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Author Topic: New Sabbat quests.  (Read 6728 times)

Offline Aloysius

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New Sabbat quests.
« on: August 23, 2015, 09:58:37 AM »
Hey,

So I made quite big steps in the creation of my mod, enough to know I will finish it in a reasonable timeline. So I can let the genie out of the bottle.
(And I need to share a little)
It is a mod that feature new quests, build on CQM 3.1. involving working for a new Sabbat character.
Let's start with a few screenshots:

https://imgur.com/a/zb70i

sm_pawnshop_10000: Meet Michaella, or more exactly, the temporary model I assigned to her. I will come to models later.

la_hub_10001: Just wanted to take this guy on screenshot

hw_hub_10000: This one too. No, the guy is not dealing with a nosferatu.

hw_isaoffice_10001, hw_isaoffice_10002, la_warehouse_1_d0003, la_villa_1_d0000: Some new maps peeks.

You don't see much on the last one, la_villa, this is not where the quest refered to is supposed to take place, it's a other on going map I used to test stuffs.
And no, you won't guess who owns the house.

la_bradbury_1_d0000, la_bradbury_1_d0001: Let's finish with those 2 on the atrium level, I actually never saw this map before the past weeks, it is a incredible map!

Yes I needed to make her say that.
Don't let the nickname she give the PC fool you, you will find out why she call the PC 'sweepy', it's the stuff some other people's nightmares are made off.

A summarize:

The mod feature one "main" quest that goes from after the museum quest to the end of the game. If you take it, you will be a double agent.
7 smaller quests are links to it and obligatory to see all the plot. I will just put the names and status here without spoilers.

Main quest: A double unlife.

smaller quests
Streets ghouls.
Status: tested and complete. Might add a few more choices in dialogs. No new map.

The Toreador, the Artist and the Bully.
Status: tested and complete. Feature a new small map.

Seeds of doubt. Status: tested and complete. Feature a new small map.

It is a Big, big, bad world.
Status: Quest by itself is done and mostly working, but it need 2 new maps I haven't finished yet, they are more complex that the small ones I did for the other quests.
On a side note, this quest is my little baby, don't know what came over me, it's not what I was going to do at first, but I had a vision or something.

Anyway, it slowed me down because of the bigger coding and more importantly, the complex maps it demand. Tested on a other map to check my code, and even if the said map was all wrong for it, I was still impress.

Prelude for a lie.
Status: Mostly done, some bits of code aren't working but I know why. No new map.

Requiem for a snitch.
Status: Didn't do much on this yet, just a bit of code and dlg. No new map.

A ironic turn.
Status: Need 2 new maps as well for it. They are not too complex per say, one is almost done. Good news is, I can do almost everything needed with mapping here, no need for much code.

Note: There should have been a sabbat/kuej-jin related quest between Prelude and Requiem, but I really don't know what to do that would be good.
It will have to wait, and as you likely begin to notice, I have enough stuffs to do at the moment.
Apart from It is a big, big, bad world, and A ironic turn, the quests aren't long to complete.

A double unlife Doesn't do much except some journal entries until the near end game, where it will take over. Make the last levels more realist by giving you a few competent allies to wack the factions leaders and their hordes.
Did a few testing in Hallowbrook hotel and making temporary allies is simple enough. The rest is a surprise.

Tip for future players: going crazy with your weapons isn't going to get you far in this mod. Michaella fire your ass without notice if you do that. The quests are quite varied, but they all have that in common, no mindless fights.
 
Downsides of the mod: no voices over, despite the new characters. Even if the game were very modding friendly with the best tools ever, it still woudn't make voice actors magically appears in front of modders doorstep, and I can't afford to pay them. Will try to make moving lips though.

A word on character models here. While I think most of them don't really need their own model, Michaella sure need one.
The thing is, between mapping, python, dlg and other files, I didn't have time to learn the basics of modeling. A area where I know nothing and doesn't motivate me much. If someone is motivated me to help me in that department, please say so. Really, one model would be enough for the first version.
If noboby can give me a helping hand on model, I will do it myself eventually.

I spent 3 weeks secluded from the world with this, and though, I still have a 1 week time to do the same, I did a lot of heavy work already and is in need of a little more fresh air. I will focus on mapping and complete the 3 maps I still need on a more peaceful rythm, the rest will be less lot demanding after that. That way, I will be able to say I dind't spent ALL my days off with my computer...

I finish with a personal note, like I said, I spent about 3 weeks on this, yes that's all. It is 3 full weeks, meaning that I didn't do anything else, working on a hell train schedule. The reason I say this is because I have read that the end of Vaulderie was the end of true expansions for bloodlines.

Well, it's not. Making expansions to the game, small or big, is possible, and not reserved to long time modders. I had previous exerience from past attempts to mod the game but I had to re-learn most of the things I used to know for cause of long inactivity. As for hammer, the map tool maker, I was still crying on it like a little girl last week, but since then, I completed 2 flawless small maps, almost completed a bigger one, and am on a good way for others.
I made my share of fucked up trial maps before getting to this for sure, but it is worth it.

What I want to say is, if you have or ever had a vision for bloodlines, give it a damn try. If I can do it, anybody can, trust me, I am not a computer wizard and doesn't work at all in that area. 

That's all for now, I think.
« Last Edit: September 04, 2015, 07:11:30 PM by Aloysius »

Offline Malkav

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Re: New Sabbat quests.
« Reply #1 on: August 23, 2015, 10:22:24 AM »
I can't help with models, but if you need someone to proofread your code or dialogs or if you need python help, send me a pm.
Co Author of Camarilla Edition Mod

Offline Wesp5

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Re: New Sabbat quests.
« Reply #2 on: August 23, 2015, 12:39:12 PM »
It is a mod that feature new quests, build on CQM 3.1. involving working for a new Sabbat character.

Just a quick comment, as burgermeister won't want to have this in his CQM, did you talk with the ATM guys if they could use it as their Sabbat plotline?

Offline Aloysius

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Re: New Sabbat quests.
« Reply #3 on: August 23, 2015, 05:51:52 PM »
I can't help with models, but if you need someone to proofread your code or dialogs or if you need python help, send me a pm.

Thanks Malkav, I will probably take you up on proofreading the dialogs.

Just a quick comment, as burgermeister won't want to have this in his CQM, did you talk with the ATM guys if they could use it as their Sabbat plotline?

I understood he didn't have problem with this, as long it doesn't change his own content ?

Fleshartist contacted me about making some Sabbat related maps for their plot. some of them I can make, however, the general plot they have in mind is a very different thing from my own.
One thing is sure, my content will be out before theirs, so I will see how to adapt it.

edit: Sorry about the screenshots, can't figure how to upload them.
If I need to register to some screenshots site or something, it's not possible at the moment. Have a little problem with my email. Oh well, you can download them and view them.

 
« Last Edit: August 23, 2015, 05:56:35 PM by Aloysius »

Offline Wesp5

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Re: New Sabbat quests.
« Reply #4 on: August 23, 2015, 07:18:11 PM »
I understood he didn't have problem with this, as long it doesn't change his own content?

Hm, so your mod will be a Sabbat expansion to CQM 3.1 and he will then later release 4.0 with a different Sabbat plotline? This makes little sense.

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One thing is sure, my content will be out before theirs, so I will see how to adapt it.

I thought they plan to release ATM 1.1 soon before interest fades and your Sabbat plot could be a good replacement until they get their own started. Which is different to the CQM issue because burgermeister is already busy with his plot whereas the ATM one is all still in planning stage right now!

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Oh well, you can download them and view them.

I think you can actually attach pictures to the posts here, so you could do that next time. As for the screenshots themselves, I think the texture usage in some of the new maps is strange, like it looks to colorful with the wooden walls opposite to a not wooden wall. Also there is not need for a " " before "?"!

Offline Aloysius

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Re: New Sabbat quests.
« Reply #5 on: August 23, 2015, 08:30:17 PM »
Hm, so your mod will be a Sabbat expansion to CQM 3.1 and he will then later release 4.0 with a different Sabbat plotline? This makes little sense.

It makes perfect sense actually. It is a matter of self interest. I hope some other people will try it and like it, but to be properly motivated, I need to think on what I want to see in the game. If Burgermeister had not made CQM 3.1, I would still be doing this on 3.0. I can't concieve Bloodlines without it.

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I thought they plan to release ATM 1.1 soon before interest fades and your Sabbat plot could be a good replacement until they get their own started. Which is different to the CQM issue because burgermeister is already busy with his plot whereas the ATM one is all still in planning stage right now!

Planning stage, exactly. This means that when 1.1 is out, I can integrate my content into Antitribu, see if they like it, and then, if they want to change their plans or whatever, nothing will be stopping them.

I am willing to give them a helping hand with mapping, but I have no particular interest in Antitribu as a player, that make it difficult to become a team member.

One remark, on plots differences, Antitribu and Burgermeister plots are about joining the Sabbat. Mine is not. You work for 1 Sabbat character, who is not a stereotype character. In fact, it is more about this particular character, than it is about the Sabbat itself. And that's why it should fit in with any other Sabbat plot on the long run, with a little work to adapt the circumstances of my quests, if necessary.

Bloodlines new content is so rare, that I don't see a problem with having it in both mods, CQM first, then Antitribu.

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I think you can actually attach pictures to the posts here, so you could do that next time. As for the screenshots themselves, I think the texture usage in some of the new maps is strange, like it looks to colorful with the wooden walls opposite to a not wooden wall. Also there is not need for a " " before "?"!

Ha, ha, you have discovered my malkavian taste for decoration... No really, a malkavian did it. Seriously, I have trouble choosing the right textures sometimes, beside, trying to make the maps look like a litlle different, can produce strange results. I change the textures all the time. The most chocking ones for the eyes will be change before release.

You mean there is no need for space before "?" in dialogs ? It 's just a habit I have. Do you think it's bad for the eyes ?

Offline Wesp5

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Re: New Sabbat quests.
« Reply #6 on: August 23, 2015, 10:05:27 PM »
If Burgermeister had not made CQM 3.1, I would still be doing this on 3.0. I can't concieve Bloodlines without it.

Okay, but soon after your expansion for CQM 3.1 is out, you need to do the whole thing over for CQM 4.0 :).

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Bloodlines new content is so rare, that I don't see a problem with having it in both mods, CQM first, then Antitribu.

This sounds like a plan, but just ask burgermeister: keeping a mod updated with other mods is a lot of work!

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You mean there is no need for space before "?" in dialogs ? It 's just a habit I have. Do you think it's bad for the eyes ?

Yes. And besides that, it really looks out of place because all other dialogue in the game does not do this ;)...

Offline Aloysius

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Re: New Sabbat quests.
« Reply #7 on: August 24, 2015, 05:59:46 PM »
Okay, but soon after your expansion for CQM 3.1 is out, you need to do the whole thing over for CQM 4.0 :).

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This sounds like a plan, but just ask burgermeister: keeping a mod updated with other mods is a lot of work!

It depends. You see, my mod doesn't change anything from CQM and neither from the original game. The only changes to import from one mod to another are new python codes and new entities on existing maps. All the rest is made of new files that only need to be copy/past.
I made changes of plans for that reason too, easier and faster import to other mods.


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Yes. And besides that, it really looks out of place because all other dialogue in the game does not do this ;)...

You know Wesp, you may have caugh my weakness here. The lack of attention for visual details. I will correct this one then, but personally, I don't think it's that important.

Offline Wesp5

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Re: New Sabbat quests.
« Reply #8 on: August 24, 2015, 08:02:55 PM »
I made changes of plans for that reason too, easier and faster import to other mods.

That's not exactly what I meant. I meant that if your mod sets up on other mods that are still in development you will need to update your mod every time one of the other mods gets updated! And this is what almost drove burgermeister crazy when he wanted to keep up with the UP and CE ;)...

Offline burgermeister01

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Re: New Sabbat quests.
« Reply #9 on: August 24, 2015, 08:33:44 PM »
Hey guys  :razz:

First I just want to commend Aloysius on his hard work so far to make some new content for the game - and furthermore his positive attitude about Bloodliens modding. We all like to bitch and moan about what a pain in the ass it is to modify the game, but with the right attitude you can see that it is very possible to make new stuff!

I think you have the right approach to build on CQM 3.1. I am honored that you like my mod so well to ONLY play the game with it installed, and to build your mod on top of it. I mean, I expect it's going to be a looooong time before either myself or ATM has anything ready for you to work with. CQM 4,0 is a long way off, is what I'm trying to say. So no sense in waiting for me to make whatever I'm doing before creating your own mod. And as far as having CQM3.1 + Aloysius' Sabbat additions vs CQM4.0 -- well as I keep saying, this game needs more mods, more things to drum up interest. Some people are critical that I am making a Sabbat story when ATM is already in progress and I'm just like "There can be more than one Sabbat mod, it's not a problem!" lol

But all that said, I would re-iterate Wesp's warning about integrating and re-integrating. It has driven me mad, and that's why I don't want to do it anymore lol. You think it's going to be something simple, but don't overlook the possibility of some change in the other mod affecting the changes you've made and fucking everything up. I'll give you an example:
In CQM, for the Ventrue quest there is the NPC Lorenzo, as Lasombra. I have named him "Lasombra" on many of the maps. So scripts referring to him use "Lasombra". However, in Hallowbrook hotel there are some Lasombra characters that fly around in the room on the 3rd floor whom you have to fight. They are also called "Lasombra". Now UP uses a script in vamputil that runs on every map that refers to an entity called "Lasombra", which sets the model or hides the entity. So it was fucking up the Ventrue quest and it took me several hours to figure out what was happening. It had nothing to do with my scripts and I could not have expected to see some minor line of code in vamputil affecting my stuff so dramatically.

Anyways, it probably wouldn't make sense for there to be two, maybe conflicting Sabbat storylinse in the same mod, so updating when 4.0 is out may not even be an issue!

Offline Aloysius

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Re: New Sabbat quests.
« Reply #10 on: August 25, 2015, 03:57:52 PM »
You guys might be right about integrating in more than one mod, the only way to know for sure will be to do it and see how it goes. But I stay optimist.

Like Burgermeister said it, neither CQM or ATM will be stopping development anytime soon. And it's not like a new version is released every month.

I will probably find a way to integrate my content into the CQM sabbat content, because I doubt to be able to choose between my content and Burgermeister's, so I will figure something out when the time come, even if I have to make serious adjustments to my stuffs.

And yes, CQM is just THAT good.

We will see about Antitribu, when their own big Sabbat plot is out, maybe I won't bother to re-integrate my content into it.

In other news, I finished a other map needed for my content. That leave 2 more to go. (well, I still have to fill the map with various stuffs, but I am done with the drawing and fixing the leaks errors, that one was a tough customer)

Offline Aloysius

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Re: New Sabbat quests.
« Reply #11 on: August 31, 2015, 03:39:51 PM »
A little update, I am almost done with my maps, a few more filling up, and I can go back to coding. Will post a few more screenshots when the maps are fully filled.

I decided to change 'the ironic turn' quest so it need only 1 new map, the reason being that I can't get what I want with the second map I was making for it, and I really need to be done with new maps for those quests.

On a side note, for future projects, I will avoid making severals quests intertwine with each other, it give me the feeling to never be done.
I got back to work today, so my time for modding is more limited, however, I did enough to be sure I can release the all thing soon, probably around October.

Offline Wesp5

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Re: New Sabbat quests.
« Reply #12 on: August 31, 2015, 07:45:54 PM »
I did enough to be sure I can release the all thing soon, probably around October.

A cool release date for anything vampire related is Halloween :)! Most of the time Bloodlines is on Steam sale then as well so publicity will be high...

Offline Aloysius

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Re: New Sabbat quests.
« Reply #13 on: September 04, 2015, 05:20:14 PM »
Screenshots of the new maps:

https://imgur.com/a/Pec8Q

No need to download anymore.

If you see some fog textures on the exterior maps, it's just me experimenting stuffs around. Will change that with some other details before the release.

All in all, it could use more furnitures and decorum on some parts, but I find this part of the job quite boring, so I am saving it for last. I also need guards to patrol places, working on that now.

The bbw house have its share of talkative NPC, but they are on a other test map for now, just putted one of them because I made a little easter egg in her dialogs.

Next step, importing the bbw quest to the approriate maps, finish the 3 unfinished quests, and make the ending I have in mind.

I have a little dilemma, if you want to give me your opinion, depending if the player doesn't do certains actions near the ending, he/she will end up in a impossible situation to win a few hours later. It is supposed to be that way, to illustrate that you can't win without using your brain, but I was wondering, should I put hints in the journal entries regarding this, or not ?
« Last Edit: September 04, 2015, 07:12:43 PM by Aloysius »

Offline burgermeister01

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Re: New Sabbat quests.
« Reply #14 on: September 04, 2015, 06:13:31 PM »
Hey man, that upload site requires you to install spyware to use it. We can't see your screen shots like that. Surely there must be a better way?

Secondly, I have to strongly suggest you DON'T set players up to fail way after the fact. No matter how intuitive you think your quests are, people are bound to get confused, do something wrong, and there's nothing more frustrating than playing a game only to find out that your'e stuck with no recourse. If you want to screw over a player for making bad decisions, at least make the consequences immediate.