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Author Topic: Pen and Paper Mod  (Read 77392 times)

Offline [archive] Wesp5

  • Antediluvian
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  • Posts: 2767
Re: Pen and Paper Mod
« on: December 10, 2004, 10:40:00 AM »
                Edit: Archive is a little messed up, Offkorn released this mod, not Wesp.

This is a Mod to convert parts of the game to more closely mimic P&P. Changes are listed below.
 
     * All clans now start with the ability to buy one of either Celerity, Fortitude, or Potence (depending on clan) if they couldn’t buy those Disciplines before. I would’ve made all available, but that disables use of the hotkeys.
     * Discipline costs have been altered as follows:
           o Animalism – Levels 3-4 cost 1, levels 1, 2, and 5 have no cost.
           o Auspex – No blood cost for activation.
           o Blood Buff – Costs 3 Blood. Adds +1 Strength and +2 Dexterity. Extended duration.
           o Blood Heal – Costs 3 Blood.
           o Celerity – No changes.
           o Dementation – Level 1 has no cost, levels 2-4 cost 1, and level 5 costs 2.
           o Dominate – Levels 1, 2, and 4 have no cost, levels 3 and 5 cost 1.
           o Fortitude – Adds to your Soak Pools. No blood cost, semi-permanent effect.
           o Obfuscate – No blood cost, extended duration.
           o Potence – No blood cost, near-permanent effect. End with F8.
           o Presence – No blood cost, altered durations.
           o Protean – Extended effect, adds +1 Perception instead of +1 Wits, end effect with F8 key.
           o Thaumaturgy – All levels cost 1 blood.
     * Slight changes to Feat requirements:
           o Hacking – Determined by Intelligence + Computers
           o Intimidate – Determined by Manipulation + Intimidation
           o Persuasion – Determined by Charisma + Subterfuge
     * Slight changes to starting Attribute/Ability orders for certain clans.
     * Removed extra graphical effects from Fortitude and Potence that appeared on the character.
     * Stamina now adds to your Lethal Soak, as well as your Bashing Soak.
     * Incorperated Wesp’s restored Blood Heal Discipline, then altered it.
     * Essentially removed the Health Regen gained by Feeding, and drastically slowed down auto-healing.
     * Auto-Renew only affects Celerity and Protean.
     * Have access to 16 new clans (info in an included txt file):
           o Assamite Sorcerer
           o Assamite Vizier
           o Assamite Warrior
           o Baali
           o Daughters of Cacophony
           o Followers of Set
           o Gangrel antitribu (City)
           o Giovanni
           o Lasombra
           o Nagaraja
           o Ravnos
           o Salubri antitribu
           o Samedi
           o True Brujah
           o Tzimisce
           o Tzimisce (Old Clan)
 
 The Mod is a stand-alone file, you need NOTHING else. Version 3.01 can be found at <a class="BoardRowBLink" href="http://www.offkorn.com/files/PP_Mod_v301.rar.">http://www.offkorn.com/files/PP_Mod_v301.rar.</a>
 
 Details on the Combat Addon for this Mod can be seen at <a class="BoardRowBLink" href="http://www.offkorn.com/blog/?p=1203.">http://www.offkorn.com/blog/?p=1203.</a> 
 
 Also included is the file used to skip the opening movies, as well as the ability to change the camera’s position in 3rd person view, instructions are in the Readme file. Additionally; 3 of the guides I wrote for GameFAQs are included, as are some simple methods to help increase your game performance.
 
 Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€œ-----------
 Unofficial Patch Compatibility
 Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€œ-----------
 
 If installed last this Mod is compatible with Wesp5's "basic" unofficial patch, Tessera’s "True Patch" and the Stripped Patch at <a class="BoardRowBLink" href="http://www.offkorn.com/blog/?p=1206">http://www.offkorn.com/blog/?p=1206</a>
 
 ------------------------------
 
 I recently went about linking to the known Player-made skins for this Mod:
 
 <li>Baali Male: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=450">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=450</a> </li>
 <li>Daughter of Cacophony Female: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=526">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=526</a> </li>
 <li>Follower of Set Male: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=465">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=465</a> </li>
 <li>Giovanni Male: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=482">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=482</a> </li>
 <li>Lasombra Female: <a class="BoardRowBLink" href="http://vh.noirscape.org/files.php?action=showfile&file=219">http://vh.noirscape.org/files.php?action=showfile&file=219</a> </li>
 <li>Lasombra Male: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?">http://www.vampire-network.net/modules.php?</a> </li>name=Downloads&d_op=viewdownloaddetails&lid=159&ttitle=Skin_Lasombra[/li][/list]
 <li>Nagaraja Female: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=417">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=417</a> </li>
 <li>Tzimisce Male: <a class="BoardRowBLink" href="http://paine.planetvampire.gamespy.com/?action=files&op=view&id=461">http://paine.planetvampire.gamespy.com/?action=files&op=view&id=461</a> </li>
 
 There are also a few player-made skins which I believe could be easily adapted to one of the new clans:
 
 <li>Asian Gangrel: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=234&ttitle=Asian_Gangrel_Female">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=234&ttitle=Asian_Gangrel_Female</a> </li>
 <li>Asian Purple Malkavian: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=180&ttitle=Asian_Purple_Malkavian_Girl">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=180&ttitle=Asian_Purple_Malkavian_Girl</a> </li>
 <li>Imalia the Nossie: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=275&ttitle=Imalia_the_nossie">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=275&ttitle=Imalia_the_nossie</a> </li>
 <li>Mad Malk: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=158&ttitle=Mad_Malk">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=158&ttitle=Mad_Malk</a> </li>
 <li>Malkavian Goth Girl: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=73&ttitle=Malk_goth_girl">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=73&ttitle=Malk_goth_girl</a> </li>
 <li>Toreador Model Pack: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=273&ttitle=Toreador_Model_Pack">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=273&ttitle=Toreador_Model_Pack</a> </li>
 <li>Toreador Reskin: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=64&ttitle=Toreador_reskin">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=64&ttitle=Toreador_reskin</a> </li>
 <li>Yukie Malkavian: <a class="BoardRowBLink" href="http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=130&ttitle=Yukie_Malkavian">http://www.vampire-network.net/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=130&ttitle=Yukie_Malkavian</a> </li>
 
 ----------------------------
 
 Information on the new clans:
 
 <blockquote><strong>Offkorn</strong> posted:<hr noshade>-----------------------------------------------------------------------------
 
 The new clans can be chosen by either answering the questions, or by using
 the menu system. If you use the menu system, click on the choice you want,
 it sometimes gets sticky if you use the number keys.
 
 Any suggestions on alternate Merits/Flaws would be greatly appreciated, I
 had to make most of these up on the fly when the clan's real weakness
 didn't translate into the game well.
 
 Anyway, here's the list:
 
 -----------------------------------------------------------------------------
 Key
 -----------------------------------------------------------------------------
 
 Names in Parenthesis indicate the discipline they should have, but can't due
 to lack of a SDK.
 
 The clan name following the "Affected by Template Issue" section indicates
 which clan is currently overriding it. Basically this means you'll see the
 named clan's info and clan symbol instead of the clan it should be, and
 the game will use that clan's auto-level template.
 
 For example:
 
 The Gangrel antitribu clan is being overwritten by the Gangrel clan. This
 means when you choose Gangrel antitribu as your clan, you will see the
 Gangrel's clan symbol and information instead of the antitribu's information.
 It will also use the Gangrel's auto-level template instead of the antitribu's.
 
 All the other attributes will be the correct attributes. What this means is
 that you can't use the auto-level feature for clans that are being
 overwritten, and you can only choose from Histories available to the clan
 being overridden.
 
 This does have one benefit though; clans effected by the template issue for
 one of the default clans are able to buy Armor, while those that aren't (due
 to an annoying hidden clan value list) can't.
 
 -----------------------------------------------------------------------------
 
 Sabbat:
 
 -----------------------------------------------------------------------------
 1) City Gangrel
 -----------------------------------------------------------------------------
 
 Merit: Extra +5 to Physical Attributes when frenzied
 Flaw: -1 on Frenzy checks
 
 Attribute Order: Physical_Mental_Social
 Ability Order: Talents_Skills_Knowledges
 
 Clan Disciplines: Celerity, Obfuscate, Protean
 Extra Discipline: Potence
 
 Affected by Template Issue: Yes, Gangrel
 
 -----------------------------------------------------------------------------
 2) Lasombra
 -----------------------------------------------------------------------------
 
 Merit: +1 to Sneak Feat
 Flaw: Appearance costs x6 current rating XP to raise
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Skills_Knowledges_Talents
 
 Clan Disciplines: Dominate, Obfuscate (Obtenebration), Potence
 Extra Discipline: Celerity
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 3) Salubri antitribu
 -----------------------------------------------------------------------------
 
 Merit: +1 to Melee Feat
 Flaw: Cannot feed on Blood Dolls
 
 Attribute Order: Physical_Mental_Social
 Ability Order: Skills_Talents_Knowledges
 
 Clan isciplines: Auspex, Fortitude, Presence (Valeren)
 Extra Discipline: Potence
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 4) Tzimisce
 -----------------------------------------------------------------------------
 
 Merit: +1 to Appearance and +1 to Intimidate Feat
 Flaw: Humanity Max of 6, costs x4 current rating XP to raise
 
 Attribute Order: Mental_Physical_Social
 Ability Order: Knowledges_Skills_Talents
 
 Clan Disciplines: Animalism, Auspex, Protean (Vicissitude)
 Extra Discipline: Fortitude
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 
 Independent:
 
 -----------------------------------------------------------------------------
 1) Assamite Sorcerer Caste
 -----------------------------------------------------------------------------
 
 Merit: Access to Thaumaturgy
 Flaw: -1 to Sneaking Feat
 
 Attribute Order: Mental_Physical_Social
 Ability Order: Knowledges_Skills_Talents
 
 Clan Disciplines: Celerity (Quietus), Obfuscate, Thaumaturgy
 Extra Discipline: Fortitude
 
 Affected by Template Issue: Yes, Tremere
 
 -----------------------------------------------------------------------------
 
 -----------------------------------------------------------------------------
 2) Assamite Vizier Caste
 -----------------------------------------------------------------------------
 
 Merit: +1 to Finance
 Flaw: Investigation costs x6 current rating XP to raise
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Knowledges_Skills_Talents
 
 Clan Disciplines: Auspex, Celerity, Dominate (Quietus)
 Extra Discipline: Fortitude
 
 Affected by Template Issue: Yes, Assamite Warrior Caste
 
 -----------------------------------------------------------------------------
 3) Assamite Warrior Caste
 -----------------------------------------------------------------------------
 
 Merit: +1 to Melee Feat
 Flaw: -2 on Frenzy checks
 
 Attribute Order: Physical_Mental_Social
 Ability Order: Skills_Talents_Knowledges
 
 Clan Disciplines: Celerity, Fortitude (Quietus), Obfuscate
 Extra Discipline: Potence
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 4) Baali
 -----------------------------------------------------------------------------
 
 Merit: +2 to Research Feat
 Flaw: -2 Humanity, Humanity costs x4 current rating XP to raise
 
 Attribute Order: Social_Mental_Physical
 Ability Order: Talents_Knowledges_Skills
 
 Clan Disciplines: Auspex (Daimoinon), Obfuscate, Presence
 Extra Discipline: Celerity
 
 Affected by Template Issue: Yes, Followers of Set
 
 -----------------------------------------------------------------------------
 5) Daughters of Cacophony
 -----------------------------------------------------------------------------
 
 Merit: +1 to Persuasion Feat
 Flaw: Perception Max of 3
 
 Attribute Order: Social_Mental_Physical
 Ability Order: Talents_Skills_Knowledges
 
 Clan Disciplines: Fortitude, Dementation (Melpominee), Presence
 Extra Discipline: Celerity
 
 Affected by Template Issue: Yes, Toreador
 
 -----------------------------------------------------------------------------
 6) Followers of Set
 -----------------------------------------------------------------------------
 
 Merit: Subterfuge costs x2 current rating XP to raise
 Flaw: Perception Max of 4
 
 Attribute Order: Social_Mental_Physical
 Ability Order: Talents_Knowledges_Skills
 
 Clan Disciplines: Fortitude (Serpentis), Obfuscate, Presence
 Extra Discipline: Celerity
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 7) Giovanni
 -----------------------------------------------------------------------------
 
 Merit: $500 starting cash
 Flaw: Cannot feed on blood dolls or Heather
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Knowledges_Talents_Skills
 
 Clan Disciplines: Auspex (Necromancy), Dominate, Potence
 Extra Discipline: Fortitude
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 8) Nagaraja
 -----------------------------------------------------------------------------
 
 Merit: Fortitude (Necromancy) only costs x4 current rating XP to raise
 Flaw: Social attributes have a Max of 3
 
 Attribute Order: Mental_Physical_Social
 Ability Order: Knowledges_Skills_Talents
 
 Clan Disciplines: Auspex, Dominate, Fortitude (Necromancy)
 Extra Discipline: Celerity
 
 Affected by Template Issue: Yes, Ventrue
 
 -----------------------------------------------------------------------------
 9) Ravnos
 -----------------------------------------------------------------------------
 
 Merit: Manipulation only costs x3 current rating XP to raise
 Flaw: -2 on Frenzy checks
 
 Attribute Order: Social_Physical_Mental
 Ability Order: Talents_Skills_Knowledges
 
 Clan Disciplines: Animalism, Dementation (Chimerstry), Fortitude
 Extra Discipline: Celerity
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 10) Samedi
 -----------------------------------------------------------------------------
 
 Merit: Melee and Firearms only cost x2 Current rating XP to raise
 Flaw: Appearance and Seduction Max of 0.
 
 Attribute Order: Physical_Mental_Social
 Ability Order: Skills_Talents_Knowledges
 
 Clan Disciplines: Fortitude, Obfuscate, Potence (Thanatosis)
 Extra Discipline: Celerity
 
 Affected by Template Issue: Yes, Nosferatu
 
 -----------------------------------------------------------------------------
 11) True Brujah
 -----------------------------------------------------------------------------
 
 Merit: +2 to Frenzy checks
 Flaw: Cannot learn Celerity, Humanity costs x4 current rating XP to raise
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Knowledges_Talents_Skills
 
 Clan Disciplines: Dominate (Temporis), Potence, Presence
 Extra Discipline: Fortitude
 
 Affected by Template Issue: Yes, Brujah
 
 -----------------------------------------------------------------------------
 12) Tzimisce, Old Clan
 -----------------------------------------------------------------------------
 
 Merit: Intelligence only costs x3 current rating to raise
 Flaw: Humanity Max of 7, costs x4 current rating XP to raise
 
 Attribute Order: Mental_Physical_Social
 Ability Order: Knowledges_Skills_Talents
 
 Clan Disciplines: Animalism, Auspex, Dominate
 Extra Discipline: Potence
 
 Affected by Template Issue: Yes, Tzimisce
 
 -----------------------------------------------------------------------------
 -----------------------------------------------------------------------------
 
 Original Clans:
 
 -----------------------------------------------------------------------------
 1) Brujah
 -----------------------------------------------------------------------------
 
 Merit: +1 to Brawl
 Flaw: -2 on Frenzy checks
 
 Attribute Order: Physical_Social_Mental
 Ability Order: Skills_Talents_Knowledges
 
 Clan Disciplines: Celerity, Potence, Presence
 Extra Discipline: Fortitude
 
 -----------------------------------------------------------------------------
 2) Gangrel
 -----------------------------------------------------------------------------
 
 Merit: +5 to Strength, Wits, and Stamina during Frenzy
 Flaw: -1 on Frenzy checks
 
 Attribute Order: Physical_Mental_Social
 Ability Order: Talents_Skills_Knowledges
 
 Clan Disciplines: Animalism, Fortitude, Protean
 Extra Discipline: Celerity
 
 -----------------------------------------------------------------------------
 3) Malkavian
 -----------------------------------------------------------------------------
 
 Merit: +2 to Inspection Feat
 Flaw: Madness
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Knowledges_Talents_Skills
 
 Clan Disciplines: Auspex, Dementation, Obfuscate
 Extra Discipline: Fortitude
 
 -----------------------------------------------------------------------------
 4) Nosferatu
 -----------------------------------------------------------------------------
 
 Merit: Rats do not flee, and gain extra blood from rats
 Flaw: Appearance max of 0. Monstrous visage can cause a Masquerade Violation
 
 Attribute Order: Mental_Physical_Social
 Ability Order: Skills_Knowledges_Talents
 
 Clan Disciplines: Animalism, Obfuscate, Potence
 Extra Discipline: Fortitude
 
 -----------------------------------------------------------------------------
 5) Toreader
 -----------------------------------------------------------------------------
 
 Merit: All Humanity gains are doubled, cheaper cost to raise Humanity
 Flaw: Perception Max of 3
 
 Attribute Order: Social_Physical_Mental
 Ability Order: Talents_Skills_Knowledges
 
 Clan Disciplines: Auspex, Celerity, Presence
 Extra Discipline: Potence
 
 -----------------------------------------------------------------------------
 6) Tremere
 -----------------------------------------------------------------------------
 
 Merit: Has access to Thaumaturgy
 Flaw: Physical Attribute max of 4
 
 Attribute Order: Mental_Social_Physical
 Ability Order: Knowledges_Talents_Skills
 
 Clan Disciplines: Auspex, Dominate, Thaumaturgy
 Extra Discipline: Celerity
 
 -----------------------------------------------------------------------------
 7) Ventrue
 -----------------------------------------------------------------------------
 
 Merit: Can use Dominate in dialog
 Flaw: Gains no blood from rats, feeding on bums may cause vomiting
 
 Attribute Order: Social_Mental_Physical
 Ability Order: Talents_Knowledges_Skills
 
 Clan Disciplines: Dominate, Fortitude, Presence
 Extra Discipline: Potence
 -----------------------------------------------------------------------------<hr noshade></blockquote>                        <p> </p>-----signature-----<div id="ctl00_ctl00_cphMain_cphMain_ccSkin_ctl00_ucBoardTopicView_ccSkin_ctl00_rptMessages_ctl00_ucMessageView_ccSkin_ctl00_ucBoardSignature_lnlSignatureText" class="SignatureText">           <i>Nemo non Morior</i>
 <a target="boardLink" href="http://www.offkorn.com/blog/?page_id=46">Anime Overviews</a>
 <a target="boardLink" href="http://www.offkorn.com/blog/?page_id=157">Kindred of the oWoD</a>
 <a target="boardLink" href="http://www.offkorn.com/blog/?page_id=11">MP3 Player Playlist</a>
    </div>                                                    
« Last Edit: June 14, 2010, 01:53:56 AM by Signothorn »

Offline [archive] DieGiantMonsterDie

  • Fledgling
  • *
  • Posts: 4
Re: Pen and Paper Mod
« Reply #1 on: December 10, 2004, 04:01:00 PM »
                In Reply To #1
 
 Is there any way you can make Protean pick and choose the level of the discipline you're going to use?
 
 In other words... in combat, you probally want to go for the strongest combat discipline possible, and the earlier uses (Gleam of the Red Eye) are bundled in with Wolf's Claws, War Form, etc.
 
 Is there any way that you can make it so one can only activate Gleam of the red eye, or only activate Wolf's Claws in stead of the full War form, or only the War Form?
 
 Seeing in the dark is great... unless it eliminates the shadows entirely and prevents you from using normal stealth all together... which I do believe it does.                        

 

                                                  

Offline [archive] Offkorn

  • Antediluvian
  • *****
  • Posts: 5024
Re: Pen and Paper Mod
« Reply #2 on: December 10, 2004, 04:28:00 PM »
                Here is the relevent information on the Combat Addon for this Mod. The most up-to-date information can be found in its thread over here:
 http://forumplanet.gamespy.com/bloodlines_modding/b50392/7536041/p1/?27
 
 ------------------------
 
 Ever wonder why almost every enemy in the game had more HP then you, and yet you could still walk right over them? Ever wonder why despite being barely a month old vampire, you can just casually waltz around utterly destroying everything in sight with little to no effort? How about wondering why having only 5/10 points in a combat Feat was enough to mow down the opposition?
 
 Well, if you answered 'yes' to any of those, this might be the Addon for you.
 
 What this Companion Addon for the P&P Mod basically does is alter every weapon in the game to do damage equivalent to it's P&P incarnation. This, in essence, makes combat quite a bit deadlier (for both you and your opponent).
 
 It does several other things as well, which are explained in a bit more detail below. Having the P&P Mod installed is not necessary for this Addon to work, as long as you don't install the stats.txt file, but using it without that Mod may cause bugs.
 
 ----------------------------
 
 I ran through the game with this Addon twice now, once as a Melee Brujah, and once as a Ranged Malkavian. If you decide to try out this Addon, you should not underestimate how much damage your opponents are capable of dealing to you.
 
 Any feedback from other users of the Addon would be greatly appreciated.
 
 You can download Version 1.55 here:
 http://files.filefront.com/PP+Mod+Combat+Addon+v155/;8204285;;/fileinfo.html
 
 Now, for some excerpts from the Readme files:
 
 ------------------------------------------------------------
 Description:
 ------------------------------------------------------------
 
 What this Addon does is alter the various weapons to do damage equivalent to their P&P incarnations. Due to the Damage Formula the game uses being uneditable, I had to use an alternate method to achieve the desired results.
 
 I did this by having the 'Base Damage' and 'Combat Requirement' stats be the same for each weapon, making Lethality alone determine how much maximum damage a weapon would do. For more details on this, see the included 'Weapons List.txt' file.
 
 Explanatory Interlude:
 

The Damage Formula used by the game is as follows:
 
 Damage = Base Damage * (Lethality ± Combat Ability Modifier)
 
 10 Points of damage is equal to 1 Damage Die as far as the Game is concerned.
 
 The opponent's Defense Feat is subtracted from the Lethality in the formula above. Their Soak Feat is applied after the equation has finished.

 
 The Addon also reduces the Player's Max_Health to 70, as well as changes the Defense Feat from Wit+Dodge to Dex+Dodge and the Sneak Feat from Dex+Stealth to Wit+Stealth. To accommodate this change, the NPCs in the Full Version have had their Dex/Wit stats switched where doing so made sense. If you use the Basic Version, it would probably be a good idea to use the original 'Feats.txt' file included with this Addon.
 
 Specific Full Version changes:
 
 This Version alters all the NPC stats to fit with P&P. This generally boiled down reducing Max_Health to 70 and raising Blood Pool to 10, though obviously not all NPCs have those values. There were various other inconsistencies I ran across however, and they were altered as well. Such as the Sheriff not having the correct boost from the Marauder form, and some hunters with Numina missing Faith Points.
 
 In order to fix the issue with Ranged weapons relying on Perception/Firearms for damage, I went about altering all Ranged using NPCs to have Firearms and Perception scores of 5. This has the effect of making NPCs do the correct P&P damage with Firearms. The player still has to raise it manually with XP unfortunatly, but the Player also has access to disciplines and tactics that the NPCs do not, so I believe it all evens out in the end. This change is only present in the Full Version.                        

 

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Offline [archive] mazer7947370

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Re: Pen and Paper Mod
« Reply #3 on: December 11, 2004, 06:11:00 AM »
                Wow, I was just going to start the long arduous journey of making all these changes myself, and I found this post. Thanks a million!                        

 

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Offline [archive] Killerguppi

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Re: Pen and Paper Mod
« Reply #4 on: December 11, 2004, 07:09:00 AM »
                Fortitude and Strength are way overpowered in this manner.
 
 Fortitude makes you near invincible because of Auto-Soak, and Strength always delivers unsoakable damage.                        

 

                                                  

Offline [archive] mazer7947370

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Re: Pen and Paper Mod
« Reply #5 on: December 11, 2004, 08:19:00 AM »
                In Reply To #1
 
 Ok so far, really digging the mod, this is far closer to the PnP system, and the way it should be.
 
 However, I'm getting Datatable errors in small areas such as The Bailbond Office and also Gimble's Protestics. These datatable errors refer to Discipline timers. It repeats in the console very rapidly and actually proceeds to lockup my system to almost reboot proportions. Is there a console dump comand I can use to get the exact wording on the error and post here?
 
 Any help appreciated.
 
 As for suggestions...
 
 1.How about a true first person experience? Where feeding, brawling, and protean don't take you out of first person? I realize this is a tough nut to crack, but it'd be very cool.
 
 2.When talking to npc's, is there anyway to not have the perspective taken away and zoomed into that npc's face? It's more immersive for me to retain control of where my character is looking.
 
                       

 

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Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #6 on: December 11, 2004, 10:08:00 AM »
                In Reply To #5
 
Killerguppi posted:

 Fortitude and Strength are way overpowered in this manner.
 
 Fortitude makes you near invincible because of Auto-Soak, and Strength always delivers unsoakable damage.</quote>
 
 No? Really? Thats what they're supposed to do, this is a pen and paper mod, not a game balance mod.
 
 [added Dec 11 2004  5:13AM]
 
 In Reply To #6
 <quote by="mazer">
 In Reply To #1
 
 Ok so far, really digging the mod, this is far closer to the PnP system, and the way it should be.
 
 However, I'm getting Datatable errors in small areas such as The Bailbond Office and also Gimble's Protestics. These datatable errors refer to Discipline timers. It repeats in the console very rapidly and actually proceeds to lockup my system to almost reboot proportions. Is there a console dump comand I can use to get the exact wording on the error and post here?
 
 Any help appreciated.
 
 As for suggestions...
 
 1.How about a true first person experience? Where feeding, brawling, and protean don't take you out of first person? I realize this is a tough nut to crack, but it'd be very cool.
 
 2.When talking to npc's, is there anyway to not have the perspective taken away and zoomed into that npc's face? It's more immersive for me to retain control of where my character is looking.
 
 

 
 Those will definatly be some things to look into. As for my next immediate project i'm going to add in all/most of the missing clans. Unfortuantly, untill someone cracks the disicpline limit I won't be able to add in their special disciplines.
 
 What I will do is add the ability to select the clans, pointers to copies of existing models that will be renamed to the correct files (so that any modlers/skinners can easily add to this, since I suck at both those fields), add in the starting point sprends, autoleveling templates, and descriptions. I assume this will be finished around monday (I hope). Then I'll get back to trying to crack the disciplines if someone else doesn't beat me to it.                        

 

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Offline [archive] Killerguppi

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Re: Pen and Paper Mod
« Reply #7 on: December 11, 2004, 11:19:00 AM »
                Didn´t dig my post:
 
 Fortitude should not auto-soak, and strength not be unsoakable.
 
 Can that be done or are you just in for making a munchkin-mod?                        

 

                                                  

Offline [archive] dcpDarkMatter

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Re: Pen and Paper Mod
« Reply #8 on: December 11, 2004, 03:04:00 PM »
                This is a very good start, I must say.  I have but one complaint as it stands - none of the occult items (Fae Charm, Galdjum, Bloodstar, etc.) affect my character.  Is this intended, or just an accident?                        

 

                                                  

Offline [archive] Presage33350102

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Re: Pen and Paper Mod
« Reply #9 on: December 11, 2004, 05:12:00 PM »
                In Reply To #9
 
DarkMatter posted:

 In Reply To #8
 
Killerguppi posted:

 ....Fortitude should not auto-soak, and strength not be unsoakable....

 Why not?  This *is* a PnP mod, and that's the system Fortitude and Potence use in PnP.

 In PnP, Potence provides automatic damage successes and fortitude just adds dice to your soak pool and allows you to soak aggravated damage.
 I'm personally hoping that someone will start a pnp project, or that Jemy and Skyra (if I remember correctly) restart WoDMOD since it'd be an extremely ambitious project for just one person to work on.                        

 

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Offline [archive] dcpDarkMatter

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Re: Pen and Paper Mod
« Reply #10 on: December 11, 2004, 11:53:00 AM »
                In Reply To #8
 
Killerguppi posted:

 ....Fortitude should not auto-soak, and strength not be unsoakable....

 Why not?  This *is* a PnP mod, and that's the system Fortitude and Potence use in PnP.                        

 

                                                  

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Offline [archive] PaladinMusashi

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Re: Pen and Paper Mod
« Reply #11 on: December 11, 2004, 02:35:00 PM »
  • Undo Best Answer
  •                 In Reply To #6
     
    mazer posted:

     1.How about a true first person experience? Where feeding, brawling, and protean don't take you out of first person? I realize this is a tough nut to crack, but it'd be very cool.
     

     
     Actually I'd like the opposite... To not have my screen be auto-set back to first person after things like dialogue encounters and climbing ladders and opening doors and crap. If I have it set to third person it's because I prefer to play that way by default whenever I'm not using a gun.                        

     

                                                      

    Offline [archive] Drakron

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    Re: Pen and Paper Mod
    « Reply #12 on: December 11, 2004, 05:19:00 PM »
                    Even if this mirros PnP rules there will be ... issues.
     
     Lockpicking for example is set as 5 for required storyline missions since Blood Buff always takes cares of it, higher requirement locks tends to be optional paths.
     
     Setting it at 3 will make some characters reach a dead end in the game unless you thrown in some manuals to raise it or go around change the locks requirements from 5 to 3.                        

     

                                                      

    Offline [archive] Presage33350102

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    Re: Pen and Paper Mod
    « Reply #13 on: December 11, 2004, 05:27:00 PM »
                    Even so, we'd be pretty well off if we could convert the rules over to PnP base as much as we can through the data files.
     The idea is less to create a mod that works with the game, but rather to change the game to fit the mod.
     It'd take a lot of work, but i'd be quite willing to help.                        

     

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    Offline [archive] Offkorn

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    Re: Pen and Paper Mod
    « Reply #14 on: December 11, 2004, 06:37:00 PM »
                    In Reply To #11
     
     Strange, I've never had a problem with them.
     
     [added Dec 11 2004  1:39PM]
     
     In Reply To #8
     
     
     Does it auto-soak? That's an issue then. I'll check it out.
     
     As for Potence: It works just fine, the damage is not unsoakable, all it does it provide auto sucesses on damage.
     
     
     [added Dec 11 2004  1:41PM]
     
     In Reply To #13
     It doesn't set it to 3. It adds 3 to your currant score with a maximum ceiling of 5. The original version automaticly put you at 5.
     
     [added Dec 11 2004  1:43PM]
     
     By the way, anyone know what program you need to open the .pyc files? I used a hex editor and got half gibberish, so if you used a hex editor and it worked I assume there has to be something else other then just opening it. Or can you just edit the .py files and ignore the .pyc ones?
     
     [added Dec 11 2004  3:00PM]
     
     Alright, it's been updated so that fortitude now only adds to your soak, as it should. The newest version is at the angelfire site.
     
                           

     

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