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Author Topic: Pen and Paper Mod  (Read 72907 times)

Offline [archive] Case33356058

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Re: Pen and Paper Mod
« Reply #15 on: December 11, 2004, 10:01:00 PM »
                In Reply To #15
 
 First off, great mod Offkorn - I've just started trying this out, and its a lot of fun so far.
 
 Wanted to post to say that I'm having the same issue as #11 - the various items seem to stop working with this mod running.
 
 I'm also using the unofficial patch mod, but turning that one off (renaming files etc) doesn't fix the problem.
 
 When I check the console, if I go to the inventory screen I get an error message as follows:
 
 Error! Flag "$ignorez" is multiply defined in material "hud/inventory_images/general_items/thorn"!
 
 I have no idea how to proceed from here (I'm not a modder at all, and I'm just messing about with the files at the moment) and I'm not sure if this helps to work out the problem.
 
 Btw, I've tried to give a test character the more obvious + items (defense, melee, dexterity) and none of them show any effect.  They all seem to give error messages analogous to the one above.
 
 Finally, when I rename the txt files from this mod to a dummy extension, the + items start having their normal effects again.
 
                       

 

                                                  

Offline [archive] mazer7947370

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Re: Pen and Paper Mod
« Reply #16 on: December 11, 2004, 10:02:00 PM »
                Ok I've written down the exact console error I'm having with the script:
 
 DataTable warning: Out-of-Range Value(-2423.963623) in SendPropFloat 'm_flClientBeginVActiveDisciplineTimers[0]',clamping
 
 I've also downloaded the newer version of the mod and no longer see the added Dice for Fortitude on my Character sheet, even after just activating it for the first time. Is this normal or something to do with the error I'm having? Again any help is greatly appreciated.
 
 And great work on this mod. Thanks again for making it available!                        

 

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Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #17 on: December 11, 2004, 10:17:00 PM »
                Looks like I'll have to go mess around with the occult items...which is odd since I didn't even touch them. Oh well.
 
 As for the Fortitude you should just see an increase to your soak pools. Most likly they'll be highlighted blue.                        

 

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Offline [archive] Dr.Faust33361834

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Re: Pen and Paper Mod
« Reply #18 on: December 12, 2004, 06:28:00 AM »
                In Reply To #1
 
 Is there a reason why you upped the blood point cost of Celerity? Shouldn't it always cost just a single point?                        

 

                                                  

Offline [archive] Killerguppi

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Re: Pen and Paper Mod
« Reply #19 on: December 12, 2004, 07:26:00 AM »
                In P&P, White Wolf corrected the use of blood points according to the level of celerity you´re using. Per point of celerity 1 blood point.
 
 As for Fortitude: Good thing, now we´re nearing the P&P. :P                        

 

                                                  

Offline [archive] Dr.Faust33361834

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Re: Pen and Paper Mod
« Reply #20 on: December 12, 2004, 07:51:00 AM »
                In Reply To #20
 
 I beg to differ.
 V:tM corebook, page 153:
 
 "System: The character spends a single blood point. The next turn, she gains a number of additional full actions equal to her Celerity rating."
 
 [added Dec 12 2004  2:51AM]
 
 In Reply To #20
 
 I beg to differ.
 V:tM corebook; page 153:
 
 "System: The character spends a single blood point. The next turn, she gains a number of additional full actions equal to her Celerity rating. ...."                        

 

                                                  

Offline [archive] SuperCzar

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Re: Pen and Paper Mod
« Reply #21 on: December 12, 2004, 07:56:00 AM »
                Why give animalism different blood costs? Basically all of the Animalism powers in Bloodlines are variations of Animalism 2 from the PnP.                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #22 on: December 12, 2004, 10:33:00 AM »
                In Reply To #22
 
 Mainly because animalism in P&P you can't summon spectral wolves or absorb blood from animals that have attacked your enemies. Since these two powers weren't represented in P&P, I thought they deserved a higher cost.
 
 [added Dec 12 2004  5:34AM]
 
 In Reply To #21
 
 Well, I'll be damned, so they did.....update time for Celerity. I must have been stuck in pre-revised mode.
 
 [added Dec 12 2004  5:35AM]
 
 For all those interested I'm almost at the Beta release stage for adding on 14 more clans....I just have to finish copying the model files a bunch of times and set up a auto-level template for each....I'll hopefully be done with the first beta version by tonight.
 
 [added Dec 12 2004  6:16AM]
 
 Celerity is back the way it should be....still have no idea what I was thinking about there.                        

 

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Offline [archive] Dr.Faust33361834

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Re: Pen and Paper Mod
« Reply #23 on: December 12, 2004, 02:31:00 PM »
                In Reply To #23
 Excellent! Thanks for the quick fixes.
 I'll give it a try for my second playthrough.                        

 

                                                  

Offline [archive] Case33356058

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Re: Pen and Paper Mod
« Reply #24 on: December 12, 2004, 07:58:00 PM »
                After playing around with the traiteffects001 file, I think I may have a fix for the occult items:
 
 there is a '-' character on the line for the heavy leather item modifier.  I.e. the line above says '"Trait" "Dexterity"', then the next line reads '-    "Modifier" "-1"'
 
 I think this shouldn't be there, and its possibly messing up the {}bracketing?
 
 Anyway, I removed it.
 
 I also commented out the 3rd to last } because the entire trait group around item (occult celerity) looks like it should be commented.
 
 These changes seem to fix the occult items for me.
 
 Edit - question re: Fortitude.  This doesn't show up on the character sheet with any visible effects, i.e. no blue text etc.
 
 Is this because soak vs bashing, lethal etc don't show up on the sheet, or because its not working?  I'm not sure how to test this directly.
 
 As an aside, how does soak vs. bashing etc differ from armor rating?  I.e. whats the downside to making the fortitude effect +1 armor rating?
                       

 

                                                  

Offline [archive] mazer7947370

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Re: Pen and Paper Mod
« Reply #25 on: December 12, 2004, 11:08:00 PM »
                In Reply To #25
 
 
 It seems to me that with the new version of the mod Fortitude simply doesn't activate at all, at least not for my Brujah, or a new Brujah I created to test this. When I activate Potence, I see the effect in blue at the top left of my screen and on the character sheet in blue. But for Fortitude, there is no text at the top left, and nothing appears for the soak rolls on the character sheet. Did it somehow get broken in the latest version of the mod when you fixed Fortiude to not auto soak but instead add soak dice?                        

 

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Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #26 on: December 12, 2004, 11:11:00 PM »
                In Reply To #25
 
 As for the dex -1, that IS suposed to be there, if you wear heavy armor it sutracts from your Dexterity. And for fortitude.....hmm, I guess that would be simpler to just add to armor rating. I'll change that as soon as I get back from work.
 
 As for the additional clan add-on: I'm down to just writing up some auto-level templates, yippee. Unfortuanly it's file size is rather large since I included the model files needed for the ease of moddlers/skinners.....So once its down I'll have to toss it at fileplanet to see if they'll host it. The final Beta size should be about 40 mb.
 
 [added Dec 12 2004  6:16PM]
 
 In Reply To #26
 
 Fuck it, I went and fixed it now. It should now increase your armor rating. Hopefully it works now.                        

 

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Offline [archive] mazer7947370

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Re: Pen and Paper Mod
« Reply #27 on: December 12, 2004, 11:23:00 PM »
                In Reply To #27
 
 Just got this latest release, I now see Fortitude's effect on my character sheet. Excellent thanks again.
 
 Edit: Damn, now that Fortitude is showing up, Potence is not! I think there is some kind of clash going on? Can you tell me what you had going on in the version of the mod where Fortiude was auto soak? In that version, both Fortitude and Potence were working simultaniously.
 
 Just to clarify. The disciplines are showing up on my sheet with their respective ratings, just that the bonuses for Potence are not appearing on the unarmed and melee feats.
 
 I'm still getting the disciplinetimer clamp thing I posted about earlier as well, can you confirm that you also get the error message?
 
 As always, thanks for the mod and keep up the awesome work happy                        

 

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Offline [archive] blackfire8259748

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Re: Pen and Paper Mod
« Reply #28 on: December 13, 2004, 12:39:00 AM »
                In Reply To #27
 
 Before you yell at the guy about the heavy leather, you should look at the file first. He's right, there is a dash before the tabs on that line. He wasn't talking about the negative number for the dex.. Never get upset with someone who's trying to help you with your mod, it takes some of the workload off you. Simple stuff can be easy to miss when your staring at thousands of lines of code.
 
 Other than that, I just wanted to say great job on the mod. The game is more enjoyable now.
 
 edit:
 
 The strings you want for fortitude are these:
 
 Soak_vs_Bashing_Kindred
 Soak_vs_Lethal_Kindred
 Soak_vs_Aggravated_Kindred
 
 The ones you were using were for the mortal characters.                        

 

                                                  

Offline [archive] TomHark1889

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Re: Pen and Paper Mod
« Reply #29 on: December 13, 2004, 05:51:00 AM »
                In Reply To #29
 
 Just use soak_pool, it will do all three at once.
 
 In Reply To #18
 
 The occult items that are causing problems will be the ones that increase the duration of passive disciplines, like that thing in the Nosferatu warrens.  You will need to comment out the sections for any discipline you give a duration of -1 to, as it can't calculate a percentage increase for it.  I've made some similar changes to my own game and had the same problem.