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Author Topic: Migration of Clans and Disciplines from one Mod to another  (Read 439 times)

Offline The Shadow Man

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Migration of Clans and Disciplines from one Mod to another
« on: November 06, 2018, 10:33:58 AM »
I'm experimenting with migrating the Clans and Disciplines from one Mod to another, specifically from Antribu to the Clan Quest Mod. Its actually worked mostly successfully however there is a few things I'm not how to fix and if anyone can give advice it would appreciated.
So I've partially moved over the Disciplines with varying degrees of success (except for koldunic sorcery which appears to be primarily object based), I've moved over all the Clan models/textures and the Clan images for the Character sheet/creator.

So my problems:
  • Despite copying over the Antitibu Discipline images, they remain the original discipline images.
  • Auto-spending initial XP causes the game to crash, I imagine it's because it dosen't know where to spend the points due to the discipline list differences.
  • Discipline functionality varies, most of seem to work mostly but those that require physical changes to yourself or others, while the change doesn't seem to happen its not shown visually (such as the flesh that appears around NPCs with Vicissitude, the NPC is still stuck, you just don't see the flesh).
  • Some of the Disciplines do have the relevant particle effects but some do not.
  • The Disciplines that rely on the 'v' shortcut do not work correctly.

Update: I figured out the particles, should have remembered sooner but anyway all particles should be fine now.
« Last Edit: November 06, 2018, 11:00:14 AM by The Shadow Man »

Offline Malkav

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Re: Migration of Clans and Disciplines from one Mod to another
« Reply #1 on: November 06, 2018, 11:03:38 AM »
I'm experimenting with migrating the Clans and Disciplines from one Mod to another, specifically from Antribu to the Clan Quest Mod. Its actually worked mostly successfully however there is a few things I'm not how to fix and if anyone can give advice it would appreciated.
So I've partially moved over the Disciplines with varying degrees of success (except for koldunic sorcery which appears to be primarily object based), I've moved over all the Clan models/textures and the Clan images for the Character sheet/creator.
Most of my advice will be guesswork because I don't have Antitribu.
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So my problems:
Despite copying over the Antitibu Discipline images, they remain the original discipline images.
Looks like a path inconsistency. Could be a problem with the vmt files. Or maybe changes in the internal names so your game doesn't use the right path.
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Auto-spending initial XP causes the game to crash, I imagine it's because it dosen't know where to spend the points due to the discipline list differences.
Right. You have to copy (and edit) the levelingtemplate_000.txt from /vdata/system
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Discipline functionality varies, most of seem to work mostly but those that require physical changes to yourself or others, while the change doesn't seem to happen its not shown visually (such as the flesh that appears around NPCs with Vicissitude, the NPC is still stuck, you just don't see the flesh).
These things require map entities to work. So you have to figure out which entities are needed and copy them on all the maps of your game.
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Some of the Disciplines do have the relevant particle effects but some do not.
Then you haven't copied all the necessary particle files. Or path inconsistencies again.
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The Disciplines that rely on the 'v' shortcut do not work correctly.
No idea what this is about.
Co Author of Camarilla Edition Mod

Offline The Shadow Man

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Re: Migration of Clans and Disciplines from one Mod to another
« Reply #2 on: November 06, 2018, 11:47:01 AM »
Most of my advice will be guesswork because I don't have Antitribu.
Much appreciated all the same.

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Looks like a path inconsistency. Could be a problem with the vmt files. Or maybe changes in the internal names so your game doesn't use the right path.
I'll give it a look thanks.

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Right. You have to copy (and edit) the levelingtemplate_000.txt from /vdata/system
Ok great thanks sorted.

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These things require map entities to work. So you have to figure out which entities are needed and copy them on all the maps of your game.
Thanks. Wish me luck, I'll see what I can do with this.

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Then you haven't copied all the necessary particle files. Or path inconsistencies again.
Fixed this already but thanks.

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No idea what this is about.
Right so some disciplines in Antribu you can modify it by pressing a shortcut, by default this is the v key. Generally these are disciplines built on progressive Disciplines but if I recall Koldunic Sorcery/Flight work much the same way, only they are built on a Numina.

Offline Malkav

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Re: Migration of Clans and Disciplines from one Mod to another
« Reply #3 on: November 06, 2018, 12:02:05 PM »
About those disciplines called with "v". I know they have some that can't be activated in the regular way, but I never checked out how it is implemented.
There has to be an alias in either autoexec.cfg or user.cfg. To get the name of this alias, check in config.cfg what v is bound to.
This alias will probably lead to a python script.
This is all I can do without access to the files.
« Last Edit: November 06, 2018, 12:42:37 PM by Wesp5 »
Co Author of Camarilla Edition Mod

Offline Soilie

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Re: Migration of Clans and Disciplines from one Mod to another
« Reply #4 on: November 06, 2018, 12:49:42 PM »
The Disciplines that rely on the 'v' shortcut
About those disciplines called with "v". I know they have some that can't be activated in the regular way, but I never checked out how it is implemented.
I don't have the mod here too but - invisible NPC with "V" dialog to choose variants?

Offline The Shadow Man

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Re: Migration of Clans and Disciplines from one Mod to another
« Reply #5 on: November 06, 2018, 03:10:44 PM »
The Disciplines that rely on the 'v' shortcut
About those disciplines called with "v". I know they have some that can't be activated in the regular way, but I never checked out how it is implemented.
I don't have the mod here too but - invisible NPC with "V" dialog to choose variants?

I believe that's how it works. I got the feeling I will have to manually place the NPC in each map for it to work.