collapse

* Notice

Important notice (31 July): We have recently recovered from a nearly two day downtime due to an attack. No data was lost or stolen but the server has been reinstalled as a precaution. Please let us know if you encounter any issues. We apologise for the unacceptable inconvenience. Please read here for more information.

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Hypothetical question: would a Dark Ages total conversion mod be possible?  (Read 8836 times)

Offline Saphrax

  • Methuselah
  • ****
  • Posts: 302
  • Reputation: +10/-1
So, a few months ago I have visited an 11th century crypt in Hungary (it had a really cool atmosphere, even some of the murals survived to this day, and one of it depicts the story of Cain and Abel), and it got me wondering, how cool it would be to have this place in VtMB, or even more, to have a whole mod set in this period. I'm not really good at modding, so I don't think this will ever be a thing, but despite that I'd like to read your opinions on this matter.

The one thing I imagine that it would need is a LOT of work on custom models for buildings and objects (maybe some elements like archways and such could be recycled from already existing maps). New NPC and PC faces wouldn't be necessary, because we could use for example Smiling Jack as Arnulf the goth (gangrel NPC from Transylvania by night) and so forth, but I guess that changing the clothing of the PCs and NPCs would need a lot of work too. Skills and disciplines wouldn't require much work, they could essentially stay the same, however firearms should be replaced with projectiles, and computer skill to foreign language (to solve latin or greek or herbew texts of letter and books). I guess new animations would be required too. Hm, would it be possible to create a horse model? :)

Anyways, here are some pictures of the aforementioned crypt. Hope you like it.





Offline DiamondBorne

  • Ancillus
  • ***
  • Posts: 125
  • Reputation: +14/-12
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #1 on: September 12, 2016, 06:50:46 am »
I think it is possible. VTMB has almost everything. Gothic architecture, swords and sticks, torches, crossbow for your peasantry goodness. And i think we could ask Lenuska for her codes of armor and shield system seen in Antitribu. :smile:

Well, all that... escept the bow. As VTMB has no animation for it and nothing screams medieval more than a whistling sound from the bow string.

Changing computering to language is a very nice idea though i can't imagined how it could be implement. Maybe put some scriptures or tome model with the same trigger as VTMB computers but prevent the player from even read it without sufficient dots in language. Obviously we ain't gonna have a hacking minigame so this seems to be the only way we could have any use for it.

Btw. creepy crypt. A fewer lightbulbs and it would look almost like a mini Giovanni crypt.

Offline Gurkhal

  • Methuselah
  • ****
  • Posts: 269
  • Reputation: +209/-1
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #2 on: September 12, 2016, 07:58:03 am »
I wouldn't worry to much about the bow, unless its set in the early Dark Ages or in Britain, the bows should have been phased out by the crossbows centuries ago. Now of course the odds could be that people would want to play in Britain so then bow animations would be required, but otherwise you should be able to get around it.

PS: I'd love for there to be a Dark Ages mod for Bloodlines!

Offline Malkav

  • Antediluvian
  • *****
  • Posts: 1781
  • Reputation: +392/-13
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #3 on: September 12, 2016, 12:47:59 pm »
The change from hacking to languages shouldn't be that hard. If it is a note that you can only read, you only need a script that changes the displayed text accordingly. So if your skill is high enough you get the text of the document. If it's not, you get a comment on the lines of "If you had listened to the priests instead of stealing the altar gold, you might be able to decipher this document."
For books you can pick up, it can work similarly, but you need two items.

Okay, if we set it in the late middleages, we maybe don't need a bow animation. But for that period we need polearms.

But who writes the story and the dialogs? Who will create all the new maps? And who makes the character models with medieval clothing?
Co Author of Camarilla Edition Mod

Offline Saphrax

  • Methuselah
  • ****
  • Posts: 302
  • Reputation: +10/-1
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #4 on: September 12, 2016, 03:48:16 pm »
I would disagree on the bows part, simple recurve bows were actually quite common throughout medieval Europe, but I agree that if such a mod would be developed, the bows wouldn't be the most important part.

If I were to make such a mod, I would definetly set it in Hungary (reason being is that I'm from there) around 1096, during the First Crusade. The armies of Western Europe came through here back then and even some battles took place when the peasant armies (the People's Crusade part of the first Crusade) started pillaging the local countryside. In terms of VtM I always imagined a Ventrue-Tzimisce conflict taking place... the western kindred on their way to the Holy Land try to reclaim territory from the Fiends. A lot of ancient rivalry could play out in that story, especially if we throw in some of the earliest Tremere (well, one drawback that in this period I wouldn't have Tremere as PCs yet) and even Assamites (there were a significant amount of Muslims here, mostly as merchants and mercenaries).

But aside from this I would welcome a mod with virtually any place and story set in the Dark Ages.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6695
  • Reputation: +887/-28
  • Unofficial Patcher
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #5 on: September 12, 2016, 04:35:51 pm »
But aside from this I would welcome a mod with virtually any place and story set in the Dark Ages.

Well, then people who are interested in something like this should stop talking and start modding!

Offline Blood of Nightmares

  • Fledgling
  • *
  • Posts: 49
  • Reputation: +1/-24
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #6 on: September 12, 2016, 07:18:48 pm »
Umm....are you even kidding yourselves?

The answer is no and no especially since we don't have the source code at all and plus Bloodlines has a broken engine.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6695
  • Reputation: +887/-28
  • Unofficial Patcher
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #7 on: September 12, 2016, 07:48:49 pm »
Umm....are you even kidding yourselves?

No, did you take a look at the library map and other new stuff in the UP and the other mods? Of course this would be possible if someone actually would start doing it instead of asking others to do it or complaining that it can't be done until a Bloodlines remake with a newer engine will come out which might take years if it happens at all...

Offline Saphrax

  • Methuselah
  • ****
  • Posts: 302
  • Reputation: +10/-1
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #8 on: September 12, 2016, 08:16:01 pm »
Well, then people who are interested in something like this should stop talking and start modding!

True dat, but it's still easier said than done. Perhaps one day I will take on such an endeavor, but until that, it doesn't hurts to talk about it.

Offline Radical21

  • Antediluvian
  • *****
  • Posts: 3024
  • Reputation: +-1344/-52
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #9 on: September 12, 2016, 09:56:00 pm »
Total conversions are no longer practical in an era where you have 2 major game engines available for free with base assets and excellent development tools (I'm talking about UE4 and Cryengine).

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6695
  • Reputation: +887/-28
  • Unofficial Patcher
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #10 on: September 12, 2016, 10:25:40 pm »
Total conversions are no longer practical in an era where you have 2 major game engines available for free with base assets and excellent development tools (I'm talking about UE4 and Cryengine).

You forgot Unity 5! Also experience with an engine and available assets can still make using another game worthwile...

Offline DiamondBorne

  • Ancillus
  • ***
  • Posts: 125
  • Reputation: +14/-12
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #11 on: September 13, 2016, 08:43:56 am »
Of Course it's entirely possible as the TC only asked about creating a middle age mod for VTMB, not asked about who's gonna do this or that.

And what is this 'archery is not important' i heard of? Since the dawn of time, all men inherently want to kill other men from far away... Unless you're a Brujah or Gangrel. What i really want to stress is that our community has many  talented modders in many field. Coders, programmers, skinner, writers, voice actors EXCEPT animator which is exactly why i brought the bow thing up.

And Blood of Nightmares. Please, we do have a work-in-porgress editor now and this community already created a few maps and successfully put it in the game. Namely, the library, the Malkavian mansion maze, the hell hotel and recently, an unreleased hub map of the VTMB prequel mod. You should go check those out.

Offline Gurkhal

  • Methuselah
  • ****
  • Posts: 269
  • Reputation: +209/-1
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #12 on: September 13, 2016, 12:43:16 pm »
And what is this 'archery is not important' i heard of? Since the dawn of time, all men inherently want to kill other men from far away... Unless you're a Brujah or Gangrel.[...]

I don't Think the intention was to say that range combat wasn't important, but that bows were phased out in favor of crossbows and then gunpowder weapons, with only Britain holding out with their longbows in Western, Southern and Central Europé.

Offline Radical21

  • Antediluvian
  • *****
  • Posts: 3024
  • Reputation: +-1344/-52
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #13 on: September 13, 2016, 04:02:54 pm »
Total conversions are no longer practical in an era where you have 2 major game engines available for free with base assets and excellent development tools (I'm talking about UE4 and Cryengine).

You forgot Unity 5! Also experience with an engine and available assets can still make using another game worthwile...

Unity 5 is great but AFAIK its more the popular choice for 2d games and mobile, less so for FPS titles. Or at least that is what I see when I look at the galleries.

Overall we are talking about total conversions: taking the now outdated Bloodlines engine and trying to mod stuff seems very limiting when you compare it to any of these 3 engines mentioned above because there are many features yet  missing, and adding them would take significantly longer to add in a decent way so that is why I say its not very practical .

Also Knowing UE4/U5/CE5 could land you an Industry job  , knowing a has-been engine not so much.

Offline Gurkhal

  • Methuselah
  • ****
  • Posts: 269
  • Reputation: +209/-1
Re: Hypothetical question: would a Dark Ages total conversion mod be possible?
« Reply #14 on: September 13, 2016, 05:57:16 pm »
If I were to make such a mod, I would definetly set it in Hungary (reason being is that I'm from there) around 1096, during the First Crusade. The armies of Western Europe came through here back then and even some battles took place when the peasant armies (the People's Crusade part of the first Crusade) started pillaging the local countryside. In terms of VtM I always imagined a Ventrue-Tzimisce conflict taking place... the western kindred on their way to the Holy Land try to reclaim territory from the Fiends. A lot of ancient rivalry could play out in that story, especially if we throw in some of the earliest Tremere (well, one drawback that in this period I wouldn't have Tremere as PCs yet) and even Assamites (there were a significant amount of Muslims here, mostly as merchants and mercenaries).

The main "problem" I could see with this is that given how little, to my knowledge, information there are on medieval Hungrary in English it could end with you doing pretty much all of the research and I would be a bit worried about hanging everything in an internet project on a single person. If you would get sick or lose interest then it will grind to a halt, and you would need to do everything yourself which in my mind could potentially lead to you hitting the wall. And then everything would grind to a halt unless someone interested could be find who spoke and probably lived in Hungary.

Instead I would favor something more accessable in English like Britain (even if I personally would prefer to not use that setting), France, Iberia, Italy, the Byzantine empire or the Islamic Middle East, as these areas would have more stuff in English so that research could be spread around.

On a personal note I would favor medieval Hungrary above all those things that I mentioned above, and I would personally disqualify Scandinavia where my homeland is located, for the same reason as that I think that Hungrary might be a poor choice, but the setting should be such that it can relatively easy be researched and that all resarch won't hang on a single individual. Unless that individual is like the team leader.

I hope I don't came across in a bad way now. :(

 

SimplePortal 2.3.7 © 2008-2020, SimplePortal