house and extending the path behind the mausoleum backside. This is a good way of making it more 'secret' than a ladder, thought even that is pretty hidden on the dark behind the building there)
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 02, 2017, 09:16:13 AM
In fact, i'm actually surprised that the Romero zombie quest isn't repeatable 'just for fun' without any XP.

That's probably because most players think it's the less fun quest in the whole game :)!
Title: Re: Clan Quest Mod
Post by: SCO on November 02, 2017, 06:39:26 PM
It's the most challenging part of the game, naturally the average in the curve thinks that after getting their ass kicked. If they don't want to repeat it, just don't. Also, don't give XP.
Title: Re: Clan Quest Mod
Post by: SCO on November 02, 2017, 09:55:46 PM
BTW @burgermeister01, i found a fairly serious bug on CQM today. I've been having some quests that involve skyline not trigger and tracked it down today:

Code: [Select]
    #SIRE is present, player is on Nosferatu clan quest
    if(__main__.FindPlayer().GetQuestState("sins") == 3):
        ent = Find("vv_sire")
        ent.ScriptUnhide()
       
        ent = Find("living_room_vent")
        ent.Lock()
    else:
        ent = Find("vv_sire")
        ent.ScriptHide()
       
        ent = Find("living_room_vent")
        ent.Unlock()

Code: [Select]
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "Z:/media/SCO/Huginn/Documents/Games/Vampire the Masquerade - Bloodlines/Vampire/CQM/python/downtown\downtown.py", line 967, in residentCheck
    ent.ScriptHide()
AttributeError: 'None' object has no attribute 'ScriptHide'

So this is caused by the first 'else'. After the nosferatu clan quest and the sire spawn is triggered; the else fails on map load due to probably the sire not existing anymore to be hidden. This prevents the rest of the spawns in skyline progressing and stuffs up both the Muddy and the Milligan quests.

I fixed it with:

Code: [Select]
    #SIRE is present, player is on Nosferatu clan quest
    if(__main__.FindPlayer().GetQuestState("sins") == 3):
        ent = Find("vv_sire")
        if ent: ent.ScriptUnhide()
       
        ent = Find("living_room_vent")
        if ent: ent.Lock()
    else:
        ent = Find("vv_sire")
        if ent: ent.ScriptHide()
       
        ent = Find("living_room_vent")
        if ent: ent.Unlock()
Title: Re: Clan Quest Mod
Post by: SCO on November 03, 2017, 01:24:46 AM
Screwed up the mod above so the tremere clan quest didn't trigger, this fixes it. It also includes a 'college' for UP9.9 if that is your jam. It's  the last patch on the series so it will only apply naturally if you have both CQM and UP installed (i was lazy) but you can edit the 'series' file so it only contains it if you don't have CQM.

Also fixed hunters in the Tremere clan quest and the Ventrue Clan quest screwing the Tremere clan quest if both are taken at the same time (they use the same area).


edit: error in the hunters fix, good version is below. The last i swear!
Title: Re: Clan Quest Mod
Post by: SCO on November 03, 2017, 05:20:48 AM
Found another original bug, when doing some coding to see if i could make the ventrue clan quest and the 'active hunters' patch not interfere with the tremere clan quest.

burgermeister01, you seem to have reused the function SetupVentrueQuest() on santamonica.py on *two* maps, the pier and the dinner. This makes it so that the pier fail quest conditions also apply to the dinner (it sets 'hit_scenario_started = 1', which then triggers the fail when re-entering the santa monica hub).

For instance, accept the quest, go the dinner for instructions, go downtown to convince skelter, return to santamonica, go into the dinner and exit: failed quest. The elegant solution would be to make a new function for the pier setup (setupVentrueQuestCombat() or whatever) and transplant the pier things there and call that on the pier map. I think.


edit: i also found a tiny flaw on the Tremere clan quest. I get it that you move the npcs to restore them later without the trouble of recording the original state, but you seem to have forgotten the hunters, if any. I'm killing them with:
edit: see fixed code below.

To be consistent with already existing code (for the QuickBuck quest). The original code had a bit of a flaw that it didn't do anything to the hunters if they'd already spawned.

I think you might prefer your method of teleporting npcs far far away for this (i would too), but hunter npc locations are kind of 'random' so putting them back might be difficult. Then again, it might not.


edit 2: also i complained to wesp about a duplicate 'drug box' on the metalhead industries safe in hollywood that triggers the 'trip's drugs' quest much later after giving him the drug box on the hospital safe. It's not too bad in that it just causes him to open his sale dialog. However, the box can't be sold (it has zero price and is a quest item) and trip doesn't take it from your inventory or give you anything for it the second time. Wesp says the second drug box doesn't exist in current UP, so this is something that might get fixed by itself on the update.
Title: Re: Clan Quest Mod
Post by: SCO on November 04, 2017, 05:08:06 AM
A small bug. I forgot that 'FindList("hunter_*")' will match the hunter_maker entities, not only the hunter npcs (hunter_1, hunter_2 and hunter_3) and this was killing them doh.

This fixes it
Code: [Select]
def checkMasquerade():
    G = __main__.G
    level = __main__.FindPlayer().GetMasqueradeLevel()
    print "level %i" % level
    if ( (G.In_Hollywood == 1 and G.Courier_QuickBuck == 1) or G.Dream_World == 1 ):
        for hunter_number in [1,2,3]:
            hunter = Find("hunter_%i" % hunter_number)
            if hunter:
                 hunter.Kill()
        return
    if(level >= 2 and level < 5):
        i = 2
        while(i <= level):
            if(huntersDead[i - 2] == 0):
                 spawner = Find("hunter_maker_%i" % (i - 1))
                 spawner.Spawn()
            i = i + 1


speaking of this bug, i modified the cqm3.1_mods archive to include this fix (and moved it to the 'cqm3.1_bugfix.diff' where it should be, instead of the 'max hunter' diff, even if it's the same function. The diff for the college mod for UP is included but not active (it isn't on the series file). Just for reference.

edit: added another cqm bug fix, convincing the dream Regent on the Tremere clan quest wasn't possible because in the file quests_santamonica.txt the quest was named 'dreamstrauss' instead of 'obedience' and the dlg files used 'obedience'.
Title: Re: Clan Quest Mod
Post by: Fawkes on November 17, 2017, 08:05:18 PM
Hello! I've recently installed Clan Quest Mod and have been enjoying it quite a bit, however, at the Giovanni level, I ran into a problem with the Dirty Dishes quest. The dialogue option that would allow me to get Christopher to open up (something like "you look troubled") is nowhere to be found. Is there a pre-requisite to make the line available? I've acquired the invitation of the right gender to get in. I'd also like to add I haven't gotten Gary's missions at all. Is it because I selected the "posters" option when installing?
Thanks in advance!
Title: Re: Clan Quest Mod
Post by: Malkav on November 17, 2017, 09:36:34 PM
I've just checked the Christopher dialog in cqm. All the usual conditions are there. Maybe your persuasion isn't high enough.
And you don't get the poster quest because burgermeister had to use the item slots from those things to make quest items for the clan specific quests. In bloodliens modding you can't create new items, just redefine existing ones.
Title: Re: Clan Quest Mod
Post by: Soilie on November 19, 2017, 09:29:34 AM
The dialogue option that would allow me to get Christopher to open up (something like "you look troubled") is nowhere to be found. Is there a pre-requisite to make the line available?
Maybe your Humanity is below ~5? He perhaps feels evil in others... )) I remember this from UP+.
Title: Re: Clan Quest Mod
Post by: SCO on December 03, 2017, 03:54:53 PM
I believe you can screw up talking to Christopher, if you either piss him off by asking for the sarcophagus or get to the stage that you're telling him a story and tell him one that pisses him off. I dunno, i think these are the only 'terminal' states to get his story.

There is a branch where you can get it after agreeing to get Dirt on the others and having persuasion 9 and not having told a story - which i suppose you only need if you have low humanity or something?
Title: Re: Clan Quest Mod
Post by: Vorpal on December 06, 2017, 08:23:08 AM
Not sure if this has been asked, but version 4.0 is built on UP... which version? Think 4.0 will come out soon? :((( Been waiting for years for this, thought it would never happen, but now I saw the update and I started dancing xD And the latest patch for 3.0, does it incorporate a newer version of UP and all its fixes? ty!
Title: Re: Clan Quest Mod
Post by: argikt on December 06, 2017, 09:51:58 AM
Burguer says that 4.0 will not be this year, but soon, assuming that UP10 is not ready now, and the 4.0 is almost done, I suppose is build over 9.7 and will be addapted to UP10 later...
Is sad that lenuska dissapear, she was helping a lot of with modelling...
Title: Re: Clan Quest Mod
Post by: Vorpal on December 06, 2017, 12:03:19 PM
Burguer says that 4.0 will not be this year, but soon, assuming that UP10 is not ready now, and the 4.0 is almost done, I suppose is build over 9.7 and will be addapted to UP10 later...
Is sad that lenuska dissapear, she was helping a lot of with modelling...
ohh :(( that must have slowed down things quite a bit..

any idea if the recent patch to clan mod 3.0 is using higher version of UP?
Title: Re: Clan Quest Mod
Post by: argikt on December 06, 2017, 12:26:49 PM
You can download CQM 3.1.2 that is based in UP9.2...
Title: Re: Clan Quest Mod
Post by: Vorpal on December 06, 2017, 02:09:38 PM
You can download CQM 3.1.2 that is based in UP9.2...
Ah, I see, thought it would be based on more recent version of UP :(

have to say, the creator of this mod is a damn professional, from the voice overs, to every last detail. I am honestly amazed, and I have dabbled into many modding scenes. I hope, really hope that he gets unstuck and that 4.0 becomes reality soon :D
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 06, 2017, 07:25:17 PM
Ah, I see, thought it would be based on more recent version of UP :(

It doesn't matter that much, because a lot of the UP plus material has been removed or changed in the CQM anyway. But burgermeisters wants to use the new maps we created in the meantime so sooner or latter he will update!
Title: Re: Clan Quest Mod
Post by: Vorpal on December 06, 2017, 07:40:12 PM
Quote from: Wesp5
It doesn't matter that much, because a lot of the UP plus material has been removed or changed in the CQM anyway. But burgermeisters wants to use the new maps we created in the meantime so sooner or latter he will update!
ah, I see :( I consider your patch so mandatory, and now with the homosexual options.. I hope the latest iteration can be used by Mr. Burgermeister! You are amazing people.

Burgermeister, would you ever consider adding a 'hardcore' mode for Veteran players? What this would mean and how it would play.. well, I have no idea.
Title: Re: Clan Quest Mod
Post by: SCO on December 18, 2017, 08:28:51 PM
The arsenal mod + camarilla edition (because of the blood loss and costlier stats) provides a adequate difficult jump for veterans as long as you don't use the companion follow options and don't abuse the grenade launcher.

If you want even more, get the console open after skipping the tutorial and add or remove disciplines with 'vstats sell disciplinename' ('vstats get disciplinename' gets you dots).

when finishing changing everything set your pc xp to zero (because selling disciplines gives xp back and there is a overflow bug too) with
'giftxp 0'

Then you can play as normal. Interesting disciplines to get rid of are 'blood_healing' (obviously), 'corpus_vampirus' - this is the internal name for bloodbuff (removing this makes lockpicking not so easy but lockpicking is never needed except some nosferatu specific quests). Celerity and obfuscate are also god-disciplines and good candidates to get rid of since stealth does the same thing as obfuscate, but harder and celerity speaks for itself. I personally don't like auspex either, but it's rather inoffensive my FPS skill is abyssal regardless. However it looks ugly... especially if you combine it with obfuscate. Auspex helps with hacking but removing it is not as much of a big deal because there are two disciplines powers that raise +1 to wits in camarilla edition (dementation and protean).

You can use this to build a play-through like you want actually. Even a ventrue without dominate is possible. A bit of a nit : Tremere dominate in dialog is implemented by check Thaumaturgy for some reason, whatever.

My last playthrough i got a ventrue (no blood from rats or 'bums') with animalism, protean, fortitude, dementation (instead of dominate).

Both dementation and dominate in clanquest mod + camarilla edition have useful low level distraction powers that can allow you to steal guarded stuff safely, on the very few occasions the game allows you (ie the occasions they bothered to put someone guarding stuff that wasn't immediately hostile).

Camarilla edition also ups disciplines costs (i don't know if it's across the board, or if it's just for out of clan costs), so even with the OP cheat college mod (for skills) that i copied from the original camarilla edition, having a extra discipline or two (much less 3) is a recipe not to have more maxed disciplines.
Title: Re: Clan Quest Mod
Post by: Malkav on December 18, 2017, 08:53:15 PM
It's vstats, not vclan.
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 18, 2017, 11:19:29 PM
A bit of a nit : Tremere dominate in dialog is implemented by check Thaumaturgy for some reason, whatever.

I can answer that. The game is hard-coded to only detect Ventrue Dominate in dialogue so I had to check Thaumaturgy for Tremere. Which is also the reason they can't use Dominate above 1 because then this trick would become obvious ;)!
Title: Re: Clan Quest Mod
Post by: The Shadow Man on December 19, 2017, 12:03:38 AM
Hey Wesp is it possible for all the Disciplines to have custom dialogue of their own?
Title: Re: Clan Quest Mod
Post by: argikt on December 19, 2017, 02:36:45 PM
These are this differents conditions accepted in dlgs...

The special conditionals include:

      F_Seduction #
      M_Seduction #
      Seduction #
      Intimidate #
      Dominate #
      Persuasion #
      Dementation #
      Thaumaturgy #
      Humanity #


But is hard (for me) include more that 4 answers...
Title: Re: Clan Quest Mod
Post by: Malkav on December 19, 2017, 02:58:25 PM
Hey Wesp is it possible for all the Disciplines to have custom dialogue of their own?
In theory it is possible to use every stat, including feats and disciplines, to determine if a dialog line can be selected. But there are some limitations. First, only disciplines and seduction, persuasion and intimidation have colored text. Then every discipline except for Dominate uses the dementation font. Dominate itself can only be selected by Ventrue, that is hardcoded. But no matter which discipline you choose, it will cost blood apropriate to the level.
And there are ways around those limitations. If e.g. you need dominate of every level for other clans, you can give bloodbuff (corpus_vampirus) level 5 to all clans and then make a condition
{  corpus_vampirus 3 & pc.dominate >=3  }
Or if you want presence to cost 1 blood for every level make
{  Presence 1 & pc. presence >= 2  }
Or you want to make sure that your seduction success is mainly determined by your good looks
{  Seduction 7 & pc.Appearance > 4  }
Title: Re: Clan Quest Mod
Post by: SCO on December 20, 2017, 12:31:43 AM
I honestly find the buff disciplines in Bloodlines too useful. The game appears to be balanced so that even a person ignorant of their capabilities for hacking (auspex) and lockpicking (bloodbuff) can squeak most skill challenges at the time of first getting them by with dot investment. I quite like the idea camarilla edition had of adding minor powers to some of other clan disciplines that added a +1 to wits (i think it is protean and dementation). If there was one that added a +1 to dexterity (for lockpicking) i wouldn't say no to get rid of them entirely.
Title: Re: Clan Quest Mod
Post by: SCO on December 20, 2017, 05:33:04 AM
BTW, since from messing with adding disciplines so i have many 'social' options i found some dialog overflow 'errors' (it doesn't error out, but it doesn't show all options - it's also not especially bothersome as a player, because it only happens because of too many options to win), has anyone considered a dialog editor that as a post-processing transformation adds those 'next' and 'previous' tricks that the clan quest mod sometimes uses?

I think creation of these lines can be automated. Add a 'comment' marker so 'extra' lines can be recognized and purged on every regeneration. It does seem a valuable tool.

Though it would make the raw dlg files more unreadable and they're hard to read already sometimes on complicated dialog structures.
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 20, 2017, 09:58:57 AM
... has anyone considered a dialog editor that as a post-processing transformation adds those 'next' and 'previous' tricks that the clan quest mod sometimes uses?

I wasn't aware the Clan Quest Mod does this. Do you now how it is done?
Title: Re: Clan Quest Mod
Post by: SCO on December 21, 2017, 05:23:56 AM
... has anyone considered a dialog editor that as a post-processing transformation adds those 'next' and 'previous' tricks that the clan quest mod sometimes uses?

I wasn't aware the Clan Quest Mod does this. Do you now how it is done?
I think it's a camarilla edition innovation actually, but since CQM includes a lite version of it...

You can see it in ghoul dialogs on cam edition in companions/haven.dlg for example (though i'd swear this wasn't the only example of the technique, nor the most sophisticated).

The idea is rather simple, but hard in practice: just make every #npc dlg line 'reset' a counter and make every sequence of pc responses that passes the 'show check' increment that counter (with a 'and counter++' that always returns true appended to the show check).

Then add additional 'more' lines in between that only appears if it's the 'last' response (counter == 3 or something) and goto that very same 'more line' (or maybe the next line) if chosen. This resets the dialog engine to start building the responses from that point. Also if the 'more' line is chosen you reset the counter obviously.

When the last line of a sequence would appear*, then you insert a unconditional line that goes right to the first of the options of the sequence.

The runtime counter is needed because some pc responses don't show from conditionals too. Otherwise it would be less messy.

*(ie: there isn't a 'rest' of pc responses for that block, which is probably hard to recognize 100% from a tool if there isn't a obvious 'empty line' or the next line isn't a #npc response but is pc response jumped there from another part of the dialog)

Main problem is adjusting every index after introducing the extra phantom lines and knowing when to stop if the dlg is badly done to the point you don't know when you should 'go to start' of the block because two blocks 'look' the same to the tool.

The first can be dealt with well with automation, the second is a question of standards. Which the game may or may not obey.

In the end, this idea is just a too complex workaround because the the game engine dialog system menu is limited and shouldn't even be considered in the dlg files stack. But hey, if it's a post-processing tool, maybe it can be done.

Doing this manually is pure insanity ofc. And makes the original dlg files unreadable. If something like this is done, you'd have to make the transformation be post install or something, so that you'd still mod in peace the less complex files.
Title: Re: Clan Quest Mod
Post by: SCO on December 21, 2017, 05:48:41 AM
And honestly? I don't actually like this too much when it happens in the game.

Even if it gives you a lot more possibilities on a single npc dialog line response, it just feels wrong in-game because you either get '3-options then <more>, repeat' and you can't remember what you passed if there are a lot of options (like +10), or you get the more complex variant that has a <previous> and a <next> and get a minuscule 2 options per dialog screen (i feel this one is even worse).

This limitation is solely Troika's fault for not introducing a scrollbar (and dialog mouse / keyboard focus selection so players don't have to press 1-4 *only* to chose dialogs) to the dialog GUI and shouldn't even exist in a pc game (even BG1 has this working)
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 21, 2017, 02:45:49 PM
In the end, this idea is just a too complex workaround because the the game engine dialog system menu is limited and shouldn't even be considered in the dlg files stack.

I see it like that too and will not do it for the UP ;).
Title: Re: Clan Quest Mod
Post by: SCO on December 21, 2017, 08:19:01 PM
Well, that's the point of it being automated, so the mod files continue to be easy to edit. But i won't complain - i prefer mod authors to think about dialog as 'trees' instead of 'lists' and to place options in depth instead of linearly anyway.

Dialogs look more natural like that (think of the camarilla ending on the taxi where you first have to say you'd prefer the camarilla, but then say you can't trust the prince... imagine how boring that dialog would be if you had just a single list with all the options and without the cabdriver interjecting).

Easier to test the dialogs for sure, but more boring to play. Then again, games with better conversations have had less limited dlg engines (Planescape Torment for example).
Title: Re: Clan Quest Mod
Post by: Gurkhal on January 01, 2018, 04:05:44 PM
There's been a new bit of information about the mod's release on Moddb and I very much look forward to the release which can't come soon enough. :D
Title: Re: Clan Quest Mod
Post by: Mamita on February 19, 2018, 06:21:44 PM
Three questions:
Are you going to implement a newer version of the UP?
Are you going to iron out conflicts like the chewing gum not appearing?
And will there be a new haven?
Title: Re: Clan Quest Mod
Post by: Wesp5 on February 20, 2018, 06:59:15 PM
I haven spoken to burgermeister who rarely visits this site anymore, so I'll be his mouth ;).

Are you going to implement a newer version of the UP?

Yes. Probably once CQM 4.0 is out and the UP 1.0 as well.

Quote
Are you going to iron out conflicts like the chewing gum not appearing?

Are you sure you are searching at the right place? It's not in the arcade in the CQM...

Quote
And will there be a new haven?

Yes, I even helped burgermeister a bit with this :)!
Title: Re: Clan Quest Mod
Post by: argikt on February 21, 2018, 10:23:03 AM
Eager to play both patches together!! :cometome:
Title: Re: Clan Quest Mod
Post by: Edreyn on February 25, 2018, 11:41:03 AM
Can't wait for next version of Clan Quest. Hope to play for Sabbath this time.  :cometome:
And to try quests for some clans I didn't play yet.
Title: Re: Clan Quest Mod
Post by: Mamita on February 25, 2018, 12:44:27 PM
Quote
Are you sure you are searching at the right place? It's not in the arcade in the CQM...
Oh? Where exactly is it now?
Title: Re: Clan Quest Mod
Post by: Wesp5 on February 26, 2018, 01:14:39 PM
Quote
Are you sure you are searching at the right place? It's not in the arcade in the CQM...
Oh? Where exactly is it now?

In earlier patches the gum was under the front porch of the fortune teller building.
Title: Re: Clan Quest Mod
Post by: Kaldgord on February 27, 2018, 10:17:47 AM
Gotta ask, when CQ 4.0 is going to be released ? Any date at all ? Can't wait to play it.
Title: Re: Clan Quest Mod
Post by: Mamita on March 08, 2018, 09:29:46 AM
Found a new bug, probably related to UP.
Upon taking the taxi to the Giovanni mansion,
I am immediately stuck.
Quote
Gotta ask, when CQ 4.0 is going to be released ? Any date at all ? Can't wait to play it.
New character reveal, go check it out.
Title: Re: Clan Quest Mod
Post by: bigbadwolf on March 08, 2018, 10:32:13 AM
I think we won't play 4.0 this year...
 snif,snif
Title: Re: Clan Quest Mod
Post by: Saphrax on March 08, 2018, 11:42:45 AM
Don't be so sure about that. There was tremendous progress made since last year, and as you can see almost every aspect is finished besides the models, so I'm quite hopeful that we'll be playing the mod this year.
Title: Re: Clan Quest Mod
Post by: Mamita on March 08, 2018, 11:51:50 AM
Not to mention that burgermeister might just have acquired a new modeler, and a damn good one at that.
I give the mod two months to completion, tops.
That's the normal amount of time it takes burgermeister to post an update. And this time we'll have a whole lotta new content.
At the very least? Three weeks to a month.
Title: Re: Clan Quest Mod
Post by: Saphrax on March 08, 2018, 12:10:45 PM
I would call one month way too optimistic, however I do hope very much that you are right.
Title: Re: Clan Quest Mod
Post by: argikt on March 08, 2018, 01:55:54 PM
Sorry to say but in the latest video of c.q.m. burguer said in a post:

"I wish I could give a release date, too, but because I'm basically the only person working on it, it's really difficult to anticipate when I'll have time to work on the mod - esp. lately! Also, I tend to collapse under the weight of a deadline. My unofficial goal is to get this out this year, hopefully timing it to match up with Halloween and to not get bogarted by "Vampyr".
Title: Re: Clan Quest Mod
Post by: Mamita on March 09, 2018, 10:20:30 PM
Have hope! Xalter has confirmed he is working very quickly on making models for CQM.

Praise Xalter! Praise Dahlia!
Title: Re: Clan Quest Mod
Post by: Gurkhal on April 02, 2018, 12:36:41 PM
Sounds good that Burgmeister is getting some extra help with the mod. I hope the results will be nice and that we'll see only the start of a long and constructive relationship. :)
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 11, 2018, 04:24:46 PM
Hey guys, just thought I'd pop in here and let you know I got a new trailer for CQM 4.0 up. I haven't done a status update in a month either but working with Xaltar has been awesome! He's made amazing progress on the character models and I've been made a lot of progress on the mod otherwise, so it's coming along nicely.

Enjoy!

http://www.moddb.com/mods/vtmb-clan-quest-mod/news/new-teaser-video-for-clan-quest-mod-40 (http://www.moddb.com/mods/vtmb-clan-quest-mod/news/new-teaser-video-for-clan-quest-mod-40)
Title: Re: Clan Quest Mod
Post by: Rubinia on April 11, 2018, 07:49:25 PM
It would be lots easier for me if there was subtitles to all what Andrei said. But then I found the clou in the comments!

When will the 4.0 version be done and ready to download and play?
Title: Re: Clan Quest Mod
Post by: Gurkhal on April 11, 2018, 08:48:42 PM
Really cool video. Looking forward to tear up LA with the Sabbat, or send another batch of Sabbat freaks to hell as a loyal soldier for the Camarilla. Either way works fine with me.
Title: Re: Clan Quest Mod
Post by: Mamita on April 11, 2018, 11:49:39 PM
I'm actually planning on playing as a Nosferatu for 4.0. This is going to be an interesting betrayal indeed...
Title: Re: Clan Quest Mod
Post by: The Shadow Man on April 12, 2018, 02:09:40 PM
The best Bloodlines impersonation voice acting I've heard, the characterisation is pretty much perfect, the best you could get without the original actor I'm sure. Are you gonna have to fight Andrei's creations if you side with him? Because that would just be odd after agreeing to work for him.
Title: Re: Clan Quest Mod
Post by: Rubinia on April 12, 2018, 02:41:27 PM
I think he could change your scent (Tsimitse crafting power after all) so that they'd treat you as one of their kind. Or he simply puts the tactics of 'only strong shall survive' so you'll have to prove yourself through surviving them.
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 12, 2018, 06:43:57 PM
Or he simply puts the tactics of 'only strong shall survive' so you'll have to prove yourself through surviving them.

That's what I did with my improvised Sabbat ending for the UP, but man, would I like to look at some of these new lines to spice up my own version which only could use left-over one liners from Andrei!
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 12, 2018, 08:46:57 PM
It would be lots easier for me if there was subtitles to all what Andrei said. But then I found the clou in the comments!

When will the 4.0 version be done and ready to download and play?

Question for you: I realize that for cut scenes subtitles are particularly important. What about for standard dialog? Do you just press left-click to see the dialog or do you prefer subtitles there as well?
Honestly, as a native English speaker it's never occurred to me to use subtitles, but as as a general spaz I usually left-click in dialog to read along.

Re: the Tzimisce creations. Remember, those things Andrei makes are real dumb. There's no way to stop fighting them completely, but if you go this way, Andrei transports you to the last sewer map, so you can skip most of that crap.

Hoping to have an initial release by Halloween this year, and some kind of beta version before that!
Title: Re: Clan Quest Mod
Post by: DDLullu on April 12, 2018, 11:11:38 PM
I'll get with Xaltar offline and see what can be done. Xaltar's pretty much a genius, so I bet he can figure something =p
It's a lot more evident, too, because I am using Andrei's dialog animations quite a bit more.

Speaking of Andrei (and his hands), i remember the shoes of Barabus: they were very low resolution. Now if you look barabus's mdl with the sdk viewer you can browse the LODs with it. You will see that LOD1 has better shoes then LOD0.

So i try this on Andrei and yes his hands are better in LOD1 then LOD0. Look pictures below, the last one is the model i change. Only one pointer need to be change and LOD0 now have the bodypart of LOD1. I have to tweak his collar(with blender243,packfile explorer) but he look better now, less polygones but with real hands.

I have include the Andrei model change below.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 12, 2018, 11:30:17 PM
Ah, you're a scholar and a saint! I will try this tonight and let you know if it works right!
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 13, 2018, 01:58:22 AM
Hey So good news/bad news. The good news is you're an amazing modeler, and it looks great when Andrei is standing still! But as soon as any animations are run on him, it looks insane. I'm guessing it's like the female models where the bones are trying to contort to fit some shape that shouldn't work. Dunno if it's something that can be fixed. Attaching some screen snaps so you can see what I mean. What do you think?
Title: Re: Clan Quest Mod
Post by: DDLullu on April 13, 2018, 05:36:53 AM
Well it's not modeling it's hacking. Sadly the model miss some fingers bones so the weighting  is all wrong.
So another hack, i disable both hands  (i do that with a change in the name of the bone in the mdl).
At least the hands look good but dosen't move.



Add dx7 , i know it's not use much and i have not test it anyway.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 13, 2018, 06:01:03 AM
Well it's not modeling it's hacking. Sadly the model miss some fingers bones so the weighting  is all wrong.
So another hack, i disable both hands  (i do that with a change in the name of the bone in the mdl).
At least the hands look good but dosen't move.
Call it whatever you want, but I happy with and impressed by your work/help =D
I tried this version out, works great! Yes, his fingers don't move, but for the purposes of these animations, that's okay, and it looks better than before, by a lot!

Thank you very much!
Title: Re: Clan Quest Mod
Post by: Mamita on April 13, 2018, 06:14:05 AM
That looks amazing! DDLullu, many thanks.
Y'know, I wonder if one could potentially create newish animations by deactivating the right parts, at least so the bones don't freak out as much.

I.E NPC puts up his fists, but the bones are deactivated "I know Kung Fu!"

At the very least, it probably looks like some wierd martial art when he attacks.
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 13, 2018, 08:28:27 AM
I tried this version out, works great! Yes, his fingers don't move, but for the purposes of these animations, that's okay, and it looks better than before, by a lot!

I'll be naughty and try this model out for the UP too, if you two don't mind :)!
Title: Re: Clan Quest Mod
Post by: Saphrax on April 13, 2018, 10:15:34 AM
So he will get new hands but they will be stiff. But did those wierd low res hands of his have any animations in the first place? I can't recall any. So if his hands are originally stiff I'd much rather have high res stiff hands for him than wierd twig like stiff hands :)
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 13, 2018, 12:02:59 PM
So he will get new hands but they will be stiff. But did those wierd low res hands of his have any animations in the first place? I can't recall any.

Neither can I. I just did a quick replay on both times you meet him and you can barely see his hands at all...
Title: Re: Clan Quest Mod
Post by: Rubinia on April 13, 2018, 01:01:01 PM
Tricky question. At the very beginning of VTMB playing I've listened to everyone quite carefully. I still love the voice of Jack, Gary, Cabbie and some others.
But now I usually read subtitles while letting the NPC do the talking and because I read faster than he speaks, I usually skip vocal of the last line or two. Or more.

It doesn't have vague importance because I know in game I'll be able to activate subtitles. It's not like I understand nothing while listening to the trailer; but with subs it would be quicker and with fewer uncertainities. Simply more handy.
It's also that quite often in various big mods the voice-actors speak in a slow-motion of a kind. I don't know why. A good example is a Red Dot Guy in the shop in Hollywood. There was (don't remember in which mod!) a cutscene
where some bandits attack and Fledgling incapacitates them, then the seller is impressed and offers me a point in Haggle. The monologue-line he gives is prolonged and quite lifeless, slowed, and I don't know if it's
something to do with my computer reading data wrong or it was simply meant to be. In the trailer with Andrei it is slighter, but noticeable, that Andrei speaks slowly. More at ease than in  original voice-files. 
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 13, 2018, 03:55:56 PM
So he will get new hands but they will be stiff. But did those wierd low res hands of his have any animations in the first place? I can't recall any.

Neither can I. I just did a quick replay on both times you meet him and you can barely see his hands at all...

Can't add new animations, but one of my trade secrets is re-purposing other character's animations in a different model. You just change the allsequence.mdl to point at the character whose animations you want. You can chain them together, too. Andrei has access to LaCroix, Beckett and The Regent's animations. So, he's a little more animated, which is good -- I added quite a few lines to Andrei, and he only has a few dialog animations himself. People seem lifeless if they don't move while speaking.
It still holds true that you barely see his hands, so what DDLullu has so gracefully shared is a huge improvement over the original.

Tricky question. At the very beginning of VTMB playing I've listened to everyone quite carefully. I still love the voice of Jack, Gary, Cabbie and some others.
But now I usually read subtitles while letting the NPC do the talking and because I read faster than he speaks, I usually skip vocal of the last line or two. Or more.

It doesn't have vague importance because I know in game I'll be able to activate subtitles. It's not like I understand nothing while listening to the trailer; but with subs it would be quicker and with fewer uncertainities. Simply more handy.
It's also that quite often in various big mods the voice-actors speak in a slow-motion of a kind. I don't know why. A good example is a Red Dot Guy in the shop in Hollywood. There was (don't remember in which mod!) a cutscene
where some bandits attack and Fledgling incapacitates them, then the seller is impressed and offers me a point in Haggle. The monologue-line he gives is prolonged and quite lifeless, slowed, and I don't know if it's
something to do with my computer reading data wrong or it was simply meant to be. In the trailer with Andrei it is slighter, but noticeable, that Andrei speaks slowly. More at ease than in  original voice-files. 

So, this doesn't really answer my question. What I'm getting at is should I make the effort to add proper subtitles to ALL dialog, or just focus on the cut scenes' lines? IE, for someone that prefers subtitles, does the dialog menu suffice in regular dialog?
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 13, 2018, 04:56:12 PM
What I'm getting at is should I make the effort to add proper subtitles to ALL dialog, or just focus on the cut scenes' lines? IE, for someone that prefers subtitles, does the dialog menu suffice in regular dialog?

As a non English speaker I say that what's in the dlg files is good for dialogues. For long cutscenes without player intervention subtitles, or in Bloodlines rather toptitles ;), would be great!
Title: Re: Clan Quest Mod
Post by: TheIncredibleKraken on April 14, 2018, 11:20:07 AM
Since Andrei's hands are basically identical to the nosferatu pc's, couldn't you just make Andrei's hands invisible and parent a prop_dynamic_ornament with a slightly edited nosferatu model to him?
Title: Re: Clan Quest Mod
Post by: Saphrax on April 14, 2018, 03:53:27 PM
So, this doesn't really answer my question. What I'm getting at is should I make the effort to add proper subtitles to ALL dialog, or just focus on the cut scenes' lines? IE, for someone that prefers subtitles, does the dialog menu suffice in regular dialog?

I always play with subtitles turned on, so I'd prefer the former. I have to say, I'm not a native english speaker, and IMO subtitles can help non native english speakers understand what is being said.
Title: Re: Clan Quest Mod
Post by: TheIncredibleKraken on April 14, 2018, 05:37:45 PM
The method I proposed earlier seems to work allowing Andrei's fingers to move without any apparent deformation.
(https://i.imgur.com/dPxzCge.jpg)
Title: Re: Clan Quest Mod
Post by: Valamyr on April 15, 2018, 09:50:08 AM

Question for you: I realize that for cut scenes subtitles are particularly important. What about for standard dialog? Do you just press left-click to see the dialog or do you prefer subtitles there as well?

I'm not primarily English speaker so even though Im great at English overall, I use subtitles in order to avoid misunderstanding the odd word here and there.

For standard dialogue I usually left click to see the dialogue, but ultimately the best a mod can do is blend in with the core game as much as possible. It helps not feel like a mod if every dialogue behaves the same way. There's definitely a lot of people who play with subtitles on, but obviously it shouldnt be your core priority.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 15, 2018, 09:38:44 PM
Kraken, that's a pretty ingenious solution! Can you share what you've done?

Message received: probably should try to get subtitles full working. I think if I can script it, it won't be so hard to accomplish anyways. I was watching an Irish movie last night with subtitles turned on, just because the accent and vernacular is too much for me, so my mind is freshly appreciating this!

I have another Andrei request for anyone that thinks they can tackle it: is there anyway to make his cape static? As I'm sure you know, the physics are totally wrong so when it gets ruffled it flies up over his head and totally looks messed up. It's really destroying the drama for cut scenes he's featured in. Hard to take his serious while he's wearing his cape as a hat.
Title: Re: Clan Quest Mod
Post by: DDLullu on April 15, 2018, 10:32:08 PM
Try this one. It is the one i make first, then change my mind to the more defined one.

But the cape (skirt) is so stiff the legs pass through when he walk but in a fight it's normal and you can paint the leg the same color as the cape. Maybe switch model for the fight i don't know?

It is the lod1, i change some pointers very easy to do, try it  and comment here.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 15, 2018, 11:41:03 PM
The cape looks a million times better this way ... at least for the cut scenes. Andrei has as movement style wherein he just "floats" so his legs don't move, so the cape being so stiff looks fine.

Only problem is with the lod (?) changed this way, his teeth don't appear which is a problem.Can anything be done for it?
Title: Re: Clan Quest Mod
Post by: DDLullu on April 16, 2018, 12:26:08 AM
Since it's good i have done same thing as the shirt for the cape.
Meaning you have lod0 for everything except the shirt AND the cape.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on April 16, 2018, 12:46:44 AM
Ah, DDLullu, you're a hero! It works great, hands look good, cape isn't flying all over the place. Thank you so much!

I hope you'll know I'll be putting your name in the CQM credits for this  :razz:
Title: Re: Clan Quest Mod
Post by: TheIncredibleKraken on April 16, 2018, 06:17:15 AM
My method doesn't rely on editing the Andrei model, so anything made by DDLullu should be compatible.
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 16, 2018, 12:44:45 PM
Ah, DDLullu, you're a hero! It works great, hands look good, cape isn't flying all over the place.

Sadly his legs moving through the cape look terrible in the cutscene at King's Way, so I'll use the earlier version of the model.
Title: Re: Clan Quest Mod
Post by: FullMetalNiqab on May 06, 2018, 05:33:45 AM
Greetings everyone,

I'm going to play CQM for the first time and I have a couple of really stupid questions:

- I installed the mod with the Companion Mod Lite option and while replacing some of the models and textures with my preferred ones after the installation, I noticed that Yukie and Heather's folders in materials/models/etc. etc. (i. e. the folders named heather_e, yukie_e) contain subfolders whose names start with a dot, which in turn have files with alternative outfits inside. Do I have to do some mix-matching/replacement here or I can order Yukie and Heather to change outfits ingame?

- If I want to replace some of the music in the clubs with tracks of my own choice, would it be enough to just drop the mp3s (renamed to the respective vanilla tracks they replace) in CQM/sound/music/music, or does it require some additional tweaking of other files? Also, does the bitrate of the tracks matter?
Title: Re: Clan Quest Mod
Post by: Saphrax on May 06, 2018, 03:53:05 PM
- If I want to replace some of the music in the clubs with tracks of my own choice, would it be enough to just drop the mp3s (renamed to the respective vanilla tracks they replace) in CQM/sound/music/music, or does it require some additional tweaking of other files? Also, does the bitrate of the tracks matter?

I've done this before many times, because I'm so sick of listening to Isolated from Chiasm. I know that the game doesn't like some music files, and it crashes when it encounters them, however I never figured out what kind of music files it doesn't like (I guess it has something to do with the file's bitrate, as you said) for it was really trial and error for me.

Also, if I were you I would wait until Halloween when the 4.0 version of CQM comes out *knock on wood*, for it will have much more content than the previous versions (new Sabbat storyline and whatnot).
Title: Re: Clan Quest Mod
Post by: Wesp5 on May 06, 2018, 05:12:49 PM
Regarding the Yukie and Heather subfolders, I suspect they contain pale skins for when you embraced them...
Title: Re: Clan Quest Mod
Post by: Malkav on May 06, 2018, 06:56:59 PM
About replacing the music. I do know that the game doesn't like soundfiles you have played with windows media player because that adds some junk to the files.
The supported bitrate is rather low, but it's years since I have replaced music files so I don't remember. I think you can find this info in Dheu's manual. Iirc, that is still in the extras of the patch.
Audacity creates mp3 files that bloodlines can use.

For the texture files I agree with Wesp. The ones in the _e folders are probably for when you have embraced one of the girls.
Title: Re: Clan Quest Mod
Post by: deicide on May 06, 2018, 10:04:14 PM
Regarding low bitrate mp3, it's possible to use wav files instead, which solves the problem. And, the engine handles any mp3 bitrate just fine, including 320 CBR and V0. The bundled music files are 128 CBR. Have no idea where he has found that 64kbps limit.
Title: Re: Clan Quest Mod
Post by: silky on May 15, 2018, 11:35:33 PM
This is a great mod that adds a lot of nice content that actually fits with the game's story, nothing feels awkwardly shoved in or out of place. It's by far my favourite major mod and the only one I regularly play with.

The only thing I really don't like are some of the vanilla weapon replacements. To be perfectly honest, the modded knife model is absolutely hideous, the vanilla one is 1000x nicer and I ended up switching back to it. I also changed the golf club, water pipe, and tazer back into the baseball bat, tire iron and torch, respectively, out of personal preference.
Title: Re: Clan Quest Mod
Post by: Valamyr on June 20, 2018, 01:07:37 AM
Given Vampyr was almost as disapointing as WOD MMO, can we have your mod early please? ;)
Title: Re: Clan Quest Mod
Post by: argikt on June 20, 2018, 06:58:07 AM
I agree with Valamyr... Vampyr was really dissapointing game for me too... is not a bad game but I think that makes a game great is the replayability...

I finish the game and I won't even play...
Title: Re: Clan Quest Mod
Post by: Gurkhal on June 20, 2018, 07:45:47 AM
I agree with Valamyr... Vampyr was really dissapointing game for me too... is not a bad game but I think that makes a game great is the replayability...

I finish the game and I won't even play...

Given that the game is set in the 1918, to my understanding, how well does it work as an inspiration piece for Victorian Age vampire games?
Title: Re: Clan Quest Mod
Post by: Wesp5 on June 20, 2018, 08:02:02 AM
Given that the game is set in the 1918, to my understanding, how well does it work as an inspiration piece for Victorian Age vampire games?

From what I read on RPGCodex the game doesn't even take the 1918 setting seriously, the main character and a lot of the NPC behave like SJW 21. century people so I wouldn't think it could work well for the Victorian Age.
Title: Re: Clan Quest Mod
Post by: Gurkhal on June 20, 2018, 10:01:33 AM
Given that the game is set in the 1918, to my understanding, how well does it work as an inspiration piece for Victorian Age vampire games?

From what I read on RPGCodex the game doesn't even take the 1918 setting seriously, the main character and a lot of the NPC behave like SJW 21. century people so I wouldn't think it could work well for the Victorian Age.

I'm sorry to hear they took the game in that direction. :(
Title: Re: Clan Quest Mod
Post by: Aurelian on June 20, 2018, 05:48:02 PM
From what I read on RPGCodex the game doesn't even take the 1918 setting seriously, the main character and a lot of the NPC behave like SJW 21. century people so I wouldn't think it could work well for the Victorian Age.

It is relatively good in manifesting environmental and economic aspects of the age and the location.

Which elements of behavior did you find similar to SJWs?
Title: Re: Clan Quest Mod
Post by: Wesp5 on June 21, 2018, 12:47:42 PM
Which elements of behavior did you find similar to SJWs?

I haven't seen much of it yet, but there is a heated discussion going on about this at RPGCodex:
http://www.rpgcodex.net/forums/index.php?threads/vampyr-vampire-action-rpg-from-life-is-strange-devs.96615/ (http://www.rpgcodex.net/forums/index.php?threads/vampyr-vampire-action-rpg-from-life-is-strange-devs.96615/)
Title: Re: Clan Quest Mod
Post by: The Shadow Man on June 21, 2018, 01:34:36 PM
Well the PC is presented as being rather open minded for the time. All I noticed was someone campaigning for equal female voting rights, minor stuff about female doctors (which only comes up if you bother to dig into it) and gay lovers who keep their relationship secret in fear of prosecution (which can only find out if you use you use a vampire line). I'm not very familiar with the time period but it seemed ok to me.
Title: Re: Clan Quest Mod
Post by: SCO on June 21, 2018, 03:10:48 PM
rpgcodex is basically a hub of reactionary trash, that are thrilled that Trump is trying and mostly failing at recreating a mini apartheid, so i wouldn't care about their remarks about 'Sjw'. The site is fine for concrete gameplay criticism (because all 'games journalism' is corrupt trash that panders to the lowest common denominator) but their lack of moderation means it attracts human filth so you have to take the bad with the rest if you read it. Whenever they start talking about 'sjw' it's a red flag about a game hurting their sensitive white supremacist, homophobe and/or sexist souls by inserting <some identity politics / diversity on their trash overwhiteman victorian fantasy>, not a actual gameplay or even story/setting critique, unless you're the kind of person that thinks a victorian game about vampires can't handle a chick walking alone without a chaperone without breaking suspension of disbelief.
Title: Re: Clan Quest Mod
Post by: deicide on June 22, 2018, 01:07:02 PM
Ironically, that so-called SJW stuff is much more at place in a victorian themed than modern game. Like, current feminist cats looks like windmill warriors (which they, in fact, are) next to the suffragettes... The latter seems more than appropriate for 1918.
Title: Re: Clan Quest Mod
Post by: Aurelian on June 22, 2018, 03:49:12 PM
Well the PC is presented as being rather open minded for the time. All I noticed was someone campaigning for equal female voting rights, minor stuff about female doctors (which only comes up if you bother to dig into it) and gay lovers who keep their relationship secret in fear of prosecution (which can only find out if you use you use a vampire line). I'm not very familiar with the time period but it seemed ok to me.

Hardly anything SJW in those elements, but then again I am not a expert on 1918. London.

Title: Re: Clan Quest Mod
Post by: Gurkhal on June 23, 2018, 05:39:07 AM
Thanks for the information. Guess I'll be looking into Vampyr despite my earlier comment.
Title: Re: Clan Quest Mod
Post by: The Shadow Man on June 24, 2018, 01:54:16 PM
Well the PC is presented as being rather open minded for the time. All I noticed was someone campaigning for equal female voting rights, minor stuff about female doctors (which only comes up if you bother to dig into it) and gay lovers who keep their relationship secret in fear of prosecution (which can only find out if you use you use a vampire line). I'm not very familiar with the time period but it seemed ok to me.

Hardly anything SJW in those elements, but then again I am not a expert on 1918. London.

Which was exactly my point. In my opinion people who entirely subscribes to left or right wing either lack the ability to decide things for themselves or wants to use it to control others. Both left and right wing are flawed and it can be dangerous when either have too much sway.
Title: Re: Clan Quest Mod
Post by: TheSnarkyShaman on June 27, 2018, 05:21:17 PM
Given that the game is set in the 1918, to my understanding, how well does it work as an inspiration piece for Victorian Age vampire games?

From what I read on RPGCodex


There’s your first red flag. The codex thinks that gay people simply existing in fictional media is ‘SJW pandering’. They also had a lengthy forum wide battle about whether Tim Cain’s worth as a game developer was lessened because he’d revealed he is married to a man. Mess.
Title: Re: Clan Quest Mod
Post by: Aurelian on July 02, 2018, 04:10:52 PM
Which was exactly my point. In my opinion people who entirely subscribes to left or right wing either lack the ability to decide things for themselves or wants to use it to control others. Both left and right wing are flawed and it can be dangerous when either have too much sway.

Take it from someone whose favorite subject in books is geopolitics. The political definition of the left and the right had sense and meaning in the political landscapes before, but in modern era, such terms are speeding to utter irrelevance. Besides, both the left and the right ideologies as we know them were born in the West. Today, the West is in decline and one Chinese, Pakistani or Turk could care less about political definitions of the West.
Title: Re: Clan Quest Mod
Post by: The Shadow Man on July 03, 2018, 02:30:54 PM
Which was exactly my point. In my opinion people who entirely subscribes to left or right wing either lack the ability to decide things for themselves or wants to use it to control others. Both left and right wing are flawed and it can be dangerous when either have too much sway.

Take it from someone whose favorite subject in books is geopolitics. The political definition of the left and the right had sense and meaning in the political landscapes before, but in modern era, such terms are speeding to utter irrelevance. Besides, both the left and the right ideologies as we know them were born in the West. Today, the West is in decline and one Chinese, Pakistani or Turk could care less about political definitions of the West.

I don't even like the idea of party politics but I understand why it exists. We should be able to discuss things sensibility and intelligently but a lot of people can't and won't even try. There is next to no absolutes, there is no simple distinction between good and evil. People just don't think sometimes.
One thing I hate is the idea of bastardising the past, I'm not saying we should be proud of it but we shouldn't expect the values of people long dead to fit with people who live in the modern age, that's just ridiculous, everything that exists now is the result of the past, for better and worse.
Title: Re: Clan Quest Mod
Post by: Aurelian on July 05, 2018, 10:46:52 AM
I don't even like the idea of party politics but I understand why it exists. We should be able to discuss things sensibility and intelligently but a lot of people can't and won't even try. There is next to no absolutes, there is no simple distinction between good and evil. People just don't think sometimes.
One thing I hate is the idea of bastardising the past, I'm not saying we should be proud of it but we shouldn't expect the values of people long dead to fit with people who live in the modern age, that's just ridiculous, everything that exists now is the result of the past, for better and worse.

I suspect that majority of people on this forum are American. I am not, I have never set foot on your land. So I am not all that much interested in debating your Republicans or Democrats. I will merely comment that from my European point of view, both of your chief parties are fundamentally very similar to each other.

Bastardizing the past is a not uncommon. It is fairly understandable how a people who hold certain values so close to their hearts can try to implement those value systems on people long dead.
Title: Re: Clan Quest Mod
Post by: deicide on July 16, 2018, 11:06:48 PM
...
Bastardizing the past is a not uncommon. It is fairly understandable how a people who hold certain values so close to their hearts can try to implement those value systems on people long dead.
Like, the Germans should not shy away from Hitler just because he didn't succeed. The French do consider their Napoleon a national hero against all odds. Granted, he had gone down more gracefully and did less damage to his own country in the process.
If compared to that jealous paranoiac Stalin, who could not tolerate anything remotely more talented than himslelf, the first assembled an allstars team (which is quite a feat by itself) and his schemes before '38 were somewhat naive, yet courageous, daring and effective. And then the infamous breakdown followed by the freak show. Still, admirable effort in dragging his country out of the muck.
Title: Re: Clan Quest Mod
Post by: Malkav on July 17, 2018, 08:07:47 AM
I have followed (more or less) this discussion for quite some time. But I think it's time to get back on topic. Let me remind you, the topic here is Clan Quest Mod.
So if you still want to discuss this, please do it in a new thread so I can safely ignore it.
Title: Re: Clan Quest Mod
Post by: Wesp5 on July 17, 2018, 08:27:29 AM
So if you still want to discuss this, please do it in a new thread so I can safely ignore it.

Well said! Anything political will be removed, especially something about that stupid private that got millions of innocent people killed...
Title: Re: Clan Quest Mod
Post by: deicide on July 17, 2018, 04:45:00 PM
Would've created a separate topic, but I doubt the participants are interested that much.
Title: Re: Clan Quest Mod
Post by: Aurelian on July 18, 2018, 09:54:28 PM
I apologize in advance to moderators of this forum, but I must respond to this.

Like, the Germans should not shy away from Hitler just because he didn't succeed.

What are you talking about? Nobody suggested that Germans should attempt to rehabilitate Hitler into German political and cultural landscape. The man brought misery unseen in history upon Europe.

The French do consider their Napoleon a national hero against all odds. Granted, he had gone down more gracefully and did less damage to his own country in the process.

Now this is a argument worth exploring.

Indeed, numerous nations of our world, hold great respect and admiration for their historical figures, even if those figures were fundamentally nothing more than a glorified butchers on massive scale. For a quick example, people in Mongolia have almost a religious respect for Genghis Khan and other Mongol leaders, even if they massacred untold millions.
Title: Re: Clan Quest Mod
Post by: deicide on July 19, 2018, 06:03:27 AM
It's better to move that into a separate topic.

Glad you're understood one of my points, though the main was that judging historical figures and their plans based on winners/loosers logic without giving a thought into the reasons for successes/fvckups or what and where exactly went wrong is prevalent, unfortunately.
It's not uncommon to glorify everything that had left on the winning side, even if plans/models by itself weren't any good, and, conversely, bash everything else without getting into details. That, probably, is one of the most glaring examples of ostracised, misinterpreted and purposefully obfuscated part of the history.

As an illustration, I wouldn't say "Hitler was a pussy", but "Hitler was a pussy for not finishing Britain off and using that success as a political bargaining tool".

Concerning Napoleon, I think that was both a sign of acknowledgement and an artistic statement to the whole world. Since Empire style was influenced by antiquity, it means he's a hero in ancient, not modern sense. Like, a hero of Greek tragedy who is doomed to be defeated by his own fatal flaw, the very same that pushes him forth.

In other words, the above could be interpreted as: if acceptance "as is", as a historical personality, not another scarecrow, means we should hail him as a hero (no other way around in our winnerlooser world), we will do right that. I think I've expressed my implications about Hitler a bit clearer.
Title: Re: Clan Quest Mod
Post by: Aurelian on July 19, 2018, 04:51:13 PM
It's better to move that into a separate topic.

Indeed, perhaps a Politics General thread should be created in Off Topic section of the forums?
Title: Re: Clan Quest Mod
Post by: Wesp5 on July 19, 2018, 05:14:31 PM
Indeed, perhaps a Politics General thread should be created in Off Topic section of the forums?

Yes, please do so and keep this thread for the CQM!
Title: Re: Clan Quest Mod
Post by: Valamyr on July 21, 2018, 07:03:37 PM
I'd be more than happy to do a couple beta playthroughs for the new version again, it's been awhile.

I keep coming back to this game haha. Wish there were more like it. Anyhow it's definitely best enjoyed with Clan Quest.
Title: Re: Clan Quest Mod
Post by: Signothorn on July 22, 2018, 10:12:40 PM
New preview vid.  :rock:

Title: Re: Clan Quest Mod
Post by: maherdb on July 24, 2018, 05:57:13 PM
Wow this looks amazing, out of curiosity, on which  game model was she based on?
Just got the game re-installed, I will definitely start a new game  :justabite:.
Title: Re: Clan Quest Mod
Post by: argikt on July 24, 2018, 06:09:49 PM
Look like damsel model based...

Mexican accent is very good.
Title: Re: Clan Quest Mod
Post by: Gurkhal on July 25, 2018, 10:17:06 AM
Yeah, looks cool.
Title: Re: Clan Quest Mod
Post by: Barabbah on August 08, 2018, 02:10:10 PM
A little suggestions (don't know if already asked, but....): why add an optional Final Nights lite version (just the new clans and disciplines)? Or even better, a revised version. While some of it clans are ok, others are pointless (the Laibon copies of the vanilla clans) and can be replaced with others no-one ever created: Ravnos or Cappadocians for an example (I don't know is a True Brujah is possible XD)
Title: Re: Clan Quest Mod
Post by: justhereforthemods on August 24, 2018, 03:34:56 PM
A little suggestions (don't know if already asked, but....): why add an optional Final Nights lite version (just the new clans and disciplines)? Or even better, a revised version. While some of it clans are ok, others are pointless (the Laibon copies of the vanilla clans) and can be replaced with others no-one ever created: Ravnos or Cappadocians for an example (I don't know is a True Brujah is possible XD)
As much as I admittedly would love to play 4.0 as a Baali (TFN's Baali was by far the most fun clan to play as IMO, and messing up the Camarilla and the Sabbat from the inside is all in a night's work for the Baali), I absolutely will not look a gift horse in the mouth. This mod looks absolutely epic already, and I loved the previous versions of CQM.
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 24, 2018, 05:14:02 PM
A little suggestions (don't know if already asked, but....): why add an optional Final Nights lite version (just the new clans and disciplines)?

As far as I know the number of disciplines is limited and thus the number of clans...
Title: Re: Clan Quest Mod
Post by: argikt on August 24, 2018, 05:30:32 PM
A little suggestions (don't know if already asked, but....): why add an optional Final Nights lite version (just the new clans and disciplines)?

As far as I know the number of disciplines is limited and thus the number of clans...

Wesp is right, a lot of things are "hardcoded", like disciplines, clans, items, even the maximum number of quests...
The only way to mod is change the existing ones.
Title: Re: Clan Quest Mod
Post by: The Shadow Man on August 24, 2018, 08:19:28 PM
I do have to point out though that Clans aren't actually limited technically. Let me explain, disciplines are limited and the amount of Clans that can appear in the pop down selection is limited but the number of actual clans is not. The Pen and Paper Mod got around the pop down selection problem by using the Quiz to allow you to select your Clan though again I need to point out that the Pen and Paper Mod doesn't actually add any new disciplines.

You can get passed the Discipline limit kind of. The Antitribu mod used Numina as Disciplines but they don't appear on the character sheet because Numina is hardcoded not to appear on vampire character sheets.
Title: Re: Clan Quest Mod
Post by: YamiRaziel on August 25, 2018, 10:38:25 AM
I've been following this community for probably 11 years and I never understood why we could never have more disciplines or clans.

I've read "it's hard-coded" explanation, but since I'm not a coder myself I never understood what that meant exactly.

Has it always been a lack of coding skills or it's simply impossible to unhard-code it?

Can anybody bother to explain it for a non coding person :)
Title: Re: Clan Quest Mod
Post by: argikt on August 25, 2018, 11:56:06 AM
I will try to explain... the number of disciplines is set inside the code with a fixed number. When the game was released you got a "vampire.exe", that is the compiled code, but we lack the source, we can't change those numbers to recompile the game. And no, it's not possible do reverse engineering...
Title: Re: Clan Quest Mod
Post by: Valamyr on August 25, 2018, 01:29:22 PM

I've read "it's hard-coded" explanation, but since I'm not a coder myself I never understood what that meant exactly.


Hardcoded means almost impossible to change without access to the source code and illegal to try without permission. Everything in the executable falls under this category.

Some games are by nature more moddable than others, it depends on how they are made. Bloodlines both have a lot of moddable content (which has allowed these mods and the UP) but several limitations to core systems due to hardcoded elements. Its not among the most mod-friendly games but there's still a lot that can be done. Adding more disciplines than the code planned for is not one of those things.
Title: Re: Clan Quest Mod
Post by: IanW on August 25, 2018, 05:04:00 PM
I've been following this community for probably 11 years and I never understood why we could never have more disciplines or clans.

I've read "it's hard-coded" explanation, but since I'm not a coder myself I never understood what that meant exactly.

Has it always been a lack of coding skills or it's simply impossible to unhard-code it?

Can anybody bother to explain it for a non coding person :)

Car analogy:

What modders can do is like toying around with the outside of a car. We can apply tints to the windows, give the car a new iridescent paintjob, airbrush a wizard on the side, add a spoiler, replace the rims... that sort of thing.

Some movie stunt cars have stuff like a sturdy Volkswagon chassis under a Thunderbird exterior: the more advanced modders can do stuff like that (the WW II mod or Prelude mod, for example).

What we can't do is crack open the hood and replace the engine or the steering column. Those are set quantities. There may be some minor changes we can make within certain set parameters, the equivalent of changing the radio station, but we can't switch out the radio for a CD player.
Title: Re: Clan Quest Mod
Post by: YamiRaziel on August 25, 2018, 05:47:59 PM
So you're saying that reverse engineering is not possible, even by the most skilled of coders?

So, if I understand correctly, the only option would be to obtain the source code and recompile the exe with the changes we need, such as more clans, more disciplines etc?

Am I correct to assume that the license for this game now belongs to Paradox?

Wouldn't it be a good business model to either release that source code to the modding community or themselves make the changes so that the Bloodlines modding scene can thrive?

In my simple logic, the better the mods, the more the attention to Bloodlines and WoD -> more free PR for their upcoming WoD games?
Title: Re: Clan Quest Mod
Post by: IanW on August 26, 2018, 02:27:49 AM
So you're saying that reverse engineering is not possible, even by the most skilled of coders?

At this point, that's correct. What reverse engineering could probably be done goes beyond the scope of a mod; note that "Project Vaulderie," an effort to rebuild Bloodlines in the Unity engine, was shut down. If you want to do this kind of digging and rebuilding, you probably need to seek out additional permission first.

Quote
So, if I understand correctly, the only option would be to obtain the source code and recompile the exe with the changes we need, such as more clans, more disciplines etc?

Correct. We don't have access to the source code, and it's questionable if it even exists anymore, given how Troika shut down shortly after Bloodlines' release, and even then it's been almost 14 years.

Quote
Am I correct to assume that the license for this game now belongs to Paradox?

Yes and no.

White Wolf licensed Activision to make the game (who in turn contracted Troika).

Since then, the White Wolf IP has been purchased by Paradox, who then spun White Wolf into its own company again. White Wolf holds all the White Wolf IP. It is a distinct company, although still owned by Paradox.

White Wolf owns Vampire: The Masquerade, the World of Darkness, and Jack and Beckett. Anything specific to Bloodlines -- characters like Damsel or Knox or Bertram, elements like the Ankaran Sarcophagus -- are still owned by Activision, as far as I know. WW may have purchased the rights from Activision, but if they have, I don't know about it, and they haven't announced it.

So depending on what you're after, you'd need permission from Activision, White Wolf, or both.

Quote
Wouldn't it be a good business model to either release that source code to the modding community or themselves make the changes so that the Bloodlines modding scene can thrive?

Activision continues to make money on Bloodlines. I don't know its Steam stats, but it's continually one of the most popular games on GOG (looking at their front page right now, it's #20.) Assuming they still have it, releasing the source code for free is tantamount to giving the game away for free, which no, is not a good business model.

Quote
In my simple logic, the better the mods, the more the attention to Bloodlines and WoD -> more free PR for their upcoming WoD games?

The next game in the works, Werewolf: The Apocalypse, is being done by Focus Home Interactive and Cyanide Studio. Activision would have no reason to PR for another company's game.
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 26, 2018, 09:22:02 AM
So depending on what you're after, you'd need permission from Activision, White Wolf, or both.

This was the main problem as far as I know why something like Project Vaulderie couldn't get permission in the first place. Too many parties involved and Activision doesn't really care, because as you explained, they get money for nothing right now, so why change this?
Title: Re: Clan Quest Mod
Post by: YamiRaziel on August 26, 2018, 09:49:13 AM
Thank you IanW and Wesp.

Then it's really on WW or Paradox to do what's best.

Personally, if I were them I would made sure the most memorable cult classic that was ever released under my IP has all the means to continue thriving.

I mean you guys are still doing work for free, work that makes THEM money, 15 years after the game's release.

If they were to make your life easier, you would achieve far greater results and would attract even more attention to World of Darkness.

Sad indeed, that you can't do anything with the clans or the disciplines.
Title: Re: Clan Quest Mod
Post by: Barabbah on August 28, 2018, 06:56:10 AM
I mean you guys are still doing work for free, work that makes THEM money, 15 years after the game's release.
Yes, they make alot of money for nothing AND without moving a finger. But the prospective to even struggle to move a finger and change the status quo, even with the remote possibility of making even more money, for one game, and because some Jesse and Jaime asked it.... Too much efford for the kind of people who wants and makes millions with the minimum hassle. :I
Title: Re: Clan Quest Mod
Post by: Barabbah on August 28, 2018, 09:09:14 AM
But turning back to my question (which I've totally forgot to reformulate after all this time  :rofl: :rofl: :rofl:) my idea was not to choose in-game between the vanilla and the TFN clans but to have an optional pack in the installer where you say vanilla OR alternate clans. Nothing to reverse enginering the engine, just change the wheel before the trip (using the car analogy)
Title: Re: Clan Quest Mod
Post by: Barabbah on August 28, 2018, 09:14:08 AM
Plus another thing: poster quests. You had to remove them because you needed item slots in the mod but it's possible to switch the "pick up and deliver item" mechanic with a "item found/secured, inform Gary"? He will send his agents, you get the poster, everybody is happy. Or there's a quest limit too?
Title: Re: Clan Quest Mod
Post by: Aloysius on August 28, 2018, 03:08:39 PM
Both ideas require more work than it might worth.

Having two separate versions for one or a other set of clans:
1, things aren't that simple but to swap a few vdata files between versions.
It would demand to recheck every dlg files for clans specific dialogs, much if not all python scripts, emails, dialogs variables and other scripts actions execution, then adapt them to these new clans internal names/numbers, even possibly tweak/change some content for them.
Then there are various maps entities for disciplines visuals, the need to test all that and more.
2, Clans specific quests of CQM might not make much sense with TFN clans, though I have no idea what these clans are. Likewise, whatever new content Burgermeister did for 4.0, might not fit TFN clans.

Posters, this idea is less work but it would still be some work possibly getting in the way of something more important, workload wise. Items could be replaced by prop_sign entities, which on a Output trigger the posters scripts. Said scripts will need tweaking as well.
Personaly I am swapping items with prop_sign tricks whenever a item slot would be wasted in my mod, I even did it for some vanilla items in order to free a few slots.
Still, I am not restoring the posters, I had the idea once but decided it's superfluous content since then.

Haven't spoken with Burgermeister in a long time but something tell me he woudn't be so interested, priority of workload and such. Not that I coudn't be wrong but I have a big doubt on a double version for separate clans at least. Beside it would make him two versions to fix/maintain instead of one.
Title: Re: Clan Quest Mod
Post by: Barabbah on August 28, 2018, 05:40:28 PM
1, things aren't that simple but to swap a few vdata files between versions.
It would demand to recheck every dlg files for clans specific dialogs, much if not all python scripts, emails, dialogs variables and other scripts actions execution, then adapt them to these new clans internal names/numbers, even possibly tweak/change some content for them.
Then there are various maps entities for disciplines visuals, the need to test all that and more.

I cannot think of anything more stupid I ever asked

2, Clans specific quests of CQM might not make much sense with TFN clans, though I have no idea what these clans are. Likewise, whatever new content Burgermeister did for 4.0, might not fit TFN clans.

I stand corrected, THIS is the most stupidest thing I've ever asked  :facepalm: :rofl:
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 28, 2018, 05:53:06 PM
Haven't spoken with Burgermeister in a long time but something tell me he woudn't be so interested, priority of workload and such.

I'm pretty sure about that :)! Also to be honest, most of the TFN and ATM clans don't really make sense inside the story. Like how everyone treats them as if they were normal Camarilla clans...
Title: Re: Clan Quest Mod
Post by: Barabbah on August 28, 2018, 06:19:31 PM
Haven't spoken with Burgermeister in a long time but something tell me he woudn't be so interested, priority of workload and such.

I'm pretty sure about that :)! Also to be honest, most of the TFN and ATM clans don't really make sense inside the story. Like how everyone treats them as if they were normal Camarilla clans...

I like to think they work because they are antitribu and/or forced to work for the camarilla. Or at least I try to think it XD

But for sure on a mod with new exclusive quests for the basic clans this shouldn't never work.... what I was thinking?
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 04, 2018, 03:41:20 PM
Hey guys,

Just wanted to pop in here real quick and let you know that the release date for Clan Quest 4.0 is FINALLY announced for later this month:

https://www.moddb.com/mods/vtmb-clan-quest-mod/news/release-date-for-clan-quest-mod-40-announced (https://www.moddb.com/mods/vtmb-clan-quest-mod/news/release-date-for-clan-quest-mod-40-announced)

You'll probably see me around here a bit more once I'm finally not spending all my time just working on the mod. Cheers!
Title: Re: Clan Quest Mod
Post by: The Shadow Man on October 04, 2018, 04:32:41 PM
Hey guys,

Just wanted to pop in here real quick and let you know that the release date for Clan Quest 4.0 is FINALLY announced for later this month:

https://www.moddb.com/mods/vtmb-clan-quest-mod/news/release-date-for-clan-quest-mod-40-announced (https://www.moddb.com/mods/vtmb-clan-quest-mod/news/release-date-for-clan-quest-mod-40-announced)

You'll probably see me around here a bit more once I'm finally not spending all my time just working on the mod. Cheers!

Now that's what I've been waiting for!
Title: Re: Clan Quest Mod
Post by: Barabbah on October 05, 2018, 11:52:01 AM
<3 <3 <3

(Ps: we need more emojis!)
Title: Re: Clan Quest Mod
Post by: page on October 06, 2018, 01:43:44 AM
Yesss! Now I have to brace for TWO playthroughs this month. What a time to be ALIVE!!!
Title: Re: Clan Quest Mod
Post by: Barabbah on October 06, 2018, 02:18:06 PM
What a time to be undead you mean?  :vampwink:
Title: Re: Clan Quest Mod
Post by: Valamyr on October 11, 2018, 05:06:43 AM

Just wanted to pop in here real quick and let you know that the release date for Clan Quest 4.0 is FINALLY announced for later this month:


Thats awesome, I read as much on Twitter awhile back i think? But either way, cant way to try it.

Still available if you need any testing beforehand, I can do a playthrough in less than a week and reporting anything odd.

A question however, these notes says your integration of the Unofficial Patch still dates to 9.2? Is the content between then and now difficult to integrate? May be a typo, but i expected recent UP content out of habit I think!
Title: Re: Clan Quest Mod
Post by: Aurelian on October 25, 2018, 08:24:08 PM
Gentlemen, rejoice!

For tomorrow we shall dance upon the putrid corpse that is the Camarilla as our eyes gaze upon beauty and illuminating truth that is the Sabbat.

Title: Re: Clan Quest Mod
Post by: Shadow12 on October 25, 2018, 08:34:22 PM
Gentlemen, rejoice!

For tomorrow we shall dance upon the putrid corpse that is the Camarilla as our eyes gaze upon beauty and illuminating truth that is the Sabbat.
It's happening!   :cometome:
Title: Re: Clan Quest Mod
Post by: Malkyjeff on October 26, 2018, 02:37:40 AM
Just a few more hours   :rock:
Title: Re: Clan Quest Mod
Post by: Barabbah on October 26, 2018, 08:49:35 AM
Just a few more hours   :rock:

This was the best day to be left without a stable internet connection  :rofl: :rofl:
Title: Re: Clan Quest Mod
Post by: IanW on October 26, 2018, 08:54:51 AM
Surprise! I'd like to formally reveal that the newly-released Clan Quest Mod 4.0 (https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-40-full-installer) includes the X20 Mod 0.09 (https://forums.planetvampire.com/bloodlines-modding/(wip)-x20-mod/) in its optional installer. This is, for the moment, exclusive to CQM, so if you'd like to explore what's to be found in X20, I highly recommend checking it out paired with the full force of the CQM.

In a few days I'll make the official separate release available on ModDB.
Title: Re: Clan Quest Mod
Post by: argikt on October 26, 2018, 10:07:39 AM
:holy:

Very nice! Downloading...
I have read the guide with the details of 4.0 and I noticed of X20 content.

There's a section where you can find the walkthough of the game but Sabbat part is emply, only can see the names of the areas, but nothing about them...
Title: Re: Clan Quest Mod
Post by: Lord_Noctys on October 26, 2018, 10:10:51 AM
Surprise! I'd like to formally reveal that the newly-released Clan Quest Mod 4.0 (https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-40-full-installer) includes the X20 Mod 0.09 (https://forums.planetvampire.com/bloodlines-modding/(wip)-x20-mod/) in its optional installer. This is, for the moment, exclusive to CQM, so if you'd like to explore what's to be found in X20, I highly recommend checking it out paired with the full force of the CQM.

In a few days I'll make the official separate release available on ModDB.

Great news! Looking forward to play CQM with your X20! :smile:
Title: Re: Clan Quest Mod
Post by: Malkyjeff on October 26, 2018, 02:52:03 PM
Sorry if this was asked & solved before, but my clan quest 4.0 is crashing upon startup. Any ideas would be appreciated.  :facepalm:
Title: Re: Clan Quest Mod
Post by: Malkyjeff on October 26, 2018, 03:12:32 PM
Nevermind everyone, I got it working. Problem was I used my own shortcut, but the one created (after the installation) was the one I had to use.
Title: Re: Clan Quest Mod
Post by: Wesp5 on October 26, 2018, 03:37:21 PM
The full release of this new chapter to Bloodlines is available today for download. You can finally join the Sabbat and diablerize the other Kindred of the city.

https://clanquestmod.planetvampire.com/ (https://clanquestmod.planetvampire.com/)

https://www.moddb.com/mods/vtmb-clan-quest-mod/news/clan-quest-mod-40-for-vampire-the-masquerade-bloodlines-released (https://www.moddb.com/mods/vtmb-clan-quest-mod/news/clan-quest-mod-40-for-vampire-the-masquerade-bloodlines-released)

Posted by burgermeister01 on Oct 25th, 2018

The newest version of Clan Quest Mod, 4.0, is available for download today, just in time for Halloween! At the last minute, we've decided to integrate the new X20 mod into the installer as well, so it will be easy to include this great new addition to the game when installing Clan Quest Mod.

Here's a quick look at everything else that the mod includes:

- An entirely new story line for Bloodlines featuring a new hub and a whole new cast of fully voiced NPCs. The story focuses around the the city's Sabbat population and gives the player the option to abandon the Camarilla to join up with the Sword of Caine instead!
- 3 possible new endings
- A new humanity system that's more reflective of the pen and paper system, and with greater consequence
- The ability to diablerize other select kindred
- All the great new content from previous version of Clan Quest Mod
- Full integration with Unofficial Patch (v 9.2), installed easily and automatically
- Limited integration with other mods including Arsenal Mod, Camarilla Edition, X20 Mod, and Comp Mod, all available directly through the CQM's installer
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 26, 2018, 07:41:39 PM
Thanks, Wesp, I was just waking up and coming in here to post about it and saw you beat me to the punch! Definitely come check out the new version of Clan Quest Mod, it has a lot to offer! I'll also be making some Let's Play videos this afternoon!
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 26, 2018, 07:43:03 PM
:holy:

Very nice! Downloading...
I have read the guide with the details of 4.0 and I noticed of X20 content.

There's a section where you can find the walkthough of the game but Sabbat part is emply, only can see the names of the areas, but nothing about them...

You must have been watching closely the release =) I was waiting until the mod was out to update that, but the walkthrough is there now!
Title: Re: Clan Quest Mod
Post by: Valamyr on October 26, 2018, 09:12:59 PM
Can't wait to try this. My only small disappointment is that the UP integration has not been fully updated to the latest version, but we were warned a few weeks ago it would come a bit later..

My question is, how quickly can we hope to see 4.0 updated to the latest UP? I remember manually doing it once but it was years ago and imperfect and these mods have grown a lot since. Is it a matter of a few weeks, or could it take significantly longer to get the best of both worlds?

Thanks for all the work, Burg and Wesp
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 26, 2018, 09:49:06 PM
Honestly, I need to take a break from modding this for my own emotional and mental well-being, but I expect I'll probably pick this up again in a month or so and start working on it again after that, and specifically the UP update. So, with doing the work and testing and all, probably like early next year.
Title: Re: Clan Quest Mod
Post by: argikt on October 27, 2018, 09:36:12 AM
Hello Burger!
Is good to see you again... I'm playing now and I'm impressed so far (just joined sabbat now)

I noticed that quests camarilla related are marked as failed when I attacked Gary (makes sense), but not CDC poison quest, is possible to complete it? SInce Andrei teleports me to warrens fourth I can't do this quest.

 :razz:
Title: Re: Clan Quest Mod
Post by: DiamondBorne on October 27, 2018, 01:13:19 PM
As much as I'm a devoted fans of UP, I don't think it was really fair for some peoples to constantly whining about Clan Quest not being up to date with UP on every single forums and making it like the biggest deal. For me, UP and UP+ was pretty much completed since the 9.0 or whatever version that adds the library and the Bradbury building. The subsequent version is an added bonus.

Yeah I'm talking directly to you Valamyr. As you're probably the same person on Moddb and Youtube section as well. My advice is, stop ruining the other's perception of the mod with your unrealistic expectation and just enjoying the mod until the next revision, that's all.  :irritated:
Title: Re: Clan Quest Mod
Post by: Valamyr on October 27, 2018, 05:34:28 PM
What? Geez, first chill a bit. I asked a question but I neither whined or made a big deal out of it. I generally only post here about this, very rarely on youtube. If someone else had the same question, it's not my problem.

I'll definitely play 4.0 right now, but your tone is out of place. I'm quite grateful for all the people still modding this, as I've always indicated.

Finally I've done enough work on Bloodlines myself to at least partially do the integration myself, so when I asked for a rough timetable it was mainly to know whether it was worth waiting or whether I should just dive in myself. I won't be able to do much when it comes to level design changes but everything text file based that changed can be modified, it's mainly a matter of using diff file software on both UPs versions, finding the changes, and seeing whether they're easily compatible with Burgs changes. That much I can do myself if I choose to.

Rest well Burg, again, good work.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 27, 2018, 06:55:15 PM
While I won't lie that I grind my teeth every time someone asks me about how to mod relates to Unofficial Patch, Valamyr has been a huge supporter of CQM for years, helped test previous releases and all, so I think it's not fair to condemn him for asking about it. I understand that people love the UP, are curious about how it fits in with CQM.

BTW, I also have started on my LP of the new content in case you just wanna just right in and see the new stuff and hear some of my developer comments as well!

https://www.youtube.com/watch?v=aDebMo0FRkM (https://www.youtube.com/watch?v=aDebMo0FRkM)
Title: Re: Clan Quest Mod
Post by: Valamyr on October 27, 2018, 07:13:00 PM
Thanks for your words, I'll keep in mind the subject is sore for you in the future. Previously your releases were sync'd with the latest version so I guess that's why people have been talking about it more, but it's in no way an obligation. I certainly didn't start multiplatform complaints about it haha.

And yeah obviously, yours is the only "real mod" (UP is still more like an elaborate patch to me) I always loved and have used for as many playthroughs as it's been available. I couldn't play the game again without it. I'm definitely a big fan.

I'm jumping right in so I'll avoid the spoilers for now, but I'll be sure to check your video once I've gone through the game!
Title: Re: Clan Quest Mod
Post by: IanW on October 27, 2018, 08:39:14 PM
While I haven't had the opportunity to play yet -- I'm housesitting and don't want to download a 1GB file on someone else's connection when I don't know how big their cap is -- I did see in the LP videos a very very minor correction to be made.

The Sabbat quest in the quest log is titled "A Beast I Am, Less A Beast I Become."

The Riddle (https://whitewolf.fandom.com/wiki/Riddle) used in VTM is "A Beast I Am, Lest A Beast I Become."
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 27, 2018, 10:40:09 PM
While I haven't had the opportunity to play yet -- I'm housesitting and don't want to download a 1GB file on someone else's connection when I don't know how big their cap is -- I did see in the LP videos a very very minor correction to be made.

The Sabbat quest in the quest log is titled "A Beast I Am, Less A Beast I Become."

The Riddle (https://whitewolf.fandom.com/wiki/Riddle) used in VTM is "A Beast I Am, Lest A Beast I Become."

Drat! Thanks, man I need a proofreader! All this time, I really thought it was "Less" but there you have it.
Title: Re: Clan Quest Mod
Post by: brunopeople on October 28, 2018, 01:41:49 AM
Well, i follow the exactly instructions on Modder recommend and now i having this problem? anyone can help me.
Title: Re: Clan Quest Mod
Post by: Malkav on October 28, 2018, 07:34:41 AM
Looks like you have installed into the wrong directory, so your shortcut can't find vampire.exe and the dlls.
You must make sure the mod is installed into the directory where vampire.exe is located.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 28, 2018, 07:40:23 AM
I have only instaled it for now, one thing I've noticed the icon is missing because it redirects to a particular directory (something like "windows users"/lee/"other folders"/"vampire folder"/"icon name")
Title: Re: Clan Quest Mod
Post by: Ice on October 28, 2018, 11:30:38 AM
For proofreading, is the intended idiom Andrei uses supposed to be 'Damocles Sword' instead of Damascus?
Title: Re: Clan Quest Mod
Post by: Malkav on October 28, 2018, 11:49:43 AM
I have only instaled it for now, one thing I've noticed the icon is missing because it redirects to a particular directory (something like "windows users"/lee/"other folders"/"vampire folder"/"icon name")
Ah, that explains why I didn't have the bloodlines icon in the shortcut. I've started from my old cqm shortcut, so I had no problems getting the game running.

@brunopeople: Then your installation is probably correct. Just change the properties of the shortcut to the right directory.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 28, 2018, 01:51:16 PM
The directory should be "[bloodlines directory]\Vampire.exe" -game CQM"

Just as curiosity, the icon should have been one of these? (the first is from the installer exe, the second is my custom transparent version)
Title: Re: Clan Quest Mod
Post by: brunopeople on October 28, 2018, 06:21:14 PM
Looks like you have installed into the wrong directory, so your shortcut can't find vampire.exe and the dlls.
You must make sure the mod is installed into the directory where vampire.exe is located.


But i don´t understand i using the steam version and he pointed the steam version.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 28, 2018, 06:39:53 PM
Looks like you have installed into the wrong directory, so your shortcut can't find vampire.exe and the dlls.
You must make sure the mod is installed into the directory where vampire.exe is located.


But i don´t understand i using the steam version and he pointed the steam version.

Is it also possible you're trying to run it without Steam running? It does seem like something's not installed right. Be sure to run the installer as an administrator when you launch it.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 28, 2018, 06:40:50 PM
I have only instaled it for now, one thing I've noticed the icon is missing because it redirects to a particular directory (something like "windows users"/lee/"other folders"/"vampire folder"/"icon name")

Yea, I messed this up :facepalm:
I'll get it fixed in 4.1, but I should have noticed it right away.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 28, 2018, 06:41:36 PM
For proofreading, is the intended idiom Andrei uses supposed to be 'Damocles Sword' instead of Damascus?

Yea, someone pointed this out to me when I posted the preview vid, but there was no way to go back and change it, unfortunately.
Title: Re: Clan Quest Mod
Post by: brunopeople on October 28, 2018, 06:51:04 PM
Looks like you have installed into the wrong directory, so your shortcut can't find vampire.exe and the dlls.
You must make sure the mod is installed into the directory where vampire.exe is located.


But i don´t understand i using the steam version and he pointed the steam version.

Is it also possible you're trying to run it without Steam running? It does seem like something's not installed right. Be sure to run the installer as an administrator when you launch it.

but Steam is on and i always install as administrade and even that is not working. I try to reainstall and install again but even is not working.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 28, 2018, 07:14:06 PM
but Steam is on and i always install as administrade and even that is not working. I try to reainstall and install again but even is not working.

try this:
-find "Vampire.exe" (it should be in "C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\" or something like that)
-check if in its directory there's a folder called "CQM" (this shows the mod should be correctly installed)
-make a link to the desktop of "Vampire.exe"
-right click on the link and left click to properties
-add after [ \Vampire.exe" ] this: [ -game CQM ]*
-try now to launch the game from that link

* it should be as this:
Code: [Select]
"C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\Vampire.exe" -game CQM
Title: Re: Clan Quest Mod
Post by: Valamyr on October 28, 2018, 07:35:26 PM
A small question regarding the stability in East LA. So far I've had no problems, but I just wanna make sure; are the stability issues some testers had *only* in East LA or has anyone reported a less stable game overall in 4.0? Just in case it could help me pinpoint any specifics, in case I can reproduce it. Basically just for testing purposes.
Title: Re: Clan Quest Mod
Post by: brunopeople on October 28, 2018, 08:41:50 PM
but Steam is on and i always install as administrade and even that is not working. I try to reainstall and install again but even is not working.

try this:
-find "Vampire.exe" (it should be in "C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\" or something like that)
-check if in its directory there's a folder called "CQM" (this shows the mod should be correctly installed)
-make a link to the desktop of "Vampire.exe"


Well i figure out now!! it´s was exactly as you said i was installed in wrong directory. But,when i go to the mission to report Andrei to the Sarcophagos location theres is now way how i can enter on the building?? There is no doorknockers!!
-right click on the link and left click to properties
-add after [ \Vampire.exe" ] this: [ -game CQM ]*
-try now to launch the game from that link

* it should be as this:
Code: [Select]
"C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\Vampire.exe" -game CQM
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 28, 2018, 09:33:13 PM
A small question regarding the stability in East LA. So far I've had no problems, but I just wanna make sure; are the stability issues some testers had *only* in East LA or has anyone reported a less stable game overall in 4.0? Just in case it could help me pinpoint any specifics, in case I can reproduce it. Basically just for testing purposes.

It seems to be happening in the following maps:
 - Hazel's Church
 - Empire Arms Hotel Lobby
 - Downtown LA Hub
 - The new Bradbury basement
 - Sometime's the Mack's Brothel

So, it's new and old maps affected. If there's anyone out there that can help with this I would be super appreciative. I'm attaching an example crashlog for anyone that can maybe help. It's kind of a big problem, and because it's something like a memory leak deep in the engine I'm not sure how/if it can be fixed.
Title: Re: Clan Quest Mod
Post by: FleshArtist on October 29, 2018, 12:15:56 AM
A small question regarding the stability in East LA. So far I've had no problems, but I just wanna make sure; are the stability issues some testers had *only* in East LA or has anyone reported a less stable game overall in 4.0? Just in case it could help me pinpoint any specifics, in case I can reproduce it. Basically just for testing purposes.

It seems to be happening in the following maps:
 - Hazel's Church
 - Empire Arms Hotel Lobby
 - Downtown LA Hub
 - The new Bradbury basement
 - Sometime's the Mack's Brothel

So, it's new and old maps affected. If there's anyone out there that can help with this I would be super appreciative. I'm attaching an example crashlog for anyone that can maybe help. It's kind of a big problem, and because it's something like a memory leak deep in the engine I'm not sure how/if it can be fixed.
What might help is to install a 4GB Patch to Vampire.exe. That kind of software helps alleviate memory leaks for most games because of how it forces an .exe to use 4GB of RAM instead of 2GB or less. Games designed to use under 2GB of memory generally suffer from these leaks. It has helped quell quite a few crashes on these hubs so far.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 29, 2018, 05:33:00 AM
but Steam is on and i always install as administrade and even that is not working. I try to reainstall and install again but even is not working.

try this:
-find "Vampire.exe" (it should be in "C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\" or something like that)
-check if in its directory there's a folder called "CQM" (this shows the mod should be correctly installed)
-make a link to the desktop of "Vampire.exe"


Well i figure out now!! it´s was exactly as you said i was installed in wrong directory. But,when i go to the mission to report Andrei to the Sarcophagos location theres is now way how i can enter on the building?? There is no doorknockers!!
-right click on the link and left click to properties
-add after [ \Vampire.exe" ] this: [ -game CQM ]*
-try now to launch the game from that link

* it should be as this:
Code: [Select]
"C:\Program Files\Steam\steamapps\common\vampire the masquerade - bloodlines\Vampire.exe" -game CQM

Tell us (when you can) if it worked :)
Title: Re: Clan Quest Mod
Post by: argikt on October 29, 2018, 07:06:41 AM
Hello players! (As I always say, sorry for my poor english)
Lee, this weekend I played 2 full runs of 4.0

First joining sabbat in my first chance, and the second with a nosferatu joining speaking with Jesse.
Those are my impressions:

Your work is AAA for sure!. You added a lot of content and a lot of replayability to the game because you're forced to play a lot of runs for experiment differents endings, options, etc.
Diablerie is something hard to implement and an option that people asked for.
As modder myself I appreciate the quality of the new NPC models you introduced, specially Martina, that has a authentic latin face.


Said this, I think that east la quest are few rewarded, skipping Andrei fight makes you losing 5xp that is most that I gained in all new content... (also losing more xp because I can't complete several quests)

East LA has a lot of possibilities, location where you can place new quests (tell me you have future plans) :razz:

I would like to report some very minor spanish mispelling in dlgs.

Arturo line 150:  You wrote "cajones" instead "cojones", (voice is OK)
Victoria line 1710:  Your wrote "cono" instead of "coño", I'm not sure if bloodlines can type this special spanish character ñ , or just your keyboard languaje don't have it.

Another time, great work !!

I'll send you a personnal mail this week, with some thinks I would like to discurss with you.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 29, 2018, 07:11:55 AM
Id like to mirror argikt's note about the east LA content being exceptionally poor on any actual XP rewards, especially considering how much you have to forego when choosing the sabbath path, alot of quests become unfinishable or cant be started. More notably missing out on the regular clanquest missions and 2 occult items.

As an aside - is it possible to diablerize npc's if you took the later opportunity to explore LA with jesse, or is that only available the first time you are offered to join?
Title: Re: Clan Quest Mod
Post by: Valamyr on October 29, 2018, 06:56:50 PM
Yeah east LA is definitely low on XP even considering the diablerie options. Of course its relatively trivial for us to tweak these numbers on our own installs if need be for now.

The other thing (which Ive pointed out in early versions of CQM too, but it was nowhere like this) is that the power differential between foes in the normal game and the mod are too noticeable. Its 100% ok for some characters to be particularly tough sure (wouldnt expect elders to be pushovers) but even relatively young vampires and mortals added by the mod are often a LOT harder to kill than vanilla 'major monsters' so it creates a perceptible gap that makes it harder to forget you're playing a mod instead of just another part of the same, smooth experience, you know? Burg says it quite a few times in his videos, that "this fight is very tough", and it actually makes the Sabbat path far harder even without the xp issues. For instance, Jesse is an example of a character that seems quite overtuned stats wise for his background (Isaac being tough OTOH is perfectly fair).

This is just general feedback, its OK to want a tougher game but everything that helps that feeling of smooth continuity between vanilla and mod fights is worth fine tuning imo.
Title: Re: Clan Quest Mod
Post by: Soilie on October 29, 2018, 07:05:34 PM
Help please. How can this being become that beautiful girl again? I played with this model through UP 9.2+ (she was normal but without animations in 9.2+ character sheet) and she is normal in CQM game but in CQM character sheet she looks so...
Title: Re: Clan Quest Mod
Post by: Valamyr on October 29, 2018, 07:22:02 PM
Ive often seen that when using custom character models (as opposed to just retextures of the base character models) you have this problem on the character sheet only. Since you dont often look at it, it doesnt seem so bad.

But theres also some work that must be done to avoid weird glitches during frenzies when using custom models.
Title: Re: Clan Quest Mod
Post by: Wesp5 on October 29, 2018, 08:42:31 PM
This is just general feedback, its OK to want a tougher game but everything that helps that feeling of smooth continuity between vanilla and mod fights is worth fine tuning imo.

I agree, although I basically cheated when I beta tested 4.0 ;). But if you think that way, what is your opinion of the fight in the dark, you know which I mean?
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 29, 2018, 09:44:17 PM
For instance, Jesse is an example of a character that seems quite overtuned stats wise for his background (Isaac being tough OTOH is perfectly fair).


Well, if you inquire about his being a spy for the camarilla out in the open he says something along the lines "there is a reason no one bothers to do something about it", hinting at being stronger than average.

And with regards to the xp - I hardly think diablerie is an actual buffer. Mostly you will get points at random, which unless you are willing to abuse save-scumming, will very rarely grant you something you want, and at the level you need it at. Also, permanent loss of humanity, coupled with the multiple additional frenzy/haunt checks is more often than not counterproductive, esp for a no-reload run.

Original clanquest missions handed out pretty decent chunks of xp, which is another thing you miss out on if you go down the sabbath route. I think the sabbath missions should grant their own versions of the 2(3) occult items you cant obtain if you side with them.

Also while talking about the occult items - There is a second dodge book inside grout's mansion instead of the braided talisman occult item.
The braided talisman is currently located inside the downtown appartment's newsroom - a location only accessable via the -noclip cheat.


I agree, although I basically cheated when I beta tested 4.0 ;). But if you think that way, what is your opinion of the fight in the dark, you know which I mean?

Loved it. I never actually got whether the opponents you fight are the actual NPC's or echoes spawned from your mind. However using auspex lits the whole place up and the darkness becomes a gloom.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 30, 2018, 12:46:33 AM
I hear you guys about the XP thing, and the enemy difficulty thing and I think it's a pretty interesting problem. The thing everyone classically complains about in Bloodlines is that the game is super unbalanced, you become an unstoppable juggernaut by the end and all the fights are laughably easy.

So, why would I continue to make that same mistake? Do people not want challenging video games?

I think in 4.1 I might double the XP rewards in East LA to help close up the balance issue, but at the end of the day I think making the enemies and fights harder and giving less XP is the right thing to do to fix the game's overall balance.

Noted the Spanish misspellings! I will fix that in version 4.1! Thank you! And thank you argkit for the kind words otherwise!

One more thing: if I have to hear about the braided tailsman one more time, I am going to throw my computer out the window lol Everytime I think I've fixed this issue it pops up again. It's something to do with managing CE, UP, UP+ and CQM in one instasller, and the fact that all the item slots are so limited, and probably exasperated by my own sloppy code management lol.  :razz:

But seriously, please don't ask me about this.


Anyone else have ideas about all these crashes people are having in CQM? Psycho-A are you out there?

Cheers guys, hope you're enjoying the mod




Title: Re: Clan Quest Mod
Post by: Valamyr on October 30, 2018, 01:49:45 AM
I agree the basegame does give a fair bit of XP and it adds up. However for consistency it might be best to give a bit more in your areas and perhaps lower it elsewhere, same result but looks smoother to the player.

Same logic with fights, if some are too easy its fine to slightly beef up NPCs, but I went through the npctemplate** files for fun and its fair to point out you created vampires as strong as the end bosses in East LA and among the diablerizable. (700+HP, core stats above 5 etc) Its cool; its your design; ideally consistency is king but I won't ask you to rebalance every NPC in the game, its a lot of work, and frankly I'm happy to fine-tune things like on my end. (Ex. boosting the giovanni guards who couldn't hurt you in your video, while taking a few points off some new powerhouses) to get a more normalized difficulty.  Its not criticism, just ideas. I always look into the guts of every game and mod I play :)

Suffice to say, right now, East LA is extra lethal and the Camarilla path is far easier than the Sabbat path.

As for crashes well, I did apply the 4GB patch but so far I'm happy to report none. As soon as I crash Ill definitely look at the log closely, see if I can offer any insight. I do have a bit of a beast of a computer, might be why I've been getting lucky, but I agree crashes (especially since they occur outside your new zone) is something we gotta figure out. Stability is king.

Also I wanted to ask you about the braided talisman since ...  :rofl:  :cometome: (kidding obviously)

Thanks for all your great work. The story is really, really solid.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 30, 2018, 03:05:04 AM
I actually dont mind the difficulty. Everyone who was itchy enough to grab this mod as soon as it came out has likely been playing the game for years to the point of trivialising any and all fights. The chantry fight in particular was an exquisite experience.

What my problem stems from is the effort doesnt match the reward. Sabbath route should feel like a moral decision, and instead i find myself governed by "ill lose a whole bunch of points and occult items if i do this". After people play the ELA content through and through, there will be no incentive to go down the more difficult, less rewarding path.

In unmodded Baldur's Gate 2, even for evil characters it was far more rewarding to get a high reputation and complete quests the "noble" way, as the xp rewards, items and store discount were clearly much more beneficial. Thats was widely accepted as a bad design. It doesnt feel right that when given the opportunity to choose, you see one path is clearly better than the other.

P.S. Awesome mod, been playing since the 2.x series.

P.S.2  braided talisman
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 30, 2018, 01:38:02 PM
First of all, whoever said the Sabbat are the bad guys? They're the only ones trying to contain the dark fathers, after all!  :razz:

Secondly, I agree it should be a moral (or role-playing) choice but maybe we have different ideas of what that looks like. A moral decision should be guided by what you believe to be right or wrong, not what you expect to personally to get our of it from a utilitarian point of view.
Now, of course, this is a video game, not real life, but as I said before, even if it's  somewhat inconsistent with the rest of the game, but I prefer playing something that's a little more challenging and my character isn't totally OP by the end.

Third, I haven't tried the 4GB patch yet, but I will. Honestly, the worst part is that it's so hard to reproduce this bug reliably, so it'll be hard to know if it worked. I haven't had a single crash since I started this LP on my YT. Seems like too easy. Also, I thought the newer versions of the UP just automatically had that installed so I would have expected the GoG version to be immune to this. Am I wrong about that?
Title: Re: Clan Quest Mod
Post by: Wesp5 on October 30, 2018, 02:36:10 PM
Also, I thought the newer versions of the UP just automatically had that installed so I would have expected the GoG version to be immune to this. Am I wrong about that?

Yes. You might be mistaking the 2GB fix with the 4GB patch here! The 2GB fix is included, but  the 4GB patch is not automatically installed as it only works on 64bit systems. I will change that for the 10.1 final, but for now run it manually, it's in the SDK! I used it when betatesting 4.0 and I had only few crashes as you remember...
Title: Re: Clan Quest Mod
Post by: argikt on October 30, 2018, 02:43:30 PM
Probably 4GB patch fix your problem, I had some crashes entering heavy maps (testing WW2 mod mostly) and using it a only had a few.

Since is not automatically installed I keep working without it, but would be a very good news if UP 10.1 will install it for all people.
I'm not sure how many people keeps running 32bits but 64 is a standart nowadays.
Title: Re: Clan Quest Mod
Post by: Valamyr on October 30, 2018, 03:56:44 PM
The 4gb patcher is tiny and should definitely be in the Extras folder. It can do its job in two clicks.

This being said as a reminder, distributing a pre-patched exe is generally considered software piracy, its the one thing you're not supposed to redistribute. I highly doubt Paradox would sue hehe, but just something to keep in mind.
Title: Re: Clan Quest Mod
Post by: Wesp5 on October 30, 2018, 04:09:18 PM
This being said as a reminder, distributing a pre-patched exe is generally considered software piracy, its the one thing you're not supposed to redistribute.

We already do that for a long time after MS decided to not support safedisk anymore...
Title: Re: Clan Quest Mod
Post by: burgermeister01 on October 30, 2018, 04:36:32 PM
Also, I thought the newer versions of the UP just automatically had that installed so I would have expected the GoG version to be immune to this. Am I wrong about that?

Yes. You might be mistaking the 2GB fix with the 4GB patch here! The 2GB fix is included, but  the 4GB patch is not automatically installed as it only works on 64bit systems. I will change that for the 10.1 final, but for now run it manually, it's in the SDK! I used it when betatesting 4.0 and I had only few crashes as you remember...

Shit, I am DEFINITELY confusing the 2GB patcher with the 4GB patcher. I didn't have time to look at this this morning, but I will tonight and really looking forward to having a solution for all the poor folks running into problems with crashes.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 30, 2018, 05:35:16 PM
Shit, I am DEFINITELY confusing the 2GB patcher with the 4GB patcher. I didn't have time to look at this this morning, but I will tonight and really looking forward to having a solution for all the poor folks running into problems with crashes.

Just make a 9000GB patcher and we'll have never again to worry about it ever again....
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 31, 2018, 04:06:13 AM
If i take the later opportunity and join the sabbath as a spy, can I still diablerize people?
Title: Re: Clan Quest Mod
Post by: Valamyr on October 31, 2018, 07:31:22 AM
Nah, you have to go real Sabbath to diablerize people. Which kinda makes sense because you lose so much by going Sabbat that you get at least that one perk.

This being said, its easy to mod. Just like you can change a few text files to do all the 'Clan' quests in one playthrough, you can edit some dialogue and python text files if you want to try it regardless of affiliation. For some targets, its believeable nobody would really give a shit. But balance wise, eh.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 31, 2018, 07:49:30 AM
Nah, if its not a part of the author's original vision, I wont mess with it.

Heres a weird note though - wanton mass slaughter on the streets wont take you below 3 humanity, but handing out drugs to 2 junkies brought my torreador's humanity from 3 to 1.

Its hilarious how much worse apparently handing out 2 syringes compares on the morality scale, as opposed to going full chainsaw massacre in the streets.
Title: Re: Clan Quest Mod
Post by: Barabbah on October 31, 2018, 01:30:52 PM
Quick vs slow death. In a different perspective it makes sense.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on October 31, 2018, 06:39:04 PM
Uh...no. Under no circumstance, perspective or any morality scale is giving someone a hit of acid more inhumane than slaughering people en masse on the streets with a knife. Its weird you would argue that.

By that logic any cainite drug dealer should be frenzied by the end of his first night on the job.
Title: Re: Clan Quest Mod
Post by: Wesp5 on October 31, 2018, 06:48:22 PM
I think the game is hard-coded to not let Humanity fall below 3 in combat as otherwise it would be very easy to reach 0 where you loose all control. You can go lower in dialogues though...
Title: Re: Clan Quest Mod
Post by: Barabbah on October 31, 2018, 09:07:57 PM
Uh...no. Under no circumstance, perspective or any morality scale is giving someone a hit of acid more inhumane than slaughering people en masse on the streets with a knife. Its weird you would argue that.

By that logic any cainite drug dealer should be frenzied by the end of his first night on the job.

It can be worse. A knife is quick while a spoon takes a lot of time. Then only a sadist can feel satisfaction to kill with it, at least enough to compensate the effort needed. And we all now sadists aren't famous for being nice and mercyful.

Trust me: a knife is a good thing for your humanity. And I like black humour :razz:.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 12:06:51 AM
Uh...no. Under no circumstance, perspective or any morality scale is giving someone a hit of acid more inhumane than slaughering people en masse on the streets with a knife. Its weird you would argue that.

By that logic any cainite drug dealer should be frenzied by the end of his first night on the job.

I think you've ever seen first hand what addiction can do to destroy the lives of the people around it, you better understand why I made this 'worse' than killing someone.

Of course, I see your point about going on a killing spree, but the game can't tell the difference between one indiscriminate murder and a whole string of them.
Title: Re: Clan Quest Mod
Post by: deicide on November 01, 2018, 03:16:31 AM
An opiate withdrawal syndrome could be far, far more potentially damaging than an extra hit, so, in fact you're doing them a favor by helping them to keep their beast at bay. If they're already full-on junkies, they should either taper off properly or never skip.
Unless you're supplying them with poisoned, contaminated, low-grade (unfit for injection) or otherwise messed up stuff, or used syringes (aka hello HIV/heps), it does not count as anything immoral even for a Humanity 10 cainite saint.

Besides, selling a prepared solution looks really awkward for USA, never heard of such, it's usually being sold in bags.

Actually, the quest could be made more interesting by allowing the player to push a profit margin a bit by swapping it for a cheaper non-IV grade H, caffeine or something more nasty, which will result in a humanity loss indeed.

Ironical, isn't it? Lifetime IV Heroin use (pharm grade and proper handling) is safer than lifetime paracetamol (aka Tylenol) from medical perspective, but it's our society who turned it into such a weapon of mass destruction as it is, for the sake of extra profit from drug wars. Should you learn of its bulk price, you will be more than surprised. An income from selling it (or any other illegal drugs for that matter) is incomparable with a profit that the goverment makes on drug wars, like 100 or 1000 fold. It's an another Iraq in fact.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 03:58:11 AM
An opiate withdrawal syndrome could be far, far more potentially damaging than an extra hit, so, in fact you're doing them a favor by helping them to keep their beast at bay. If they're already full-on junkies, they should either taper off properly or never skip.
Unless you're supplying them with poisoned, contaminated, low-grade (unfit for injection) or otherwise messed up stuff, or used syringes (aka hello HIV/heps), it does not count as anything immoral even for a Humanity 10 cainite saint.

Besides, selling a prepared solution looks really awkward for USA, never heard of such, it's usually being sold in bags.

Actually, the quest could be made more interesting by allowing the player to push a profit margin a bit by swapping it for a cheaper non-IV grade H, caffeine or something more nasty, which will result in a humanity loss indeed.

I feel like you haven't seen this quest through, yet  :razz:

Let me be clear, you're not just giving a drug addict a hit. You're giving a recovering addict, and all their addict friends everything they need to fall off the wagon, intentionally as to further your own agenda. If you're ever spent any amount of time around an addict, you might have watched them either kill themselves through substance abuse; lie steal and cheat from friends and family, and generally make anyone that cares about them even a little bit extremely miserable. And you, the player, is intentionally making that happen. Enabling a drug addict doesn't just hurt that person, it hurts the community and everyone around them. That's why I stand by my decision to make it 'worse' than killing someone.

It is weird though that you'd be selling it already prepped in the needle, it probably wouldn't happen IRL, but there's a reason for that, too.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 04:01:48 AM
BTW guys, based on your help and feedback I've deployed patch 4.0.1 for Clan Quest Mod available for download here.

https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-401-patch (https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-401-patch)

This includes the 4GB patch which, based on your noted and feedback is supposed to help with the random crashes. I can't reliably reproduce the problem, so the best I can do really is cross my fingers. I've also fixed a number of other issues including a problem with the experience awards. No wonder you guys thought I was so stingy with the XP, it was broken and wasn't awarding basically any XP, which wasn't my intention.

Changelog:

- Added cubemaps to El Enjuague
- Fixed bug where Alejandra's phone wouldn't appear
- Fixed Arturo-Victoria cut scene bug if Jesse's Dead
- Added 4GB patch for Vampire.exe to fix stability issues
- Fixed experience reward bug and added more xp to Sabbat quests
- Changed Humanity dots to be unaffordable
Title: Re: Clan Quest Mod
Post by: deicide on November 01, 2018, 04:22:06 AM
I feel like you haven't seen this quest through, yet  :razz:

Let me be clear, you're not just giving a drug addict a hit. You're giving a recovering addict, and all their addict friends everything they need to fall off the wagon, intentionally as to further your own agenda. If you're ever spent any amount of time around an addict, you might have watched them either kill themselves through substance abuse; lie steal and cheat from friends and family, and generally make anyone that cares about them even a little bit extremely miserable. And you, the player, is intentionally making that happen. Enabling a drug addict doesn't just hurt that person, it hurts the community and everyone around them. That's why I stand by my decision to make it 'worse' than killing someone.

It is weird though that you'd be selling it already prepped in the needle, it probably wouldn't happen IRL, but there's a reason for that, too.
Sure, haven't played it yet. In that case, I think the Humanity loss is justified. Still, if he wants to quit indeed, why wouldn't he reject an offer?
Title: Re: Clan Quest Mod
Post by: Malkav on November 01, 2018, 09:15:31 AM
Do I have to start a new game with the patch?

On anoter matter. You might consider putting the new hub on the cab/sewer map instead of one of the locations you only visit once. Or is East LA too far away from all of these?
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 01, 2018, 09:45:52 AM
Quote
- Changed Humanity dots to be unaffordable

Sorry guys - that one is on me.
BM dared me to go to 0 humanity and see what happens, I did, and so now we have this.


Also, while I can see you stick to your guns on the East LA quest, there is absolutely no way to convince me that enabling a recovering drug addict is worse than wanton street slaughter. No one is forcing the junkies to take you up on that offer, so its entirely their choice. The devil can but whisper in your ear, but yours is the hand that decides the deed. On the other hand the people and policemen of LA arent given the choice to not be senselessly butchered en masse with a butterknife in a sadistic, boredom-driven rampage by a Jason Vorhees-looking motherf*cker.

Yet the first character had 1 humanity and the latter has 3. Just find it weird, is all.

P.S. you forgot to fix the braid talisman location...again  :razz:
Title: Re: Clan Quest Mod
Post by: Malkav on November 01, 2018, 12:24:52 PM
Well, I'm not sure if it should be considered worse. But in any case I consider anybody who sells drugs like heroin a mass murderer. And depending on what they make the addicts do to get the next fix even worse.
Maybe we should add further humanity loss for mass murder in the hubs. Could be done by calling a function like this "OnDeath" for all people in the hubs:
Code: [Select]
def massMurder():
  G = __main__.G
  pc = __main__.FindPlayer()
  if pc.humanity < 4:
    G.MassMurder += 1
    __main__.ScheduleTask(30, "__main__.G.MassMurder -= 1")
    if G.MassMurder > 4: pc.Humanityadd(-1)
So if you kill 5 or more people within 30 seconds you lose humanity even if you're already down to 3 or less.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 01:58:59 PM
Quote
- Changed Humanity dots to be unaffordable

Sorry guys - that one is on me.
BM dared me to go to 0 humanity and see what happens, I did, and so now we have this.

Hah, well thanks for pointing that out to me. In the PnP game there's no way to buy humanity, and if you think about it, it does undermine any sense of drama related to morality. You guys are disagreeing with me about the drug thing, but buying humanity is the Vampire equivalent of Catholic Indulgences lol.

I'll say one more thing about the drug thing: the humanity system also depends on how your character feels about the sin, i.e. how numb you are to the bad deed. Once you're killing people on the regular you're probably not going to care anymore if you kill one more person, or five more. In my mind, perpetuating someone's drug addiction is poisoning that person's soul and basically tearing their family apart, which is in a lot of ways blacker than just summarily ending their life.

Re the 4.0.1 patch: you don't need to start a new game to install/enjoy the patch, with the exception to fixing the cubemaps in the laundromat.

I would also consider the possibility of adding some mechanism to detect and punish the player for mass murder.


Title: Re: Clan Quest Mod
Post by: brunopeople on November 01, 2018, 02:45:29 PM
A small question regarding the stability in East LA. So far I've had no problems, but I just wanna make sure; are the stability issues some testers had *only* in East LA or has anyone reported a less stable game overall in 4.0? Just in case it could help me pinpoint any specifics, in case I can reproduce it. Basically just for testing purposes.

It seems to be happening in the following maps:
 - Hazel's Church
 - Empire Arms Hotel Lobby
 - Downtown LA Hub
 - The new Bradbury basement
 - Sometime's the Mack's Brothel

So, it's new and old maps affected. If there's anyone out there that can help with this I would be super appreciative. I'm attaching an example crashlog for anyone that can maybe help. It's kind of a big problem, and because it's something like a memory leak deep in the engine I'm not sure how/if it can be fixed.
What might help is to install a 4GB Patch to Vampire.exe. That kind of software helps alleviate memory leaks for most games because of how it forces an .exe to use 4GB of RAM instead of 2GB or less. Games designed to use under 2GB of memory generally suffer from these leaks. It has helped quell quite a few crashes on these hubs so far.

What is this Patch you may saying?
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 03:53:14 PM
A small question regarding the stability in East LA. So far I've had no problems, but I just wanna make sure; are the stability issues some testers had *only* in East LA or has anyone reported a less stable game overall in 4.0? Just in case it could help me pinpoint any specifics, in case I can reproduce it. Basically just for testing purposes.

It seems to be happening in the following maps:
 - Hazel's Church
 - Empire Arms Hotel Lobby
 - Downtown LA Hub
 - The new Bradbury basement
 - Sometime's the Mack's Brothel

So, it's new and old maps affected. If there's anyone out there that can help with this I would be super appreciative. I'm attaching an example crashlog for anyone that can maybe help. It's kind of a big problem, and because it's something like a memory leak deep in the engine I'm not sure how/if it can be fixed.
What might help is to install a 4GB Patch to Vampire.exe. That kind of software helps alleviate memory leaks for most games because of how it forces an .exe to use 4GB of RAM instead of 2GB or less. Games designed to use under 2GB of memory generally suffer from these leaks. It has helped quell quite a few crashes on these hubs so far.

What is this Patch you may saying?

Install the 4.0.1 patch I released last night: https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-401-patch (https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-401-patch)
Title: Re: Clan Quest Mod
Post by: brunopeople on November 01, 2018, 05:44:45 PM
Well I already install this patch, but still not working. My Problem is not between map transition is when I  accepted the Sabbath Andrei ask me to kill the Gary, then after I beat him and run away I got to get back Downtown the Hallow Brook motel Door has no nock, so I can interact with it.

(http://)
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 01, 2018, 05:47:31 PM
After you chase away gary, you need to take a look at his laptop, get the information in there and then you can visit the hollowbrook hotel.
Title: Re: Clan Quest Mod
Post by: brunopeople on November 01, 2018, 06:08:51 PM
I already did that!! that why the mission got updated, I am in downtown because I had to report to him.
Title: Re: Clan Quest Mod
Post by: Somebody on November 01, 2018, 06:30:22 PM
Well I already install this patch, but still not working. My Problem is not between map transition is when I  accepted the Sabbath Andrei ask me to kill the Gary, then after I beat him and run away I got to get back Downtown the Hallow Brook motel Door has no nock, so I can interact with it.

(http://)

There are two sets of doors, are you in front of the correct ones?

P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!
Title: Re: Clan Quest Mod
Post by: brunopeople on November 01, 2018, 06:35:20 PM
both of the doors have no door handles!!
Title: Re: Clan Quest Mod
Post by: Malkav on November 01, 2018, 06:57:03 PM
Something funny happened today in the Gallery in Santa Monica. My Gangrel had the bloodguardian incapacitated with Nightwisp Ravens. Then when she cut his throat, the bloodarmor vanished.
Not sure if this is cqm or a general bug, but I think last time I played the patch, cutting his throat didn't remove the bloodarmor.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 07:28:06 PM
both of the doors have no door handles!!

Did you load an old saved game or something after you installed the mod? Because if you had been to Download LA, and THEN installed the mod, then you wouldn't see the changes in the map including the doors which open and allow you to enter the bradbury map.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 07:29:46 PM
Something funny happened today in the Gallery in Santa Monica. My Gangrel had the bloodguardian incapacitated with Nightwisp Ravens. Then when she cut his throat, the bloodarmor vanished.
Not sure if this is cqm or a general bug, but I think last time I played the patch, cutting his throat didn't remove the bloodarmor.

I see the blood armour particles glitch all the time, both in this map and the other places I use that enemy, like the chantry.

I think it's a timing/race condition thing when the particle effect being applied / unapplied and some other animation on the character is executing at approximately the same time.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 01, 2018, 07:33:56 PM
Quote
P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!

The key is located on top of  the fireplace in strauss' room
Title: Re: Clan Quest Mod
Post by: Somebody on November 01, 2018, 07:43:04 PM
Quote
P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!

The key is located on top of  the fireplace in strauss' room

Thanks!
Where exactly, though? (https://i.imgur.com/2thM0Yw.jpg) Sorry if that's a stupid question, but I honestly can't find it.
Title: Re: Clan Quest Mod
Post by: brunopeople on November 01, 2018, 07:46:41 PM
Well, that is exactly what I did! so what you suggest? Load another and before I met Andrei? or begin since the beggining?
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 01, 2018, 08:37:29 PM
Quote
P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!

The key is located on top of  the fireplace in strauss' room

Thanks!
Where exactly, though? (https://i.imgur.com/2thM0Yw.jpg) Sorry if that's a stupid question, but I honestly can't find it.

https://imgur.com/a/0BeZ58w
Title: Re: Clan Quest Mod
Post by: Somebody on November 01, 2018, 08:38:16 PM
Quote
P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!

The key is located on top of  the fireplace in strauss' room

Thanks!
Where exactly, though? (https://i.imgur.com/2thM0Yw.jpg) Sorry if that's a stupid question, but I honestly can't find it.

https://imgur.com/a/0BeZ58w

Well, it's not there.
Is there a console command to get it?

UPD: It's give item_k_sarcophagus_key , and it didn't help me, I'm still stuck.
Help?

UPD2: 'kay, poked around in the game files.
Typing in give item_k_sarcophagus_key , G.Sabbat_State=35 , and then __main__.FindPlayer().SetQuest("sabbat_end",7) makes the quest log update, and gives the key as well.
However, I still can't leave the chantry.
Help?
What do I need to type in to get teleported?
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 09:43:59 PM
Quote
P.S. Can't finish the game, please help.
After I kill Strauss nothing happens. Me and my pack just stand there, with no key, and that's it.
I've replayed this battle 7 times already, the result is the same. If I try to leave the room - I get teleported back, no matter where I go.
Please help. If there's a console command to get the key and advance the story - I'll take it!

The key is located on top of  the fireplace in strauss' room

Thanks!
Where exactly, though? (https://i.imgur.com/2thM0Yw.jpg) Sorry if that's a stupid question, but I honestly can't find it.

https://imgur.com/a/0BeZ58w

Well, it's not there.
Is there a console command to get it?

UPD: It's give item_k_sarcophagus_key , and it didn't help me, I'm still stuck.
Help?

UPD2: 'kay, poked around in the game files.
Typing in give item_k_sarcophagus_key , G.Sabbat_State=35 , and then __main__.FindPlayer().SetQuest("sabbat_end",7) makes the quest log update, and gives the key as well.
However, I still can't leave the chantry.
Help?
What do I need to type in to get teleported?

Despite my very best efforts, sometimes the game can't detect properly when the battle with Strauss is over and reveal  the key. I thought I had solved this but you're the second person to report this problem. I'll have to revisit this and come up with an increasingly creative solution.

The easiest thing to do is execute this command:

__main__.Find("Sarcophagus_key").ScriptUnhide()

Picking up the key should take care of the rest!
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 01, 2018, 09:46:08 PM
Well, that is exactly what I did! so what you suggest? Load another and before I met Andrei? or begin since the beggining?

The best idea is to just start a new game -- but it does suck a little since I know you're eager to see the new stuff. I -  think - you may be able to load a game from before you come to Download LA the first time (so if you have a save from right after blowing the warehouse), you might be able to continue without too many bugs.
Title: Re: Clan Quest Mod
Post by: Somebody on November 01, 2018, 09:54:25 PM
Despite my very best efforts, sometimes the game can't detect properly when the battle with Strauss is over and reveal  the key. I thought I had solved this but you're the second person to report this problem. I'll have to revisit this and come up with an increasingly creative solution.

The easiest thing to do is execute this command:

__main__.Find("Sarcophagus_key").ScriptUnhide()

Picking up the key should take care of the rest!

Ah, I see. It's unfortunate the game can't update it on it's own.
Thanks a lot for your reply.
The command doesn't seem to work, though:
(https://i.imgur.com/3ftprmy.png)
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 02, 2018, 02:35:05 AM
Despite my very best efforts, sometimes the game can't detect properly when the battle with Strauss is over and reveal  the key. I thought I had solved this but you're the second person to report this problem. I'll have to revisit this and come up with an increasingly creative solution.

The easiest thing to do is execute this command:

__main__.Find("Sarcophagus_key").ScriptUnhide()

Picking up the key should take care of the rest!

Ah, I see. It's unfortunate the game can't update it on it's own.
Thanks a lot for your reply.
The command doesn't seem to work, though:
(https://i.imgur.com/3ftprmy.png)

Oh my bad. Looks like I misspelled in the game files, and never fixed it lol.It's like this:

__main__.Find("Sarcophaug_key").ScriptUnhide()

Seems like I had a seizure when I was naming the entity lol.
Title: Re: Clan Quest Mod
Post by: Somebody on November 02, 2018, 10:44:45 AM
Despite my very best efforts, sometimes the game can't detect properly when the battle with Strauss is over and reveal  the key. I thought I had solved this but you're the second person to report this problem. I'll have to revisit this and come up with an increasingly creative solution.

The easiest thing to do is execute this command:

__main__.Find("Sarcophagus_key").ScriptUnhide()

Picking up the key should take care of the rest!

Ah, I see. It's unfortunate the game can't update it on it's own.
Thanks a lot for your reply.
The command doesn't seem to work, though:
(https://i.imgur.com/3ftprmy.png)

Oh my bad. Looks like I misspelled in the game files, and never fixed it lol.It's like this:

__main__.Find("Sarcophaug_key").ScriptUnhide()

Seems like I had a seizure when I was naming the entity lol.

Thanks a lot, this worked!
And thank you for such a cool mod!
Title: Re: Clan Quest Mod
Post by: deicide on November 02, 2018, 06:20:18 PM
Also, while I can see you stick to your guns on the East LA quest, there is absolutely no way to convince me that enabling a recovering drug addict is worse than wanton street slaughter. No one is forcing the junkies to take you up on that offer, so its entirely their choice. The devil can but whisper in your ear, but yours is the hand that decides the deed. On the other hand the people and policemen of LA arent given the choice to not be senselessly butchered en masse with a butterknife in a sadistic, boredom-driven rampage by a Jason Vorhees-looking motherf*cker.

Yet the first character had 1 humanity and the latter has 3. Just find it weird, is all.

P.S. you forgot to fix the braid talisman location...again  :razz:
In that case, it's related to the game mechanics that does not differentiate sins. Any other quest that drops humanity will drop it down to zero as well, regardless of an actual deed.
Still I agree that it's definitely not worse than a normal deliberate murder, for the first, they still have a chance to quit again or don't turn that slip into a full-blown relapse at all, nor anyone forces them to steal for drugs or kill themselves. So, it should not drop Humanity lower than 4.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 02, 2018, 06:56:46 PM
Also, while I can see you stick to your guns on the East LA quest, there is absolutely no way to convince me that enabling a recovering drug addict is worse than wanton street slaughter. No one is forcing the junkies to take you up on that offer, so its entirely their choice. The devil can but whisper in your ear, but yours is the hand that decides the deed. On the other hand the people and policemen of LA arent given the choice to not be senselessly butchered en masse with a butterknife in a sadistic, boredom-driven rampage by a Jason Vorhees-looking motherf*cker.

Yet the first character had 1 humanity and the latter has 3. Just find it weird, is all.

P.S. you forgot to fix the braid talisman location...again  :razz:
In that case, it's related to the game mechanics that does not differentiate sins. Any other quest that drops humanity will drop it down to zero as well, regardless of an actual deed.
Still I agree that it's definitely not worse than a normal deliberate murder, for the first, they still have a chance to quit again or don't turn that slip into a full-blown relapse at all, nor anyone forces them to steal for drugs or kill themselves. So, it should not drop Humanity lower than 4.

There is a gameplay point of view to take into consideration: Normally no main quest can be completed in a way that forces a loss of humanity. But that particular quest (with the junkies) is needed for the game story to progress. So essentially a character with 1 humanity or a torreador with 2 will reach a dead end, since he cant complete the main questline without trigerring a gameover, now that humanity points cant be bought anymore.
Title: Re: Clan Quest Mod
Post by: Annacalamity on November 02, 2018, 08:04:37 PM
Blood buff only adds 1 to all physical stats even though I leveled it once.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 02, 2018, 08:58:08 PM
Also, while I can see you stick to your guns on the East LA quest, there is absolutely no way to convince me that enabling a recovering drug addict is worse than wanton street slaughter. No one is forcing the junkies to take you up on that offer, so its entirely their choice. The devil can but whisper in your ear, but yours is the hand that decides the deed. On the other hand the people and policemen of LA arent given the choice to not be senselessly butchered en masse with a butterknife in a sadistic, boredom-driven rampage by a Jason Vorhees-looking motherf*cker.

Yet the first character had 1 humanity and the latter has 3. Just find it weird, is all.

P.S. you forgot to fix the braid talisman location...again  :razz:
In that case, it's related to the game mechanics that does not differentiate sins. Any other quest that drops humanity will drop it down to zero as well, regardless of an actual deed.
Still I agree that it's definitely not worse than a normal deliberate murder, for the first, they still have a chance to quit again or don't turn that slip into a full-blown relapse at all, nor anyone forces them to steal for drugs or kill themselves. So, it should not drop Humanity lower than 4.

There is a gameplay point of view to take into consideration: Normally no main quest can be completed in a way that forces a loss of humanity. But that particular quest (with the junkies) is needed for the game story to progress. So essentially a character with 1 humanity or a torreador with 2 will reach a dead end, since he cant complete the main questline without trigerring a gameover, now that humanity points cant be bought anymore.

That's an interesting point I hadn't really considered. I think it lowers your humanity only if it's currently 3 or higher, so it could presumably be game over but only for a Toreador. I'd have to check to be sure. Don't want to block a main quest.

On one hand, it's seems like a justifiable punishment for fucking up your humanity so badly, so quickly, and going with Hazel is still a viable alternative. On the other hand, it can make a bad user experience for a select few players.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 03, 2018, 12:09:48 AM
I'd like to keep the opportunity to go with the edgier group, but still retain your humanity. Sort of like playing the morally ambigious anti-hero: questionable decisions made for the right reasons. Though there are options to tell victoria that the petty turf war going on in ELA is cammarila-like politicking and no true sabbath ideals are being upheld, nothing really comes out of it.

There could be a way to work in the player's indignation at the continual delay at retreiving the sarchophagus into coercing victoria into either dropping the quest (at the cost of the XP) or doing another task, (seeing as how she comes off as the more sensible of the two) without the unavoidable humanity loss.

But most importantly of all (for me at least) it will retain the theme of no main quest branch needing to be completed with an unavoidable loss of humanity.
Title: Re: Clan Quest Mod
Post by: brunopeople on November 03, 2018, 02:06:17 AM
Hey am I the only who have an issue? I mean i install this mode right at was gonna met andrei on his house and then when  I join the Sabbath he wants that i go Kill Gary, after i beat him and run away i have to go at Hollow Brook hotel to report to him, but i can´t get in because both freaking doors don´t have door handles? i Install the new patch but nothing happens.
Title: Re: Clan Quest Mod
Post by: DDLullu on November 03, 2018, 06:39:45 PM
Use the sidewalk, you must stand on the sidewalk. I have made a picture to show that.


My version of cqm is 4.01 and i have not start a game, i have use the:  map la_hub_1 command.
Title: Re: Clan Quest Mod
Post by: brunopeople on November 03, 2018, 06:56:29 PM
Use the sidewalk, you must stand on the sidewalk. I have made a picture to show that.


My version of cqm is 4.01 and i have not start a game, i have use the:  map la_hub_1 command.

ok, i will try it
Title: Re: Clan Quest Mod
Post by: brunopeople on November 04, 2018, 04:05:00 PM
Use the sidewalk, you must stand on the sidewalk. I have made a picture to show that.


My version of cqm is 4.01 and i have not start a game, i have use the:  map la_hub_1 command.

What?! i don´t get it? i stand at sidewalk and nothing happens the door don´t have doorhandles? and use the command and reset it all my progress.
Title: Re: Clan Quest Mod
Post by: Valamyr on November 04, 2018, 09:27:49 PM
Burg, tiny bug report regarding miligan's dialogue and your humanity changes.

In the UP/Vanilla, options that send him out of town such as Dominate or telling him to leave town are supposed to increase your humanity, while sending him back to Pisha decreases it. In your mod, all options decrease humanity instead.

Specifically, lines 55, 84 amd 93 in the text files have been changed from humanity increases to decreases with 4.0.
Title: Re: Clan Quest Mod
Post by: Somebody on November 04, 2018, 10:59:46 PM
Kind of a bug report... but this one is nearly a feature.

So, my characted diablerized Jeanette as soon as she could.
Later in the game, I came across the Kalliyan quest, which involves Jeanette if she's the one who survived, obviously.

Now... I'm not complaining about the fact that Jeanette appeared regardless of being diablerized. I get it, diablerie is a new feature, and taking every single possibility into an account sounds like a nightmare. I sort of roleplayed it as a really convincing hallucination - perks of having a malkavian in your head and all that.
But during the whole, errr, scene with the blacked out screen I kept hearing shots. And my character kept receiving damage. Not enough to die, thankfully, but quite a lot. I sort of shrugged it off, but..!

I decided to visit the Asylum once again before the endgame.
Now there are TWO more Jeanettes in the club: one is downstairs (https://i.imgur.com/MkqM8q1.jpg), the other is upstairs (https://i.imgur.com/0VMqyTj.jpg).
The one upstairs has all of the standart diablerie dialogue, but if you start a fight - she just dies after a couple of hits.
The one downstairs attacks you as soon as you enter the club. If you fight her and hurt her enough - you sort of get the beginning of the diablerie cutscene, but instead of her lying on the floor and all that you actually lose your ability to move, and just stand there waiting for your final death (https://i.imgur.com/a9RlOss.jpg). I really like this last screenshot, to be honest.
Yes, I just had to check if it's possible to diablerize her more than once.

Now, I don't know if you decide to do something about it, but just wanted to let you know regardless.
Ironically enough, this sort of makes sense the way it is.

Don't diablerize malks, folks.
Or do.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 05, 2018, 06:01:49 AM
Use the sidewalk, you must stand on the sidewalk. I have made a picture to show that.


My version of cqm is 4.01 and i have not start a game, i have use the:  map la_hub_1 command.

What?! i don´t get it? i stand at sidewalk and nothing happens the door don´t have doorhandles? and use the command and reset it all my progress.

Are you looking at the wrong doors? It occurred to me watching another LP on YT tonight that there's identical doors on the East side of the building, but it's the ones on the South side you enter the building with.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 05, 2018, 06:05:58 AM
Kind of a bug report... but this one is nearly a feature.

So, my characted diablerized Jeanette as soon as she could.
Later in the game, I came across the Kalliyan quest, which involves Jeanette if she's the one who survived, obviously.

Now... I'm not complaining about the fact that Jeanette appeared regardless of being diablerized. I get it, diablerie is a new feature, and taking every single possibility into an account sounds like a nightmare. I sort of roleplayed it as a really convincing hallucination - perks of having a malkavian in your head and all that.
But during the whole, errr, scene with the blacked out screen I kept hearing shots. And my character kept receiving damage. Not enough to die, thankfully, but quite a lot. I sort of shrugged it off, but..!

I decided to visit the Asylum once again before the endgame.
Now there are TWO more Jeanettes in the club: one is downstairs (https://i.imgur.com/MkqM8q1.jpg), the other is upstairs (https://i.imgur.com/0VMqyTj.jpg).
The one upstairs has all of the standart diablerie dialogue, but if you start a fight - she just dies after a couple of hits.
The one downstairs attacks you as soon as you enter the club. If you fight her and hurt her enough - you sort of get the beginning of the diablerie cutscene, but instead of her lying on the floor and all that you actually lose your ability to move, and just stand there waiting for your final death (https://i.imgur.com/a9RlOss.jpg). I really like this last screenshot, to be honest.
Yes, I just had to check if it's possible to diablerize her more than once.

Now, I don't know if you decide to do something about it, but just wanted to let you know regardless.
Ironically enough, this sort of makes sense the way it is.

Don't diablerize malks, folks.
Or do.

Hah, I like your very liberal interpretation about everything that happens here! Are you the same person that reported this bug on moddb? Anyways, if not, someone else found the same thing today. Seems I need to revisit ALL the conditions that make Jeanette/Therese/Tourette visible on the map, as it's got some issues. To be fair, the display logic for Tourette on that map is a damn nightmare.


Burg, tiny bug report regarding miligan's dialogue and your humanity changes.

In the UP/Vanilla, options that send him out of town such as Dominate or telling him to leave town are supposed to increase your humanity, while sending him back to Pisha decreases it. In your mod, all options decrease humanity instead.

Specifically, lines 55, 84 amd 93 in the text files have been changed from humanity increases to decreases with 4.0.

Gotcha! Soemone else had reported this as well. I'm kinda hoping that the UP has dealt with this already, but I'll be sure to look into it before the next release of the mod.
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 05, 2018, 08:53:05 AM
I'm kinda hoping that the UP has dealt with this already, but I'll be sure to look into it before the next release of the mod.

I think it did, also I finally managed to fix the stupid bug that prevents Milligan from leaving in the first place :)!
Title: Re: Clan Quest Mod
Post by: Somebody on November 05, 2018, 08:54:48 AM
Kind of a bug report... but this one is nearly a feature.

So, my characted diablerized Jeanette as soon as she could.
Later in the game, I came across the Kalliyan quest, which involves Jeanette if she's the one who survived, obviously.

Now... I'm not complaining about the fact that Jeanette appeared regardless of being diablerized. I get it, diablerie is a new feature, and taking every single possibility into an account sounds like a nightmare. I sort of roleplayed it as a really convincing hallucination - perks of having a malkavian in your head and all that.
But during the whole, errr, scene with the blacked out screen I kept hearing shots. And my character kept receiving damage. Not enough to die, thankfully, but quite a lot. I sort of shrugged it off, but..!

I decided to visit the Asylum once again before the endgame.
Now there are TWO more Jeanettes in the club: one is downstairs (https://i.imgur.com/MkqM8q1.jpg), the other is upstairs (https://i.imgur.com/0VMqyTj.jpg).
The one upstairs has all of the standart diablerie dialogue, but if you start a fight - she just dies after a couple of hits.
The one downstairs attacks you as soon as you enter the club. If you fight her and hurt her enough - you sort of get the beginning of the diablerie cutscene, but instead of her lying on the floor and all that you actually lose your ability to move, and just stand there waiting for your final death (https://i.imgur.com/a9RlOss.jpg). I really like this last screenshot, to be honest.
Yes, I just had to check if it's possible to diablerize her more than once.

Now, I don't know if you decide to do something about it, but just wanted to let you know regardless.
Ironically enough, this sort of makes sense the way it is.

Don't diablerize malks, folks.
Or do.

Hah, I like your very liberal interpretation about everything that happens here! Are you the same person that reported this bug on moddb? Anyways, if not, someone else found the same thing today. Seems I need to revisit ALL the conditions that make Jeanette/Therese/Tourette visible on the map, as it's got some issues. To be fair, the display logic for Tourette on that map is a damn nightmare.

That wasn't me. Didn't see another report... oh well.
Good luck with that!

UPD: And now there's three of them (https://i.imgur.com/Okm8p2s.jpg) (+1 still upstairs).
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 05, 2018, 02:48:49 PM
I took notice of you writing about your tentative plans to reinstate the online college, and I'd like to chime in support of that idea. Or something to throw money at.

Mainly because my characters end up with currency in the 5000's and thats with purchasing every armor and the all available higher grade arms.


Also, this is something I've been thinking for long while: could you find it in your heart to implement the 2xp reward you get for completing the tutorial even if the player decides to skip it? I've literally gone through that thing a hundred times just for the xp alone.
Title: Re: Clan Quest Mod
Post by: The Shadow Man on November 05, 2018, 06:19:05 PM
I took notice of you writing about your tentative plans to reinstate the online college, and I'd like to chime in support of that idea. Or something to throw money at.

Mainly because my characters end up with currency in the 5000's and thats with purchasing every armor and the all available higher grade arms.


Also, this is something I've been thinking for years: could you find it in your heart to implement the 2xp reward you get for completing the tutorial even if the player decides to skip it? I've literally gone through that thing a hundred times just for the xp alone.

I recently did a play-through with Clan Quest Mod 4.0 and I never got enough dollars to buy the last outfit before the endgame. I usually hardly have any money by the endgame too, both vanilla and all mods I've played are the same. I could be doing something wrong, I've never claimed to be good at Bloodlines or games in general.
Title: Re: Clan Quest Mod
Post by: Malkav on November 05, 2018, 10:16:29 PM
Not enough money? How can that be? With clan quest and plus patch option you can have finance at 5 by the time you get to Hollywood without spending a single xp. Then there is all the money you can get from Venus...
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 05, 2018, 10:33:16 PM
Not a single xp? 1 of the first 2 points is fat larry's quest but what is the other free point from? I have to pay 3 xp to get finance to 5 dots by hollywood
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 06, 2018, 04:34:22 AM
I took notice of you writing about your tentative plans to reinstate the online college, and I'd like to chime in support of that idea. Or something to throw money at.

Mainly because my characters end up with currency in the 5000's and thats with purchasing every armor and the all available higher grade arms.


Also, this is something I've been thinking for long while: could you find it in your heart to implement the 2xp reward you get for completing the tutorial even if the player decides to skip it? I've literally gone through that thing a hundred times just for the xp alone.

Noted. Personally, I'm not a huge fan of the email college, but the resounding love for the CE email college I think make's it a must. Still, it's one of these sticky things where I proliferate file versions that have to be maintained separately. But it must be done - for the fans!

I hear you on the Tutorial XP as well. I usually just skip it and give myself the XP, lol. You should get the lockpicks the same way, too. Do you happen to know if newer version of the UP changed that as well?
Title: Re: Clan Quest Mod
Post by: argikt on November 06, 2018, 07:11:22 AM
I ussually skip and give the xp and lockpicks too...

About college, well, I think there's  too much money in the game (you can max finance spending only 3xp), Venus is always giving money as Malkav says.
But college looks like "free stats" for me, that can make you more op.
Will be other options to spend the money, for example:

-High-end vendor:  Very expensive occult items, armor5, etc...
-Cosmetic vendor: For  example, buy a ingame house, and spend the money in furniture for it. With an achievement reward or something...
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 07:26:42 AM
Not a single xp? 1 of the first 2 points is fat larry's quest but what is the other free point from? I have to pay 3 xp to get finance to 5 dots by hollywood
With the plus patch you can get the first dot from Trip. Ask his name when you first meet him and then ask if he does drugs.
Title: Re: Clan Quest Mod
Post by: argikt on November 06, 2018, 07:39:41 AM
Not a single xp? 1 of the first 2 points is fat larry's quest but what is the other free point from? I have to pay 3 xp to get finance to 5 dots by hollywood
With the plus patch you can get the first dot from Trip. Ask his name when you first meet him and then ask if he does drugs.

May I miss something, but this is how I do it:

1- Trip quest
2- spend 3xp
3- Fat larry
4- skill book
5- Red spot

There's anyway to do it without spending xp?  :chinscratch:
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 06, 2018, 07:45:02 AM
Well, if you are already using the console for the xp, might as well weave it into the skipping part. I dont like using the console to grant myself stuff, because it feels like cheating.

Only console thing I abide is -noclip in town areas because it shortens travel time by a huge margin and only when Im not being in combat, chased or have masquarade strikes (because that could potentially avoid hunter ambushes)

Also, thanks to Malkav. I dont talk to trip because his selection is garbage so i rarely visit unless i need to pawn away redundancies.
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 07:47:32 AM
Personally, I'm not a huge fan of the email college, but the resounding love for the CE email college I think make's it a must. Still, it's one of these sticky things where I proliferate file versions that have to be maintained separately. But it must be done - for the fans!
What most people seem to forget about the college is that you don't get more dots in CE. You just have more choices what to buy because along with introducing the college I have removed the skill books.
[qoute]
I hear you on the Tutorial XP as well. I usually just skip it and give myself the XP, lol. You should get the lockpicks the same way, too. Do you happen to know if newer version of the UP changed that as well?
[/quote]
I agree. Giving yourself this stuff via console is easy enough. Afaik the patch doesn't give xp or lockpicks either.

@argikt:
Nope, its
1. Trip
2. Larry
3. sell and rebuy book
4. same as 3
5. Red Spot
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 07:51:34 AM
Well, if you are already using the console for the xp, might as well weave it into the skipping part. I dont like using the console to grant myself stuff, because it feels like cheating.
Hm giving xp for not doing a quest looks like cheating to me as well.
Title: Re: Clan Quest Mod
Post by: argikt on November 06, 2018, 08:01:39 AM
The book trick, look like a cheat to me too... haha
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 06, 2018, 08:30:35 AM
Well, if you are already using the console for the xp, might as well weave it into the skipping part. I dont like using the console to grant myself stuff, because it feels like cheating.
Hm giving xp for not doing a quest looks like cheating to me as well.

Its not a quest its a tutorial. You can just ask Jack to give you the cliffnotes, and rationalise the XP gain to be what you learn when he gives you the short story. If you blow him off altogether, without asking what he knows, then no xp.

There - moral dilemma solved without console and tedious re-re-re(x100)playing of the game's introduction stage.

You'd also miss out on a humanity point by skipping the tutorial so its would not be entirely beneficial.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 06, 2018, 09:31:25 AM
Only console thing I abide is -noclip in town areas because it shortens travel time by a huge margin and only when Im not being in combat, chased or have masquarade strikes (because that could potentially avoid hunter ambushes)

Instead of noclip try "sv_runscale 3" to change the run speed. Change the number to your liking (default is 1, plus you can also use values like 2.5 although I don't remember if you have to use dots or commas)
Title: Re: Clan Quest Mod
Post by: argikt on November 06, 2018, 09:35:59 AM
here's an idea for and "spending money mod":

After dealing with Boris, you own Venus' club with her.
Speaking with her, you can buy /change the apperance of the club, adding stuff, changing thinks, etc...
This way you can spend the money, gain game inmersion and don't add more items that make you even more overpower...
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 06, 2018, 09:41:10 AM
Pretty sure this is a bug, but I could be wrong.

Tremere's clan weakness caps their maximum possible physical stat benefit to 3, regardless of blood buff.

For example: any other vampire can have 10 unarmed,lockpick, melee, stealth, bash damaga soak with 5 strength/dex/stam and 5 bloodbuff active

However a Tremere with 3 strength/dex will have *nothing* added on top by the blood buff, hence 3str/dex/stam Tremeres with level 3 bloodbuff active will still have just 3 melee,unarmed,stealth,lockpicking and 3 bashing soak.

That is too crippling a disadvantage to not be some sort of oversight.

I also find it exceptionally weird that the physically frail tremere start with 1 point in physical skills and 0 in social. That makes no sense within their clan weakness. Shouldnt it be the other way around?

Unrelated, but returning Lily's diary and purse used to grant an experience point and 1 humanity dot. Now returning her stuff has no effect whatsoever.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 06, 2018, 10:37:53 AM
here's an idea for and "spending money mod":

After dealing with Boris, you own Venus' club with her.
Speaking with her, you can buy /change the apperance of the club, adding stuff, changing thinks, etc...
This way you can spend the money, gain game inmersion and don't add more items that make you even more overpower...

Plus as you spend more money she gets more clients so you get a bigger share. But no choices which influences the success of the club. Unless it's on a separate game set after the endgame where you have all the time to do your goth club tycoon fun
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 10:42:39 AM
here's an idea for and "spending money mod":

After dealing with Boris, you own Venus' club with her.
Speaking with her, you can buy /change the apperance of the club, adding stuff, changing thinks, etc...
This way you can spend the money, gain game inmersion and don't add more items that make you even more overpower...
Would you -as a modder- spend hours on making changes to the map that don't even have any real effect on the gameplay?
If it was only a matter of hiding and unhiding dynamic props, maybe. but to do something worthwhile you'd have to more or less redesign the map.

Title: Re: Clan Quest Mod
Post by: argikt on November 06, 2018, 10:46:21 AM
here's an idea for and "spending money mod":

After dealing with Boris, you own Venus' club with her.
Speaking with her, you can buy /change the apperance of the club, adding stuff, changing thinks, etc...
This way you can spend the money, gain game inmersion and don't add more items that make you even more overpower...
Would you -as a modder- spend hours on making changes to the map that don't even have any real effect on the gameplay?
If it was only a matter of hiding and unhiding dynamic props, maybe. but to do something worthwhile you'd have to more or less redesign the map.

Was just an idea... I won't do it.  I'm busy now... you know... :vampwink:
Title: Re: Clan Quest Mod
Post by: The Shadow Man on November 06, 2018, 10:54:35 AM
Does anyone know the name of the font used on the main menu for Clan Quest?
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 11:05:37 AM
Burgermeister, I guess.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 06, 2018, 04:16:29 PM
Does anyone know the name of the font used on the main menu for Clan Quest?

I mean, I made that thing like a decade ago, so I couldn't even venture a guess at this point, unfortunately.

If I wasn't clear, I guess what I'm saying is I AM amenable to giving away the stuff you get in the tutorial for free, because I too feel it's rather tedious. I don't see that as cheating and it saved people that don't know / aren't comfortable with the console the trouble.

I'm not sure how much XP is rescinded in removing the skill books, but I'm skeptical it balances out with the ability to spend money on XP since it is easy to get a glut of it by the end of the game. But, as I said, people LOVE email college, so I kinda feel compelled to add it back.

Oh, and I think the idea of buying accessories for Confession (or your haven) is really cute idea =) I don't understand it, but people definitely like to do those things in games.
Title: Re: Clan Quest Mod
Post by: Malkav on November 06, 2018, 05:33:40 PM
For the xp difference between the books and the college, I have calculated like this: With the books you can learn skills equal to 44*3xp, the college grants 45*3xp. So it's the equivalent of one first or second dot more, but on the other hand it is more expensive.
Title: Re: Clan Quest Mod
Post by: IanW on November 06, 2018, 07:28:54 PM
Does anyone know the name of the font used on the main menu for Clan Quest?

The font used for "The Masquerade" in the Vampire logo, for "Clan Quest Mod," and for the various menu options (new game, load, options, etc.) are various styles of the Percolator font.

I'd have done "Clan Quest Mod" differently, but that's just me.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 06, 2018, 09:11:51 PM


So is the Tremere thing i mentioned last page intended or not?

Also, with regards to the books, the 5 dot ones require 5 intellience so i find them to not be an unworthy proposition, esp considering how late you get them. 3 dots for santa monica and downtown ones is optimal.

Also the confession thing sounds pointless - it has 0 gameplay impact and just how long would you be willing to screw about the bar , doing nothing but waving the camera around anyway?
Title: Re: Clan Quest Mod
Post by: Barabbah on November 07, 2018, 10:44:38 AM
The only possible solution for the confession club tycoon is to made it in a separate game (even flash or browser based)
Title: Re: Clan Quest Mod
Post by: argikt on November 07, 2018, 11:52:59 AM
The only possible solution for the confession club tycoon is to made it in a separate game (even flash or browser based)

Agree.
But a lot of people enjpoy this kind of gaming...
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 08, 2018, 01:28:49 AM

So is the Tremere thing i mentioned last page intended or not?


This I'm a little fuzzy about. The file that controls all the clan attributes I'll do anything I can not to change it, so some weird behavior that you might find in there is probably coming from UP, UP+ or CE. It could be a CE thing. It could be a bug in CE. It could be some thing that used to be in the UP some three years ago, but isn't anymore and everyone forgot about it =p
Title: Re: Clan Quest Mod
Post by: Malkav on November 08, 2018, 09:38:01 AM
It seems to be a CE issue. I'll make a few tests and tell you the easiest way to fix it.

Edit:
You need to make changes in traiteffects000.txt.
Search for "Discipline (Corpus_Vampirus)" and add the "max" blocks as you can see below.
Code: [Select]
TraitEffectGroup
{
"InternalName" "Discipline (Corpus_Vampirus)"
TraitEffect
{
"Trait" "Strength"
"Modifier" "Max 20"
}
TraitEffect
{
"Trait" "Dexterity"
"Modifier" "Max 20"
}
TraitEffect
{
"Trait" "Stamina"
"Modifier" "Max 20"
}
TraitEffect
{
"Trait" "Dexterity"
"Modifier" "+1" // added by wesp
}
TraitEffect
{
"Trait" "Stamina"
"Modifier" "+1" // added by wesp
}
TraitEffect
{
"Trait" "Strength"
"Modifier" "+1" // added by wesp
}
}
I had forgotten to add this when I realized I can't change "MaxBuy" for the attributes in traiteffects.
Title: Re: Clan Quest Mod
Post by: Goat.Cheese on November 08, 2018, 12:04:39 PM
I already sort of solved the problem by editing out the tremere clan weakness. That solved the feats being capped at 3 issue. I just have to not put more than 3 points in blood buff or physical skills to simulate the weakness.
Title: Re: Clan Quest Mod
Post by: Soilie on November 08, 2018, 06:58:46 PM
Sorry my bad English please. I didn't read all comments there cause of potential spoilers. I have 4.0.1 patch, Camarilla Edition and Arsenal Mod, checked all options right during patch installation.
1. I had bug of blue infinitely high physical attributes two times like in Antitribu - I had low humanity and became wild near the level transition. It seems that F10 make screenshots not in all cases (stats screen and others). And I got infinitely beast-like one time - with claws and infinitely recurved pose with sabbat run animation but normal screen colours. It was funny and realistic (with my Humanity) but I have seen "blue" bug and have loaded earlier save.
2. Strange shadows on the ground like in Antitribu too. They can move in Antitribu)))
3. And I have strange shadow of my custom model which was broken in char screen (I wrote about it earlier). It seems that my shadow is for that awful model. It is so creepy... )))
4. It seems that CQM has more free camera than UP, I like it very much but Jack in tutorial was behind furniture one time during the dialogue.
5. With installed Arsenal Mod Jack says "this tire iron" in building inside but we have water pipe. But it is not significant.
6. I can see medical furniture shadows through walls in SM clinic.
7. Hunters make some Asylum outside wall textures invisible sometimes (after fights with them).
8. Trip had empty store before his weapon licence. Only then he got something to sell. If I sold some things to him then his store was empty next time again.
UPD: 9. If I pick the line "I brought you the little snack" then we give to Pisha Bloody Mace from Arsenal Mod instead of original severed arm.

I can't attach screens or zip file with screens for some reason, I am redirected to "New topic" page...
Title: Re: Clan Quest Mod
Post by: J3ster on November 10, 2018, 10:38:29 AM
I'm not sure it was posted here already, so please excuse me.

I did a clean install of CQM 4.0.1 downloaded from moddb on clean 1.2 version and when I try to start the game it crashes with less than 15 mb memory error. I've reinstalled the game and then applied UP 10.1 rc3 and it runs without any problems. Can I install CQM 4.0.1 over UP 10.1 installation or something? Thank you.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 10, 2018, 07:16:13 PM
Sorry my bad English please. I didn't read all comments there cause of potential spoilers. I have 4.0.1 patch, Camarilla Edition and Arsenal Mod, checked all options right during patch installation.
1. I had bug of blue infinitely high physical attributes two times like in Antitribu - I had low humanity and became wild near the level transition. It seems that F10 make screenshots not in all cases (stats screen and others). And I got infinitely beast-like one time - with claws and infinitely recurved pose with sabbat run animation but normal screen colours. It was funny and realistic (with my Humanity) but I have seen "blue" bug and have loaded earlier save.
2. Strange shadows on the ground like in Antitribu too. They can move in Antitribu)))
3. And I have strange shadow of my custom model which was broken in char screen (I wrote about it earlier). It seems that my shadow is for that awful model. It is so creepy... )))
4. It seems that CQM has more free camera than UP, I like it very much but Jack in tutorial was behind furniture one time during the dialogue.
5. With installed Arsenal Mod Jack says "this tire iron" in building inside but we have water pipe. But it is not significant.
6. I can see medical furniture shadows through walls in SM clinic.
7. Hunters make some Asylum outside wall textures invisible sometimes (after fights with them).
8. Trip had empty store before his weapon licence. Only then he got something to sell. If I sold some things to him then his store was empty next time again.
UPD: 9. If I pick the line "I brought you the little snack" then we give to Pisha Bloody Mace from Arsenal Mod instead of original severed arm.

I can't attach screens or zip file with screens for some reason, I am redirected to "New topic" page...

I know others can answer all those questions better but I can say something:

1. If i've to make a screenshot of character sheets and other places where the F10 doesn't work I use an external program like OBS Studio (yes, Fraps is more famous but this is free and does many other useful stuff)

5. Of course, this mod replaces (almost) all weapons, but changing a recorded dialogue is impossible....

6. That depends on the fact the original developers received an early version of the engine they used on license. They could fix some of the stuff not yet completed but only because they had the official tools. Since those tools are very probably lost, modders and patchers can only fix what they can do (maybe one day someone will found a way to do it)....

I'm not sure it was posted here already, so please excuse me.

I did a clean install of CQM 4.0.1 downloaded from moddb on clean 1.2 version and when I try to start the game it crashes with less than 15 mb memory error. I've reinstalled the game and then applied UP 10.1 rc3 and it runs without any problems. Can I install CQM 4.0.1 over UP 10.1 installation or something? Thank you.

Now each mod based on the unofficial patch, and the unofficial patch itself, use the Game Mod Loader. This allows more than one mod installed on the same game (this because each stores his data on separate folders and using its link or command line prompting the game to use that mod or patch).
About the 15 mb error: it's a common one, but I though it was fixed a while ago.... Here https://steamcommunity.com/sharedfiles/filedetails/?id=113161476 (https://steamcommunity.com/sharedfiles/filedetails/?id=113161476) is a guide to fix it but I suppose others here can know more than me
Title: Re: Clan Quest Mod
Post by: J3ster on November 10, 2018, 08:00:40 PM
I reported it because, since the game runs well with both standard 1.2 exe and UP one (I think it was changed to noCD back in 9.Something?) and crashes with CQM exe it's something that modmaker should look into for 4.0.2? Unlike UP that has it's own subfolder in game root, I don't remember seeing a CQM one (I might be misremembering. ED: It does have it). I'll try to install into a separate folder and do a manual install and report on how it goes.

EDIT: Yep, just copied over CQM folder and added -game CQM to the shortcut. Works fine.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 11, 2018, 03:01:20 PM
Everybody talking about the new endings and making too much spoilers  :razz:,
Jesus fuck, use the spoiler function!!   :rage:
while I am still in Santa Monica (not much time for playing....) and this happened: in the camera room of the clinic when I watched from here the monitor of the camera above the safe with the werewolf blood to steal, the door disappeared.
Title: Re: Clan Quest Mod
Post by: Kaldgord on November 12, 2018, 07:33:58 PM
Im trying out the 4.0 along with the patch, noticing a small issue, in the intro, inside the theatre, when everyone walks out, there's no footsteps sound and the avatar of the vampires leaving the teatre are invisible. Any fixes ? does it have something to do with playing in a 4k resolution or something ?
Title: Re: Clan Quest Mod
Post by: SatelliteSkin on November 14, 2018, 10:52:21 AM
Awesome mod, it breathes fresh air into the late-game for sure. Thank you sincerely for your work!

I have a question about clandoc000.txt for CQM, it doesn't seem to work for me and I'm wondering if I'm the only one. For example, I'd like to have it so that the last Gangrel armour model is used regardless of the armour currently equipped, so I did something like this:

         "M_Body0"      "models/character/pc/male/gangrel/armor_3/Gangrel_Male_Armor_3.mdl"
         "M_Body1"      "models/character/pc/male/gangrel/armor_3/Gangrel_Male_Armor_3.mdl"
         "M_Body2"      "models/character/pc/male/gangrel/armor_3/Gangrel_Male_Armor_3.mdl"
[...]
         "F_Body0"      "models/character/pc/female/gangrel/armor3/Gangrel_female_Armor_3mdl"
         "F_Body1"      "models/character/pc/female/gangrel/armor3/Gangrel_female_Armor_3.mdl"
         "F_Body2"      "models/character/pc/female/gangrel/armor3/Gangrel_female_Armor_3.mdl"

Unfortunately, it doesn't work, and the gangrel look to have their original armor0 on character creation. I tried other things, like model swapping (through clandoc), without success. My initial thought is that CQM somehow uses some archived clandoc.txt and not the one in CQM/vdata/system, but perhaps some members have had no issue with their CQM clandoc? I'm using the GOG version if that is of any use. Any help would be much appreciated!
Title: Re: Clan Quest Mod
Post by: Barabbah on November 14, 2018, 12:28:56 PM
Have you tried extract the .mdl and .vtx files of the last armor and copy it on the directories of the other and renaming those copies as the armors?
Title: Re: Clan Quest Mod
Post by: SatelliteSkin on November 14, 2018, 01:45:19 PM
Have you tried extract the .mdl and .vtx files of the last armor and copy it on the directories of the other and renaming those copies as the armors?
Yeah, that does work, thanks!
CQM/vdata/system/clandoc000 is still ineffective, but it's not a huge deal.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 14, 2018, 09:32:29 PM
I made a week ago these screenshots of this bug but I almost forgot to post them here: in the diner during the thug attack the animation of the blood human bag stopped....
Title: Re: Clan Quest Mod
Post by: Valamyr on November 18, 2018, 01:53:22 AM
Okay, I finished two playthroughs, one Sabbat, one Cammy.

I wanted to report on stability. At no point I crashed in game (did apply the 4GB patch first) which is good news.

However I crashed with moderate frequency when alt-tabbing out of the game for whatever reason. I can't say I've ever experienced that before in any playthrough and Ive probably played the game a couple dozen times overall, half with Wesp's patch and half with earlier CQMs. This is not a deal breaker as its easy enough to save before tabbing out. Also in -windowed mode there was no issue at all, so I ended up just finishing that way.

I dont know for sure that has anything to do with your mod, I don't see how quite frankly - except it did happen over half a dozen times and I cant recall any crashes of the sort before on alt tabbing. Same hardware and OS as before, so I thought Id mention it. Obviously I kept the crash logs if you want but Im not too sure its worth your time as it's a limited issue, and it might have nothing to do with your work at all.

Great job overall. As always if you need my help with UP integration testing whenever that's ready, I'll gladly redo a playthrough or two.

EDIT: And it seems I spoke too soon! I finally got a real CTD while playing, as I was trying to re-enter Mack's place! Linking the crash log for this 'real' CTD; https://drive.google.com/open?id=1GMZhEz4JAfr7pqyjuqHjNjt1dtWsfx8K

Title: Re: Clan Quest Mod
Post by: Valamyr on November 18, 2018, 05:24:59 AM
A few bug reports/general feedback:

One small thing I noticed thats odd and inconsistent is how civilians in East LA you feed on, become aggressive and attack you instead of just being dizzy from the Kiss.

Even old beggars seem to do this, theyre confused for only 2 seconds and then attack. It means even if you find an isolated NPC you can totally feed on, youll end up having to kill them or run. Normally in all other maps, isolated NPCs are fair game for blood and stay confused after being fed on. I'd suggest normalizing that so they act like elsewhere.

Another force feeding issue I ran into was in the laundromat, I force fed on the girl there. She didnt become hostile but later when I needed to talk to her for quests she had no dialog option, she still acted like she had just been fed on and there was no way to talk to her until I "reset" her with Trance (dominate 1). Second playthrough I did not have any mezmerize ability and tried doing the same thing and this time it was literally  no way to process until I used the console to give myself Trance to reset her. Meaning feeding on her early if you dont have Dominate or Animalism 1 is basically a showstopper.

The East LA map seemed also a bit darker than the other hubs. Not a bug or anything, its liveable, but I noticed I was using Auspex just to see better now and then, dont normally have to do that in other hubs. Maybe light sources could be slightly stronger. Some of the homes are very dark as well, especially Victoria's.

In my Cammy playthrough where I ended up fake-siding with the crazy bishop, the quest "The Purloined Package" stayed active in my quest log till the end, saying to look for more clues, even after I killed both Victoria and the Bishop. I might have done something wrong, but ideally killing them both should clear this quest from the logs.

Aside from that, I discovered all the unused songs restored by Wesp's UP in the game files. Some are amazing and don't seem to be used anywhere. If the game allows you to use more of these restored tracks mechanically, I'd heartily suggest exploring that option :)
Title: Re: Clan Quest Mod
Post by: SatelliteSkin on November 18, 2018, 09:14:30 AM
One small thing I noticed thats odd and inconsistent is how civilians in East LA you feed on, become aggressive and attack you instead of just being dizzy from the Kiss.
Odd, this hasn't happen to me. I could feed on them and they'd get dizzy, with no aggression issues. I'm using only latest CQM together with UP+, no other mods. My humanity was around 2-3. I admit I haven't tested it extensively though, since many times I'd just drain them outright (the new humanity system is fantastic).

Quote
Another force feeding issue I ran into was in the laundromat, I force fed on the girl there. She didnt become hostile but later when I needed to talk to her for quests she had no dialog option, she still acted like she had just been fed on and there was no way to talk to her until I "reset" her with Trance (dominate 1).
This happened to Venus for me, I fed on her in the private room, then when I came back to the bar after some quests she was in recovery mode down at the bar counter. I'm not sure how long you've waited, but after a minute or two of you being in the same cell she should recover.


I'm not sure if this is something that can be changed without getting too involved, but I noticed that the computer network you use after joining the Sabbat still figures as being LaCroix's. Again, not sure if that can be removed from the personal computer interface. If it can be that would be a nifty boost to immersion.
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 18, 2018, 10:24:37 AM
Second playthrough I did not have any mezmerize ability and tried doing the same thing and this time it was literally no way to process until I used the console to give myself Trance to reset her.

This is the same already in the original game, only I think it can't happen to someone you need for the main quest. Usually attacking breaks the feeding Trance too, but chances are high you kill the NPC.

Quote
Aside from that, I discovered all the unused songs restored by Wesp's UP in the game files. Some are amazing and don't seem to be used anywhere.

I restored all of them in the patch, but some are in new maps that are not yet in the CQM, but hopefully will be one day. So sooner or later you'll get them!
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 18, 2018, 10:25:47 AM
I'm not sure if this is something that can be changed without getting too involved, but I noticed that the computer network you use after joining the Sabbat still figures as being LaCroix's.

I told burgermeister about this too, but you would need to actually swap some files to fix that and for now he decided it wasn't worth the effort...
Title: Re: Clan Quest Mod
Post by: Barabbah on November 18, 2018, 10:41:00 AM
Just remove the name Lacroix and put your own? So it will apply to every choice....
Title: Re: Clan Quest Mod
Post by: Barabbah on November 18, 2018, 11:21:39 AM
A few bug reports as usual :)
1. in the nosfy loading screen after appearing as it should be, before completing the loading several yellow stains appears
2. in the King's Way house (before the endless warrens) one of the ribs inside the house appears outside the external walls
3. the Hollywood shop robbery dialog is a bit ouside the black caption at this point
4. that's the cherry on the top: while talking to the shop vendor in Hollywood I've skipped his dialogue to get to my answers and a voice was screaming "DEATH DEATH SEX SEX!!". This freaked me out. Then I get it was one of the random spoken line he was saying but even out of the dialogue it was like he has a split personality, like: "you have to be at least 16 to buy alcohol SEX-DEATH-EA GAMES-CANDIES you want to buy something or what?"
(https://i.pinimg.com/236x/b0/0f/71/b00f71c074007e7799c802fbb7da2a03--funny-cat-pictures-animal-pictures.jpg)
Then I also realized his random quotes out of dialogue are also played during his dialogue and the shopping menù. To me it only happened with Fat Larry and only on the shopping menù and it makes a lot of sense (and it's funny as fuck!) but here is creepy. Are we sure those are his quotes?
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 18, 2018, 02:11:19 PM
A few bug reports as usual :)

I'll reply to anything that might be relevant for the UP too ;).

Quote
2. in the King's Way house (before the endless warrens) one of the ribs inside the house appears outside the external walls

Fixed for the next UP!

Quote
4. that's the cherry on the top: while talking to the shop vendor in Hollywood I've skipped his dialogue to get to my answers and a voice was screaming "DEATH DEATH SEX SEX!!".

They shouldn't play during his dialogue unless you are touching him, but they are indeed his quotes. It's like this in the text file: [Singing, death metal]Razor blades, strawberries, scorpions, marshmallows, cyanide, cookie dough - HELL'S JELLO MOULD!
Title: Re: Clan Quest Mod
Post by: Guurzak on November 24, 2018, 05:07:59 AM
On two different characters I experienced an issue where the inside door of the taco shack locked me inside. In one case I was able to escape because the door unlocked once everything in the building was dead; in the other case even that didn't unlock it and I was forced to reload.

On a full Sabbat Nosferatu play, I felt like the amount of content lost by the timing of the betrayal was really punitive. Most clans get their second haven and usually at least some clan-specific content during Downtown, but the Nos don't get to settle in until they reach Gary... which means by going Sabbat they're uniquely penalized in that they don't get that. Not sure I have any specific suggestions for what I'd change, just wanted to offer that feedback.

Just curious, is there any way to go true Sabbat and not
get blowed up?
All of the dialog options in the final scene led to the same end as far as I could tell.
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 26, 2018, 05:35:15 AM
On two different characters I experienced an issue where the inside door of the taco shack locked me inside. In one case I was able to escape because the door unlocked once everything in the building was dead; in the other case even that didn't unlock it and I was forced to reload.

On a full Sabbat Nosferatu play, I felt like the amount of content lost by the timing of the betrayal was really punitive. Most clans get their second haven and usually at least some clan-specific content during Downtown, but the Nos don't get to settle in until they reach Gary... which means by going Sabbat they're uniquely penalized in that they don't get that. Not sure I have any specific suggestions for what I'd change, just wanted to offer that feedback.

Just curious, is there any way to go true Sabbat and not
get blowed up?
All of the dialog options in the final scene led to the same end as far as I could tell.

Thanks for the note! The idea with the Taco Shop thing is that you shouldn't be able to just leave the building to interrupt a combat you may have there, but if it's bugging and not unlocking that is a problem. I'll put that on my to-fix list.

I'll take the Nossie thing under advisement, but there's not a whole lot of a solution I think I can offer without offering the Nossie haven sooner in the game. CE does this, but it takes some work to integrate it into CQM without breaking a bunch of other things.

And yes! There is two possible good solutions to the Sabbat ending, check out the walkthrough here: https://clanquestmod.planetvampire.com/sabbat-walkthrough/
Title: Re: Clan Quest Mod
Post by: burgermeister01 on November 26, 2018, 05:42:54 AM
A few bug reports/general feedback:

One small thing I noticed thats odd and inconsistent is how civilians in East LA you feed on, become aggressive and attack you instead of just being dizzy from the Kiss.

Even old beggars seem to do this, theyre confused for only 2 seconds and then attack. It means even if you find an isolated NPC you can totally feed on, youll end up having to kill them or run. Normally in all other maps, isolated NPCs are fair game for blood and stay confused after being fed on. I'd suggest normalizing that so they act like elsewhere.

Another force feeding issue I ran into was in the laundromat, I force fed on the girl there. She didnt become hostile but later when I needed to talk to her for quests she had no dialog option, she still acted like she had just been fed on and there was no way to talk to her until I "reset" her with Trance (dominate 1). Second playthrough I did not have any mezmerize ability and tried doing the same thing and this time it was literally  no way to process until I used the console to give myself Trance to reset her. Meaning feeding on her early if you dont have Dominate or Animalism 1 is basically a showstopper.

The East LA map seemed also a bit darker than the other hubs. Not a bug or anything, its liveable, but I noticed I was using Auspex just to see better now and then, dont normally have to do that in other hubs. Maybe light sources could be slightly stronger. Some of the homes are very dark as well, especially Victoria's.

In my Cammy playthrough where I ended up fake-siding with the crazy bishop, the quest "The Purloined Package" stayed active in my quest log till the end, saying to look for more clues, even after I killed both Victoria and the Bishop. I might have done something wrong, but ideally killing them both should clear this quest from the logs.

Aside from that, I discovered all the unused songs restored by Wesp's UP in the game files. Some are amazing and don't seem to be used anywhere. If the game allows you to use more of these restored tracks mechanically, I'd heartily suggest exploring that option :)

Hey, some of the civies attack in East LA because they're supposed to be part of a 'faction', e.g. either Hazel's followers outside the church who are kind of crazed, or gang members of Victoria's pack. All the other people should run away. I can see how the former there might not be totally clear, it might make better sense if there were particular models used for Hazel's followers? Or maybe it's just kind of confusing all together and it would be better to turn off that behavior?

Re: Alejandra in the laundromat. I've got this bug marked down. Probably there's some flag you can set on the entity so that they don't stay mesmerized after you leave the map.

I know about the "Purloined Package" bug, I've got that on my to-do list!

I'm not sure what to say about the map being too dark. One tester told me that the lights seemed to give 'context clues' on where to go falsely and that I should eliminate them (would make the map event darker). Maybe some of the lights just need a little tweaking. They use a lot of 'false lights' in the original maps, i.e. lights that are dark blue or purple and very low light, just to remove darkness while still seeming gloomy. It's a strategy I might take a closer look at.

Cheers!


Title: Re: Clan Quest Mod
Post by: Barabbah on November 26, 2018, 09:37:37 AM
Some perplexities:

- when Andrei offers me joining the Sabbat
in exchange of killing Gary
, I was thinking to trick him into helping me in the warrens. But when it was time to
kill Gary
I didn't did that because I wanted to stay in the Camarilla. But I was a bit perplexed when I saw mission failed, I really thought tricking him could have counted as mission completed. Maybe the mission on finding a shortcut in the warrens should count tricking Andrei as a success, just a thought....

- the hitman missions should also have not evil solutions (for example warning them and suggest them to fake their deaths and go temporaly on hiding

- that was already asked: the nossie haven. A solution to get it early is if you didn't angered Bertram he'll give that to you with the sewers map, otherwise second chance later with Gary

- some of the clan quest missions will become unavaiable if joining the Sabbies

- in the mission
to save Hazel's church, asking the girl working at the fast taco food and receiving the hint needed to persuade the real estate guy to not destroy the church, still the dialogue left you only with threatening and prompting him to attack you.
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 26, 2018, 03:53:21 PM
As for the real estate guy and also to get the positive Sabbat endings, in my opinion the conditions are much too hard so most people will never see them! You usually need several stats at certain values without you knowing and/or having chosen some specific earlier dialogues. If enough people complain maybe burgermeister will make this easier :). I think in the original game you only ever needed one stat and/or one condition!
Title: Re: Clan Quest Mod
Post by: DianeofBuffalo on November 27, 2018, 06:04:21 AM
First off, the fact that you took the time, effort, money and losing of  sanity to add a new hub to the game is amazing and I am grateful for the effort and love put into it.

I took the infiltration route,
I like giving the finger to everyone and walking away.

A couple of bugs:

If you side with Victoria and go to recruit the Mac
Then leave and return to Victoria , she still asks if you’ve dealt with the Camarilla spy.
Also, if you talk to the Mack, then leave and return his dialogue options don’t change.

After you kill all the East LA Sabat,
If you go to Victoria’s place, Arturo and Victoria are still standing around, though you can’t talk to them.

The other critiques:

I’m assuming that you can’t access Gary’s or the Mack’s computers as a spy, because it isn’t needed for the quest, but it would be fun to read their email regardless. There is also nothing on Airianna’s computer.

If you go Sabat, you get that giant stat boost from Andrei, but if you are just infiltrating, you don’t get any xp for killing everyone. You also can’t go and kill Andrew and thus miss out on those xp as well. There is also something unsatisfying about not being able to kill LA’s Sabat archbishop.

Also, it would be fun if you decided to go independent if you could commit diablerie on someone.

This is also a very minor nitpick, I really wish there were some items to find somewhere, or a safe to steal from. I like finding random things.

Again, you have done an amazing job overall and have added so much extra fun to VTMB. Thank you for the hard work!!!
Title: Re: Clan Quest Mod
Post by: Barabbah on November 27, 2018, 08:12:17 PM
I've found a serious bug (I think)
After reporting to
Arturo about the missing drugs
the quest log told me to report to Victoria too, but she just vanished. She's not here anymore. Then I went to Hazel to report of the
real estate guy mission
he gave me
the money for Arturo, the Arturo was pissed off, then Arianna was embraced
then when I went to tell all about it to Victoria she was finally there. But I want to
side with her
. Should I start at the beginning and never do any mission for Hazel?

An unrelated question: on which model Victoria was based on?
Title: Re: Clan Quest Mod
Post by: Barabbah on November 27, 2018, 09:47:00 PM
It got worse:
I took a previous savegame, I'm still a spy of the Camarilla, I "sided" with Victoria, killed all the sabbats, the mission about the stolen drugs was still active. The guide sais Arturo will tell you that after the big battle. But I've killed him, and yet he and Victoria were still alive at their homes. With Arturo there's no dialogue, Victoria  instead asks me for the Jesse's trophy. What I should do then?
Title: Re: Clan Quest Mod
Post by: ravenascendant on November 28, 2018, 02:49:26 AM
The two doge books no relic bug persists in 4.0

Additionally the stealth skill book is missing from apt 505 (and i am assuming the game entire).
Title: Re: Clan Quest Mod
Post by: Soilie on November 28, 2018, 11:50:06 AM
Your mod is so amazing! :justabite:

1. About low Humanity - I always wanted be polite even with low Humanity, but the game, UP+ and CQM don't have such polite (but maybe cold or cruel) answers. Why should we be rude with Asylum barmen, Hannah(?) in Skyline, Lily and others if we have low Humanity? They could give us quests or new info potentially...

2. Flamethrower doesn't work sometimes with hunters in the streets (after reloading of save?). I thought that the reason is animation during saving but it seems that it is reloading of save near the hunters with flamethrower in hands. I use usual saves, not quick.

Oh, it is such bloody carnage each time if I am not crouching - hunters, flamethrower, grenades, cops... Can you make something with these stupid cops? Hunters shoot incendiary bullets in the streets but cops shoot me not them... I pity cops but they shoot me and they saw me...

3. Some men in East LA in living quarter don't restore their blood. 2nd feeding - and they are dead in one second... Is it intended?

4. It seems that Domination 1 doesn't work in dialogue with
male junkie - I have tremere female PC with high Intimidation and I could continue main Sabbat quest only because I had 3 free XP for Persuasion. I had only white line "I understand". Sub-option UP+ is checked.

5. PCs with high Intimidation (and Presence?) can not make
gang quest with Rico, can they?
Title: Re: Clan Quest Mod
Post by: argikt on November 28, 2018, 03:03:01 PM
> 3. Some men in East LA in living quarter don't restore their blood. 2nd feeding - and they are dead in one second... Is it intended? <

I got same problem sometimes in UP with several NPCs. (like Killpatrick, Sky-apartments guard,...etc) I suppose is a missing entry on the "on map load" event that don't refill the blood.

About low humanity dlgs, would be nice Soilie, but will be a considerable effort for a low impact on the game.
Burgermeister added CDC quest in downtown for example, you only can get the quest with humanity 6 or less...

Dlgs lines have 13 slots, last 7 are for expecific clan answers, developers finally only used malkavian, but they can be filled easy.
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 28, 2018, 05:57:27 PM
I suppose is a missing entry on the "on map load" event that don't refill the blood.

I suspect this is intended. If every NPC would refill you wouldn't need blood dolls!
Title: Re: Clan Quest Mod
Post by: Barabbah on November 28, 2018, 06:31:18 PM
I suppose is a missing entry on the "on map load" event that don't refill the blood.

I suspect this is intended. If every NPC would refill you wouldn't need blood dolls!

Maybe they should refill just a bit and/or blood dolls should provide high quality blood....

And about the cops, those are the kind capable of shooting you and the cop who's handcuffing you and the shooted cop will just finish arresting you then shooting you himself. Those aren't the kind who actually doesn't abuse of their job. Don't waste pity, waste some grenades instead.
Title: Re: Clan Quest Mod
Post by: BadBadVampire on November 28, 2018, 06:44:02 PM
Hello Guys,

this is probably a really stupid question, so sorry for that in advance.

I just  installed the CQM 4.0.1. on a freshly installed retail (3cd) version and after launching it with the CQM icon, i get the 15MB memory Bug. I thought this was fixed with the unofficial patch a long long ago.. So i looked up the Solutions in the CQM installation Guide. And there is no extras folder, with install64.exe to fix it. Wesps patch was already istalled with the CQM and lowering the memory to 2 GB does not seem like an option, since Windows 10 alone seem to need 3 GB alone, when its doing nothing, so...

So i would like to ask you for help, i guess there´s an easy solution to this, but since i haven´t played VTMB for quite a while, i can´t seem to find it.
Thanks in advance
Title: Re: Clan Quest Mod
Post by: Wesp5 on November 28, 2018, 09:53:06 PM
And there is no extras folder, with install64.exe to fix it.

This is not the file you need, you just need the shaderapidx9.dll from the UP which should have been included in the CQM as well. It should be from 29.03.2010...
Title: Re: Clan Quest Mod
Post by: BadBadVampire on November 28, 2018, 10:32:13 PM
Thanks Wesp. I just wanted to install it once more, to try out your solution with the library, when I noticed a bug in the installer. At least I think it´s bug. Basically when you select recommended installation, it unchecks the UP basic and installs only the plus version, see the picture in Attachment.

So this time I went with the custom installation, checked your patch and +patch manually and done. No more problems so far, the game runs.
Title: Re: Clan Quest Mod
Post by: Barabbah on November 29, 2018, 08:28:39 AM
I think selecting Unofficial patch plus deselect Unofficial patch basic, specifically it's the choise between basic or plus, not the patch or the plus addictions without the basic patch. While it should be a bit more specified don't worry and go for whatever you like better :)
Title: Re: Clan Quest Mod
Post by: Barabbah on November 30, 2018, 02:56:13 PM
Last issues I've found in the Barrio (plus some others in the rest of the game):
- Arturo arm does that often
- in the Barrio haven this door vanishes in this angle
- I thought I've killed him in the Library....
- what's that, he puts lipstick without a mirror?
- that happened in the WWII mod too, like there it stopped doing that when I closed and reloaded the game
- entering the Bradbury hotel with two companions I was spawned on this fire bin
- the map says the access point B is on the left, but actually it's on the right
- this texture is evidently not well placed (it should have the shadow of the wall on itself)
- the matter of nightmares (the companion mod continued to place her on the way down of the Griffith Park level)....
- .... then I was dropped out of the walking area leaving me to use noclip to get to Jack
Title: Re: Clan Quest Mod
Post by: Barabbah on November 30, 2018, 03:00:11 PM
The second to last wasn't uploaded well, I'll zip it
Title: Re: Clan Quest Mod
Post by: Soilie on December 02, 2018, 03:45:55 PM
About quests - I have patch 4.0.1 installed but it seems that Sabbat quests should give more XPs. I'm in the temple now but I have not maxed stats like it was in vanilla/UP+. I came to Andrei quickly after arriving to Hollywood so I'm without quests from Mitnick and Imalia and without Tremere clan quest (I wanted to see Sabbat new plot very much, yes).
VV is nowhere seen after my returning to Hollywood so her two quests are gone too. CDC worker quest - I don't know where are these water supplies, I was seeking anywhere (I have Inspection 8), I will look at walkthrough in next time when I will side with another character. Bandits' quest - I have only Intimidation of high level so I can't deal with Rico in right way. That sabbat who was against VV was nowhere seen too (I have seen the video with him). So I'm without 9 quests, 4 of them just disappeared...

Are these positions intended? Or... We have the orgies there? )) + Last pic as a bonus.
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 02, 2018, 09:52:31 PM
I'll only reply to issues that might be relevant to the UP too...

- the map says the access point B is on the left, but actually it's on the right

That has been fixed in the UP so it will be fixed in a later CQM.

Quote
- this texture is evidently not well placed

This is a decal and the game can't adjust it to fit the textures.

@Soilie: I had this behaviour too when I betatested CQM 4.0, but burgermeister couldn't fix it as his sequence works correctly.
Title: Re: Clan Quest Mod
Post by: IanW on December 03, 2018, 01:22:38 AM
- the map says the access point B is on the left, but actually it's on the right

As Wesp mentions, this is fixed in the new sewer maps I did for the UP. They've been fixed since about 9.7, or thereabouts. So assuming burgermeister builds the next CQM from a current version of the UP, that'll be incorporated.
Title: Re: Clan Quest Mod
Post by: Barabbah on December 03, 2018, 10:15:50 AM
For the sewers map: ok thanks
For the x blood decal: can it be placed a bit down or up that shadow zone? Or better, change the texture so it has a shadow on it? Maybe I'll can do it :)
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 03, 2018, 11:37:07 AM
For the x blood decal: can it be placed a bit down or up that shadow zone?

I'll try that first, if it doesn't work I can change the decal provided it is not used elsewhere...

P.S.: Moving the decal a bit lower worked out fine :)!
Title: Re: Clan Quest Mod
Post by: Xaltar on December 04, 2018, 10:18:42 AM
Just dropping in to say

AMAZING work guys, I can't wait to get into this once I have some free time!

I have been so busy I even missed the launch  :facepalm:
Title: Re: Clan Quest Mod
Post by: Barabbah on December 04, 2018, 03:32:58 PM
I already did the X  :facepalm:
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 04, 2018, 03:45:07 PM
I already did the X  :facepalm:

I have taken the other route because the X can still be used as a marker elsewhere. With your solution it would look bad everywhere else!
Title: Re: Clan Quest Mod
Post by: Barabbah on December 04, 2018, 03:58:21 PM
Right  :facepalm: :rofl: but you have to admit I did that good ;)
Title: Re: Clan Quest Mod
Post by: MikeC on December 06, 2018, 09:50:08 PM
Running the recommended installer does not install the Extras folder. When running the desktop shortcut the dialog box shows “Available Memory less than 15MB.”
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 07, 2018, 10:09:10 AM
Running the recommended installer does not install the Extras folder. When running the desktop shortcut the dialog box shows “Available Memory less than 15MB.”

You have very probably installed the mod into the wrong folder.
Title: Re: Clan Quest Mod
Post by: Soilie on December 09, 2018, 05:32:19 PM
I finished the game being sabbat. In addition to my previous post about missing quests https://forums.planetvampire.com/bloodlines-modding/clan-quest-mod-3-1-released!/msg141918/#msg141918

Evil Quest – Poison the Well-to-Do
Andrei made me through most of warrens, so... is it possible to make the door in Hollywood sewers lockpickable, 609 King's Way opened or some other way to make this quest in such the case? Or tell the police about him.

VV - was she away during all game cause I'm with Victoria? But... her quests... And I wanted to diablerize her )) I killed Julius and Hatter but we should have the opportunity to make her quests in case she is away. Maybe the dialogues with Hatter and Isaac or Chastity notebook somewhere.

Domination 3 didn't work with Rico in Hitman Quest Line (Tremere). And I could not kill him with sniper rifle quickly and crouch away not being seen.
Blood Shield seems rather weak with Arsenal Mod. Is it possible to make the guards in later game a little weaker or make the Blood Shield stronger with Arsenal Mod installed?

Sabbat content:
Chantry is the charm with this music, voice and like this! It is catharsis!
And walking cat too!

Can we have subtitles for Chantry_2 speech and some other speaking earlier (in Downtown I think)?

I have Andrei_Influence = 3 and without knowing about Monomancy, so I am without good endings. Pity... Is it possible to ask Andrei permission to go away before they'll open it or make someone open it earlier? Arturo craving for power maybe?

Will we be able to be the Camarilla spy at first but then become the true sabbat in process and have Andrei's and others' thrust in the end?
Will we make spy plot without doing the Mack quest with these poor women?
In original game Andrei wanted to save our life and have us on his side, he didn't fight with us for a long time (as long as he could). Now he give us the 1st suicide mission, it is breaking the immersion and "brethren" feeling.

I could not tell Jesse to leave the town, and I was forced to kill him.
About "good" Sabbat ending - they are close to fire+dynamite, and in case of BOOM they can die.

I would like some good possibilities/quests here:
- Be the bishop myself.
- Stay with Andrei in Downtown somewhen after East LA part. I didn't like Victoria and Hazel very much.
- We have 2 new possibilities to have sex in CQM - VV and Kalliyan, both women. How about Andrei )) or other men?

- Tell about Vandal "good" blood supply to Therese. I think she would want to kill him for selling of thin-blood' blood to vampires. She can give this killing to us.
- SM clinic and crackhouse have more floors and doors, and crackhouse has a lot of sounds around. Abandoned hospital has more space for other floors (staircase is blocked but above these things is more space). There could be more content.
- Two doors between Hallowbrook and entrance to Kanker (there is silent and nobody is seen there). Big building with 3 doors with broken wall around next to the parking lot beside the Empire Hotel. Doors near Caroline's. Black door across Vesuvius and lovely house/store behind Asp Hole. Ladders in Chinatown streets.
- Some dialogue with that nosferatu in deep warrens.
- More mazes in warrens or somewhere. I like them ))
- More canisters for flamethrower. It has strange wrong numbers of "bullets" being full, somewhat ~28 at the end.
Title: Re: Clan Quest Mod
Post by: Barabbah on December 09, 2018, 07:10:52 PM
This picture is taken from a story of Ghost Rider. And that thing crawled out of his pants (him being a demon) is his dick.

If you want to have sex with Andrei this is what at least you should expect to be his genital (or one of them). Damn tzimisce (and those brownies and furries too)
Title: Re: Clan Quest Mod
Post by: The Shadow Man on December 09, 2018, 07:29:15 PM
This picture is taken from a story of Ghost Rider. And that thing crawled out of his pants (him being a demon) is his dick.

If you want to have sex with Andrei this is what at least you should expect to be his genital (or one of them). Damn tzimisce (and those brownies and furries too)

Thank for that image... I'd honestly never considered that.
Title: Re: Clan Quest Mod
Post by: Soilie on December 09, 2018, 07:56:28 PM
This picture is taken from a story of Ghost Rider. And that thing crawled out of his pants (him being a demon) is his dick.

If you want to have sex with Andrei this is what at least you should expect to be his genital (or one of them). Damn tzimisce (and those brownies and furries too)
Oh, poor Ghost Rider >.<
Title: Re: Clan Quest Mod
Post by: Barabbah on December 09, 2018, 08:10:15 PM
Luckily for him Ruth (in this story the bigger role someone has in the bible the more that angel is dangerous and the less doesn't care for humans) got in the middle of their road. And throw a bus full of people on them so she could arrive first at the target all of them where hunting.
Title: Re: Clan Quest Mod
Post by: deicide on December 10, 2018, 06:42:00 AM
More likely he does not have one at all, no practical use for a vampire, and Andrei does not seem to be interested in masquerading as a mortal, playing mortal games, as well as researching the meaning of gender, he's, luckily, no Sasha Vykos, although they share somewhat similar appearance.
I bet he had long forgotten what is it for. Unlike the former, he did not adopt a gender ambiguous name (in his native language it does not have a feminine form), which could suggest he does not care.
On apperance, unlike infamous Vykos, he has kept an unmistakingly masculine aka "hourglass" body shape, which also suggests that devs intended him to be a very different character, a polar or planar opposite.

Anyway, even if this wasn't intentional, making him into something different in order to showcase the trademark Tzimisce diversity has more sense.
Title: Re: Clan Quest Mod
Post by: Vanecce on December 30, 2018, 03:55:41 AM
Any issues with this and the new UOP 10.1?
Title: Re: Clan Quest Mod
Post by: Barabbah on December 30, 2018, 01:49:40 PM
The new clan quest mod is still a bit unstable but hopefully non game breaking issues are present

The UP instead seems to be stable but still some small issues are present (animation glitches from the very vanilla version for which still no known solution was found).
Title: Re: Clan Quest Mod
Post by: Wesp5 on December 30, 2018, 03:50:13 PM
Any issues with this and the new UOP 10.1?

They run parrallel without problems but it's up to burgermeister to merge them...
Title: Re: Clan Quest Mod
Post by: Barabbah on December 30, 2018, 04:54:27 PM
I thought those were separate questions :P
Title: Re: Clan Quest Mod
Post by: PaKaniuk on January 03, 2019, 11:49:37 PM
I'm not sure is this right place to report problems. If not i'll be more than happy write this stuff somewhere else.
Also I don't know is someone haven't reported this problems somewhere already
Well I played through East L.A. as cammie infiltrator sided with Victoria and at the end:
1) In house nr. 1 in projects Arturo and all pack stay like nothing happen, but they don't want to talk. In the basement however is Victoria and she fully interacts with player. At first asked me do I have prove of Jesse's dead.
2) Quest about missing drugs is still active. Mack's laptop is still inaccessible, so quest state is probably: "10".

I forget to mention I play CQM 4.0.1 + CE with timer + CompModLite with standard posters and without arsenal mod
Title: Re: Clan Quest Mod
Post by: Vanecce on January 10, 2019, 04:59:49 AM
The floating clan symbols on the menu, where are they located in the folders? I can't seem to figure out where they are.
Title: Re: Clan Quest Mod
Post by: Malkav on January 10, 2019, 09:50:13 AM
The floating clan symbols on the menu, where are they located in the folders? I can't seem to figure out where they are.
Should be in /particles.
Title: Re: Clan Quest Mod
Post by: IanW on January 14, 2019, 02:12:35 PM
The floating clan symbols on the menu, where are they located in the folders? I can't seem to figure out where they are.

They're in CQM\particles. The m_clans_emmiter.txt file defines which image files will appear.
Title: Re: Clan Quest Mod
Post by: Aurelian on January 16, 2019, 03:35:37 PM
Burgermeister01, I must congratulate you on your wonderful creation.

Clan Quest Mod is the pinnacle of Bloodlines modding efforts, it is truly delightful to play. The characters you created for the Sabbat faction are truly entertaining and providing a good Sabbat perspective on the world of Kindred. My favorite one is Victoria, a Tlacique vampire. I adored listening to all her beliefs, you truly put effort into creating a realistic Tlacique (Meso-American Follower of Set).

Thank you for your work.
Title: Re: Clan Quest Mod
Post by: DarkBrujah94 on January 18, 2019, 02:22:41 AM
First off, major kudos to burgermeister and everyone else involved!   :rock:  CQM looks better than ever! I want to ask a couple of questions, any answer would be great!

1)As a Cammy, I am not sure how to finish the quest with the missing drugs. The quest never completed or failed and frankly I'm not sure what I could have done (on my way to kill Ming Xiao now ). I checked the CQM site and if the quest continues as it does on the Sabbat path, I should have...not let Jesse live? So I could stay on her good side and talk more with Arturo? Help would be appreciated.

2)Like I said, this is my 1st walkthrough as a Cammy Ventrue that loathes going undercover in East LA to deal with the damn Sabbat :rofl: As I was awarded almost zero xp for most of the East LA quests, I have to ask: Is it intentional? If you are not on the Sabbat path you gain no XP for all you do? Don't get me wrong, the dialogue is SUPERB and the characters are some of the best, but XP would be nice, since there's no Diablerie for us capes  :razz:  (New voices for Andrei and LaCroix are worthy of applause too, but that's another topic lol)

Side note: The Arsenal Mod REALLY throws everything off balance. The Blooper (grenade launcher) can kill bosses (or me :rofl:)  in a few -if not one- shots. That one fight in Chinatown, at the dead end behind the cab, was a nightmare to escape alive. My Ventrue had level 5 fortitude active AND almost maximum defense AND good armor for bashing/lethal damage. I had to activate level 5 bloodbuff on top of that just to survive for a few seconds to activate bloodheal AND then fight back properly.

That's it I guess. I could talk about the random crashes here and there but, since I can restart the game AND reload my last save in 30 seconds it's not a problem. It already was a huge undertaking and I can say you pulled it off perfectly! Well done.
Title: Re: Clan Quest Mod
Post by: Aurelian on January 22, 2019, 06:53:03 PM
Damn, another nostalgia hit. The Thief games were beautiful.

Title: Re: Clan Quest Mod
Post by: Wesp5 on January 22, 2019, 07:04:18 PM
Damn, another nostalgia hit. The Thief games were beautiful.

If you like those, you need to take a look at "The Dark Mod"!
Title: Re: Clan Quest Mod
Post by: Aurelian on January 22, 2019, 07:11:44 PM
If you like those, you need to take a look at "The Dark Mod"!

Played it, but I was not all that impressed. Then again, I hold a heretical opinion that The Thief game from 2014 was actually solid. The atmosphere was sublimely beautiful in its melancholy.
Title: Re: Clan Quest Mod
Post by: CantAFoolDrinkInPeace on February 11, 2019, 11:46:05 PM
So, playing as a Nosferatu, after some minor bugs, I am now stuck at the chapel.
Killed Strauss, killed everything else and now I simply can not leave. I read in the walkthrough that he was supposed to drop the key, but after four reloads (before entering the chapel), I still got no luck with it. Anyone knows how I could solve this?
Title: Re: Clan Quest Mod
Post by: Barabbah on February 12, 2019, 04:30:29 AM
Try using cheats to raise the perception and investigation feats at the maximum and see if the inspection feat shows up were it is.

By memory I remember it was on top of the fireplace but I'm not sure....
Title: Re: Clan Quest Mod
Post by: Wesp5 on February 12, 2019, 08:32:46 AM
I read in the walkthrough that he was supposed to drop the key, but after four reloads (before entering the chapel), I still got no luck with it.

I think the key is on top of the fireplace...
Title: Re: Clan Quest Mod
Post by: CantAFoolDrinkInPeace on February 12, 2019, 11:10:08 AM
Try using cheats to raise the perception and investigation feats at the maximum and see if the inspection feat shows up were it is.

By memory I remember it was on top of the fireplace but I'm not sure....

Thanks, but in the end, the game could not recognize that the combat was over.

That did the trick: https://forums.planetvampire.com/bloodlines-modding/clan-quest-mod-3-1-released!/msg141308/#msg141308
Title: I wish to recover visual effect of original potence
Post by: Marius217 on March 10, 2019, 11:14:56 PM
Greetings to all

I'm playing as Brujah, but I've noticed that the effects of the Potence discipline are different from the original game.
How could I recover the original visual effect by activating the discipline of Potence. what steps should I follow? Can somebody help me ?

Thank you very much and good day
Title: Re: Clan Quest Mod
Post by: Valamyr on March 12, 2019, 02:39:09 AM
I wonder if work is coming along on recent UP integration? I know you deserved a break after all this work Burg, but since you mentioned early 2019 as your target for that update, figured I could ask :)

Definitely had lots of fun with your work, and I'll play it again once that update is ready.
Title: Re: Clan Quest Mod
Post by: argikt on March 12, 2019, 02:00:22 PM
I won't speak for Burger, but I spoke with him recently for sending some models to improve a map.
As far I know he's working on UP 10.0 integration.
Title: Re: Clan Quest Mod
Post by: IanW on March 12, 2019, 05:52:10 PM
Even doing a fairly automated diff script to merge any differences between 9.2-based files and 10.1-based files, the CQM digs into a LOT of different stuff. Even if it's technically easy, it's still going to be time-consuming.
Title: Re: Clan Quest Mod
Post by: Valamyr on March 13, 2019, 09:24:35 AM
Yeah, I'm aware its a lengthy process to do it right. Figured I'd still ask, but I won't mind if the answer is that it's still a ways off.
Title: clan quest 4.0 - I cannt fight against Andrei and enter to hotel after I was LA.
Post by: Marius217 on March 21, 2019, 03:40:00 PM
regards
I'm playing as an infiltrator of the camarilla in los angeles. When I finished fighting in the church and destroyed the two factions with Jesse's help. and after talking to Minxiao, I want to fight with the sabbat of the Hallowbrook hotel, but the option to enter the hotel and fight against Andrei is no longer activated. The mod is designed like this? or is there any way to destroy the hotel sabbaths?

Thanks for your help
Title: Re: Clan Quest Mod
Post by: argikt on March 22, 2019, 07:50:11 AM
Hola Javier!

Check the dev walkthrough!


https://clanquestmod.planetvampire.com/clan-quests-walkthrough/
Title: Re: Clan Quest Mod
Post by: Marius217 on March 22, 2019, 06:57:17 PM
Ohhh I want to Kill Andreid  hjjajajaja !!
Title: Re: Clan Quest Mod
Post by: Canderous on March 23, 2019, 01:16:31 PM
Is it possible to use the newest version of this mod together with a non-english textversion of VtMB?

Also I would like to know if it is possible to use texture mods alongside with CQM and if yes if they have to be installed after CQM or before.
Title: Re: Clan Quest Mod
Post by: IanW on March 23, 2019, 03:16:00 PM
Also I would like to know if it is possible to use texture mods alongside with CQM and if yes if they have to be installed after CQM or before.

The X20 Mod is included in the CQM installer, and it's a texture mod, so yes. Optimally any texture mods should be added after CQM.
Title: Re: Clan Quest Mod
Post by: Canderous on March 23, 2019, 08:24:40 PM
Thanks :)

Anybody has an idea about the second question?
Title: Re: Clan Quest Mod
Post by: Barabbah on March 23, 2019, 10:22:15 PM
Clan quest was built on the english UP and adds lots of new content made in english. I would never advise trying to install it on a non-english version. Not only you'll end up with a mix of two languages (even not considering the new content) but surely you may encounter game breaking bugs. Sorry.

Now I'm curious about the legality (regardless of practicality) of a language conversion pack for those with non-english gamers who want to use these big conversion mods....
Title: Re: Clan Quest Mod
Post by: Malkav on March 24, 2019, 01:49:11 AM
Clan quest was built on the english UP and adds lots of new content made in english. I would never advise trying to install it on a non-english version. Not only you'll end up with a mix of two languages (even not considering the new content) but surely you may encounter game breaking bugs. Sorry.
There will be bugs if you use a different language version. Because of compmod lite every cqm dialog has some specific changes that don't occur in any translation.
Quote
Now I'm curious about the legality (regardless of practicality) of a language conversion pack for those with non-english gamers who want to use these big conversion mods....
Well for Activision every patch or mod can be considered stolen property. But since the patch and the mods guarantee continuing sale of the game, I don't think they make a fuss. If they wanted, they'd have done it a long time ago...
As for translations of clan quest, I don't think Burgermeister would disaapprove so long as the credits are given as due.
Same goes for me and Camarilla edition. So long as it's just a translation I don't mind. And I don't think Zer0 would complain about a TFN translation either.
Title: Re: Clan Quest Mod
Post by: Barabbah on March 24, 2019, 03:34:35 AM
No, you got me wrong :razz: I mean a conversion TO english: practically a copy of all the language files from a vanilla english game to put on top on a non-english vanilla copy (or better on a mod loader directory without overwriting any existing file)
Title: Re: Clan Quest Mod
Post by: Canderous on April 04, 2019, 09:54:13 PM
Is it intended that Heather is "removed" from your Appartment in Downtown if you join the Sabbat and try to kill Gary?
Title: Re: Clan Quest Mod
Post by: YamiRaziel on April 06, 2019, 03:57:00 PM
Hello guys.

Is it normal for Presense + first person mode to drop the framerates significantly. I wanted to play a gun-blazing presense Ventrue (to try out Arsenal mode as well), but it's a bit difficult to shoot properly when the frames drop.

I think it's due to the presense particle effects (might be from CE).

Any ideas?

Title: Re: Clan Quest Mod
Post by: Wesp5 on April 06, 2019, 04:51:34 PM
I think it's due to the presense particle effects (might be from CE).

This could indeed be the case. You can disable them in the particle definition files if you really need to: d_presence_cast_emitter*.txt
Title: Re: Clan Quest Mod
Post by: Barabbah on April 06, 2019, 08:05:28 PM
One needs to just take out those files, delete the text inside (after doing a backup) or what?
Title: Re: Clan Quest Mod
Post by: Canderous on April 06, 2019, 08:29:14 PM
I have been running into another problem/bug. After talking with Johnson in the hotel and taking the elevator back to the main floor my screen turns black and the only thing I can see is a dialog window which says "Si?". Any idea how solve this?
Title: Re: Clan Quest Mod
Post by: YamiRaziel on April 06, 2019, 09:25:19 PM
I think it's due to the presense particle effects (might be from CE).

This could indeed be the case. You can disable them in the particle definition files if you really need to: d_presence_cast_emitter*.txt

Hey, Wesp5. Thank you for the quick response!

Would that solution disable the particles only for 1 person mode or all particles for the discipline?
Title: Re: Clan Quest Mod
Post by: Wesp5 on April 07, 2019, 09:21:31 AM
Would that solution disable the particles only for 1 person mode or all particles for the discipline?

If you remove only the ones I restored I think only the first view particles should be gone.
Title: Re: Clan Quest Mod
Post by: Zeppeli on May 05, 2019, 01:08:56 PM
Is it possible to combine this with companion mod ?
Title: Re: Clan Quest Mod
Post by: Barabbah on May 05, 2019, 02:09:27 PM
Clan quest mod has integrated a lite version. Only two avalable companions (Heather and Yukie), and the haven posing mode was removed, all for compability. But the basic concept works.
Title: Re: Clan Quest Mod
Post by: Zeppeli on May 05, 2019, 03:49:14 PM
Clan quest mod has integrated a lite version. Only two avalable companions (Heather and Yukie), and the haven posing mode was removed, all for compability. But the basic concept works.
thanks
Title: Re: Clan Quest Mod
Post by: Zeppeli on May 06, 2019, 04:20:44 PM
Sabbath questline was amazing thanks for making this
Title: Re: Clan Quest Mod
Post by: fylimar on May 21, 2019, 07:33:03 PM
I have trouble with the I spy Barabus quest, I did hack the Fu Syndicate from my computer, but Gary doesn't call. Does anyone know, if that is a common bug? I have the newest version with the patch installed. I'm now doing it the old fashioned way  and Gary did call me on the phone near the Fu Syndicate.

Also - great job so far. I did the Gangrel clan quest (loved that I have to find a book for Beckett, nice one). I didn't join Andrei, despite really wanting too, but I love Gary and don't even want to try and kill him. So I will do the Sabbat questline as a spy (my little Gangrel wouldn't be a good Sabbat anyway, she can't seem to manage to get less than 8 humanity and is now at 10 again, she is just such a helpful and nice girl)
Title: Re: Clan Quest Mod
Post by: Valamyr on May 22, 2019, 11:04:36 PM
https://twitter.com/VtMBCQM/status/1130968448513609728

If all goes well 4.1 (with UP integration and bug fixes) should go up tonight or well, soon.

This is pretty exciting, and yup, new playthrough for me haha. Might be my last one though. But Ive said that before.
Title: Re: Clan Quest Mod
Post by: Valamyr on May 23, 2019, 02:28:49 AM
Its on moddb now, though it'll only unlock in 1:30 hours as of this post.

https://www.moddb.com/mods/vtmb-clan-quest-mod/downloads/clan-quest-mod-41-full-installer

I'm not too sure how the UP integration process went, from the notes it seems only some things were added and that fundamentally its largely still based on 9.2, but hey, it's still a good improvement. Plus the other bugfixes. Should be fun.
Title: Re: Clan Quest Mod
Post by: Valamyr on May 25, 2019, 09:31:09 PM
Playing 4.1, Ive noticed two minor things I hadnt seen in prior playthroughs, not the end of the world but;

1. The messages that appear in the top left corner when you activate a discipline seems incorrect, didn't see this in 4.0. Basically, when I use a passive discipline the message shows up like my discipline is still first level. Activating Auspex, Fortitude or Potence, itll show "Wits +1" or "Overwhelming strength +1" etc, even though my discipline is higher than that. Purely a display bug I think as if you open the character sheet, the extra dots are all there in the proper amounts for Auspex.

2. I used to be able to cast Auspex while interacting with a computer. So if I realized my skill was too low by 1 point, a rightclick on Auspex would take me over the computing skill threshold and done. This doesnt seem to work anymore, I have to leave the computer alone, cast it and try again. This has minor gameplay considerations when speed is of the essence, for example in the museum you have to be real quick to hack the cameras without been seen, etc. Of course its still just a very minor thing.

I'm now at Grout's, seeing the new maze like area for the first time (might have missed it before). Kinda stuck too, this place is confusing! I like it, but since there seems to be little point to it Ill go back and finish normally.
Title: Re: Clan Quest Mod
Post by: Malkav on May 26, 2019, 07:00:47 AM
Valamyr, the messages for discipline stat increases depend on how the discipline is defined in traiteffects. My guess is that burgermeister has changed traiteffects to match the newer UP.

For auspex in hacking, I wasn't even aware that it is possible to activate a discipline while hacking.  But then I don't have the discipline selection on the mousewheel and auspex (or protean) is never my ready discipline.

The maze is probably new in cqm, at least in its current form. It's is interesting, but you miss one of Grout's recorded messages. I usually go the normal way, and if the mood strikes me I head back and do it after listening to the last recording.
Title: Re: Clan Quest Mod
Post by: Wesp5 on May 26, 2019, 09:35:18 AM
Valamyr, the messages for discipline stat increases depend on how the discipline is defined in traiteffects.

What Malkav is saying here is, that if values are stacked one after another, you'll only get the last message.
Title: Re: Clan Quest Mod
Post by: Valamyr on May 28, 2019, 06:41:46 AM
New bug report, bit more real / tangible / obvious issue this time

With the addition of new areas prior to the Library quest after finding Gary, we are sent to the far-end of the Pier in Santa Monica for a note. There, we are ambushed by some NPC, sabbat looking with an axe. Thing is, as of that happening, the map is marked as Elysium and theres no way to fight back, only flee with the axe-murderer at our backs.

Figure its just a flag with the map, I noticed it was tagged as Elysium earlier when I came to deal with Julius too. Maybe something related to the Ventrue quest? IDK.
Title: Re: Clan Quest Mod
Post by: fylimar on June 06, 2019, 10:01:09 PM
Wanted to say, that I played the Sabbat quest line and even managed to talk Andrei down in the end. It was a great questline,  I sided with Victoria, maybe next time I'll go with Hazel.

Title: Re: Clan Quest Mod
Post by: Craz on June 07, 2019, 01:14:41 AM
Quick question; is diablerie only an option for those siding with the sabbat?
Title: Re: Clan Quest Mod
Post by: Barabbah on June 07, 2019, 05:07:04 AM
As a temporary solution to the pier bug:

debug_area_type [0,1,2]
0 - combat zone
1 - masquerade zone
2 - elysium
Title: Re: Clan Quest Mod
Post by: fylimar on June 09, 2019, 08:58:33 AM
Quick question; is diablerie only an option for those siding with the sabbat?

Yes, you can only diablerize people, when you are siding with the Sabbat
Title: Re: Clan Quest Mod
Post by: Mamita on July 13, 2019, 08:39:06 PM
Question:
Did you ever consider using the Obtenebration NPCs created by Lenuska?
I was a little disappointed when I saw what appeared to be reskinned head runners being summoned by The Mack.
Title: Re: Clan Quest Mod
Post by: Barabbah on July 14, 2019, 08:57:21 AM
I was disappointed to see a lasombra reduced as a lowlife pimp :P
Title: Re: Clan Quest Mod
Post by: Alien on July 21, 2019, 11:03:46 PM
Is it possible to install this mod ontop of the lastest UP patch, or it has to be installed on a vanilla version of the game?
Title: Re: Clan Quest Mod
Post by: Barabbah on July 22, 2019, 07:07:54 AM
Both are installed in separate folders inside the main vampire directory, to play with one or another you just need to use the dedicated shortcuts (created by the installer).

These big mods/patches install also some files directly into the game main folder, but don't worry: these are shared files of the ModLoader (the tool which made possible this gimmick).

If you planned to merge mods (like to "upgrade" one big mod to the latest patch) JUST DON'T: otherwise expect "event horizon" like bugs.

If you planned to install small mods (like reskins) you need to install them into the mod folders (consider them like "virtual" versions of the "vampire" folder) after doing eventual backups.
Title: Re: Clan Quest Mod
Post by: Alien on July 22, 2019, 02:13:20 PM
Both are installed in separate folders inside the main vampire directory, to play with one or another you just need to use the dedicated shortcuts (created by the installer).

These big mods/patches install also some files directly into the game main folder, but don't worry: these are shared files of the ModLoader (the tool which made possible this gimmick).

If you planned to merge mods (like to "upgrade" one big mod to the latest patch) JUST DON'T: otherwise expect "event horizon" like bugs.

If you planned to install small mods (like reskins) you need to install them into the mod folders (consider them like "virtual" versions of the "vampire" folder) after doing eventual backups.

So if I have UP version 10.4 PLUS installed right now, I can install Clan Quest Mod on top of it without facing any technical issues/bugs? (Given that I run the game from CQM's installer shortcut).
Title: Re: Clan Quest Mod
Post by: Wesp5 on July 22, 2019, 02:57:09 PM
So if I have UP version 10.4 PLUS installed right now, I can install Clan Quest Mod on top of it without facing any technical issues/bugs?

Not on top, in parrallel. Like you have two different subfolders and two shortcuts...
Title: Re: Clan Quest Mod
Post by: Alien on July 22, 2019, 03:46:31 PM
By ontop, I meant choosing the same VtMB directory, but I get your point however, thanks fellas.
Title: Re: Clan Quest Mod
Post by: fylimar on July 27, 2019, 01:37:08 PM
I don't know, if anybody will respond here, since there doesn't seem much activity around here at the moment. But I have some serious problem with CQM doing the Sabbat quests. One thing, is that in East L.A. doors are the real endbosses, it sometimes happens, that when I try to enter the church or The Macks house, the game just freezes and then crashes. And the much bigger bug is, that the elevator in the Empire Arms Hotel is barely working. Normally I have to hammer the E button for several minutes for something to happen and sometimes, nothing happens at all. I'm doing the quest for Andrei, where you have to find and interrogate Johansen in the hotel and my Malkavian is stuck at the elevator. Sadly it isn't possible to noclip to the other levels of the hotel or I would have done that.
Title: Re: Clan Quest Mod
Post by: Barabbah on July 27, 2019, 10:14:26 PM
It's possible to pass through the ventilation shafts?
Title: Re: Clan Quest Mod
Post by: Wesp5 on July 27, 2019, 10:29:02 PM
Sadly it isn't possible to noclip to the other levels of the hotel or I would have done that.

Have you tried exiting the game, restarting and then reloading a safe outside the hotel? As far as I know the CQM has typical random issues the longer you play in one session. Also are there any atypical errors in the console?
Title: Re: Clan Quest Mod
Post by: fylimar on July 27, 2019, 10:51:52 PM
Sadly it isn't possible to noclip to the other levels of the hotel or I would have done that.

Have you tried exiting the game, restarting and then reloading a safe outside the hotel? As far as I know the CQM has typical random issues the longer you play in one session. Also are there any atypical errors in the console?

I had a safe right before entering the hotel. And I started the game, entered the hotel and was defeated by the endboss, the elevator. In the end, I managed to get where I wanted, the elevator opened after four minutes or so. Back down was a bit faster, but still, it's kind of strange. I never had that problem before.
With the crashing game after entering certain maps seems to be a known issue and that isn't too bad, as long, as I don't forget to save before entering Hazels church or Macks house - or leaving them, but the elevator is a bummer.

Otherwise I love the CQM though, I prefer Victoria over Hazel as pack leader and always cheer, when I can kick the slimy ass of The Mack - you just have to love to hate the guy. Andrei wins the most when playing Sabbat though, I really love the new dialogues with him.
Title: Re: Clan Quest Mod
Post by: Wesp5 on July 28, 2019, 10:51:03 AM
Andrei wins the most when playing Sabbat though, I really love the new dialogues with him.

Yes, he almost sounds like the original speaker. I asked burgermeister if I could use some of these new lines for my improvised Sabbat ending and he agreed! Now it sounds so much better once you meet him in the Hallowbrook Atrium in the UP :).
Title: Re: Clan Quest Mod
Post by: fylimar on July 28, 2019, 02:04:51 PM
Andrei wins the most when playing Sabbat though, I really love the new dialogues with him.

Yes, he almost sounds like the original speaker. I asked burgermeister if I could use some of these new lines for my improvised Sabbat ending and he agreed! Now it sounds so much better once you meet him in the Hallowbrook Atrium in the UP :).

I'm doing an UP playthrough too, but this time Anarch ending, because I haven't seen the new one. I will do a Sabbat ending afterwards again, so I'm excited. More Andrei is always good.
Title: Re: Clan Quest Mod
Post by: Barabbah on July 29, 2019, 02:22:22 AM
If only I could side with Isaac and having a final sequence with him making himself baron of the whole LA....
Title: Re: Clan Quest Mod
Post by: Valamyr on July 29, 2019, 11:01:56 PM
Im having a problem at the end of the Giovanni mansion with CQM+Compmod Lite option. I bought Yukie along for the ride, she went missing after the Chang brothers, shes not with me when we teleport to Lacroix' room. It seems like a reproducible issue..

I tried a few variations; killing the Changs with her alongside, telling her to wait and meet up and telling her to go back to the haven. In all three cases shes neither at either of my havens (I'm Tremere on this run if it matters) nor is she in her shop in Chinatown.

Its like she cant survive the Giovanni mansion. I do have a save before it I can also reload if need be, I'd like her help in Sabbatville for the hell of it, but Id rather figure out this problem. I never used Compmod or Complite before this run.

Where is she supposed to go wait? Anyone ever ran into this? Id also be willing to use any console commands that could teleport me to her and the like. Thanks for any input.
Title: Re: Clan Quest Mod
Post by: Avadonica on August 05, 2019, 08:43:14 AM
Hello!
I have one question on the file "quests_santamonica.txt".
Tell me, was this done on purpose or is there really a mistake?
version of the mod 4.1.
P.S. If you put a point in the right place, then everything will work again =)
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 05, 2019, 11:49:42 AM
I think this is correct. \" is a combination to have the " character displayed inside the text.
Title: Re: Clan Quest Mod
Post by: Avadonica on August 05, 2019, 12:11:09 PM
I think this is correct. \" is a combination to have the " character displayed inside the text.

I meant that there was a point missing - it was written like this:
\ "Dark blood, our curse, a light this verse
Such power I sense in one so young
Come find me where burns the mystical sun. \ ""
(there was no point between \ ".")
Because of this, the rest of the file has broken.

Forgive me for my bad English...
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 05, 2019, 01:20:59 PM
Because of this, the rest of the file has broken.

It doesn't break in the English version and adding another "." would result in ".." :)!
Title: Re: Clan Quest Mod
Post by: Avadonica on August 05, 2019, 01:35:39 PM

It doesn't break in the English version and adding another "." would result in ".." :)!

If I understand you correctly, is that how it should be?
If so, then I have no more questions =)
I’m just doing a translation of the mod, so I ran into this and decided to clarify...
Title: Re: Clan Quest Mod
Post by: Wesp5 on August 05, 2019, 02:06:50 PM
If I understand you correctly, is that how it should be?

Yes.

Quote
I’m just doing a translation of the mod, so I ran into this and decided to clarify...

Cool! Do you make a translation into Russian?
Title: Re: Clan Quest Mod
Post by: Avadonica on August 05, 2019, 02:12:35 PM

Cool! Do you make a translation into Russian?

That's right =) But, so far there is only a demo-version of the translation 3.1.2, the rest is in the process.
Title: Re: Clan Quest Mod
Post by: Mamita on August 20, 2019, 11:29:27 PM
Question:
Will you add an additional loading screen in the next version?
Possibly featuring Jesse's artwork?
Title: RClan Quest Mod - TREMERE INFERNAL HISTORY. TRAUMATURGY
Post by: Marius217 on August 25, 2019, 03:51:14 AM
Hello,

I want to Play The Tremere Infernal version but in his history, It tells me that I can never advance more than two points in traumaturgy , I would like to know if later you can advance in that discipline in some way?.

Thank you, and I still enjoy this Great Mod.
Title: Re: Clan Quest Mod
Post by: Malkav on August 25, 2019, 08:13:16 AM
Nope. If it's limited by the history, that's it.
Title: Re: Clan Quest Mod
Post by: page on September 25, 2019, 12:52:58 PM
How can I reset my Achievements list?
Title: Re: Clan Quest Mod
Post by: Barabbah on October 07, 2019, 07:36:30 AM
Maybe it was already said but I don't remember where: will this mod integrate the newer UP or will be left with the 9.2?
Title: Re: Clan Quest Mod
Post by: Kaldgord on November 12, 2019, 09:47:56 AM
Hi, question, i want to take again bloodliens to do a new run trying out the latest version of CQM, if I install only the latest CQM im good to go ?
What happens if after CQM i install also the new version of the unofficial patch, the 5.0 ?
Title: Re: Clan Quest Mod
Post by: argikt on November 12, 2019, 09:56:06 AM
Hi, question, i want to take again bloodliens to do a new run trying out the latest version of CQM, if I install only the latest CQM im good to go ?
What happens if after CQM i install also the new version of the unofficial patch, the 5.0 ?

Don't install any UP in the CQM folder, version 4.1 included a version of the UP
Title: Re: Clan Quest Mod
Post by: Runza77 on November 14, 2019, 05:39:34 PM
I noticed that even the Clan quest mod has the bug of the missing female model (models/character/shared/female/pc/br.mdl)...
Title: Re: Clan Quest Mod
Post by: Runza77 on November 22, 2019, 07:55:18 PM
There is another problem: killing Bishop Vick doesn't give you any xp...
Title: Re: Clan Quest Mod
Post by: Runza77 on November 23, 2019, 02:31:43 PM
Again: Strauss doesn't speak anymore of the Epidemic, so... no gold or talismans. Is there a way to fix this with a console command?
Title: Re: Clan Quest Mod
Post by: Avadonica on January 08, 2020, 03:45:39 PM
Hello, Kindred!
 
Sometimes I've strange thoughts in my head... (Yes, I know that there'll be no continuation, but still I'm interested):
 
1) Is it possible to limit the number of possible diableries to 3? Or make it so that after the 4th diablerie in the player awakens eternal madness - in your body a lot of souls and they are fighting among themselves...
Can I write these conditions myself in scripts or somewhere else?!
 
2) So, can possible to register separate lines of dialogue for a diablerist? I would explain this by saying that sometimes the souls of absorbed vampires can break into a conversation... instead of the protagonist. DDD

What variables will I need to prescribe to make this work in the game?
Title: Re: Clan Quest Mod
Post by: argikt on January 09, 2020, 09:24:28 AM
You can create a variable to count the diableries of course. You can add a lines with this variable condition in dlgs. Look like it will need an intesive testing...
Remember that only 4 dlg options could be displayed. If you have more choices avalaible, dont be displayed.
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