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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: [archive] Wesp5 on December 10, 2004, 10:40:00 am

Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 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. (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. (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 (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 (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 (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 (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 (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 (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? (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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>                                                    
Title: Re: Pen and Paper Mod
Post by: [archive] DieGiantMonsterDie 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] mazer7947370 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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Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] mazer7947370 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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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi 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?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] dcpDarkMatter 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?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Presage33350102 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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Title: Re: Pen and Paper Mod
Post by: [archive] dcpDarkMatter 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 11, 2004, 02:35:00 pm
                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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Drakron 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Presage33350102 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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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] Case33356058 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.
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] mazer7947370 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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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] Dr.Faust33361834 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?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi 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                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Dr.Faust33361834 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. ...."                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] SuperCzar 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] Dr.Faust33361834 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Case33356058 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?
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] mazer7947370 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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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn 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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Title: Re: Pen and Paper Mod
Post by: [archive] mazer7947370 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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Title: Re: Pen and Paper Mod
Post by: [archive] blackfire8259748 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] TomHark1889 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.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi on December 13, 2004, 07:44:00 am
                In Reply To #21
 
 Ha, you´re using the old V:tM (from 1998) rulebook, I´d rather stick to the newer V:tDA (2002), in where you have to spend 1 point of blood for each point of celerity you´re using. No generation limit there. :P                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 13, 2004, 08:52:00 am
                In Reply To #28
 
 They shouldn't appear on the unarmed and melee feat, it just adds auto-successes, it doesn't boost the stat in any way.
 
 ------------------------------------------------------------
 
 In Reply To #29
 
 When he said -1 I automaticly assumed it was the dex -1, sorry if i came accross as snippy. Very good call on the strings, I decided to just use armor rating though, it acomplishes the same thing with less lines.
 
 ------------------------------------------------------------
 In Reply To #30
 
 Totally forgot about the items that increased duration, I'll go fix that shortly.
 
 ------------------------------------------------------------
 In Reply To #31
 
 I believe you got it backwards. The old rulebook had you spend 1 point per action, the revised has you spend 1 point for all.
 
 ------------------------------------------------------------
 Alright, just got back from work, and now it's time....to go to work :/...
 
 Ah well. While I'm typing up these auto-level tables maybe you guys/girls can help me with this:
 
 I currently need sutible clan merits for the following clans: Baali, Blood Brothers, and Old Clan Tzimisce.
 
 And weaknesses for these clans: Baali, Blood Brothers, Followers of Set, Kiasyd, Lasombra, and Nagaraja.
 
 No rush for the Baali, Blood Brothers, or Nagaraja as they won't be in the initial release.
 
 ------------------------------------------------------------
 
 Alright, its been updated....hopefully the last I'll have to do untill I finish these clans.
 
 [added Dec 13 2004  5:08AM]
 
 Also, anyone know of a website that shows all or most of the different bloodline's clan symbols?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi on December 13, 2004, 10:29:00 am
                In Reply To #32
 
 I assure you, the "Vampire: the dark ages" rulebook from 2002 has the most recent tweaks of ruling out celerity. Makes more sense IMO, because it has been the discipline most commonly used in combat, making sure the vampire wins every battle.
 
 btw it is "Memento mori", remember death. :P                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 13, 2004, 11:31:00 am
                In Reply To #33
 
Killerguppi posted:

 In Reply To #32
 
 I assure you, the "Vampire: the dark ages" rulebook from 2002 has the most recent tweaks of ruling out celerity. Makes more sense IMO, because it has been the discipline most commonly used in combat, making sure the vampire wins every battle.
 
 btw it is "Memento mori", remember death. :P

 
 First off: This isn't dark Ages, so it's rules don't really matter.
 
 2nd off: I like "Momento Mori" better, since it means - "Everyone Dies".
 
 And for those wondering, I'm a little over halfway done with the leveling templates.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Killerguppi on December 13, 2004, 01:42:00 pm
                In Reply To #34
 
 Dark Ages yes, but still the freshest source for disciplines.
 
 And you´re belittling my 4 years of latin in school. I´d rather have you correct that signature. :P                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Case33356058 on December 13, 2004, 03:39:00 pm
                Was browsing the stats.txt file, and I think in retrospect there is a problem with using armor_rating for fortitude - the max armor_rating is "5", so fortitude may not show full effect with the higher armors in the game.
 
 Conversely, as pointed out by someone earlier in thread, the soak_vs_bashing_kindred etc does work (I didn't specifically try out the suggestion for soak_pool).
 
 Quick question - it was mentioned that potence should not be giving visible + effects to melee and unarmed (i.e. on character sheet), but I'm seeing these on my test character.  So my question is, should the effects of the automatic_str_successess be visible on the character sheet?
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 13, 2004, 04:37:00 pm
                In Reply To #35
 
Killerguppi posted:

 In Reply To #34
 
 Dark Ages yes, but still the freshest source for disciplines.
 
 And you´re belittling my 4 years of latin in school. I´d rather have you correct that signature. :P

 
 For disciplines that were used 500+ years ago. You'll notice that the Dark Ages disciplines and Modern disciplines have some pretty big differences. Some Dark Ages powers are completely gone, like how Nightshades is replaced by Black Metamorphisis for instance. So the final authority on Modern disciplines is the Vampire TM: Revised Core Rulebook.
 
 My signature is fine.
 
 [added Dec 13 2004 11:39AM]
 
 In Reply To #36
 
 *sigh* I had no clue there was a max to armor, that's beyond annoying. I'll go change it back to soak pool. As for potence, it should say something...I can't remember the exact words, I'll go check.
 
 
 [added Dec 13 2004 12:02PM]
 
 Alright, i managed to fix fortitude, the soak_pool worked beautifly. Although I'm not sure if Potence is working....so I'm going to do some more testing before I upload the new version.
 
 [added Dec 13 2004 12:44PM]
 
 In Reply To #37
 
 Potence definatly isn't working. it seems that they took out the "Automatic_str_successes" effect....I'll see if I can find a similar/alternate effect.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 13, 2004, 06:17:00 pm
                In Reply To #32
 I currently need sutible clan merits for the following clans: Baali, Blood Brothers, and Old Clan Tzimisce.
 
 Baali: Since most of the Baali have access to a wealth of arcane knowledge and materials, perhaps a +2 bonus to the Research feat? Or a free point of Scholarship.
 
 Old Clan: Very regal and attuned to how things "used to be done," perhaps a bonus to Seduction or Persuasion; their genteel natures making them more sociable than their Sabbat cousins.
 
 Blood Brothers: Bred mostly to be brawn to the Tremere-antitribu's brains, I'd say a bonus to the Unarmed feat, +1 or +2, or a free point of Brawling.
 
 And weaknesses for these clans: Baali, Blood Brothers, Followers of Set, Kiasyd, Lasombra, and Nagaraja.
 
 Baali: I'd almost say to find a way to make Humanity rewards a penalty. Say, if you're Baali you get benefits for being *bad*, but that would require a disgusting amount of extra scripting, I'm guessing.
 
 Alternatively, perhaps increase the cost of buying Humanity points? Or, like the Tremere, limit Physical stat maximums to reflect their focus on study. Or both?
 
 Blood Brothers: Increase costs for all mentally-oriented abilities, since their stock is mainly meant for brawn and not brain.
 
 Followers of Set: In the books its an oversensitivity to light, but that doesn't really work with Bloodlines. Maybe an increased cost of the Perception stat to reflect this sensitivity to light? Or perhaps putting a cap on Perception at 3 or somesuch.
 
 Kiasyd: Kiasyd?? Uh, ok...well, even though they're not really meant as playable characters...
 
 Increased cost, or a straight cap, of social-related Abilities. Since they generally sequester themselves for, oh, DECADES at a time just to read, they probably aren't too swift with interacting with other people all that well.
 
 As well, or as an alternative, a cap on the Appearance stat, perhaps at 3. If I recall, all Kiasyd take on a pale blue complexion, and their ears get slightly pointy (relating to their Fae/Vampire blood)
 
 Lasombra: Increased rate of damage from any fire or flame-related attack. Additionally/alternately, increased chance to frenzy from fire damage.
 
 Nagaraja: Double Masquerade penalty for feeding, though I don't know if that can be specified in the coding.
 
 
 Alternately, reduced benefit from drinking blood "normally," i.e. it takes drinking two blood points to fill one spot on the meter. Not sure how you'd work-in the flesh-eating at all...
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 13, 2004, 06:36:00 pm
                In Reply To #38
 
 Very nice suggestions, I will probably implement most of those now. I like the less blood for the Nagaraja, I believe that can be done since some of the histories use that effect.
 
 In other news: I released version 1.045 of the basic mod. Fortitude now works flawlessly, Potence on the other hand..... I ended up switching it back to an increase in strength, since after some testing it seems that there isn't a very large "damage range" for each strength level. So automatic successes wouldn't really do much, which is why I think they removed the effect in the first place. I also had to reduce its durration to merely obscenely long, so that you could end the effect when you wanted to spend xp on your strength.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 13, 2004, 10:12:00 pm
                In Reply To #39
 
 Do permanent durations prevent you from hitting F8 to cancel the power? If you have auto-renew disciplines on, just hitting your discipline key will toggle it off even.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 13, 2004, 10:40:00 pm
                In Reply To #40
 
 Yes, if you make the effect permanent it can't be ended.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 13, 2004, 10:42:00 pm
                In Reply To #41
 
 Hmm. Well it's no skin off my nose, I play with auto-renew on anyway.
 
 Oh, another little issue... Your features list indicates that Obfuscate should have no blood cost, but in the game it costs blood to use.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] dcpDarkMatter on December 14, 2004, 01:01:00 am
                In Reply To #42
 
 None of the powers I'm seeing require blood, just checks.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 14, 2004, 09:52:00 am
                In Reply To #42
 
 That's most likly because your using auto-renew. Auto-renew is a totally separate script that removes 1 blood point and refreshes whatever effect is active. It has nothing to do with the discipline cost.
 
 While I'm waiting to see if fileplanet will host the clan add-on, I'm going to go try and rework the stealth tables so that you need a stealth of 10 before you can crouch directly in front of someone and not be seen....rather then a 5, as it currently is.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 14, 2004, 02:22:00 pm
                In Reply To #44
 
 Where's the auto-renew script located? (For that matter where are the discipline costs found?) Maybe I can write up a fix for it.
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 14, 2004, 05:24:00 pm
                In Reply To #45
 
 I currently believe that the auto-renew script is hard coded. As rfor discipline costs, they're either in the disciplinetgt files for targeted disciplines, or in the stats file.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 14, 2004, 05:57:00 pm
                In Reply To #46
 
 Well that's no good :/
 
 If that's the case you might want to consider extending the duration of obfuscate, just because it's such a pain to manually renew...
 
 Kinda poses a problem anyway though, because for something like Obfuscate it makes sense, but then you increase the duration for things like that and turn auto-renew off, and say celerity, becomes a pain to manage, but increasing its duration would be a little unbalancing for what's already arguably the strongest power in the game.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 14, 2004, 06:20:00 pm
                In Reply To #47
 
 Um, theres no need to alter obfuscate due to the fact it works almost exactly like it does in P&P. It's infinite as long as you dont break the conditions for each level. Celerity is also nearly perfict in its translation from P&P, and the auto-renew script is perfict for it.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] PaladinMusashi on December 14, 2004, 11:10:00 pm
                In Reply To #48
 
 That's odd... My obfuscate wears off.
 
 I agree that celerity is perfect as-is, that's why I was saying I'd hesitate to turn off auto-renew because then I'd need to lengthen the durations of things like celerity that I'd rather have keep costing points at their current rate just because I hate renewing manually.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] DieGiantMonsterDie on December 15, 2004, 02:29:00 am
                In Reply To #49
 
 Obsfucate works unless you move or bump objects, depending on the level.
 
 Also, even with auto renew, you can selectively click most ones on and off by using your mouse.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 15, 2004, 10:16:00 am
                Alright version 1.1 is now available, the only major change is that you can now play as a City Gangrel antribu.
 
 You can choose the clan through the menu system or through answering the questions. It *should* be bug-free....but after the horror that assaulted me when I added 14 clans at once, I just don't trust the game's source code. If you do run into any bugs please post them.
 
 Next up is Old Clan Tzimisce, then I'll probably jump over to Salubri antribu. Thankfully I'm off the next two nights, so I should have time to add a few more as long as I don't hit any game-stopping bugs (the beta had 5).
 
 [added Dec 15 2004  6:04AM]
 
 Seems i spoke to soon...there is an error in that teh door in the tutorial won't open after you've fed on your first victim. Should be fixed shortly.
 
 [added Dec 15 2004  6:53AM]
 
 Well it all works, the bad news is Angelfire caught on to my plan and shut down my site since it was being used as a file server.
 
 I sent the new version to fileplanet, so when it pops up there you can grab it. If anyone knows any other good places to post the file please let me know.
 
 Well, it can be found here now.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Logrus on December 15, 2004, 12:02:00 pm
                In Reply To #51
 
 An oddity I noticed is that, for Dominate and Dementation at least, I cannot mouse-wheel through the list of sub-disciplines beyond the 0 cost section, rather it skips to the next Discipline (Dominate-Trance, Dominate-Brainwipe, Fortitude, for example). Essentially, I can select trance and brainwipe for Dominate, and Hysteria for Dementation. Aquired abilities beyond those levels can still be selected from the hotkey menu, but not by mouse wheel.
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 15, 2004, 12:18:00 pm
                In Reply To #52
 
Logrus posted:

 In Reply To #51
 
 An oddity I noticed is that, for Dominate and Dementation at least, I cannot mouse-wheel through the list of sub-disciplines beyond the 0 cost section, rather it skips to the next Discipline (Dominate-Trance, Dominate-Brainwipe, Fortitude, for example). Essentially, I can select trance and brainwipe for Dominate, and Hysteria for Dementation. Aquired abilities beyond those levels can still be selected from the hotkey menu, but not by mouse wheel.
 
 

 
 Yes, thats one of the many problems with the game/engine. It has nothing to do with my mod.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Logrus on December 15, 2004, 12:24:00 pm
                In Reply To #53
 
 Am I correct in assuming that it only shows up when disciplines have a blood cost of 0, and then only when it comes to those with sub disciplines?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 15, 2004, 12:37:00 pm
                In Reply To #54
 
Logrus posted:

 In Reply To #53
 
 Am I correct in assuming that it only shows up when disciplines have a blood cost of 0, and then only when it comes to those with sub disciplines?

 
 I have no idea, all I know is that it happened to my tremere character when I decided to put points in Dominate after I had already maxed out Thaumaturgy..... before I did any cost altering.
 
 [added Dec 15 2004  7:38AM]
 
 
 Just set up the higher powers on a hot key or 3.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 15, 2004, 03:27:00 pm
                Alright, for those of you who have noticed that Protean doesn't work, heres the fix:
 
 Open up the traiteffects000.txt file provided in the mod. Scroll down (or use find) to this line -
 
    TraitEffectCategory
    {
       "InternalName"   "Discipline"
       "Name"      "Discipline"
 
 Now, highlight from the beginning of that section, all the way down to the section ending with -
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Occult Long Durations)"
          TraitEffect
          {
             "Trait"   "Celerity"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Potence"
             "Modifier"   "Duration 125%"         
          }
 //         TraitEffect
 //         {
 //            "Trait"   "Fortitude"
 //            "Modifier"   "Duration 125%"         
 //         }
          TraitEffect
          {
             "Trait"   "Obfuscate"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Presence"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Protean"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Auspex"
             "Modifier"   "Duration 125%"         
          }
       }
 
 Then paste this text in its place -
 
    TraitEffectCategory
    {
       "InternalName"   "Discipline"
       "Name"      "Discipline"
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Animalism: Nightwisp Ravens)"
          TraitEffect
          {
             "Trait"   "Defensive_Maneuvers"   // Feat
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Hacking"   // Feat
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Auspex1)"
          UNUSED_TraitEffect
          {
             "Trait"   "default_fov"
 //            "Modifier"   "Value 75"  // Default  (default_fov)
             "Modifier"   "+6"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Auspex2)"
          UNUSED_TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+12"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Auspex3)"
          UNUSED_TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+18"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Auspex4)"
          UNUSED_TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+24"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Auspex5)"
          UNUSED_TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+30"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "+1"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "+1"
          }
       }
 
 
 // Note: Blood Buffs are no longer used:
 //      TraitEffectGroup
 //      {
 //         "InternalName"   "Discipline (Blood_Buff_Dexterity)"
 //         TraitEffect
 //         {
 //            "Trait"   "Dexterity"
 //            "Modifier"   "+1"
 //         }
 //      }
 
 //      TraitEffectGroup
 //      {
 //         "InternalName"   "Discipline (Blood_Buff_Stamina)"
 //         TraitEffect
 //         {
 //            "Trait"   "Stamina"
 //            "Modifier"   "+1"
 //         }
 //      }
 
 //      TraitEffectGroup
 //      {
 //         "InternalName"   "Discipline (Blood_Buff_Strength)"
 //         TraitEffect
 //         {
 //            "Trait"   "Strength"
 //            "Modifier"   "+1"
 //         }
 //      }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Corpus_Vampirus)"
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "Max 5"
          }
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "Max 5"
          }
          TraitEffect
          {
             "Trait"   "Strength"
             "Modifier"   "Max 5"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "+3"
          }
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "+3"
          }
          TraitEffect
          {
             "Trait"   "Strength"
             "Modifier"   "+3"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Celerity1)"
          TraitEffect
          {
             "Trait"   "Fx_Motion_Trail"
             "Modifier"   "+1"
          }
       }
 
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Celerity2)"
          TraitEffect
          {
             "Trait"   "Fx_Motion_Trail"
             "Modifier"   "+2"
          }
       }
 
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Celerity3)"
          TraitEffect
          {
             "Trait"   "Fx_Motion_Trail"
             "Modifier"   "+3"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Celerity4)"
          TraitEffect
          {
             "Trait"   "Fx_Motion_Trail"
             "Modifier"   "+4"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Celerity5)"
          TraitEffect
          {
             "Trait"   "Fx_Motion_Trail"
             "Modifier"   "+5"
          }
       }
 
 // WARNING: Old Discipline FX?
 //      TraitEffectGroup
 //      {
 //         "InternalName"   "Discipline (Dementation-Passion)"
 //         TraitEffect
 //         {
 //            "Trait"   "Reaction (Dementation-Passion)"
 //            "Modifier"   "+1"
 //         }
 //      }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Dementation-Hysteria)"
          TraitEffect
          {
             "Trait"   "Defensive_Maneuvers"   // Feat
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Hacking"   // Feat
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Dementation-Mass_Hallucination)"
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Hacking"   // Feat
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Dementation-Berserk)"
          TraitEffect
          {
             "Trait"   "Fx_No_Resist_Feeding"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Dominate-Possession)"
          TraitEffect
          {
             "Trait"   "Fx_No_Resist_Feeding"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Fortitude)"
          TraitEffect
          {
             "Trait"   "Soak_Pool"
             "Modifier"   "+1"
          }
       }
 
 //      TraitEffectGroup
 //      {
 //         "InternalName"   "Discipline (FortitudeFX)"
 //         TraitEffect
 //         {
 //            "Trait"   "Fx_Fortitude"
 //            "Modifier"   "+1"
 //         }
 //      }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Obfuscate1)"
          TraitEffect
          {
             "Trait"   "Fx_Translucency"
             "Modifier"   "+10"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Obfuscate2)"
          TraitEffect
          {
             "Trait"   "Fx_Translucency"
             "Modifier"   "+30"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Obfuscate3)"
          TraitEffect
          {
             "Trait"   "Fx_Translucency"
             "Modifier"   "+50"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Obfuscate4)"
          TraitEffect
          {
             "Trait"   "Fx_Translucency"
             "Modifier"   "+70"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Obfuscate5)"
          TraitEffect
          {
             "Trait"   "Fx_Translucency"
             "Modifier"   "+90"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Potence)"
          TraitEffect
          {
             "DisplayOverride"      "0"   // Don't actually show this...
             // Changed for TJ (via Steve S) 6/26/04 by JLR  wink
 //            "Trait"   "Automatic_Str_Successes"
             "Trait"   "Strength"
             "Modifier"   "+1"
          }
       }
 
 // WARNING: Old Discipline FX?
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Awe)"
          TraitEffect
          {
             "Trait"   "Reaction (Presence-Awe)"
             "Modifier"   "+1"
          }
 
          TraitEffect
          {
             "Trait"   "Fx_Presence"
             "Modifier"   "+1"
          }
       }
 
 // WARNING: Old Discipline FX?
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-General)"
          TraitEffect
          {
             "Trait"   "Reaction (Presence-General)"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Dazed)"
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Dazed2)"
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "-2"
          }
       }
 
       // New Presence 4/22/04
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Level1)"
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Level2)"
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-2"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Level3)"
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-3"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-3"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-3"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Level4)"
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-4"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-4"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-4"
          }
 
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Presence-Level5)"
          TraitEffect
          {
             // Changed 6/26/04 for TJ by JLR
 //            "Trait"   "Dexterity"
             "Trait"   "Strength"
             "Modifier"   "-5"
          }
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "-5"
          }
 
          TraitEffect
          {
             "Trait"   "Perception"
             "Modifier"   "-5"
          }
 
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "-4"
          }
       }
 
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Eyes_of_the_Beast)"
 
          TraitEffect
          {
             "Trait"   "Wits"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Feral_Claws)"
 
          TraitEffect
          {
             "Trait"   "Excluded_Equipment"
             "Modifier"   "Value Clawed_Form"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_fists"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_claws"
             "Modifier"   "+1"
          }
 
 // Q: Change critter model?  NO, this can be done entirely via the "Claw" weapon model (& character model)!
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Feral_Claws-Toreador)"
 
          TraitEffect
          {
             "Trait"   "Excluded_Equipment"
             "Modifier"   "Value Clawed_Form_Toreador"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_fists"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_claws"
             "Modifier"   "+1"
          }
 
 // Q: Change critter model?  NO, this be done entirely via the "Claw" weapon model (& character model)!
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Will_of_the_Wolf)"
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "+2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Hunter_of_Night)"
          TraitEffect
          {
             "Trait"   "Strength"
             "Modifier"   "+2"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_claws"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_claws_protean4"
             "Modifier"   "+1"
          }
 
 
 //         TraitEffect
 //         {
 //            "Trait"   "Excluded_Equipment"
 //            "Modifier"   "Value Wolf_Form"
 //         }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Protean-Wolf_Form)"
 
          TraitEffect
          {
             "Trait"   "item_w_claws_protean4"
             "Modifier"   "-1"
          }
 
          TraitEffect
          {
             "Trait"   "item_w_claws_protean5"
             "Modifier"   "+1"
          }
 
          TraitEffect
          {
             "Trait"   "Fx_Model_Wolf"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Thaumaturgy)"
          TraitEffect
          {
             "Trait"   "Fx_Mild_Shake"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Thaumaturgy-Blood Malady)"
          TraitEffect
          {
             "Trait"   "Strength"
             "Modifier"   "-1"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-1"
          }
          TraitEffect
          {
             "Trait"   "Stamina"
             "Modifier"   "-1"
          }
       }
 
 
       // New Disciplines 4/5/04
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Thaumaturgy-Bloodshield)"
 //         TraitEffect
 //         {
 //            "Trait"   "Health_Buffer"
 //            "Modifier"   "+1"   // 40-80
 //         }
          TraitEffect
          {
             "Trait"   "Fx_Bloodshield"
             "Modifier"   "+1"
          }
       }
 
 
       // New Disciplines 4/5/04
       TraitEffectGroup
       {
          "InternalName"   "Discipline (Thaumaturgy-BloodBoil)"
          TraitEffect
          {
             "Trait"   "Fx_Bloodthrob"
             "Modifier"   "+1"
          }
       }
    }
 
    TraitEffectCategory
    {
       "InternalName"   "Numina"
       "Name"      "Numina"
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Divine_Vision1)"
          TraitEffect
          {
             "Trait"   "default_fov"
 //            "Modifier"   "Value 75"  // Default  (default_fov)
             "Modifier"   "+6"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Divine_Vision2)"
          TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+12"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Divine_Vision3)"
          TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+18"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Divine_Vision4)"
          TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+24"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Divine_Vision5)"
          TraitEffect
          {
             "Trait"   "default_fov"
             "Modifier"   "+30"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Numina (Shield_of_Faith)"
          TraitEffect
          {
             "Trait"   "Soak_Pool"
             "Modifier"   "+1"
          }
       }
    }
 
    TraitEffectCategory
    {
       "InternalName"   "Item"
       "Name"      "Item"
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Heavy Cloth)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Light Leather)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Heavy Leather)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+3"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-1"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Body Armor)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+4"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Flak Jacket)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+4"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-2"
          }
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Riot Gear)"
          TraitEffect
          {
             "Trait"   "Armor_Rating"
             "Modifier"   "+5"
          }
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "-3"
          }
       }
 
 
 // Occult Items:
 //---- newer ;P
       TraitEffectGroup
       {
          "InternalName"   "Item (Occult Heal Rate)"
       //   Altered Healing Rate
          TraitEffect  
          {
             "Trait"   "VampHeal_Type"
             "Modifier"   "Duration 80%"
          }  
       }
 
       TraitEffectGroup
       {
          "InternalName"   "Item (Occult Long Durations)"
          TraitEffect
          {
             "Trait"   "Celerity"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Potence"
             "Modifier"   "Duration 125%"         
          }
 //         TraitEffect
 //         {
 //            "Trait"   "Fortitude"
 //            "Modifier"   "Duration 125%"         
 //         }
          TraitEffect
          {
             "Trait"   "Obfuscate"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Presence"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Protean"
             "Modifier"   "Duration 125%"         
          }
          TraitEffect
          {
             "Trait"   "Auspex"
             "Modifier"   "Duration 125%"         
          }
       }                        

 

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 Anime Overviews
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Title: Re: Pen and Paper Mod
Post by: [archive] blackfire8259748 on December 15, 2004, 06:02:00 pm
                In Reply To #56
 
 
 Just curious, how did you get the forum to post the code without messing up the formating? When I tried to do that before it kept messing it all up.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 15, 2004, 10:24:00 pm
                In Reply To #57
 
 Honestly I have no idea, I just copyied what was in my traiteffects file and it worked....but when I copyied parts of my post and tried to edit it, it didn't....so I have no idea.
 
 [added Dec 15 2004  9:51PM]
 
 I just finished that stealth table I was working on, it seems to work, but the export macros were acting all strange, so I'm not quite sure. I also have almost finished the Tzimisce Old clan, just having some troubles with their clan symbol. Once I get the symbol working, I'll move on to Salubri Antribu and when they're done I'll release version 1.2.
 
 [added Dec 16 2004  7:04AM]
 
 And version 1.2 is done.
 
 Added both old Clan Tzimisce and Salubri antribu, also fixed Protean and the Fortitude Tutorial bug. Decided to take out the custom Stealth tables due to the fact they were acting wierd.
 
 Next I'll probably work on some of the independants.
 
 Get version 1.2 here.                        

 

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 Kindred of the oWoD
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Title: Re: Pen and Paper Mod
Post by: [archive] blackfire8259748 on December 16, 2004, 02:18:00 pm
                In Reply To #58
 
 
 It's not surprising that the stealth changes didn't work, because in the XLS file it states that a couple DLL files have to be recompiled after making changes to it.
 
 Can't wait to try out the clans, thanks for the hard work.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 17, 2004, 02:28:00 am
                As some of you probably noticed, the file size is starting to get rather large. So, in order to keep it manageable for people without broadband, I'm going to update it with add-ons.
 
 The "Core" file will be version 1.2
 Found here.
 
 You will need to have that file installed before installing any of the additional packs.
 
 Add-On Pack #1 is now available and adds:
 
 3 new clans - Assamite Sorcerers, Viziers, and Warriors.
 A few spelling/graphical errors
 
 You can find it here.
 
 ------------------------------------------------------------
 
 Now, either I'm finally getting the hang of this, or I'm just not messing up as much. Because these clans are coming along quite nicly. I've hit very few game stopping bugs since the Protean problem, and the ones I have hit are always the same and I now know how to avoid them (writing things down is key).
 
 Basicly I should have another 3 done by morning, possibly more, not sure.
 
 The additional clans have their correct clan symbols (I'm not totally incompitent when it comes to graphical editing), but they currently use existing pc models and skins. So if anyone would like help out in that department, it would be greatly appreciated. Since my texturing skills are crap, and my modeling skills aren't much better.
 
 For those that want an example:
 
 My Modeling Skills
 http://nwvault.ign.com/Files/hakpacks/data/1075955246000.shtml
 
 My Texturing Skills:
 http://nwvault.ign.com/Files/hakpacks/data/1075511884000.shtml
 
 Horrifing isn't it?
 
 ------------------------------------------------------------
 
 Well, I just ran into a nasty designer limit. it turns out you can only make 7  new clans before their templates start overlapping with the original 7 clans.
 
 Now, this doesn't effect gameplay or stats in anyway, but here's what it does do:
 
 1) Won't use the picture specified as a clan symblol, will instead use the clan sysmbol of whichever clan its overlapping.
 
 2) Won't display the correct information under the "info" tab on the chacter sheet.
 
 3) Will use the auto-leveling template of the clan its overriding, instead of the one for the custom clan.
 
 So as long as you don't mind a few graphical/textual inconsistencies, and don't use the auto-leveler, there isn't to much of a problem.
 
 Any Merits or Weaknesses work normally, as well as ability point spreads, disciplines, and models. So its basicly a aesthetic problem.
 
 ------------------------------------------------------------
 
 Well, I just release Add-On Pack #2, bringing the version number up to 1.5.
 
 Here's a list of all the clans I've added so far, along with their Disciplines, the names in parenthesis are the Disciplines they SHOULD have, but don't exist yet.
 
 Gangrel antribu - Celerity, Obfuscate, Protean
 Old Clan Tzimisce - Animalism, Auspex, Dominate
 Salubri antribu - Auspex, Fortitude, Presence(Valeren)
 Assamite Sorcerer - Celerity(Quietus), Obfuscate, Thaumaturgy
 Assamite Vizier - Auspex, Celerity, Dominate(Quietus)
 Assamite Warrior - Celerity, Fortitude(Quietus), Obfuscate
 Baali - Auspex(Daimoinon), Obfuscate, Presence
 Daughters of Cacophony - Fortitude, Dementation(Melpominee), Presence
 Followers of Set - Celerity(Serpentis), Obfuscate, Presence
 
 Add-on Pack #2 that includes the Baali, Daughters and Followers, as well as the Obfuscate alteration, can be found here.
 
 ------------------------------------------------------------
 
 Oh, due to that templating issue you can't see the merit/weakness for the daughters and setites, so here they are:
 
 Daughters: Max Perception of 3, +1 to persuasion feat.
 
 Setites: Max perception of 4, subterfuge only costs x2 current rating to raise.
 
 ------------------------------------------------------------
 
 And Add-On Pack 3 is now complete and available.
 
 It adds 3 more clans: Giovanni, Nagaraja, and Ravnos.
 
 It also rearranges the clan order so that the template restriction I mentioned earlier is hardly noticable.
 
 It also includes a complete list of all the new clans, their disciplines, weakness, merit, and whether or not they are affected by the template restriction.
 
 You can find it here.
 
 Don't forget, you need P&P Mod 1.2 as well as Add-On Packs 1 & 2, already installed for this pack to work. All can be found right next to pack 3.
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Obten on December 19, 2004, 06:01:00 pm
                Bump.
 
 *votes for Lasombra next*
 
 I fiddled with the game for the first time this evening. Made a shake'n'bake Lasombra based on the Ventrue. Missed the the bit that made him vomit up the ickier blood, apparently, heh. Used Obfuscate in place of Obtenebration, it's the closest to it on a passive level.
 
 I did a post about how we could adapt the game effects for Obtenebration elsewhere, but I don't remember much of it. Someone suggested a black Boil Blood for Arms of the Abyss. I figured the usual Obfuscate effect would look good for Shroud of Night, except less green, and Shadowplay needs no visual effects. The higher stuff gets trickier of course...I think there's a 4-dot one called Shadow Armour? Could use that instead, though I dunno how it would work graphically unless you can simply make the player character go black.
 
 A black version of Tzimisce Blood Form could work for Tenebrous Form if it could be done. I figure it's possible to fiddle it since the Vykos wannabe does it. Or maybe an Abyssal Wolf instead of a Spectral one, though that's probably straying too far from PnP.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Presage33350102 on December 19, 2004, 06:19:00 pm
                In Reply To #61
 Abyssal Wolf would be straying from PnP really only in the sense that so far I haven't seen anyone raise the limit of a discipline over 5.
 Abyssal creatures tend to be formless with tentacles, and more based on concepts than anything else, but considering the relatively open-ended approach that canon takes to the subject, i'm sure there could be abyssal wolves. (Like dark hunters)
 
 But yes, Lasombra would be a good idea.. Personally my favorite clan.
 
 I have a question regarding the mod at large though:
 How feasible would it be to completely change the way the engine works, as far as the rolls go?
 i.e. would it be possible to make the game operate on PnP mechanics without having an SDK of some sort?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Hellsing66632113751 on December 19, 2004, 07:13:00 pm
                As much as I think adding the rest of the clans is a good step in making the game a bit better for all players, I realy dont see the point of going any further with this untill someone fids a way to add the powers of said clans. Thus far I've installed all the "addons" and other then the clan discrip there isn't realy any change in the game. A good first step bot pointless as you play through the game exactly as before. At this point I don't expact any of the quests to change but now that we have the clans we should work on editing the names and affects of the powers only so the "new" clans aren't just carbon copies of what the game gives us without moding.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 19, 2004, 11:22:00 pm
                In Reply To #63
 
 Actually there is one other differance: the merits/flaws are different, as well as the discipline sets.
 
 And if you take a look at the files you'll see that the space for the new disciplines is already in there, just commented out. so that once discipline adding becomes available it will be simple to integrate it.
 
 But the clans have to be done before modeling and texturing and discipline adding can be done. So I'm doing them.
 
 [added Dec 20 2004  4:52AM]
 
 In Reply To #62
 
Presage posted:

 In Reply To #61
 Abyssal Wolf would be straying from PnP really only in the sense that so far I haven't seen anyone raise the limit of a discipline over 5.
 Abyssal creatures tend to be formless with tentacles, and more based on concepts than anything else, but considering the relatively open-ended approach that canon takes to the subject, i'm sure there could be abyssal wolves. (Like dark hunters)
 
 But yes, Lasombra would be a good idea.. Personally my favorite clan.
 
 I have a question regarding the mod at large though:
 How feasible would it be to completely change the way the engine works, as far as the rolls go?
 i.e. would it be possible to make the game operate on PnP mechanics without having an SDK of some sort?

 
 It originaly used dice rolls, but they did away with them when people were wondering why even though they "hit" the enemy, they missed. So they decided to do it this way instead. And I have to agree that the combat system works well the way it is. the only reason the P&P uses dice is because you can't literally aim and hit your enemy, in this you can.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Presage33350102 on December 20, 2004, 03:40:00 pm
                In Reply To #64
 Given, it feels enough like PnP when I shoot at someone with the Mac-10 full auto and the bullets all miss, it'd be neat to convert all the health and the like back to PnP, so combat would be a bit more.. dangerous when it came down to things like swords.
 We'd have to bring back activated healing though in order to balance it out.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Obten on December 20, 2004, 09:47:00 pm
                Found it. *cuts'n'pastes*
 
 Shadowplay: Buffs Lasombra's Sneak and Intimidation, debuffs Soak and Stamina of enemies in melee range. Maybe use an existing visual effect, like Potence, except black.
 
 Shroud of Night: Debuffs enemy Stamina, most actions performed by enemies suffer penalties. Could be an unbalancing power, but using the effect for Obfuscate could represent it nicely. Would be nice to lose the green, though.
 
 Arms of the Abyss: Shadowy tentacles sprout from the Lasombra's own body, providing extra attacks during combat. Considering how they tried to do this in WodMod, you'd probably need whole new code to pull the graphics off.
 
 Black Metamorphosis: Combination of Shadowplay and Arms with improved buffs, debuffs, attacks.
 
 Tenebrous Form: I imagine this could only be done if you can steal the Tzimisce Bloodform and change it from red to black. In which case, incapable of damage from anything other than fire and a Sneak buff so high you can ooze through the Hollywood warrens without having to fight a bloody thing, as long as you keep to the shadows.
 
 As for the Abyssal Wolf thing, you don't need to be a master at Obtenebration to summon an Abyssal Entity, though of course the better you are and the more blood you pour into the effort, the better it would be. At least two dots in both Occult and Obtenebration, the combo of which must be at least 5. I think. Can't be bothered to look it up. But it's a ritual rather than a straightforward use of a discipline, so.
 
 Oh, I think I've just realised what made me think of it in the first place. In Redemption, they used black versions of wraiths for the level with the Lasombra, heh.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 21, 2004, 02:36:00 am
                In Reply To #66
 
 Any way to port over Ming's tentacles, paint them black, and have them be the arms of the abyss?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Orcho18557436 on December 21, 2004, 01:30:00 pm
               
 About Potence :
 An automatic success is more or less a +2 dices
 
 Do you need to increase strength, isn't it possible that one level of potence gives a +2 to both unarmed and melee ?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Presage33350102 on December 21, 2004, 05:12:00 pm
                In Reply To #66
 I don't have the book with me right now, but I think you need at least level 6 in obten to summon an abyssal creature.. or maybe that was to travel into the abyss.
 I can't remember.
 
 Either way, it looks good, though I think we could use the "feed" effect for shroud of the night, except without the small spotlight around the character.
 If we used the auspex effect to allow you to see the people inside the shroud, it'd be perfect.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Obten on December 21, 2004, 07:01:00 pm
                In Reply To #69
 
 Shadowstep, yes. Yanking things out is easier than jumping in. *smirk*                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] twhip12586033 on December 21, 2004, 08:47:00 pm
                In Reply To #58
 
 I tried out 1.2 last night, and it looks like it is a big improvement even for existing saves. With a new game, it is amazing. Very nice.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 22, 2004, 10:02:00 am
                In Reply To #68
 
Orcho posted:

 
 About Potence :
 An automatic success is more or less a +2 dices
 
 Do you need to increase strength, isn't it possible that one level of potence gives a +2 to both unarmed and melee ?

 
 Um...no. An automatic success is just that, an automatic success, theres no need to roll because its automatic. And the way the damage system seems to work, each point of the pertaining combat feat equals 1 automatic success.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Orcho18557436 on December 22, 2004, 10:16:00 am
                In Reply To #72
 Ok, I thought that there was random results somewhere.
 What I was thinking is that an automatic success is more or less the same that 2 dices difficulty 6, in the long range.
 
 In Reply To #74
 No, I meant in the long run. Like after thousand tries, you'll get more or less the same result (not same variance (sp), but same middle result)                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 22, 2004, 10:50:00 am
                In Reply To #73
 
Orcho posted:

 In Reply To #72
 Ok, I thought that there was random results somewhere.
 What I was thinking is that an automatic success is more or less the same that 2 dices difficulty 6, in the long range.

 
 Um, it's nothing like that. An automatic success is 1 success period. 2 dice could get you 2 successes, 1 success, or no successes. So they're nowhere near the same thing.
 
 In other news, I just installed the version 1.2 official patch, and I'm happy to say it didn't effect any of the files I modded, Yay!                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 22, 2004, 04:40:00 pm
                In Reply To #74
 
 Cool. But I was wondering: does the patch add anything that can be further "exploited" by the PnP Mod?
 
 Edit: Another random idea - Could Fortitude be modified to simply add extra points to your soak levels, without the need to actually activate the power? I'm probably ignorant of some internal game mechanics...but all it does is add auto successes to your soaking, right?
 
 Could that be converted to where adding points to Fortitude just automatically adds those points to your soaking feats, same as though you were upping a stat or an ability? Only reason I ask is because Fortitude still needs to be "activated," which is cumbersome, and in PnP its just always "there."
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 23, 2004, 10:14:00 am
                In Reply To #75
 
Ashland posted:

 In Reply To #74
 
 Cool. But I was wondering: does the patch add anything that can be further "exploited" by the PnP Mod?
 
 Edit: Another random idea - Could Fortitude be modified to simply add extra points to your soak levels, without the need to actually activate the power? I'm probably ignorant of some internal game mechanics...but all it does is add auto successes to your soaking, right?
 
 Could that be converted to where adding points to Fortitude just automatically adds those points to your soaking feats, same as though you were upping a stat or an ability? Only reason I ask is because Fortitude still needs to be "activated," which is cumbersome, and in PnP its just always "there."
 

 
 It doesnt add auto-successes, it just adds dice. As for the "always on", I had it that way originally, but it turns out if you do that you can't get through the tutorial since it never sees you activate it.
 
 Add-on Pack 4 should eb done in a few hours, it was suposed be done yesterday, but for some reason the True Brujah refuse to work.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 23, 2004, 02:42:00 pm
                In Reply To #76
 
Offkorn posted:

 
 It doesnt add auto-successes, it just adds dice. As for the "always on", I had it that way originally, but it turns out if you do that you can't get through the tutorial since it never sees you activate it.

 
 Man, it's always the smallest thing that gums up the works, isn't it?
 
 There must be a work-around... (ponders)                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Drei31003540 on December 23, 2004, 09:35:00 pm
                Hm...how will the new clan disciplines work in-game? I'm particularily interested in how you incorporated Chimestry...
 
 Also, what did you do for the skins of each new clan? Use those that were already in the game, or design your own?
 
 I'd love to see some screenshots of this mod in game, if possible.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 24, 2004, 03:27:00 am
                In Reply To #78
 
Drei posted:

 Hm...how will the new clan disciplines work in-game? I'm particularily interested in how you incorporated Chimestry...
 
 Also, what did you do for the skins of each new clan? Use those that were already in the game, or design your own?
 
 I'd love to see some screenshots of this mod in game, if possible.

 
 Adding disciplines is currently inpossible, so I just used substitutes, the space for the new disciplines is included though, just commented out. The clans use exisiting models untill someone wants to go on a retexturing spree, all the new clans have unique model names though, so all someone has to do is basicly copy paste their alterations for it to work.
 
 As for pack 4, I'm really annoyed that Vampire Heaven's upload system is acting screwy, so I havent been able to upload it yet. I did send everything bundled into one file off to Fileplanet though, for those of you that prefer 1 massive download, but knowing them it'll probably take a week or so to appear.
 
 ____________________________________________________________
 
 Alright, I finally uploaded Add-On pack 4, I had to take the True Brujah out in order for the filesize to be small enough to be uploaded. They're kinda useless without Temporis anyway, so if/when disciplines become addable, I'll put them back in.
 
 This adds 3 clans: Lasombra, Samedi, and Tzimisce.
 It makes Blood Buff strictly P&P, 3 attribute points for 3 blood, I also extended the duration by 10 seconds.
 Fixes the problem with Nosferatu not being able to get past level 5 Persuasion.
 
 It can be found here.
 
 Now, I'm aware that Samedi can talk to people without them freaking out, this is mainly due to the fact that I'm way to lazy to go through each and every dialogue file and add that in, yet.
 
 See, my next project is to start work on making attribute specific dialogue, since being able to seduce people when you only have a 1 Appearance seems idiotic. If that project turns out well (and Disciplines still aren't addable), I'll start on some Clan-specific dialogue options, that way there will actually be a reason to play the different clans.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Morglin on December 26, 2004, 08:51:00 pm
                In Reply To #79
 
 I just downloaded the 1.2 version plus the 4  clan add ons...
 
 Awesome work dude!Thanx a lot...and keep doing good work...                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 27, 2004, 01:44:00 pm
                In Reply To #80
 
 Couple of questions, and maybe I missed this on the readme somewhere:
 
 1. Was it this MOD that removes the "floating damage totals" from the NPCs you fight?
 
 2. At the fight in "Foxy Boxing" I had the issue of literally knocking the Cathayan through the wall, where he would disappear, causing a game-stopper.
 
 3. Could there be a way to add a "skip tutorial" function to the MOD, that would still award you the initial 2XP, and as well allow for "always on" passive Disciplines?
 
 danke
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 27, 2004, 10:28:00 pm
                In Reply To #81
 
Ashland posted:

 In Reply To #80
 
 Couple of questions, and maybe I missed this on the readme somewhere:
 
 1. Was it this MOD that removes the "floating damage totals" from the NPCs you fight?
 
 2. At the fight in "Foxy Boxing" I had the issue of literally knocking the Cathayan through the wall, where he would disappear, causing a game-stopper.
 
 3. Could there be a way to add a "skip tutorial" function to the MOD, that would still award you the initial 2XP, and as well allow for "always on" passive Disciplines?
 
 danke
 

 
 1. You can do that from the option menu, no mod needed.
 
 2. Thats a game bug, again, nothing to do with any mod.
 
 3. Turfster made a file that does that, you can find it on his site. Although, if I remember correctly, it makes the PC invincible.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 28, 2004, 01:24:00 am
                In Reply To #82
 
 Ok, here's another, then:
 
 I can't seduce anyone. (and no, I'm not complaining of a personal problem)
 
 I have a Seduction rating of 5 with the modified abilities, and I can't get the seduction option with the 1st floor girl in the Asylum (?).
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ramza on December 28, 2004, 06:23:00 am
                I've too the same problem, I already write to offkorn an email...
 
 I used a malkavian and a tremere and i put seduction to 10 with console, but i wasn't able to seduce the girl on the bars and pubs...
 
 I try to delete the p&p mod and all came back to normal...
 
 another request, how i can include the true brujah in p&p mod ?? i like the clan and i don't matter if i can't use temporis                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 28, 2004, 01:38:00 pm
                In Reply To #83
 
Ashland posted:

 In Reply To #82
 
 Ok, here's another, then:
 
 I can't seduce anyone. (and no, I'm not complaining of a personal problem)
 
 I have a Seduction rating of 5 with the modified abilities, and I can't get the seduction option with the 1st floor girl in the Asylum (?).
 

 
 Yes, Ramza notified me of that via E-mail yesterday.
 
 Here's the fix: http://www.vampireheaven.com/vheaven/files.php?action=showfile&file=154
 
 Oh, and I threw the True Brujah in it to.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ashland33184164 on December 30, 2004, 02:21:00 pm
                In Reply To #85
 
 [bump]
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] OddMuppet on December 30, 2004, 02:46:00 pm
                The notes mention a cinematics skip for the introductory "get embraced and watch the prins talk his head off for hours on end, then actually start playing" scenematics... But I can't seem to get anything to happen?...
 
 Have I misunderstood?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DemensIgnis33782931 on December 30, 2004, 06:49:00 pm
                In Reply To #1
 Hey, I like the mod--I used to mod for Morrowind, and this one's impressive--but I have a few really basic questions as to how things are edited in Bloodlines.  Maybe a tutorial explains everything, and if that's the case, just point me in the right direction.  Initially, I'd like to know how to return bloodbuff to its original effect, and secondly, how I would make the stats affect feats as they had before the mod (yeah, I'm a powergamer, and some of the combinations are better that way, particularly with histories), and lastly, how the intro-skip file works, since I've installed it to the proper directory (vampire/python/theater or something...it's the right place, I know that much) and it's not skipping anything.  I look forward to seeing what more can be done with this, as well as the clans and your dependent dialogue project; thanks for the help.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 31, 2004, 10:47:00 am
                In Reply To #87
 
 You should just have to extract the Theater.py file found in the "skip opening cutscenes" folder into your "vampire/python/theater" directory.
 
 In Reply To #88
 
 Just open up the Feats.txt file found in the vdata/system folder. All the conditions are in there. Or you could just delete the Feats.txt file, that would set them back to default as well.
 
 The bloodbuff effects are found near the bottom of the traiteffects000.txt file, found in the same folder.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DemensIgnis33782931 on January 01, 2005, 09:55:00 pm
                In Reply To #89
 
 Whatever was wrong then isn't wrong now, so everything works perfectly.  Cool.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] %fp_9264742 on January 02, 2005, 06:21:00 pm
                Incidentally, Fileplanet has the mod up. I'm waiting to download it now. happy  
 
 20 minutes left. sad
 
 Nagaraja rule. I like the way Pisha is presented in the game. Not an inhumane monster, just very practical about her "condition".                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 03, 2005, 10:10:00 am
                In Reply To #91
 
 No they don't.
 
 the version they have is incredibly old and I believe that Protean doesn't work.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] %fp_9264742 on January 03, 2005, 01:26:00 pm
                In Reply To #92
 
 Yup, I installed it and now the game crashes on startup. sad
 
 I'm going to see if I can get a working version but the site you mention in post #1 is down.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 03, 2005, 06:34:00 pm
                In Reply To #93
 
 Yes, they're having bandwidth issues....mainly due to me. They're only a few Euros away from fixing the problem though.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] TKDSamdan on January 04, 2005, 03:19:00 am
                Sounds like this is an awesome mod OFFKORN, and I can't wait to try it.  Let us know when you have a "final" version done (I put final in quotes because I know that no version is ever final).  How many clans are there anyways?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 04, 2005, 11:00:00 am
                In Reply To #95
 
TKDSamdan posted:

 Sounds like this is an awesome mod OFFKORN, and I can't wait to try it.  Let us know when you have a "final" version done (I put final in quotes because I know that no version is ever final).  How many clans are there anyways?

 
 The full version adds 16 clans. And at the moment it appears to be at the "final" version.
 
 I'm only going to mess with it agian if someone finds a bug somewhere, or if/when discipline adding becomes available.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] %fp_9264742 on January 04, 2005, 12:35:00 pm
                In Reply To #96
 
 Could Dan van Crone host it here at planetvampire? I still dont have a working version.
 
 I want to play as a Nagaraja. happy                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Nedan on January 04, 2005, 12:43:00 pm
                Offkorn, do you know what this error means...
 
 

Engine Error
 Parent template 'VampireGeneric' not loaded before dependent template 'NPCGeneric'

 
 Because I get this error everytime I start the game up with the mod installed. I get to the grey loading screen & then it boots me back to the desktop with this message.
 
 I d/led all of the files from VampireHeaven. Is this mod compatible with the official v1.2 patch? Here's the order in which I installed the mod:
 
 Troika's Official v1.2 Patch
 P&P v1.2
 Clan Addon Pack 1
 Clan Addon Pack 2
 Clan Addon Pack 3
 Clan Addon Pack 4
 Clan Addon Patch v2.01
 
 Any ideas?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] TKDSamdan on January 04, 2005, 04:38:00 pm
                Okay, I'm really new to this whole mod thing (never done it before).  I downloaded P&P 1.2 to try it out (no add on packs yet).  How do I use the .rar file?  Do I open it with a different program or does it automatically work in-game?  No idea how to use it but would really like to.  Help, anyone?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Stigga33364944 on January 04, 2005, 06:24:00 pm
                1. Thanks, Offkorn! Maybe, I'm a 10000th person who tells this, but... You've made a great mod!
 
 2. A question is the following: when playing it (Clan Pack 4, new character, Tremere male), I've took a 3rd level of Dominate in the Downtown, but The Suicide discipline hasn't appeared inthe discipline list. What can it be - is it a bug or it is unavailable until the Hollywood or completion of a plot quest (a some kind of a hidden block)?
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SheolNugganoth on January 04, 2005, 10:05:00 pm
                Yup, sounds like a great mod.  I'd like to try it, too bad there's no place to download it from...                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Stigga33364944 on January 05, 2005, 04:43:00 am
                In Reply To #101
 
 What means "no place to download it from"???
 
 Go to the page 1 of this topic and just read attentively what is written, especially from the top.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SheolNugganoth on January 05, 2005, 08:53:00 am
                Cool. I've seen that before but, until this morning, have never been able to get onto that site due to it's bandwidth problems.  Finally got it though, thanks.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 05, 2005, 10:24:00 am
                The npc template bug can be avoided my just deleting all the npctemplate files that come with the mod. A few people seem to be effected by this for no apparent reason.
 
 Yes, it's compatable with the official patch.
 
 I sent the full version to Fileplanet awhile ago. Their slow as hell.
 
 The discipline not showing up issue is a limitation of the source engine (one of many such limitations in fact). Just use the keybinder menu to bind the power to a key.
 
 
 
 
 
 
 [added Jan  5 2005  8:16PM]
 
 Alright Fileplanet now has the All-In-One version up on their site. This version contains all 4 add-on-packs and version 1.2. The only thing not in it is the blood doll fix, so you will still need to download the patch found at VampireHeaven.
 
 Here's the link:
 
 http://www.fileplanet.com/100373/0/section/Mods-and-Conversions                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Obten on January 07, 2005, 05:32:00 am
                *bump*
 
 I'm back, and too lazy to read what I've missed, so I'll just ask. Lasombra?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on January 07, 2005, 07:53:00 am
                In Reply To #105
 
 say, i tryed to make an old clan tzimisce character and the quick menu or whatever it is called dosnt work, when i press k i still get drop boxes for each number, however i can only put elder blood pack in the things
 
 
 [added Jan  7 2005  3:07AM]
 
 In Reply To #105
 ok...
 
 i have a problem with the old clan tzimisce, the quick menu donsnt work, when i press k it comes up, and i have dropdown menus for each number, but they only contain "elder blood pack", nothing else, am i the only one getting the problem, and it hasnt happened to any of my other characters...
 
 lasombra
 daughter
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 07, 2005, 10:06:00 am
                In Reply To #106
 
 You have apparently added more then 5 disciplines to your character sheet. Reduce the number to 5 and it will work again.
 
 In Reply To #105
 
 And yes, Lasombra are in it, you could've just looked at the first post of this thread though, I keep it updated                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on January 10, 2005, 08:47:00 am
                In Reply To #107
 
 i dont see how that happened. I will check, but i think i only had 5.
 
 and potence dosnt work anymore, it says that i have it and then immediantly says i lost it, and there might be a flashing in the diciplence area.
 
 sorry if it said that it didnt work earlyer but i am shore that it was protean and that you fixed it.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 10, 2005, 10:59:00 am
                In Reply To #108
 
arathalion posted:

 and potence dosnt work anymore, it says that i have it and then immediantly says i lost it, and there might be a flashing in the diciplence area.</quote>
 
 Huh? Flashing? Did you enter a conversation? That tends to end all active disciplines.
 
 <quote by="arathalion">
 sorry if it said that it didnt work earlyer but i am shore that it was protean and that you fixed it.

 
 I fixed Protean back in Pack #1, there was never a problem with Potence (other then that I couldn't get it to add auto-successes). Maybe you have the version that still used the auto-success Potence. I think Pack #4 reverted it to adding Strength dots.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ThePhist on January 10, 2005, 10:49:00 pm
                I'm having problems with the clan selection. I keep trying for one of the new clans (I've tried Lasombra, Assimite(warrior) and Tzimisce) and every time it just sticks me with Toreador. Any idea what's going on?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 11, 2005, 10:48:00 am
                In Reply To #110
 
 Do you have the pack that adds them? The clan choices are present in all versions, but they only connect to a clan if the pack containing the clan has been added.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] wanana90 on January 11, 2005, 11:25:00 am
                the mod contains no new player skins???:S                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ThePhist on January 11, 2005, 12:57:00 pm
                I'm fairly sure I do, I installed packs 1-4 and v1.2. Am I wrong to just try and copy them to the 'vampire' directory?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 12, 2005, 10:05:00 am
                In Reply To #112
 
 Why would it?
 
 In Reply To #113
 
 You extract the "vampire" folder in the rar file into your main vampire directory.
 
 Usualy it's: C:\Program Files\Activision\Vampire - Bloodlines\                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ThePhist on January 12, 2005, 10:39:00 pm
                H:/Games/Bloodlines. I refuse to conform wink
 
 That's what I did. Do they need to be extracted in a particular order? Is there a chance that another mod I installed is conflicting with yours? (vtmbweaponstweak)
 
 Also: Is overwriting the cfg file absolutely nessesary to install a mod? I have a lot of custom settings(control and visual changes, as well as allowing histories and allowing camera rotation) and it's a pain to re-do them every time.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 13, 2005, 10:01:00 am
                In Reply To #115
 
 Yes, numericial order. Version 1.2, then pack 1, then pack two, etc.
 
 Make sure you choose "yes" when it asks if you want to overwrite the existing files.
 
 No, the cfg file isn't nessisary, it just allows you to move the camera around in 3rd person mode.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SkyDiver34064818 on January 13, 2005, 10:41:00 am
                In Reply To #1
 
 <yellow>How to put all the clans without the discipline changes?  </yellow>                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] wanana90 on January 13, 2005, 03:33:00 pm
                In Reply To #115
 OF COURSE it matters...                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 13, 2005, 09:57:00 pm
                In Reply To #117
 
 I don't think it's possbile. The P&P mod was the base, as such everything else is built on top of it.
 
 I supose you can just not extract the Disciplinetgt files, that should avoid most of the changes in Animalism, Dementation, Dominate, Presence, and Thaumaturgy.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] gogmagog5911054 on January 15, 2005, 12:15:00 am
                Coming in late, but i just wanted to ask what are the new abilities? Do you have a textfile? Plus, will there be any additional text dialogue added for the new clans?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 15, 2005, 03:27:00 pm
                In Reply To #120
 
 Look at the first page. There's also 2 readme's included with the mod.
 
 I was planning on doing a clan based dialogue mod earlier. Unfortunatly I ran headfirst into yet another limitation of the Source engine. It can only handle 1 feat/ability condition per dialogue line, and only 2 overall condition variables per line.
 
 So the only way to do clan-specific dialogue would be to make a shitload of starting conditions, and that's way to much work for me.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ThePhist on January 15, 2005, 07:12:00 pm
                Whoa, your mod(I assume it's yours, the only other one I have is a gun mod) has made a LOT of generic NPCs in downtown into vampires. I was going on a rampage for fun, and I shot some random man in the back. He exploded into ashes like a vampire. Afterwards, I was walking around with auspex, and roughly 50% of the downtown outdoor npcs are vampires (purple auras).                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] only_entropy_exists on January 16, 2005, 12:32:00 am
                In Reply To #122
 
 I don't have the mod installed and I restored all the files I messed with and over have the NPCs in my game are still vamps.  Worse still, is that now I have an ever growing population of invisible vamp pedestrians.  Also while I was playing last night, it seemed that everyone went into god mode.  No weapon I used hurt anyone.  This just happened all of a sudden.  Weird huh?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SkyDiver34064818 on January 16, 2005, 05:39:00 pm
                if you create differente skins for the new clans it will be more interesting                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on January 18, 2005, 09:09:00 am
                In Reply To #109
 
 um well you were right about 6 discilpence, however that changes from the character creation sheet (5 discaplins) to game character sheet (6 disaplins).. and there is the human vampire thing. i havnt made any changes to the stats.txt file
 
 oh and to get tzimisce you have to go gender/sabbat/1 ( cant remember listing) insted of gender/sabbat/3 (tzimisce)                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 18, 2005, 10:25:00 am
                In Reply To #125
 
 I have no idea what you were trying to say about the discipline ammount.
 
 The one in sabbat 1 is the Tzimisce, while the one in sabbat 3 is Old clan tzimicse.
 
 I also have no idea where you people keep picking up these random bugs. My NPCs are just fine, they have perfictly human auras.
 
 [added Jan 18 2005  5:36AM]
 
 In Reply To #124
 
Sky Diver posted:

 if you create differente skins for the new clans it will be more interesting

 
 See post #60 for examples of my modeling/texture skills, it's on page 4.
 
 [added Jan 18 2005 10:09PM]
 
 Well, seems that Vampire Heaven is going to be dead for a bit. So for now the only place to get the mod is at fileplanet. I just sent them the 2.01 patch so that should be up there in a week or 2.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Obten on January 19, 2005, 08:24:00 pm
                Bump.
 
 Been trying not to play anymore until I get the new improved machine up and running...but it's been difficult, heh.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] delta_two on January 21, 2005, 03:07:00 pm
                In Reply To #126
 
 i have an idea about where "us people" are picking up the random bugs- YOUR MOD
 
 damn, as if the game wasn't buggy or poorly-coded enough
 
 you realize that your "mod" basically consists of edited text files- whoop-de-friggin-do - get some skins, balance the changes to the game, fix the bugs, and stop blaming the people who have volunteered to be the guinea pigs to your pre-alpha pseudo-mod.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Entropy13970657 on January 21, 2005, 03:55:00 pm
                In Reply To #128
 
delta_two posted:

 In Reply To #126
 
 i have an idea about where "us people" are picking up the random bugs- YOUR MOD
 
 damn, as if the game wasn't buggy or poorly-coded enough
 
 you realize that your "mod" basically consists of edited text files- whoop-de-friggin-do - get some skins, balance the changes to the game, fix the bugs, and stop blaming the people who have volunteered to be the guinea pigs to your pre-alpha pseudo-mod.
 

 
 Look who's talking. Your first post on this forum is nothing but bitching.  Why don't YOU make the skins. Why don't YOU balance the game, Why don't YOU fix the bugs.
 
 
 Offkorn, if you need an additional hosting place. you know how to contact me.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Dr.Faust33361834 on January 21, 2005, 07:12:00 pm
                In Reply To #128
 
 Please be aware that the mod doesn't need rebalancing.
 Offkorn's stated goal was to replace the various disciplines with their pnp-equivalent.
 So his decision to make, for example, Potence and Fortitude permanent effects just reflect the rules in the corebook.
 
 And yes, if you don't care about the pen-and-paper rules and rate the mod strictly from the perspective of the  computergame it's extremly unbalancing. Especially if you take the high frequency of combat situations into account.
 
 Concerning the custom skins/models...
 Offkorn said from the beginning that this ability in this area is extremly poor. So new graphic content was never announced nor planned.
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] WoodinNikil on January 22, 2005, 02:19:00 am
                Hi I installed your mod and now my game wont start at all.  I get an error message saying :
 
 "Parent template "VampireGeneric" not loaded before dependant template "NPCGeneric"
 
 ummmm.... help?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 22, 2005, 10:30:00 am
                In Reply To #131
 
WoodinNikil posted:

 Hi I installed your mod and now my game wont start at all.  I get an error message saying :
 
 "Parent template "VampireGeneric" not loaded before dependant template "NPCGeneric"
 
 ummmm.... help?

 
 Just delete the npctemplate files included with the mod. They seem to react badly with some users' machines, and they aren't needed for the mod to work.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DarthFelth on January 24, 2005, 09:45:00 am
                i really likes what you did with the mod so far, what else do you ahve planned for later releases? do you intend to expand into other games like mage, werewolf?
 
 good job so far, will be cool if you could add in new displines grin
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 24, 2005, 10:08:00 pm
                In Reply To #133
 
ItsOnlyMe posted:

 i really likes what you did with the mod so far, what else do you ahve planned for later releases? do you intend to expand into other games like mage, werewolf?
 
 good job so far, will be cool if you could add in new displines grin
 

 
 Actually I am thoroughly disgusted with the Source engine, and would like to smack Troika in the head for using a FPS engine for a RPG.
 
 So the only thing I'm going to do is add in the custom disciplines and fix the originals, if it becomes possible.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DarthFelth on January 24, 2005, 11:30:00 pm
                In Reply To #134
 
 Ahh, thats a shame but im not that shocked, still it would have been cool if he could have reached the level that wod mod for redemtion did.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Greatatlantic on January 25, 2005, 05:53:00 pm
                In Reply To #134
 
Offkorn posted:

 
 Actually I am thoroughly disgusted with the Source engine, and would like to smack Troika in the head for using a FPS engine for a RPG.
 
 

 
 Hey now, there was a very good reason for Troika to use the Source engine, and that reason was facial animations.  You have to admit, they play a very large part in the game's "immersion" factor.  They knew what they were doing.
 
 It is unfortunate, that your mod may remain unfinished.  As it is, all you get is a PC with a certain point distribution and a random set of disciplines.  What it really needs is new disciplines, and new skins.  While the skins may be doable, if not by you by somebody else, the disciplines is another matter.  Also, clan specific dialogue would be nice...if not possible at this time.  Though, I must commend you for attempting such an ambitious project, and to some degree succeeding.  By the way, what country do you play in?  When I installed it my keyboard configuration got really messed up.  Took me awhile to get everything back in order.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ElGostro on January 25, 2005, 07:34:00 pm
                Im workin on avenus skin adaptin Anderis' tzimices texture ta get a big bad tzimice fem tell me if ya d like em fer this mod                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 26, 2005, 11:45:00 am
               
Greatatlantic posted:

 Hey now, there was a very good reason for Troika to use the Source engine, and that reason was facial animations.  You have to admit, they play a very large part in the game's "immersion" factor.</quote>  
 
 Hmmm, facial animations? Or acurate gameplay? I'll take better gameplay before "pretty stuff" anyday.
 
 
Greatatlantic posted:
They knew what they were doing.

 
 That is highly debatable.
 
 <quote by="Greatatlantic">It is unfortunate, that your mod may remain unfinished.  As it is, all you get is a PC with a certain point distribution and a random set of disciplines.  What it really needs is new disciplines, and new skins.  While the skins may be doable, if not by you by somebody else, the disciplines is another matter.  Also, clan specific dialogue would be nice...if not possible at this time.  Though, I must commend you for attempting such an ambitious project, and to some degree succeeding.  By the way, what country do you play in?  When I installed it my keyboard configuration got really messed up.  Took me awhile to get everything back in order.

 
 Prehaps you didn't read my posts, I am going to do the new disciplines if/when that becomes possible.
 
 [added Jan 26 2005  7:43AM]
 
 Well, it was recently brought to my attention via email that pack #2 is corrupted, why the hell it took so long for someone to notice this I have no idea.
 
 So I just released patch 2.02 that contains the files missing from the corrupted archive.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] delta_two on January 26, 2005, 07:00:00 pm
                In Reply To #129
 
 hell yeah my first post is bitching, because my first post in this forum warrants nothing except bitching. the game sucks, the community sucks, and for the most part, this mod sucks.
 
 sorry to burst your bubble, but you all know it's true.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Greatatlantic on January 26, 2005, 08:51:00 pm
                In Reply To #138
 
 Really, you think disciplines will be doable before more skins?  Count me shocked if thats true.  I mean, if it could be done great, I just don't think it can be done.  From what I hear, the only way a game can get modded is with an SDK.  With no official word on an SDK... see where I'm coming from.
 
 Anyways, I think skins for each clan would gave the mod a great step forward.  Or just some new skins.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SPEEDY6652166 on January 26, 2005, 09:34:00 pm
                In Reply To #138
 
Offkorn posted:

 
Greatatlantic posted:

 Hey now, there was a very good reason for Troika to use the Source engine, and that reason was facial animations.  You have to admit, they play a very large part in the game's "immersion" factor.</quote>  
 
 Hmmm, facial animations? Or acurate gameplay? I'll take better gameplay before "pretty stuff" anyday.
 
 
Greatatlantic posted:
They knew what they were doing.

 
 That is highly debatable.
 
 <quote by="Greatatlantic">It is unfortunate, that your mod may remain unfinished.  As it is, all you get is a PC with a certain point distribution and a random set of disciplines.  What it really needs is new disciplines, and new skins.  While the skins may be doable, if not by you by somebody else, the disciplines is another matter.  Also, clan specific dialogue would be nice...if not possible at this time.  Though, I must commend you for attempting such an ambitious project, and to some degree succeeding.  By the way, what country do you play in?  When I installed it my keyboard configuration got really messed up.  Took me awhile to get everything back in order.

 
 Prehaps you didn't read my posts, I am going to do the new disciplines if/when that becomes possible.
 
 [added Jan 26 2005  7:43AM]
 
 Well, it was recently brought to my attention via email that pack #2 is corrupted, why the hell it took so long for someone to notice this I have no idea.
 
 So I just released patch 2.02 that contains the files missing from the corrupted archive.

 
 You need to get that stick out of your ass. How the hell did YOU not notice you released a corrupted zip?!
 And i'll agree with Greatatlantic; highly detailed facial animations truly do add another layer to the immersion. Take your first trip to the Aslym for example.
 
 And btw, ive installed i think the first clan pack and the base pack and i havent noticed anything different at all. Sure character selection i can choose a whole new name.... but when i get in game it still says im a Tremere and if i was supposed to notice something new........... id like to see it                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 26, 2005, 11:57:00 pm
               
Greatatlantic posted:
You need to get that stick out of your ass. How the hell did YOU not notice you released a corrupted zip?!
 And i'll agree with Greatatlantic; highly detailed facial animations truly do add another layer to the immersion. Take your first trip to the Aslym for example.
 
 And btw, ive installed i think the first clan pack and the base pack and i havent noticed anything different at all. Sure character selection i can choose a whole new name.... but when i get in game it still says im a Tremere and if i was supposed to notice something new........... id like to see it

 
 First of all, I didn't notice it because I have no reason to download my own mod.
 
 2nd of all, if you chose Tremere, then you'll still be a Tremere. Also, you have to download the approperiate pack for each clan to work.
 
 3rd of all, I suck at texturing, look at post #60 for an example of my texturing/modeling ability. I never planned to do do skins, nor will I ever.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Greatatlantic on January 27, 2005, 12:24:00 am
                In Reply To #142
 
 Its better than anything I've ever done.  I really think such a mod needs new skins to be "complete".  Even if you're not the skinning/texturing type, other people are.  A lot of skins have already been made that could be used to add some more variety.  Is getting a lot of help with a project something "not done" in the modding community?  Your mod is truly the backbone of something great, and a chance to complete a project that great ought to lure people with some skin talent.  Oh well, by the way...you're right, you had no reason to download your own mod.
 
 By the way...did you make those drastic changes to the key config?  Just idle curiosity.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] SPEEDY6652166 on January 27, 2005, 01:17:00 am
                In Reply To #142
 
Offkorn posted:

 
Greatatlantic posted:
You need to get that stick out of your ass. How the hell did YOU not notice you released a corrupted zip?!
 And i'll agree with Greatatlantic; highly detailed facial animations truly do add another layer to the immersion. Take your first trip to the Aslym for example.
 
 And btw, ive installed i think the first clan pack and the base pack and i havent noticed anything different at all. Sure character selection i can choose a whole new name.... but when i get in game it still says im a Tremere and if i was supposed to notice something new........... id like to see it

 
 First of all, I didn't notice it because I have no reason to download my own mod.
 
 2nd of all, if you chose Tremere, then you'll still be a Tremere. Also, you have to download the approperiate pack for each clan to work.
 
 3rd of all, I suck at texturing, look at post #60 for an example of my texturing/modeling ability. I never planned to do do skins, nor will I ever.

 
 1 - You should test out all material you release as to not look like a fool. This includes checking files in zips.
 
 2 - No i dont choose to be a Tremere, i choose one of your clans but i really dont know what's supposed to be different because i cant notice anything new/changed
 
 3 - Im not implying you should go into texturing, but perhaps if you see a good skin that would suit one of the clans you could ask the author if you could implement it                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 27, 2005, 03:41:00 am
               
Greatatlantic posted:

 By the way...did you make those drastic changes to the key config?  Just idle curiosity.

 
 Yes I did, this key setup is much easier to handle. But if I had realised it would transfer over with the config file I would have set it to default before saving it. The main reason the config file is included is to added the 3rd person camera control.
 
 As for the skin issue: I made it as simple as possible for people who want to make new skins for the mod to be able to, with no input from me. This way, anyone can make a new skin for one of the clans, on their own terms.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on January 27, 2005, 05:19:00 am
                In Reply To #126
 
 actualy on mine tzimisce are listed as 3 under sabbat and the old clan is in the inrependeds, spescificaly gender/3/3/3
 
 no, potence is just flashing, and dosnt work at all, i have vs 2.sonthing (the latest)
 
 and waht i ment to say before was
 
 1 charactor creation -charactor sheet diciplines count 5
 2 start of game - charachtor sheet dicipline count 6 (added protean randomly)                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 27, 2005, 06:42:00 am
                In Reply To #146
 
arathalion posted:

 In Reply To #126
 
 actualy on mine tzimisce are listed as 3 under sabbat and the old clan is in the inrependeds, spescificaly gender/3/3/3
 
 no, potence is just flashing, and dosnt work at all, i have vs 2.sonthing (the latest)
 
 and waht i ment to say before was
 
 1 charactor creation -charactor sheet diciplines count 5
 2 start of game - charachtor sheet dicipline count 6 (added protean randomly)

 
 You're selecting Old Clan Tzimisce. Tzimisce are under Sabbat, not independant.
 
 Why your getting a new discipline out of nowhere I have no idea. Tzimisce should have Animalism, Auspex, Fortitude, Potence and Protean.
 
 And Old Clan Tzimisce should have Animalism, Auspex, Dominate, Fortitude, and Potence.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DarthFelth on January 27, 2005, 08:22:00 pm
                In Reply To #144
 
 If you can do a better job, do it yourself.
 
 This mod see,s pretty alpha more cos of lacking tools required, still, i liked it i will like it more with me disciplines, keep up the work offkorn                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] RonJeremy12601385 on January 27, 2005, 11:26:00 pm
                In Reply To #148
 
 Thank you to the creators for making a great Mod.
 
 Just thought I would point out to all the little whiners and moaners the exit. In all honesty, I am sick of hearing negative things about this game, usually made by a poster with the spelling and language capacities of an eight year old.
 
 Things like "Using an action engine for an RPG is just stupid" and "it lags it suxx" are so ridiculous I almost don't know where to start. More likely than not, the majority of the performance whiners don't bother to read the Readme, for instance on setting your swap file size. I have found that it runs smoothly on my crappy 2.4 GhZ Celeron. There are some issues (though no broken quests that I found) with loading times, and the occasional sound stutters, but all in all it performs admirably. I did'nt hear this level of whining about the KOTOR bug that would freeze your game in an infinite loop (unpatchable, BTW, as it was on Xbox) if you were in Stealth mode when you freed your crew from the Leviathan. None of the problems in Bloodlines is even remotely as serious.
 
 For those who whine about the action engine being used, it's almost not worth dignifying with an answer. Deus Ex, one of the greatest and most revolutionary games of our time used a fusion of action engine with RPG to create an engrossing experience. Bloodlines is clearly labelled - there is no mistaking the combat is real time. For those who would rather push a button and watch until the round is done, go play KOTOR or any of the other thousand mediocre (at best) linear console RPG's that essentially run you along on rails and have no replay value whatsoever.
 
 Even the highly vaunted Fable turned out to be total crap. Morrowind was a big, dead world - with alot of text, talking to NPC's was like reading a dictionary. In Vampire, your actions influence the world around you. People remember you, they even make news about it. I for one was constantly amazed at the immersive gameplay and find myself playing for hours at a time.
 
 So, back to the point, if you don't like the game, get the hell out.
 
 
 [added Jan 27 2005  6:37PM]
 
 In Reply To #128
 
delta_two posted:

 In Reply To #126
 
 i have an idea about where "us people" are picking up the random bugs- YOUR MOD
 
 damn, as if the game wasn't buggy or poorly-coded enough
 
 you realize that your "mod" basically consists of edited text files- whoop-de-friggin-do - get some skins, balance the changes to the game, fix the bugs, and stop blaming the people who have volunteered to be the guinea pigs to your pre-alpha pseudo-mod.
 

 
 Wow, this guy is quite the little bitch. Mommy forget to change your diaper today?
 
 Nobody forced you to download it, so do me personally a favour and fuck off.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 28, 2005, 04:56:00 am
                In Reply To #149
 
Ron Jeremy posted:

 For those who whine about the action engine being used, it's almost not worth dignifying with an answer. Deus Ex, one of the greatest and most revolutionary games of our time used a fusion of action engine with RPG to create an engrossing experience. Bloodlines is clearly labelled - there is no mistaking the combat is real time. For those who would rather push a button and watch until the round is done, go play KOTOR or any of the other thousand mediocre (at best) linear console RPG's that essentially run you along on rails and have no replay value whatsoever.
 

 
 I agree with most of what you said, except this.
 
 If you had tried modding it, you would see, quite clearly, why an Action engine is a terrible idea for a RPG.
 
 It limits midding possibilities exponentially. Sure Morrowind had boring dialogue, but it is moddable to the point that the NPC project was created to fix that. And they're doing a hell of a job fixing it.
 
 The sad fact is that the Source engine is seriously limited modification-wise, which is a very large asset for a RPG to be missing.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] DarthFelth on January 28, 2005, 11:03:00 pm
                In Reply To #149
 
Ron Jeremy posted:

 In Reply To #148
 
 Thank you to the creators for making a great Mod.
 
 Just thought I would point out to all the little whiners and moaners the exit. In all honesty, I am sick of hearing negative things about this game, usually made by a poster with the spelling and language capacities of an eight year old.
 

 
 Im sorry, but i think the guys doing a great job, so why in reply to 148(my post)                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] CZP420 on January 29, 2005, 09:08:00 am
                Great mod, keep up the good work. btw it ran fine no probs whatsoever,hope to see more soon. if theres anyway to make skins for the new clans that would be hella awesome and much appreciated.now back to playing my Tzimisce happy .Thanks again.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 29, 2005, 09:56:00 am
                In Reply To #152
 
CZP420 posted:

 Great mod, keep up the good work. btw it ran fine no probs whatsoever,hope to see more soon. if theres anyway to make skins for the new clans that would be hella awesome and much appreciated.now back to playing my Tzimisce happy .Thanks again.

 
 Well, taking a quick look around the skins done/in progress, I'd say it'd be pretty easy to find some usefull skins for each clan.
 
 People are making skins specificly for the gangrel Antribu and Assamite Warrior already, and many of the altered clan skins could be used as one of the mod's clan's skins. All you have to do is rename the altered skin before putting it into your game directory.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ElGostro on January 29, 2005, 11:35:00 am
                Damns sorry fer the delay havent been able to find a singel workin diquette in me place,I ll try to uplado the tzimice venus skin as soon as possible,lik I said thsi model(wich I now kionows was orignially intened fer femme malk) would be gerat fer the Tzimice seein as she shares all pc animations(inlcudin cinematics)n woudl be a perfect base for Tzimice(ye add protean abilitys n a skinned warform n ye have apretty acceptable one)                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Scorched123368165 on January 31, 2005, 12:09:00 am
                Now, if anyone wants to take the trouble of writing alternate storylines/dialogue for the added clans, this could be a truly great mod happy                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on January 31, 2005, 10:14:00 am
                In Reply To #155
 
Scorched1 posted:

 Now, if anyone wants to take the trouble of writing alternate storylines/dialogue for the added clans, this could be a truly great mod happy

 
 I tried the dialog option, but due to the limits of their dialog system, it would be an epic ammount of work to do.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] nicbass31947176 on February 02, 2005, 06:55:00 am
                In Reply To #1.
 
 Finally got this running - good stuff.
 
 I have a quick question regarding disciplines. I understand why you have to replace the ones not included in the game with something similar but can you explain why Thaumaturgy wasn't included for the Setites.
 
 My Clan book is very old, but it does state somewhere that the Tremere basically stole the idea from the Setites. To me,it seems a better fit than the others.
 
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 02, 2005, 09:27:00 am
                In Reply To #157
 
Shogakusha posted:

 edit: ok, um, do I need to reinstall vampire to uninstall this mod?</quote>
 
 No, just delete the files in the vdata/system folder that you installed with the mod.
 
 In Reply To #158
 <quote by="nicbass">
 I have a quick question regarding disciplines. I understand why you have to replace the ones not included in the game with something similar but can you explain why Thaumaturgy wasn't included for the Setites.
 
 My Clan book is very old, but it does state somewhere that the Tremere basically stole the idea from the Setites. To me,it seems a better fit than the others.

 
 Setites do have a form of sorcery but it's very rare and not one of their normal 3 clan disciplines. Their normal disciplines are Obfuscate, Presence, and Serpentis.
 
 The book your using must be old since Tremere and Goratrix created Thaumaturgy based upon how they used magic as mages. Totally from scratch.
 
 They are very interested in other forms of blood magic they find though, and attempt to study and itegrate any different styles they come across.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] nicbass31947176 on February 02, 2005, 11:10:00 am
                In Reply To #159
 
 Yeah, I think it’s the original Clan Book. It says that the Tremere developed Thaumaturgy from earlier Setite blood sorcery. There seems to be many different versions of Setites out there…
 
 Hopefully somebody might be able to re-jig the HL2/CS:S SDK to edit the Bloodlines Source files, then we can have some fun…
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] s0l1d29799722 on February 02, 2005, 01:48:00 pm
                hey i installed all ur mods but now i cant run the game...some engine error...it says smth abt templates VampireGeneric n NpcGeneric...any help?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 02, 2005, 03:48:00 pm
                In Reply To #161
 
solid posted:

 hey i installed all ur mods but now i cant run the game...some engine error...it says smth abt templates VampireGeneric n NpcGeneric...any help?

 
 Yes, read the posts before you.
 
 This problem has been brought up and addressed something like 10 times now.
 
 But I'll say how to fix it for the 11th time: Just delete the npctemplate files installed by the mod.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Demosthanese34424481 on February 03, 2005, 01:48:00 am
                Just thought that I would say that the mod is a very well done, and I havn't had any problems to speak of. Try to ignore the children who can find the flaw in everything that is given freely to them.
 
 Thank you, and I hope that you continue this project.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 03, 2005, 02:08:00 am
                In Reply To #164
 
Shogakusha posted:

 So, nobody else has experienced the same problem as me? With everyone turning to vampires with ash deaths and no feeding, except for some of the vampires who instead leave bodies, although still no feeding.  I'm just really confused, I totally dig the changes, but the above mentioned problem is kind of a deal breaker.  So, is there a solution?  You mentioned the NPCtemplate file in responce to someone else's post, witll that fix my problem as well?  This mod is the only mod I have installed, or on my computer for that matter. I downloaded the full version on file planet and both patches off of vampire heaven.  I tried making a new game but ran into the same problems, ash deaths, unfeedable enemies in combat areas, etc.  

 
 That's not my mod. That's a game bug that appears from time to time.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 03, 2005, 08:24:00 am
                Quick Question:
 
 How many people actually use the questions to pick their clan?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Aridrak on February 03, 2005, 02:23:00 pm
                In Reply To #167
 
 I used it only the first time.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] s0l1d29799722 on February 03, 2005, 02:47:00 pm
                In Reply To #162
 
 sorry to have been a bother but could u explain to me in detail what should i delete n in which folder??thanks again for all ur help                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 03, 2005, 05:03:00 pm
                In Reply To #170
 
solid posted:

 In Reply To #162
 
 sorry to have been a bother but could u explain to me in detail what should i delete n in which folder??thanks again for all ur help

 
 All the files that start with the word npctemplate.
 
 Hmmm, it seems I wasted alot of time integrating the new clans into the questionaire method. Oh well.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Dublex on February 06, 2005, 06:08:00 pm
                In Reply To #1
 
 Is there another site where you can get the "core" version apart from vampire haven? since they don't seem to have it on the new site - so the all-in-one mod doesn't work properly as it needs the core files.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 06, 2005, 06:48:00 pm
                In Reply To #172
 
Dublex posted:

 In Reply To #1
 
 Is there another site where you can get the "core" version apart from vampire haven? since they don't seem to have it on the new site - so the all-in-one mod doesn't work properly as it needs the core files.
 

 
 Um, it should. As its "all-in-one", the core files are in there and formed the base.
 
 Regardless, the broken down versions can be found here: www.vampireheaven.com or from the updated link on page 1.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Raven_NightDragon on February 07, 2005, 02:29:00 pm
                Not sure if this has been reported by anyone else, ut I installed your mod to try it out... when I went to any of the blood dolls in the bars, I did not get the seduction lines for any of them, even when I maxed my seduction out to 10. Has this been a problem before?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 07, 2005, 04:04:00 pm
                In Reply To #174
 
Raven_NightDragon posted:

 Not sure if this has been reported by anyone else, ut I installed your mod to try it out... when I went to any of the blood dolls in the bars, I did not get the seduction lines for any of them, even when I maxed my seduction out to 10. Has this been a problem before?

 
 Yes, patch 2.01 fixes this.
 
 ------------------------------------------------------------
 
 And the new version 2.10 is finished and available from fileplanet. Get it here:
 
 http://www.fileplanet.com/148191/140000/fileinfo/Vampire:-The-Masquerade---Bloodlines-P&P-Mod-+-Clans
 
 What I basicly did was completely rebuild the mod ontop of a fresh (patched) install. So there should be 0 errors/bugs as long as you install the official pacth/unofficial patch first. This means there won't be any more key-configuration switches or npctemplate errors.
 
 It is all condencesed into one (self-extracting) file, and needs absolutly nothing else to work correctly. I also included all three guides I wrote for the game.
 
 It is also available from:
 http://www.vpaine.com/index.php                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Year_of_the_Scarab on February 16, 2005, 02:18:00 pm
                Great work, worthy of a bump.
 
 Btw Offkorn: considered talking to other modders in here? I believe to have seen some attempts at skinning, modeling and such.
 Incorporating new content must be a lot of tiresome work for one person. Perhaps we have a new WoDMOD starting here?
 
 I'm sure that, even without a SDK released, there is a bunch of talented people here who know their sh..., and would help making this nice project a great one.
 
 Hell, even non-hardcore-modders could come in handy.
 
 Whatcha think?
 
 peace                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] phuquedup on February 16, 2005, 11:17:00 pm
                In Reply To #176
 got a quick question that may already have been answered - how did you incorporate the new disciplines into this pack?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 18, 2005, 08:05:00 am
                In Reply To #177
 
 I said earlier: Anyone wanting to make skins for the mod is more then welcome to.
 
 As for the disciplines: I din't, I just altered the existing ones to more closely fit P&P. If a SDK is ever released, that will be the only thing I'll have to go do.
 
 Sorry for the delayed response, I'm currently engrossed in KOTOR 1 & 2. Strangly, 2 is buggier then Bloodlines, I didn't think that it was possible.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Beefyboy31952546 on February 21, 2005, 03:35:00 am
                In Reply To #178
 Remember when people were bitching abou the loads in Bloodlines?  KotOR2 (least the Xbox ver.) makes bloodlines look fast.  Good game though.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 21, 2005, 03:57:00 pm
                In Reply To #179
 
 Does it? The CPU version loads fast as hell. It does have some nasty bugs though. And the fact that the ending was incredibly rushed hurts it pretty bad to.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Beefyboy31952546 on February 22, 2005, 07:01:00 pm
                In Reply To #180
 I made dinner while loading for the last planet.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 22, 2005, 10:33:00 pm
                In Reply To #181
 
Beefyboy posted:

 In Reply To #180
 I made dinner while loading for the last planet.

 
 Wow....Load times for the cpu take 2 seconds max.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Beefyboy31952546 on February 23, 2005, 01:15:00 am
                In Reply To #182
 Damn, I smell trade-in.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on February 25, 2005, 03:22:00 am
                Hrm, I've been using the mod, all seemed well, then when I purchased suicide, it doesn't show up as a selection when I scroll through discipline choices.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 25, 2005, 07:28:00 am
                In Reply To #184
 
RobHess9 posted:

 Hrm, I've been using the mod, all seemed well, then when I purchased suicide, it doesn't show up as a selection when I scroll through discipline choices.

 
 This is a known engine bug. It has nothing to do with the mod. Just assign the discipline to a hotkey.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on February 25, 2005, 11:34:00 am
                Well, yes it does , sort of, since without your mod, suicide, for example, *does* show up when scrolling.
 Oh, and I don't know if this is directly relaated, but when I pull up the hotkey screen, no disciplines appear in the drop-down menus, just one thing shows up in all of them, elder blood pack, which is odd, since I don't have one.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 25, 2005, 03:24:00 pm
                In Reply To #186
 
 That occurs when you have more then 5 disciplines on the character sheet. It is also an engine limitation.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on February 25, 2005, 04:06:00 pm
                In Reply To #187
 
Offkorn posted:

 In Reply To #186
 
 That occurs when you have more then 5 disciplines on the character sheet. It is also an engine limitation.

 
 By that do you mean when you have more than five disciplines when using your mod?  I ask that because I had one game going in the unmodifed version with 6 discipline paths and had no scroll/hotkey problems at all.
 
 Edit-Ah, so the "suicide (and some other disciplines)  not being accessable from the scroll wheel is a result of them being set to use 0 blood points, just a funky engine interaction?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 25, 2005, 11:25:00 pm
               
Unuthiel posted:

 By that do you mean when you have more than five disciplines when using your mod?</quote>  
 
 No, I mean more then 5 disciplines period. You can even ask the people who use cheats. If you add more then 2 extra disciplines, the hotkeys die. It has to do with the fact that the drop-down menu can't handle that many entries.
 
 <quote by="Unuthiel">Edit-Ah, so the "suicide (and some other disciplines)  not being accessable from the scroll wheel is a result of them being set to use 0 blood points, just a funky engine interaction?

 
 Something like that.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on February 26, 2005, 08:04:00 pm
                In Reply To #189
 A really good article on the Baali can be found here, it's based on the idea of making them a viable player choice, rather than a generic evil.  The choice of disciplines seems better as well, obfuscate, auspex, and dark thaumaturgy.
 
 Link
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 26, 2005, 10:40:00 pm
                In Reply To #190
 
 Dark Thaumaturgy is just as impossible to implement as Damoinon. So I don't see the point.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on February 28, 2005, 05:21:00 pm
                In Reply To #191
 
Offkorn posted:

 In Reply To #190
 
 Dark Thaumaturgy is just as impossible to implement as Damoinon. So I don't see the point.

 
 The point is that, that version would give the player auspex, obfuscate, and an active form of magic (thaumaturgy) that is close to one of the actual ones, as opposed to pretending auspex is magic.  Basically, a better representation of a playable version of Baali (given that they weren't really designed as a playable clan by WW).                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 28, 2005, 11:27:00 pm
               
Unuthiel posted:

 The point is that, that version would give the player auspex, obfuscate, and an active form of magic (thaumaturgy) that is close to one of the actual ones, as opposed to pretending auspex is magic.  Basically, a better representation of a playable version of Baali (given that they weren't really designed as a playable clan by WW).

 
 If disciplines ever become creatable, I'm going to give the clans their actual disciplines. That's the whole point of this mod after all, to make Bloodlines more like the P&P.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Greywaste on March 03, 2005, 07:01:00 pm
                I'd have thought daimoinon could possibly created by tweaking levels of thaumaturgy , dementation and or presence, the level 3 daimoinon power could perhaps use some kind of flamethrower damage / visual?
 
 just my two cents
 
 Grey                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 04, 2005, 05:35:00 pm
                In Reply To #194
 
greywaste posted:

 I'd have thought daimoinon could possibly created by tweaking levels of thaumaturgy , dementation and or presence, the level 3 daimoinon power could perhaps use some kind of flamethrower damage / visual?
 
 just my two cents
 
 Grey

 
 What powers to use for it aren't the issue, they never were in fact. Daimoinon is not hard to implement, they did it in redemption.
 
 The problem is that new disciplines are impossible to create at this time.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] BloodCLoak on March 05, 2005, 05:33:00 pm
                when will you fix the template bug
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 05, 2005, 06:54:00 pm
                In Reply To #196
 
solid_snake_7 posted:

 when will you fix the template bug
 

 
 I did fix it. Version 2.10 doesn't use the template files.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] BloodCLoak on March 05, 2005, 06:57:00 pm
                In Reply To #197
 
 Blast and damnation is there anyway to download 2.10 without all in one because i have just beem downloading the patches                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 05, 2005, 10:51:00 pm
                In Reply To #198
 
 No, there isn't. But if your just having the template issue, all you have to do is delete the template files.
 
 I put it into the all-in-one because way to many people were having issues with not being able to install it correctly, which is why I just made it a self-extracting file. That and the fact that I managed to reduce it's size to under 30 mb, so it isn't to bad for people without broadband.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] BloodCLoak on March 05, 2005, 11:51:00 pm
                In Reply To #199
 
 1.which ones do i delete?
 2.Are you talking about the new clan templates you made that get replaced by other clans or something else todo with templates?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 06, 2005, 04:11:00 pm
                In Reply To #200
 
Solid_Snake_7 posted:

 In Reply To #199
 
 1.which ones do i delete?
 2.Are you talking about the new clan templates you made that get replaced by other clans or something else todo with templates?

 
 You delete all the files that start with the word "npctemplate".                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] TheDevian on March 08, 2005, 05:22:00 am
                In Reply To #1
 
 This is just the kewlest =)
 I can't wait to get it installed and try it out
 I alwase thought the ST system was one of the best PnP RPG's back when I could still get a group of ppl together to play
 seems a little rushed but this was a realy good rendition of that system, and anything to expand on that is a great edition.
 thanks =)                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MaxPower4772610 on March 08, 2005, 12:16:00 pm
                In Reply To #201
 
Offkorn posted:

 In Reply To #200
 
Solid_Snake_7 posted:

 In Reply To #199
 
 1.which ones do i delete?
 2.Are you talking about the new clan templates you made that get replaced by other clans or something else todo with templates?

 
 You delete all the files that start with the word "npctemplate".

 
 Is there a place where I can get the whole mod in one file? What is the most recent version? Has it a readme?
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 09, 2005, 12:20:00 pm
                In Reply To #203
 
MaxPower posted:

 Is there a place where I can get the whole mod in one file? What is the most recent version? Has it a readme?
 

 
 http://www.fileplanet.com/100373/0/section/Mods-and-Conversions
 
 You may want to wait a few days till they update it with the missing .dlg files though.
 
 2.10 is the most recent, and will probably be the last untill discipline adding becomes possible.
 
 Yes it does have a readme.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Eldrac on March 09, 2005, 06:40:00 pm
                Sorry if this issue has been addressed before, but it means reading 14+ pages
 
 on one of my characters i have 5 dots in Dementation and after installing the mod i only have the first 4 powers (no Bedlam) and on my other i have 5 in Dominate and i only have Trance and Brainwash, i'm running the official and unofficial patches.
 
 any ideas?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Unuthiel on March 09, 2005, 06:57:00 pm
                In Reply To #205
 The powers that are no longer selectable on your scroll wheel have become 0 blood cost powers, which something in the code prevents from being scrollable, just hotkey the "missing" disciplines.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] MaxPower4772610 on March 12, 2005, 08:31:00 pm
                @Offkorn:
 
 Which changes to bloodshield does your mod? I can't play tremere, I get the bug where the Bloodshield stays active, though only graphcally. I won't when using your mod.
 
 I know you manipulated some of the disciplineeffects, is bloodshield among them? Or do you haven an Idea which file I need to transfer from my mod to get the effect?
 
 Your help would be appreciated, I think you are my last chance to play a tremere.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on March 15, 2005, 04:40:00 pm
                In Reply To #207
 
MaxPower posted:

 @Offkorn:
 
 Which changes to bloodshield does your mod? I can't play tremere, I get the bug where the Bloodshield stays active, though only graphcally. I won't when using your mod.
 
 I know you manipulated some of the disciplineeffects, is bloodshield among them? Or do you haven an Idea which file I need to transfer from my mod to get the effect?
 
 Your help would be appreciated, I think you are my last chance to play a tremere.
 

 
 I altered it's Blood Cost to 1. That was it.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MaxPower4772610 on March 20, 2005, 05:01:00 pm
                In Reply To #208
 
 
 As I used a german version, your modification delocalised it, in a manner of speaking.
 
 I then did a full reinstall in english, end nearly everything works just fine. Thank you.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] u2mad30016113 on April 04, 2005, 10:01:00 pm
                I do have two suggestions for this mod. Catiff, which would probably have a small negative modifier to all the other clans. With exception to possibly some of the sabbat clans.
 And they would have access to all the none clan specific disceplins, just all the leveling costs for them would be *6 instead of *5 for in clan and *7 for out of clan.
 
 The other idea was to change the starting points that you start with. I know in revised vampire you get 7, 5, and 3 points for your traits starting off and 13, 9, 5 for skills. I'm not sure if this many points is extreme for this system, but that is what the starting points are. Also if it's possible to just set all the disceplins to 0 and give 4 points to stick anywhere would be good.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Psybernetic on April 04, 2005, 10:32:00 pm
                this thread is way too long to search all the way through. how did you modify the obfuscate and other passive disciplines? i've looked through the files and really only found a way to change the durations for the passive, not the blood costs.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on April 05, 2005, 11:23:00 am
               
u2mad posted:
I do have two suggestions for this mod. Catiff, which would probably have a small negative modifier to all the other clans. With exception to possibly some of the sabbat clans.
 And they would have access to all the none clan specific disceplins, just all the leveling costs for them would be *6 instead of *5 for in clan and *7 for out of clan.</quote>
 
 Again, I didn't add Caitiff because it clashes terribly with the story, since you know who your sire is.
 
 
u2mad posted:
The other idea was to change the starting points that you start with. I know in revised vampire you get 7, 5, and 3 points for your traits starting off and 13, 9, 5 for skills. I'm not sure if this many points is extreme for this system, but that is what the starting points are. Also if it's possible to just set all the disceplins to 0 and give 4 points to stick anywhere would be good.
 

 
 I didn't follow the P&P in that respect because it would make the game child's play to beat. The game is incredibly easy to beat as it is, if those starting points were given it'd be almost the same as using god-mode.
 
 <quote by="Psybernetic">this thread is way too long to search all the way through. how did you modify the obfuscate and other passive disciplines? i've looked through the files and really only found a way to change the durations for the passive, not the blood costs.

 
 I never gave the details on how I made the mod, so you wouldn't find that in the thread anyway. You'd have to edit its entree in the "stats.txt" file.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] NowonsHere on April 08, 2005, 07:50:00 am
                In Reply To #212
 Hi Offkorn,
 
 Thanks for the Pen & Paper mod! I've been playing it now with a Lasombra character & it works well (after fixing that template issue!). Just curious, is there any way to fix that Beckett dialog crash? Is that an engine error or something else? Maybe if we have the SDK we can find out what's causing that problem? Another question: is there a way to come up with new quests?
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on April 08, 2005, 08:59:00 am
                In Reply To #213
 
NowonsHere posted:

 In Reply To #212
 Hi Offkorn,
 
 Thanks for the Pen & Paper mod! I've been playing it now with a Lasombra character & it works well (after fixing that template issue!). Just curious, is there any way to fix that Beckett dialog crash? Is that an engine error or something else? Maybe if we have the SDK we can find out what's causing that problem? Another question: is there a way to come up with new quests?
 

 
 The Beckett thing pops up from time to time, I've found that walking down the street instead of running makes it appear less. And someone said that they had found a way to add quests....but neglected to explain how they did it.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] NowonsHere on April 11, 2005, 06:37:00 am
                In Reply To #214
 Hi Offkorn,
 
 I did try walking slowly but it still happens... Weird! I looked at the crash log & found out that it caused an error on the ENGINE.DLL! Could be an engine error then, a friend of mine has the same problem too (He only has the official 1.2 update). Anyways, I hope those guys that can add quests enlighten us on how to do it, that would make Bloodlines even more interesting plus your P&P mod of course... Any new updates regarding the P&P mod? How about the adding the Kiasyd, Panders, Harbingers of Skulls, Gargoyole, etc.? Is that possible? happy                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on April 11, 2005, 09:20:00 am
                In Reply To #215
 
NowonsHere posted:

 Any new updates regarding the P&P mod? How about the adding the Kiasyd, Panders, Harbingers of Skulls, Gargoyole, etc.? Is that possible? happy

 
 I originally had in the Kiasyd and Harbringers, but took them out after it became apparent that they really wern't ment for player use. The Harbringers were to powerful, and the Kiasyd were basicly useless.
 
 I didn't add Panders for the same reason I didn't add Caitiff, and Gargoyles would need a new model.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Year_of_the_Scarab on April 14, 2005, 08:00:00 am
                Hey Offkorn, did you modify anything dealing with dialog choices? I'm sssnaking my way through the game as a Setite currently and even though I've maxed my Humanity I seem to be getting the low Humanity responses.
 
 Your handiwork or is the game just playing funky with me again?
 
 Not that it's a problem, but I'm curious all the same.
 
 peace                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on April 14, 2005, 11:41:00 am
                In Reply To #217
 
Lancea Sanctum posted:

 Hey Offkorn, did you modify anything dealing with dialog choices? I'm sssnaking my way through the game as a Setite currently and even though I've maxed my Humanity I seem to be getting the low Humanity responses.
 
 Your handiwork or is the game just playing funky with me again?
 
 Not that it's a problem, but I'm curious all the same.
 
 peace

 
 Hmm....no. The only dialogs I altered were Heather's and the Blood dolls.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] LunarWraith on April 17, 2005, 11:57:00 am
                could you make a version with the PnP changes without the new clans.  until we can make/get an SDK I dont have much need for them and they create a lot of hassle, but I love the other changes...                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on April 17, 2005, 10:23:00 pm
                In Reply To #219
 
LunarWraith posted:

 could you make a version with the PnP changes without the new clans.  until we can make/get an SDK I dont have much need for them and they create a lot of hassle, but I love the other changes...

 
 I had that version up for awhile, not sure if it's still at VHeaven or not, so I just sent it over to Paine's site: http://www.vpaine.com/index.php?action=files&op=scat&scnum=20                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] LunarWraith on April 19, 2005, 12:14:00 am
                thnx, had no idea of its exsistance (obviously). Now i can see war-form with celerity... that just sounds deadly. nice
 
 [added Apr 19 2005  7:28PM]
 
 i tested your P'n'P mod as soon as the dl finished, and everything went perfect... except my favorite disipline, Protean. everytime I activated it it would say Protean (0) in the corner, indicating I was using level zero protean, when I had two points into it. Not sure where the conflict comes from, but it really dissapointed.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 04, 2005, 05:31:00 pm
                Is there any way to make the graphics for potence and fortitude appear again?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 04, 2005, 11:47:00 pm
                In Reply To #222
 
Klarth posted:

 Is there any way to make the graphics for potence and fortitude appear again?

 
 Delete the files in the Particles folder.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 05, 2005, 05:55:00 pm
                In Reply To #223
 'Delete the files in the Particles folder.'
 
 Potence now has a small white (rather than blue) aura around the fists, fortitude nothing at all                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 05, 2005, 06:17:00 pm
                In Reply To #224
 
Klarth posted:

 In Reply To #223
 'Delete the files in the Particles folder.'
 
 Potence now has a small white (rather than blue) aura around the fists, fortitude nothing at all

 
 Ah yes, there's also that bit in the traiteffects file......hmmmm, I don't think it's possible to get them all back without editing that as well.
 
 You'd have to restore the few effect commands under each Discipline's entry.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 06, 2005, 03:38:00 am
                Err... is that possible for the uninitiated? (stupid)
 
 What exactly do you do?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 06, 2005, 05:29:00 am
                In Reply To #226
 
Klarth posted:

 Err... is that possible for the uninitiated? (stupid)
 
 What exactly do you do?

 
 Well, basicly you would open the original one (extracted from the vpacks), and open the one that comes in the Mod.
 
 Then go down to the section on Potence and Fortitude (in the original) and copy all the effect brackets. Then paste them into the Potence and Fortitude sections in the Mod's version.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 06, 2005, 02:34:00 pm
                That would be a 'no'.
 
 Thanks for trying to help, even if I am too incompetent to make sense of the answers.
 
 *****************************************************
 Have been messing around and found file 'traiteffects000.txt'
 
 Have taken slashes of the front of the fortitude section of document from mod - still nothing visible. Potence discipline section is identical between the two versions of the document anyway, so still single bits of white glow only.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 06, 2005, 05:17:00 pm
                The ">" below are actually the "greater then" symbol above the period key, for some reason they don't show up correctly.
 
 Fortitude bit that has to be added to traiteffects file:
 
 <code>      TraitEffectGroup
       {
          "InternalName"   "Discipline (FortitudeFX)"
          TraitEffect
          {
             "Trait"   "Fx_Fortitude"
             "Modifier"   "+1"
          }
       }</code>
 Potence bit added to the stats file, just search through the version found in the mod untill you find this section:
 
 <code>         //////////////////////////
             Action
             {
                "Value"   ">1"
                "Effect"   "Discipline (Potence)"
             }
          //////////////////////////
             Action
             {
                "Value"   ">2"
                "Effect"   "Discipline (Potence)"
             }
          //////////////////////////
             Action
             {
                "Value"   ">3"
                "Effect"   "Discipline (Potence)"
             }
          //////////////////////////
             Action
             {
                "Value"   ">4"
                "Effect"   "Discipline (Potence)"
             }
          }</code>
 
 Then highlight it all and replace it with this bit:
 
 <code>            Action
             {
                "Value"   "1"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "1"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_FlashStart"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "1"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 r Hand"
                   AttachType   "Bone"
                }
             }
             Action
             {
                "Value"   "1"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 l Hand"
                   AttachType   "Bone"
                }
             }
 
 
          //////////////////////////
             Action
             {
                "Value"   ">1"
                "Effect"   "Discipline (Potence)"
             }
          
 
             Action
             {
                "Value"   "2"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "2"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_FlashStart"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "2"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 r Hand"
                   AttachType   "Bone"
                }
             }
             Action
             {
                "Value"   "2"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 l Hand"
                   AttachType   "Bone"
                }
             }
          //////////////////////////
             Action
             {
                "Value"   ">2"
                "Effect"   "Discipline (Potence)"
             }
             Action
             {
                "Value"   "3"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "3"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_FlashStart"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "3"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 r Hand"
                   AttachType   "Bone"
                }
             }
             Action
             {
                "Value"   "3"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 l Hand"
                   AttachType   "Bone"
                }
             }
          //////////////////////////
       
             Action
             {
                "Value"   ">3"
                "Effect"   "Discipline (Potence)"
             }
             Action
             {
                "Value"   "4"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "4"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_FlashStart"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "4"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 r Hand"
                   AttachType   "Bone"
                }
             }
             Action
             {
                "Value"   "4"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 l Hand"
                   AttachType   "Bone"
                }
             }
          //////////////////////////
             Action
             {
                "Value"   ">4"
                "Effect"   "Discipline (Potence)"
             }
             Action
             {
                "Value"   "5"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "5"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_FlashStart"
                   Bone      "Bip01 pelvis"
                   AttachType   "Tree"
                }
             }
             Action
             {
                "Value"   "5"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 r Hand"
                   AttachType   "Bone"
                }
             }
             Action
             {
                "Value"   "5"
                Particle
                {
                   Definition    "D_Potence_1BP_Emitter_Hand"
                   Bone      "Bip01 l Hand"
                   AttachType   "Bone"
                }
             }
          }</code>
 
 Now, still in the mod's Stats file, find this bit:
 
 <code>            Action
             {
                "Value"   ">0"
                "Effect"   "Discipline (FortitudeFX)"
             }</code>
 
 And replace it with this:
 
 <code>            Action
             {
                "Value"   ">0"
                "Effect"   "Discipline (FortitudeFX)"
             }
 
             Action
             {
                "Value"   ">0"
                Particle
                {
                   Definition    "D_Fortitude_Aura_Emitter"
                   Bone      ""
                   AttachType   "BoneTree"
                }
             }
 
             Action
             {
                "Value"   ">0"
                Particle
                {
                   Definition    "D_FortitudeView_Emitter"
                   Bone      ""
                   AttachType   "ScreenCenter"
                   Viewmodel   "1"
                }
             }</code>
 
 That should work.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 06, 2005, 07:35:00 pm
                Potence now seems to be working fine but I can't find the bit you mentioned for fortitude in the stats file, and can't get the fortitude effect to appear.
 
 Thanks for all the help and for making the mod in the first place.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 06, 2005, 07:54:00 pm
                In Reply To #230
 
Klarth posted:

 Potence now seems to be working fine but I can't find the bit you mentioned for fortitude in the stats file, and can't get the fortitude effect to appear.

 
 Hmmmmm, it should be the third bracket after this part:
 
 <code>         Stat
          {
             "Name"      "Active Fortitude"
             "InternalName"   "Active_Fortitude"
             "Min"         "0"
             "Max"         "Fortitude"
             "Default"      "0"
             "NameMapping"   "DisciplineLevel"
 
             "Gfx_Hud"      "hud/Disciplines/Fortitude_Base"
             "Gfx_Hud2"      "hud/Disciplines/Fortitude_FullBright"
 
             Durations
             {
                "Initial_1"      "900"
                "Add_1"      "900"
 
                "Initial_2"      "900"
                "Add_2"      "900"
 
                "Initial_3"      "900"
                "Add_3"      "900"
 
                "Initial_4"      "900"
                "Add_4"      "900"
 
                "Initial_5"      "900"
                "Add_5"      "900"
             }</code>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] KlarthBeard on May 07, 2005, 12:59:00 pm
                There's a bit not long after that which is pretty similar to what you said I should be looking for - the only real difference I can see is that it says fortitude rather than fortitudeFX. I tried cutting it out and replacing it and didn't seem to get anywhere, though I'm not sure exactly which bit I cut now. Here is the whole thing, starting at the bit you said was before:
 
 Stat
          {
             "Name"      "Active Fortitude"
             "InternalName"   "Active_Fortitude"
             "Min"         "0"
             "Max"         "Fortitude"
             "Default"      "0"
             "NameMapping"   "DisciplineLevel"
 
             "Gfx_Hud"      "hud/Disciplines/Fortitude_Base"
             "Gfx_Hud2"      "hud/Disciplines/Fortitude_FullBright"
 
             Durations
             {
                "Initial_1"      "900"
                "Add_1"      "900"
 
                "Initial_2"      "900"
                "Add_2"      "900"
 
                "Initial_3"      "900"
                "Add_3"      "900"
 
                "Initial_4"      "900"
                "Add_4"      "900"
 
                "Initial_5"      "900"
                "Add_5"      "900"
             }
 
             "IncPredependency"   "BloodPool &gt; 0"
             "IncPredependency"   "Health &lt; Max_Health"
 
             Action
             {
                "Triggers"   "Inc"
                "Value"   ">0"
                "Stat"   "BloodPool -0"
             }
 
             Action
             {
                "Value"   ">0"
                "Effect"   "Discipline (Fortitude)"
             }
 
             Action
             {
                "Value"   ">1"
                "Effect"   "Discipline (Fortitude)"
             }
 
             Action
             {
                "Value"   ">2"
                "Effect"   "Discipline (Fortitude)"
             }
 
             Action
             {
                "Value"   ">3"
                "Effect"   "Discipline (Fortitude)"
             }
 
             Action
             {
                "Value"   ">4"
                "Effect"   "Discipline (Fortitude)"
             }
          }
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 07, 2005, 08:17:00 pm
                Alright, put this (again the ">" are "greater then" symbols):
 
 <code>            Action
             {
                "Value"   ">0"
                "Effect"   "Discipline (FortitudeFX)"
             }
 
             Action
             {
                "Value"   ">0"
                Particle
                {
                   Definition    "D_Fortitude_Aura_Emitter"
                   Bone      ""
                   AttachType   "BoneTree"
                }
             }
 
             Action
             {
                "Value"   ">0"
                Particle
                {
                   Definition    "D_FortitudeView_Emitter"
                   Bone      ""
                   AttachType   "ScreenCenter"
                   Viewmodel   "1"
                }
             }</code>
 
 Inbetween these two:
 
 
Klarth posted:

             Action
             {
                "Triggers"   "Inc"
                "Value"   ">0"
                "Stat"   "BloodPool -0"
             }
 
             Action
             {
                "Value"   ">0"
                "Effect"   "Discipline (Fortitude)"
             }
 
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Year_of_the_Scarab on July 01, 2005, 02:22:00 pm
                BUMP.
 
 Not much to add really, but... I don't suppose you've been doing anything new with this, Offkorn?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 03, 2005, 12:28:00 am
               
Lancea posted:

 Not much to add really, but... I don't suppose you've been doing anything new with this, Offkorn?

 
 Are disciplines addable yet?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] penpal18930903 on July 05, 2005, 06:00:00 pm
                would you recommen to a new player to use this mod, or will it destroy gameplay balancing and its more for have fun replaying the game?
 
 
 does it makethe game easier ? (More abilities for all races and less blood cost)?
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 06, 2005, 04:56:00 am
                It is in no way balanced. Using this mod you will almost certainly never run out of Blood.
 
 I blame it on Troika for making feeding waaaaay to easy, and for not having a wake-up cost every so often.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ValiantViking on July 06, 2005, 07:50:00 pm
                So I installed the mod (the one without added clans) and have a question about fortitude which I've been unable to find an answer to searching through this topic.
 
 In the character sheet view it only adds modifiers to bashing damage (coloured blue and properly increased). What's up?
 
 Added:
 ------
 I just switched to the clan addon mod and that one worked just as it should.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 07, 2005, 09:37:00 am
                In Reply To #238
 
 The issue is that the non-clan version is incredibly old, and is lacking many of the refinements I made to the clan version.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Queen_of_Ice on July 09, 2005, 09:51:00 pm
                I've Put In the pen and paper mod.. But I Really Want to get it out now... Is there a tool to do this.. or can someone give me a list of the files it adds
 
 I have the clan pack and pen and paper mod together the one you can download from file planet
 
 And i want to get rid of both of them
 
 I really liked it.. but Now I just want to restore Bloodlines to how it was                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 10, 2005, 09:50:00 am
                In Reply To #240
 
 Just delete the files it installed, you can see which files are in it by viewing the contents of the exe in winrar.
 
 Or you can just reinstall bloodlines.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Vicius36593475 on July 19, 2005, 03:30:00 am
                Hi! I couldn't spend the time reading the whole topic, and since I got no results searching it, I decided to post it here. Please do not be angry if it has already been posted in this topic as it is a VERY long one. Well, here it goes.
 I don't know if it just happened to me, but none of the added clans seem to be able to wear ANY kind of armor eventhough they use the same models as the original clans (mostly Toreadors). I'm playing a Baali right now and not even her light clothing appears in the inventory, neither do merchants sell any armor pieces. I tried giving my character the armor via a console command, but it not only did not work, but somehow transformed most of the miscelaneous models in the game into some hanging chinese carpet with writings on it (try to picture the cab driver sitting on the air, right in front of onje of those). So, is it a problem only I have, or is it because the new clans CAN'T wear armor (and if that's the case, WHY, if they use original models anyway)?
 
 Thanks in advance for any replies.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 19, 2005, 07:59:00 am
                The only thing I can think of is that either:
 
 A) You are using an old version, or
 B) Your using the new version and installed the patch over it.
 
 The last version is version 2.10, and it is a self-installing .exe file.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Vicius36593475 on July 20, 2005, 12:48:00 am
                Hmm, yeah, maybe I installed some other patch after installing it. I downloaded about 5 updates at one time and didn't pay much attention to the order they had to be installed, neither did I know that it would matter... I'll try intalling your patch again now, and if it doesn't fix the problem I'll let you know. Thanks for the help.
 
 Oh, and I forgot to mention: it IS the 2.10 version.
 
 [added Jul 19 2005  8:17PM]
 
 I ran the self-extracting file, overwriting ALL the files, but the problem persists. I'm running the game along with the 1.5 patch and a patch which only tweaks the experience table file. I tried getting a new armor for my character and I had the same problems as before, then I tried making a new character (Baali as well) and giving it some armor through the console, but it didn't work either.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 20, 2005, 10:30:00 am
                In Reply To #244
 
 It may very well be the 1.5 patch, as I tested the mod with the first unofficial patch by DanUpright, and have no clue what these other guys added.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] [7oS]Xipetopec on July 21, 2005, 10:18:00 pm
                I really love this mod, I've played through it normally, but was disappointed to see that my favorite clan City `grel wasn't represented and that the stats and other things made little sense.
 
 Are there any more plans for this mod?  I'd like to see some combat modifications to make the game more like PnP.  Now, I know this may not be possible without a real SDK, but a person can wish, right?
 
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] FoulPet on July 22, 2005, 03:21:00 am
                Thanks for taking your time to make the Mod.  I am going to wait till I finish playing the other clans before I give it a try.
 
  Has anyone tried instead of creating or altering a discipline to just link an effect to an item?
 
  Example would be having flamethrower but without a flamethrower.  raise the effect to the mouth level of the model and call it Dragon Breath.  Not sure if you could link it to drain blood.
 
  Sure it isnt a "real" discipline but it would look cool and you might be able to mimic a few powers this way.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 22, 2005, 08:12:00 am
                In Reply To #246
 
 The City Gangrel, are in fact in the mod. They are the Gangrel Antribu clan. I take it you didn't read the "New Clan Info" text file included with the mod.
 
 And which stats didn't make sense?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] [7oS]Xipetopec on July 22, 2005, 01:50:00 pm
                In Reply To #248
 
 I was more referring to the original game, unmodded.  How Perception was the linking stat for ranged weapons (instead of Dex) also how Stamina gave no soak bonus against lethal weapons as a Kindred... And also the lack of Clans.
 
 But the 2.10 clan and p&p mod cleaned up a lot of that, or at least allowed us to get at things to change them so that they were even more in line with the game.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] EricDayan on July 30, 2005, 01:21:00 pm
                In Reply To #15
 
Offkorn posted:

 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?
 

 
 Since it seems nobody answered to this question, I'll try:
 
 the python interpreter compiles the .py-file to the .pyc-file, where pyc stands for "PYthon Compiled", automatically. Because of this you do not have to recompile the file manually, which save a little of time. So the content of the .pyc-files is the python bytecode.
 
 Sincerely,
 ejd
 
 P.S.: BTW, while I do not want to start a flamewar, I would like to ask your opinion of Python. Feel free to PM me about that.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Fion on August 01, 2005, 06:33:00 am
                Heya folks, great mod, great topic. I just reinstalled Vampire - Bloodlines after seeing this mod. I had to try it. I have made several characters as well as a regular Gangrel (one of my fav clans that I didn't get through the game last time I had it installed.)
 
 Anyway I'm having a problem with it. Most of the animalism line isn't working. The first two are fine but if I purchase any of the last 3, they just don't show up in my list of disciplines to use. I've tested it by zoning, logging out and back in. I've created characters of the mod's clans and regular ones, nothing seems to get it to work. I have the official 1.2 patch in and this mod, nothing else.
 
 Any ideas whats going on? Should I try installing one of the unofficial patches? Or is the mod at fault here? Searching this topic I cant find any one else mentioning it so I'm at a loss.
 
 Oh hey I was also wondering why the mod doesn't take use of the wide variety of models in the game for the new clans. It's really easy to change your character to a different model in game, seems it would be easy enough to program that in.. perhaps not.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 01, 2005, 10:25:00 pm
               
Fion 8759425 posted:

 Most of the animalism line isn't working. The first two are fine but if I purchase any of the last 3, they just don't show up in my list of disciplines to use.

 
 That is an engine limitation, mearly assign the disciplines to a hotkey.
 
 

Oh hey I was also wondering why the mod doesn't take use of the wide variety of models in the game for the new clans. It's really easy to change your character to a different model in game, seems it would be easy enough to program that in.. perhaps not.

 
 For the simple reason that I didn't want you to run into clones of yourself.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Fion on August 02, 2005, 12:40:00 am
                In Reply To #252
 
 Ah thats what it is. Thanks.
 
 As to using the different models. I find you already do run into yourself several times in the game lmao (or extremely close versions of yourself anyway.) I wouldn't mind at all in doing so, just to have each different character have a different look. happy
 
 Perhaps someday, if we are lucky, an SDK will get released and you modders can do some awesome stuff with this game. Although I admit I didn't think even the stuff in the PnP mod could be done. happy                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] MisterB29216594 on September 30, 2005, 04:24:00 pm
                Hi, great work and thanks for this mod! I do have a question, however, about Thaumaturgy. I don't know if it's related to the PnP mod, or just how the game works, but bloodshield doesn't seem to do anything, other than freak people out if I have it up when I talk to them. When I activate it, I get the effect of being coated in blood, but I seem to take just as much damage with it up as without it. Am I missing something?
 
 I have the official 1.2 patch, the unofficial 1.7 patch and the PnP/Clan addon mod 2.10
 
 Thanks.
 
 
 [added Oct  3 2005  7:29PM]
 
 In Reply To #242
 
Vicius posted:

 Hi! I couldn't spend the time reading the whole topic, and since I got no results searching it, I decided to post it here. Please do not be angry if it has already been posted in this topic as it is a VERY long one. Well, here it goes.
 I don't know if it just happened to me, but none of the added clans seem to be able to wear ANY kind of armor eventhough they use the same models as the original clans (mostly Toreadors). I'm playing a Baali right now and not even her light clothing appears in the inventory, neither do merchants sell any armor pieces.

 
 Did you ever resolve this? I'm having the same problem with an Assamite Warrior that I created.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] ghost56896910 on October 05, 2005, 11:54:00 am
                In Reply To #1
 not sure what im missing but how do you install your mod?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Saint_joe on October 07, 2005, 06:15:00 pm
                In Reply To #254
 
 Actually, I have that problem with my Old CLan Tzimisce. I'm using the official 1.2 patch, and version 2.10, and I get no armors unless I code them in. THen, when I go to 3rd person view, the view is all screwy, like I get it not at the behind the back normal view, but instead at a side view, which really sucks for melee combat. Any ideas on how to fix this stuff?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MoonMad:P on October 08, 2005, 02:11:00 am
                In Reply To #248
 
Offkorn posted:

 In Reply To #246
 
 They are the Gangrel Antribu clan.

 
 Odd, I thought the City and Country Gangrel were Gangrel Antitribu.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Saint_joe on October 10, 2005, 08:16:00 pm
                Hell, does anyone know how to fix my problem?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on October 14, 2005, 10:58:00 am
                The armor issue is caused by 1 of 2 things:
 
 1 - You have an outdated version of the mod.
 2 - You are using a version of the Unofficial Patch later then 1.2, I only tested the mod with that version.
 
 
MoonMad posted:
Odd, I thought the City and Country Gangrel were Gangrel Antitribu.

 
 They are.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MisterB29216594 on October 16, 2005, 01:52:00 am
                In Reply To #259
 
 Unfortunately, neither of those suggestions are it. I tried completely uninstalling, and reinstalled with only the 1.2 official troika patch, and version 2.10 of your PnP/Clan mod. Started a new game and created as Assamite Warrior male. If I add armors using the console, the model appears correct, but the 'thumbnail' versions that should show up when you press F3 are just empty boxes. The other effect of this is that merchants do not have the armors available for sale.
 
 I tried creating a new male Gangrel Antitribu, and that one worked just fine.
 
 It's not a huge deal, since I just give myself the next armor as I hit each zone. It's just odd.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Taram on October 17, 2005, 02:12:00 pm
                In Reply To #1
 Thanks!  I love this mod!  Added so much to the game!                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Anutha1 on October 30, 2005, 10:39:00 pm
                In Reply To #259
 
 Okay, here's my scenario.  Fresh re-install of the entire game.  Updated with official 1.2 patch.  Then updated with clan_addon_2.10.rar file.  Game loads upon starting it.  Try and create new game.  Choose True Brujah from various options.  Get to screen where you diseminate points among various abilities where game crashes within one or two seconds of being on this screen.  Tried doing the same scenario again in case this was just a freak occurence and same situation occurs again.  I've loaded patches in correct order according to everything I've read.  Please, any help is appreciated.  Thanks.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] emmetea on November 07, 2005, 04:20:00 pm
                locked frenzy?
 
 playing female lasombra with a humanity of 3 and two things i noticed: 1. disciplines often dont use blood but more importantly 2. frenzy state is just standing there.
 
 oh and when i go into the alleyway where that well dressed guy just repears, if i drain him and walk into either the apartments or the pawnshop the game crashes. the guy also respawns even if you kill him.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Theevillord1 on November 22, 2005, 08:44:00 am
                I like this mod but how about some skins for every clans? i was dissapointed to see a camerilla clan skin.
 
 [added Nov 22 2005  3:46AM]
 
 i would love to see some new skins or skins that arent the same as the camerilla clans. that would rally give me the feeling of playing with a new clan instead of some toreadeor clone.
 
 Greaaaat mod btw keep it up                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] clouded-leop49394005 on November 22, 2005, 05:55:00 pm
               
  is there any chance of having this tested with any of the
 unofficial patches?
 
  or maybe a better question is...
 
  has anyone gotten this to run with any of the unofficial
  patches?
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on November 29, 2005, 03:06:00 pm
               
Anutha One posted:
I've loaded patches in correct order according to everything I've read.  Please, any help is appreciated.  Thanks.</quote>
 
 What patches? 2.10 is the final version, there are no patches after it.
 
 
emmetea posted:
1. disciplines often dont use blood but more importantly</quote>
 
 Blood costs for the disciplines have been altered to reflect P&P rules, so if a discipline doesn't cost blood in P&P it won't cost blood with the mod either.
 
 
emmetea posted:
2. frenzy state is just standing there.

 
 No idea about a frenzy bug, first time I've heard anything about it.
 
 <quote by="Theevillord">
 I like this mod but how about some skins for every clans? i was dissapointed to see a camerilla clan skin.
 
 I would love to see some new skins or skins that arent the same as the camerilla clans. that would rally give me the feeling of playing with a new clan instead of some toreadeor clone.

 
 Then I suggest you start skinning. If you happen to be bad at skinning, some other modders have released a few skins specificly for this mod.
 
 <quote by="clouded-leopard">is there any chance of having this tested with any of the
 unofficial patches?

 
 I've tested it with version 1.2. If others would like to test with later versions, they can go right ahead.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] ElGostro on November 29, 2005, 04:47:00 pm
                I had once mad e tazmice female skin based on venus once not sure if  it s still online osmewhere i can take to make skins fro all clans again sometime                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] JimmyShak on December 17, 2005, 09:12:00 pm
                The mod's great so far, with no technical diffeculties to speak of.
 
 One question though... Auspex doesn't really have a duration in the P&P game. Since the auto-renew will automatically spend your blood, What would I have to do to set the Auspex timer to either obscenely long (like Potence and Fortitude) or infinite? I'd prefer infinite, actually; I hate when conversations break the disciplines.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on December 19, 2005, 08:08:00 pm
                Auspex is FAR from infinite in P&P, it lasts for a scene, that's it.
 
 Inifinite is rather impossible anyway, as I found out, since you have to "turn it on" to get past the tutorial.
 
 It currently has an extended duration. You can alter it to make it longer by changing the numbers under the "Duration" heading in the Auspex section of the stats.txt file.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] addcool on January 12, 2006, 03:19:00 pm
                I am really looking toward to playing as an Assamite Viser/Sorcerer but as a Viser I’m labeled a warrior and as a Sorcerer I’m just a Tremere (same symbol and description, the only diff be the powers) any way to fix this?
 
 EDIT: And i'm useing the 1.2 patch and thats it. The mod is the latest one thati got off of file planet.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ceaf on January 15, 2006, 05:18:00 pm
                hello friends im new but i really congratulate and admire u offkorn thats really magnificent u made my dreams come true and that mode is superb all clans all disciplines with less blood cost u made me like the game agen thanks                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Semigall on January 29, 2006, 07:40:00 pm
                Can i see some description of the new clans before dl'ing the mod ?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 02, 2006, 01:16:00 am
                In Reply To #272
 
 There is a text file with the mods that describes each of the new clans. It looks like:
 
 

Information on the new clans:
 -----------------------------------------------------------------------------
 
 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 instead.
 
 The clan name following the "Affected by Template Issue" section indicates
 which clan is currently overiding it. Basicly this means you'll see the
 named clan's info and clan symbol instead of the caln it should be, and
 the game will use that clan's auto-level template.
 
 For example:
 
 The Gangrel antribu clan is being overwritten by the Gangrel clan. This
 means when you choose Gangrel antribu as your clan, you will see the
 Gangrel's clan symbol and information instead of the antribu's information.
 It will also use the Gangrel's auto-level template instead of the antribu's.
 
 All the other attributes will be the correct attributes, so all this really
 means is that you can't use the auto-level feature for clans that are being
 overwritten.
 
 -----------------------------------------------------------------------------
 
 Sabbat:
 
 -----------------------------------------------------------------------------
 1) City Gangrel antribu
 -----------------------------------------------------------------------------
 
 Disciplines: Celerity, Obfuscate, Protean
 
 Merit: Extra +5 to Physical Attributes when frenzied
 
 Flaw: -1 to frenzy checks
 
 Affected by Template Issue: Yes, Gangrel
 
 -----------------------------------------------------------------------------
 2) Lasombra
 -----------------------------------------------------------------------------
 
 Disciplines: Dominate, Obfuscate (Obtenebration), Potence
 
 Merit: +1 to Sneak Feat
 
 Flaw: Appearance costs x6 current rating XP to raise
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 3) Salubri antribu
 -----------------------------------------------------------------------------
 
 Disciplines: Auspex, Fortitude, Presence (Valeren)
 
 Merit: +1 to Melee Feat
 
 Flaw: Cannot feed on Blood Dolls
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 4) Tzimisce
 -----------------------------------------------------------------------------
 
 Disciplines: Animalism, Auspex, Protean (Vicissitude)
 
 Merit: +1 to Appearance and +1 to Intimidate Feat
 
 Flaw: Humanity Max of 6, costs x4 current rating XP to raise
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 
 Independant:
 
 -----------------------------------------------------------------------------
 1) Assamite Sorcerer Caste
 -----------------------------------------------------------------------------
 
 Disciplines: Celerity (Quietus), Obfuscate, Thaumaturgy
 
 Merit: Access to Thaumaturgy
 
 Flaw: -1 to Sneaking Feat
 
 Affected by Template Issue: Yes, Tremere
 
 -----------------------------------------------------------------------------
 
 -----------------------------------------------------------------------------
 2) Assamite Vizier Caste
 -----------------------------------------------------------------------------
 
 Disciplines: Auspex, Celerity, Dominate (Quietus)
 
 Merit: +1 to Finace
 
 Flaw: Investigation costs x6 current rating XP to raise
 
 Affected by Template Issue: Yes, Assamite Warrior Caste
 
 -----------------------------------------------------------------------------
 3) Assamite Warrior Caste
 -----------------------------------------------------------------------------
 
 Disciplines: Celerity, Fortitude (Quietus), Obfuscate
 
 Merit: +1 to Melee Feat
 
 Flaw: -2 on frenzy checks
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 4) Baali
 -----------------------------------------------------------------------------
 
 Disciplines: Auspex (Daimoinon), Obfuscate, Presence
 
 Merit: +2 to Research Feat
 
 Flaw: -2 Humanity, Humanity costs x4 current rating XP to raise
 
 Affected by Template Issue: Yes, Followers of Set
 
 -----------------------------------------------------------------------------
 5) Daughters of Cacophony
 -----------------------------------------------------------------------------
 
 Disciplines: Fortitude, Dementation (Melpominee), Presence
 
 Merit: +1 to Persuasion Feat
 
 Flaw: Perception Max of 3
 
 Affected by Template Issue: Yes, Toreador
 
 -----------------------------------------------------------------------------
 6) Followers of Set
 -----------------------------------------------------------------------------
 
 Disciplines: Celerity (Serpentis), Obfuscate, Presence
 
 Merit: Subterfuge costs x2 current rating XP to raise
 
 Flaw: Perception Max of 4
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 7) Giovanni
 -----------------------------------------------------------------------------
 
 Disciplines: Auspex (Necromancy), Dominate, Potence
 
 Merit: $500 starting cash
 
 Flaw: Cannot feed on blood dolls or Heather
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 8) Nagaraja
 -----------------------------------------------------------------------------
 
 Disciplines: Auspex, Dominate, Fortitude (Necromancy)
 
 Merit: Fortitude (Necromancy) only costs x4 current rating XP to raise
 
 Flaw: Social attributes have a Max of 3
 
 Affected by Template Issue: Yes, Ventrue
 
 -----------------------------------------------------------------------------
 9) Ravnos
 -----------------------------------------------------------------------------
 
 Disciplines: Animalism, Dementation (Chimerstry), Fortitude
 
 Merit: Manipulation only costs x3 current rating XP to raise
 
 Flaw: -2 to frenzy checks
 
 Affected by Template Issue: No
 
 -----------------------------------------------------------------------------
 10) Samedi
 -----------------------------------------------------------------------------
 
 Disciplines: Fortitude, Obfuscate, Potence (Thanatosis)
 
 Merit: Melee and Firearms only cost x2 Current rating XP to raise
 
 Flaw: Appearance and Seduction Max of 0.
 
 Affected by Template Issue: Yes, Nosferatu
 
 -----------------------------------------------------------------------------
 11) True Brujah
 -----------------------------------------------------------------------------
 
 Disciplines: Dominate (Temporis), Potence, Presence
 
 Merit: Has access to Temporis (Or will anyway....hopefully)
 
 Flaw: Cannot learn Celerity, Humanity costs x4 current rating XP to raise
 
 Affected by Template Issue: Yes, Brujah
 
 -----------------------------------------------------------------------------
 12) Tzimisce, Old Clan
 -----------------------------------------------------------------------------
 
 Disciplines: Animalism, Auspex, Dominate
 
 Merit: Intelligence only costs x3 current rating to raise
 
 Flaw: Humanity Max of 7, costs x4 current rating XP to raise
 
 Affected by Template Issue: Yes, Tzimisce
 
 -----------------------------------------------------------------------------

 
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] redpilldeath on February 08, 2006, 08:29:00 am
                In Reply To #1
 
 I can't download the mod PnP+add+clan file!!!!!! I've tried it many times already!!!!
 
 Somebody help me!!!!                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] reisor53232703 on February 08, 2006, 05:24:00 pm
                In Reply To #274
 go to fileplanet.com or http://munchieshevan.twogoddesses.com/vtmbloodlines/mods/gamemod/main.htm  
 there is another version
 (40mb, i think,)
 models, ... are included
 and there's also the patch
 
 the only problem i've experienced is that if you take clan lasombra , for instance, you can use dominate (level 3-5) only via hotkeys (they don't appear via mousescrolling)
 does anyone know how to fix that?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 09, 2006, 05:26:00 pm
               
reisor posted:
the only problem i've experienced is that if you take clan lasombra , for instance, you can use dominate (level 3-5) only via hotkeys (they don't appear via mousescrolling)
 does anyone know how to fix that?

 
 That will happen if you take a certain number of disciplines with any clan. It is unfortunatly due to the way Troika set up the engine interface, and thus has no solution. Besides using the hotkeys anyway.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] hippiemandave on February 09, 2006, 10:48:00 pm
                In Reply To #276
 
 
     I know this may be a totally stupid question but i have to ask it because with all of my fan lovinh might i just dont know how to use these files i have recently downloaded the PnP mod and clan add on patch but now im sitting here looking at .rar files and i have no idea what to do with them. I know i know let the mean words begin but as far as i know i have yet to get that advanced in my capabilities. If someone could explain to me what i need or what i have to do i would be greatful beyond measure.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ukyo777 on February 09, 2006, 11:02:00 pm
                In Reply To #277
 
 <red>Those RAR files have a self-extracting exe file. Just extract them into the Bloodlines directory or extract them somewhere else and put each folder into the Vampire by yourself. wink </red>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] hippiemandave on February 10, 2006, 12:05:00 am
                In Reply To #278
 
 
     i have read that before but when i click on the file it brings up a screen teling me to either choose a program to open it or search for a program online. Is there some program i am missing to get to that step griever?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] reisor53232703 on February 10, 2006, 03:54:00 am
                In Reply To #276
 that isn't the problem
 
 once i played with a tremere and i could use all 5 thaumathurgy and dominate levels by mousescrolling (and i also maxed all other disciplines, which means auspex, celerity and fortitude) but then i played with a lasombra and i couldn't select dominate levels 3-5 althoug it was the only discipline i had (i didn't use any xp's for the other ones)
 once i even gave my lasombra thaumathurgy and i could select all 5 levels by scrolling
 anyway, thx
 
 ps: does anyone know how to give the ventrue - dominate - dialog ability (the red dialog option) to another clan? because if you play a character who has dominate it would be more p&p - like. i mean it's nice to have an extra pointat sneaking as lasombra but since lasombra are very similar to ventrue it would be nice to use dominate in dialog.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 10, 2006, 10:28:00 am
               
reisor posted:
that isn't the problem
 
 once i played with a tremere and i could use all 5 thaumathurgy and dominate levels by mousescrolling (and i also maxed all other disciplines, which means auspex, celerity and fortitude) but then i played with a lasombra and i couldn't select dominate levels 3-5 althoug it was the only discipline i had (i didn't use any xp's for the other ones)
 once i even gave my lasombra thaumathurgy and i could select all 5 levels by scrolling.</quote>
 
 Then you're lucky, as it happened to me with every clan.
 
 
reisor posted:
ps: does anyone know how to give the ventrue - dominate - dialog ability (the red dialog option) to another clan? because if you play a character who has dominate it would be more p&p - like. i mean it's nice to have an extra pointat sneaking as lasombra but since lasombra are very similar to ventrue it would be nice to use dominate in dialog.

 
 That's hardcoded and unchangable.
 
 <quote by="Lord Dawson">I know this may be a totally stupid question but i have to ask it because with all of my fan lovinh might i just dont know how to use these files i have recently downloaded the PnP mod and clan add on patch but now im sitting here looking at .rar files and i have no idea what to do with them. I know i know let the mean words begin but as far as i know i have yet to get that advanced in my capabilities. If someone could explain to me what i need or what i have to do i would be greatful beyond measure.

 
 You downloaded the wrong file(s). There is one file to download, adn it is located over at Fileplanet. There is also a complilation of the unofficial patch 2.0 and the P&P mod available. There's a topic on it in this forum.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] hippiemandave on February 12, 2006, 01:44:00 am
                In Reply To #281
 
      Is there some way you could link it here or send it to me at my mail? cause i got it from fileplanet                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ukyo777 on February 12, 2006, 01:55:00 am
                In Reply To #279
 
Lord Dawson posted:

 
 i have read that before but when i click on the file it brings up a screen teling me to either choose a program to open it or search for a program online. Is there some program i am missing to get to that step griever?

 
 <red>??? Now, that's weird...that should never happen with an exe file cuz you don't need any program to run it. Windows runs it.
 (scratches head)</red>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] hippiemandave on February 12, 2006, 02:13:00 am
                In Reply To #283
 
      i could run an exe but the file i got fro fileplanet was downloaded as a rar file and i havent come into contact with one of those ever in my computing experience. That is why i am loking for the one that everyone is talking about as a bundled exe file                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Ukyo777 on February 12, 2006, 02:18:00 am
                In Reply To #284
 
 <red>Aaaaahh, I see now. Why didn't you say so in the first place that you couldn't open the RAR file. That's very simple, just install WinRAR and you can open any RAR or ZIP file.
 You can download a trial version. Just search for "WinRAR download". wink </red>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Amoroth on February 20, 2006, 03:10:00 am
                I think I read somewhere that the P&P mod tones down Fortitude a bit from how it originally was in the PC game.
 
 True?  False?  Bueller?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on February 23, 2006, 01:14:00 am
               
Vashanti posted:
I think I read somewhere that the P&P mod tones down Fortitude a bit from how it originally was in the PC game.
 
 True?  False?  Bueller?

 
 The first post in this thread tells you how Fortitude changed.
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Psybernetic on March 20, 2006, 05:45:00 am
                Scratch any problems... it extracted one level below where I wanted it.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Obten on April 14, 2006, 03:01:00 am
                Bump. And back. Again.
 
 Finally played the game right through to the end, then decided to pop back in here to see if anything new has happened. (Apparently it hasn't.) Downloading that unofficial 2.0 patch right now, assuming it will work alongside this one. May do a clean install on the whole thing, come to think of it.
 
 Encountered that problem with not being able to scroll through disciplines that now cost no blood. It's the only thing that actually bugs me, because it actually throws me off. Not having to feed unless wounded or using disciplines doesn't quite fit, and as things stand now there's pretty much no chance of frenzying, even if you're near final death, because the tank's still full.
 
 The lack of spending blood to heal wounds is probably to provide for more opportunities to watch your female character pull a BloodRaynesque victim-straddling. Also, since there's no specific time set throughout the story (except perhaps by the Deb of Night radio show), I can see why Troika would gloss over the daily bloodburn. It could be interesting to lose a blood point every time you return to your haven, or perhaps spend some xp while in your haven; but that's probably all too much trouble.
 
 I figure it's worth having every discipline cost the minimum of a blood point. It would reintroduce the emphasis on the need to feed and the possibility of frenzy, both of which I figure are more important to the theme of V:tM than blood point cost.
 
 So, I'd appreciate being reminded how to fiddle with the guts of the game to get it done. Whatever I learned last year, I've obviously forgotten.
 
 Edited to add: Just had another thought: What about giving the Sabbat clan PCs the red eyes the Sabbat NPCs have? No new skinning required.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Slaydin on April 16, 2006, 11:07:00 pm
                How did Offkorn edit the Blood Buff cost? I can't find it anywhere. Stats, feats, disciplines, traiteffects--I can't find it anywhere. (I just know I'll be hitting my head on the desk once I find out.)                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Obten on April 18, 2006, 12:37:00 am
                I tend to assume something I can't find must be somewhere more obvious too. I can't find it either.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 13, 2006, 05:36:00 pm
                Well, I haven't looked at these files since I released the dame thing, but after a quick glance though the traiteffects file I believe it's this entry:
 
 <code>      TraitEffectGroup
       {
          "InternalName"   "Discipline (Corpus_Vampirus)"
          TraitEffect
          {
             "Trait"   "Dexterity"
             "Modifier"   "+2"
          }
          TraitEffect
          {
             "Trait"   "Strength"
             "Modifier"   "+1"
          }</code>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ukyo777 on May 14, 2006, 10:50:00 am
                <red>I don't see how can that entry edit the Blood Buff's cost...</red>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MoonMad:P on May 14, 2006, 11:37:00 am
                In Reply To #292
 Isn't that saying if you use the discipline at whatever level (2 I think that might be??) level you get a +2 to dexterity & +1 to strength?
 
 Stats.txt looks like a good place to start.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 14, 2006, 05:18:00 pm
               
Griever posted:
I don't see how can that entry edit the Blood Buff's cost...

 
 Oh, I thought you wanted to edit it's effect. The cost would be in the stats file, like Moodmad said.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Ukyo777 on May 17, 2006, 12:55:00 pm
                <red>Thanks.</red>                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Slaydin on May 18, 2006, 09:22:00 pm
                In Reply To #295
 
 Ditto.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] MisterB29216594 on June 07, 2006, 01:09:00 pm
                It looks like there is an order of preferance in the way celerity, fortitude and potence are assigned if you do not already have one or more of them. Is there any way to change this? For example, I would like to always have the option to buy celerity if I don't have it already. As it stands now, if I create a character that doesn't normally get any of the three, it gives me fortitude and potence as options.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on June 11, 2006, 01:05:00 pm
                In Reply To #298
 
MisterB posted:

 It looks like there is an order of preferance in the way celerity, fortitude and potence are assigned if you do not already have one or more of them. Is there any way to change this? For example, I would like to always have the option to buy celerity if I don't have it already. As it stands now, if I create a character that doesn't normally get any of the three, it gives me fortitude and potence as options.

 
 Besides editing the files yourself? No.
 
 I set up the 'filler' disciplines to best fit with the clan in question, Fortitude and Potence are more common for the simple reason that they are more common and intuitive then Celerity.
 
 Both can essentially be learned and/or advanced without teaching, Celerity isn't intuitive.
 
 This is not a 'cheat mod', this is a mod that makes Bloodlines fit as closely as possible with P&P VtM. Which happens to have the side effect of making the game much easier.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Kidboy17 on June 13, 2006, 04:36:00 am
                Offkorn, you know what I think would add alot of depth to the game and make it feel like new is if you could add in more models and skins to the npc's of the towns. Not the main people but like the ones dancing, walking around. The ones you always see. They only have like 5 different models for those ambient people and there should be more.
 
 Or maybe you could have a team of people work on hig-res skins for the texture of the buildings, furniture, sky boxes and things like that. Making the game feel fresh.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Twilight27030621 on June 15, 2006, 07:25:00 pm
                In Reply To #1
 I installed this mod last night and I took the tutorial...I dunno, I was feeling nostalgic and after drinking my first blood and I need to enter that warehouse..I can't. My little interaction icon doesn't come up. I've tried reloading and again after restarting. Anything, anyone?
 Ps sorry if this has been addressed before, the search function isn't working for me right now.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Kidboy17 on June 15, 2006, 07:43:00 pm
                I too have encountered a bug. I play as the Tzimisce who are suppose to have 6 humanity at the starting of the game. Well, I do not have any humanity nor can I gain any humanity. It hasn't effected my game play at all, there is just no indication as to what I have for humanity.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Twilight27030621 on June 15, 2006, 10:42:00 pm
                In Reply To #301
 A little add on to that, I can't seem to be any of the independant Clans. When I choose one it freezes and then crashes when it hits the character creation screen. And not just a little crash, like a big crash. I can't end program or touch anything. Thing has to be turned off......horrible I know.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on June 16, 2006, 09:29:00 am
               
Twilight 27030621 posted:
A little add on to that, I can't seem to be any of the independant Clans. When I choose one it freezes and then crashes when it hits the character creation screen. And not just a little crash, like a big crash. I can't end program or touch anything. Thing has to be turned off......horrible I know. </quote>
 
 It sounds like you are using the old version, did you happen to download the 'Patch' off the same page as the mod?
 
 If so, that's your problem, the Patch was for an older version and is completely out-of-date.
 
 <quote by="Kidboy17">I too have encountered a bug. I play as the Tzimisce who are suppose to have 6 humanity at the starting of the game. Well, I do not have any humanity nor can I gain any humanity. It hasn't effected my game play at all, there is just no indication as to what I have for humanity.

 
 Are you using any version of the Unofficial patch later then 1.2? If so, that's most likely the problem.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Kidboy17 on June 16, 2006, 01:35:00 pm
                In Reply To #304
 Yeah, I made it so i could use the 2.3 unoffical patch with the pen and paper mod.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Twilight27030621 on June 16, 2006, 04:58:00 pm
                In Reply To #304
 Isn't it the 2.01 patch?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on June 16, 2006, 05:05:00 pm
               
Twilight 27030621 posted:
Isn't it the 2.01 patch?

 
 The Mod is version 2.10, which is why the patch is old. Notice in the first post how I Bolded/Colored the sentance that you apparently missed.
 
 Another way to tell that you shouldn't install the Patch is by reading the dates on the Readme files, or even the part in the Mod Readme that says that you need nothing else.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Twilight27030621 on June 16, 2006, 05:22:00 pm
                In Reply To #307
 I just grabbed the one that was newer. I don't see anything else on fileplanet                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on June 16, 2006, 06:26:00 pm
               
Twilight 27030621 posted:
I just grabbed the one that was newer. I don't see anything else on fileplanet

 
 There are 5 Items listed, in this order, on the Fileplanet link:
 
 1. P&P Mod 2.01 Patch
 2. Hellsing Mod
 3. Bloodlines Tools
 4. Bloodlines Histories
 5. P&P mod
 
 You want to download #5 and <red>ONLY</red> #5, #1 is useless and horribly outdated.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Twilight27030621 on June 16, 2006, 07:06:00 pm
                In Reply To #309
 Ah, thank you. Couldn't figure out why the outdated one was added recently. Keep up the good work
 
 [added Jun 16 2006  3:10PM]
 
 In Reply To #309
 I extracted #5 and tried again and I'm still getting a crash to desktop when I try to select an Independant, for instance Assamite Sorcerer Caste. Should I uninstall and reinstall with the 1.2 patch
 
 [added Jun 16 2006  3:23PM]
 
 In Reply To #310
 Nevermind, tried that. Didn't work
 
 [added Jun 18 2006  2:56PM]
 
 In Reply To #309
 So I guess that means I'm on my own                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Frankenskank on June 22, 2006, 07:41:00 pm
                Just trying to figure this out... Does the 2.10 mod include the clan packs?  If not, where do I find the Clan packs?  Thanks.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] eaterofideals on June 25, 2006, 06:50:00 am
                ok, I got a bit of a problem here.
 I have the offical patch, nothing else modifying my game, then I downloaded your mod, its great, by the way, I love what you did with the diciplines, don't really care about the other clans, but the dicipline changes are awesome, But here's the bug.. When I walked into the Skyline Apartments, there were tables EVERYWHERE! all in the floor, in the walls, in the spaces occupied normally by the objects I want/need to interact with, like the mailbox, the computers, the coded lock on the 6th floor, and they prevent me from interacting with anything. Well, I walked out and walked back in to see if anything would happen, it did. The graphics for the tables are gone, but they still register. Pretty much, they became invisible, and still block everything. Any thoughts on this, and what I can do to fix it?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Slaydin on June 25, 2006, 09:36:00 am
                In Reply To #312
 
 That isn't Offkorn's mod doing it to you, it's the official patch 1.2 that is redecorating your room. This bug topic is SO old. Look in the "Bug Reports" section of this forum for bugs, not the mod section. Go here and read through the suggestions to see if any help.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] eaterofideals on June 25, 2006, 03:53:00 pm
                Thanks man, I didn't mean to unintentionally point the asshole finger. I just bought the game not too long ago, and since I downloaded the patch and the mod both at the same time, I pu t1 and 1 together.... I'm glad you pointed that out to me though, thanks a bundle.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Storm_Strife on June 29, 2006, 04:05:00 pm
                Quick question - Is this mod compatable with the v2.4 unofficial patch?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Slaydin on June 30, 2006, 07:03:00 am
                In Reply To #315
 
 No.
 
 Except if you're a modder yourself and conform the entire PnP mod to the unofficial patch. An arduous task.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Storm_Strife on June 30, 2006, 02:04:00 pm
                In Reply To #316
 Hmm...what if I install another instance of V:TM-B and setup the P&P mod on that version? Or would that cause a problem in the PC registry?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Slaydin on July 01, 2006, 06:59:00 am
                In Reply To #317
 
 You could go to C:\Program Files\ and make an Activision0 folder and copy the Vampire-Bloodlines folder from the Activision folder to the Activision0 folder. Then get a No-CD crack for the one in Activision0 and do what you want with the mods.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] CorruptedVampire on August 01, 2006, 04:38:00 pm
                Hi, I have question. I play for Sets but beside Serpentis i have Celerity. I know that Celerity was replaced by Serpentis ( in txt ) but not for me. So its problem in my version or it was not inplanted ? I have PnP 2.10 and off. patch and unoffic patch. Thx                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Salvador63941813 on August 03, 2006, 02:13:00 pm
                In Reply To #319
 
 Wait a second, so the P&P mod actually edits the Disciplines as well (giving it other names? possibly editing actual powers..) ??
 I never noticed this, I installed every P&P mod there is, in chronological order, yet I'm currently playing the Ravnos clan, weren't they supposed to have a certain power no other clan possesses? (Chimerstry). yet I don't see this in my discipline menu, I possess animalism, dementation (a Malk discipline), clerity, fortitude and potence...
 
 need some explanation here wink                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 05, 2006, 02:25:00 pm
                <red>In Reply To #319</red>
 
 No clue why yours says Serpentis.
 
 <red>In Reply To #320</red>
 
 Well, first of all; by your description of 'installing every one there is in chronological order' I'd have to assume you're using the old version. As the last version (2.10) was an all-in-one Exe file that needed nothing else.
 
 With that out of the way; no, it does not change any Discipline names or add new powers, it only changes some of the Discipline blood costs.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Salvador63941813 on August 05, 2006, 03:54:00 pm
                In Reply To #321
 
 well won't the latest 2.10 overwrite the the other ones? Seeing I last installed the 2.10. So I don't believe I'm using the outdated ones...
 too bad he didn't change the names, using Dementation as a Ravnos feels a bit awekward sad                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Iceman62 on August 08, 2006, 08:06:00 pm
                On this website: http://www.vampire-network.net/index.php  there is an, seemingly updated, version 1.31 of the P&P Mod available which includes skins for the added clans. But unfortunately the site and parts of the mod are in french. Is there any english version of that mod available someplace?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 09, 2006, 03:39:00 am
                In Reply To #323
 
 Sounds like a new version of that German version they made awhile back.
 
 No clue if there's an English version.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] AmenoXiel on August 10, 2006, 11:59:00 am
                In Reply To #323 and #324
 
 Hello@all!
 
 Before I start, I wanted to say that my english writing is not the best, so please have mercy with the noob!(->me XD)
 
 @Offkorn:
 I.
 Your mod is really good,but I've got some probs with the disciplines and I hope that you can help me.
 The only Clan I've tested it with is the Ravnos-Clan.
 I can learn all disciplines up to five 'dots'(->don't kill me for the description^^) but when I want to use them in the game, I can only use the first two grades of Animalism(up to this flying beetle or so...). Can I somehow unlock the last three grades?(I presume that this goes the same for all the other clans that use 2 or more disciplines in the form of Animalism(like Protean,Dominate,Thaumaturgy and Dementation).
 
 II.
 The mod described in #323 is also really good. In this moment I try to combine these two.(because of the charmodels) The one thing I don't like at this mod is, that half my Bloodlines Game is in french!Is there someway that I can make this back to normal?And is there someway that I can copy the Charmodels from this Mod into your Ver.2.10?I really want to use them,but in english!
 
 Greetz,
 
 AX
 
 Ps.:YEAH,I've got the patch 1.2 installed and NO I haven't got the unofficial patch installed...                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 10, 2006, 10:42:00 pm
               
Ameno Xiel posted:
I can learn all disciplines up to five 'dots'(->don't kill me for the description^^) but when I want to use them in the game, I can only use the first two grades of Animalism(up to this flying beetle or so...). Can I somehow unlock the last three grades?(I presume that this goes the same for all the other clans that use 2 or more disciplines in the form of Animalism(like Protean,Dominate,Thaumaturgy and Dementation).</quote>
 
 That's an engine limitation of the discipline wheel, just bind the powers to a hotkey.
 
 <quote by="Ameno Xiel">II.
 The mod described in #323 is also really good. In this moment I try to combine these two.(because of the charmodels) The one thing I don't like at this mod is, that half my Bloodlines Game is in french!Is there someway that I can make this back to normal?And is there someway that I can copy the Charmodels from this Mod into your Ver.2.10?I really want to use them,but in english!

 
 No idea about this, as I'm not involved in the German or French versions.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] lilT63094732 on August 20, 2006, 01:26:00 am
                hello people noob her i just installed this mod like last week and started a new game but when i try to select an independant clan, almost every clan i select loads the followers of set clan can someone help me out?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Salvador63941813 on September 04, 2006, 08:26:00 am
                so lemme get this straight, some french dudes decided to push the limit on the already available P&P mod and added skins? Why didn't the original (I presume they were english) authors do this, or make an english conversion?
 anybody got any info on this? I'd really like to DL the P&P, but because every clan looks pretty much the same like any other standard clan I uninstalled it..., but it seems really cool if you could pick a clan that had their own skins....                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on September 04, 2006, 11:07:00 am
               
Salvador posted:
so lemme get this straight, some french dudes decided to push the limit on the already available P&P mod and added skins? Why didn't the original (I presume they were english) authors do this, or make an english conversion?

 
 The 'original authors' would be myself.
 
 Why didn't I add skins you ask? Quite simply: I suck at skinning, which I mentioned numerous times at the beginning of this thread, as well as the readme file.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Salvador63941813 on September 04, 2006, 03:48:00 pm
                my bad... no pun intended Offkorn, I think you did a great job...
 i'm just saying, perhaps you could ask your french co-workers to help make an english working mod for this as well?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on September 05, 2006, 09:37:00 am
               
Salvador posted:
i'm just saying, perhaps you could ask your french co-workers to help make an english working mod for this as well?

 
 The mod has skinning functionality, each clan has a unique skin. It's just that I filled those slots with renamed versions of the standard skins, since I couldn't make new ones.
 
 All you have to do is follow the basic skinning tutorial (stickied at the top of this forum) to put whatever skin you want in the slot.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] QSj2p on September 30, 2006, 02:58:00 am
                Hi, I just found this mod recently. I was wondering a couple things:
 
 a) The 5th file on fileplanet says it was uploaded in 2004. That seems to be awhile ago (before the newest version, according to th '05 posts in this thread). So I was just wondering if that was the right one.
 b) Is this mod compatible with the v2.9 unofficial patch or with the revised histories? (or if it's not, what is it compatible with?)
 
 Sorry if these were stupid questions. I looked through the thread but there was just too much text. Thanks in advance for your answers.
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on October 02, 2006, 05:55:00 pm
                In Reply To #332
 
 Read the first post of this thread, or see my reply in the thread you created.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Psybernetic on November 25, 2006, 06:17:00 am
                So now that the 3.1 is out and Wesp5 has made all these new changes... what do we do to clandoc000 to make both of these work together?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on November 25, 2006, 04:22:00 pm
                The answer to that would be: Ask Wesp.
 
 I don't agree with the way he took over the Unofficial 'Patch' after Dan was finished. As such, the last version of the Unofficial Patch I support is 1.2.
 
 I do remember someone merging them a while back though.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Valamyr on February 25, 2007, 12:14:00 am
                In Reply To #271
 
 
 <link>http://www.gamebanshee.com/forums/vampire-tm-bloodlines-47/the-old-dominate-in-dialog-for-tremere-thing-85442.html#post925211</link>
 
 Yes, its hardcoded, but I believe I found a satisfactory way around it. Currently undergoing testing before release.
 
 Proof:
 
 <link>http://img147.imageshack.us/img147/7442/tremeredominategy4.jpg</link>                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] RakishAzrael on February 25, 2007, 01:09:00 am
                the pnp mod doesnt work on my computer. i accidently flipped what it opens with to NOTEPAD, and i cant figure out how to get it back to zip file. deleting it and downloading it again does no good, as the compy rememebers it. im at WITS END with the whole thing....                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on February 25, 2007, 02:27:00 am
                In Reply To #333
 ... its still a .zip file? it just opens in notepad?
 
 can you right click and say open with... and select some kind of archive program?
 
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] RakishAzrael on February 25, 2007, 02:56:00 am
                In Reply To #334
 
 i can right click and say "open wiht" but i cant figure out what to open it with...                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on February 25, 2007, 03:00:00 am
                In Reply To #335
 winzip? winrar?                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] RakishAzrael on February 25, 2007, 03:04:00 am
                dont see those on my program files.... *has the technological savvy of a particularly intelligent chimp*                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] arathalion_5 on February 25, 2007, 03:37:00 am
                In Reply To #337
 are they installed?
 
 [added Feb 24 2007 11:35PM]
 
 In Reply To #338
 in any case, if they are installed, and not in the list, you just need to point it at the binarys                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 15, 2007, 09:24:00 am
                *Bump*
 
 Just for the hell of it, I want to see if this can reach 50k views. Of course, thanks to the forum being bugged, it only gets bumped to the top of page 3...but whatever.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] MooCHa2 on May 15, 2007, 10:15:00 am
                In Reply To #339
 
 Yeah It's buggy as anything, The same happened with the movie thread the other day.
 
 I wonder when there actually going to fix this piece of crap. I guess it won't be anytime soon though.
 
 Regards...
                       

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on May 15, 2007, 11:42:00 am
                In Reply To #340
 
MooCHa posted:

 I wonder when there actually going to fix this piece of crap.
 

 
 Speaking of fixing, because of the other thread I finally downloaded the PnP clan addon and while I still can't make anything of all the clans wink , I wonder why the fireaxe model is included in the mod?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Dante_Malice on May 15, 2007, 03:45:00 pm
                In Reply To #340
 
MooCHa posted:

 In Reply To #339
 
 Yeah It's buggy as anything, The same happened with the movie thread the other day.
 
 I wonder when there actually going to fix this piece of crap. I guess it won't be anytime soon though.
 
 Regards...
 

 
 Seeing as they`re still harping on about moving every single forumplanet forum to the newer software, I doubt they ever plan on fixing the bugs and problems they seem to have caused over the last month or so on the existing boards.
 
 Literally, this crap is happening on every forumplanet board in existence.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 15, 2007, 04:59:00 pm
               
Wesp5 posted:
Speaking of fixing, because of the other thread I finally downloaded the PnP clan addon and while I still can't make anything of all the clans wink , I wonder why the fireaxe model is included in the mod?

 
 The same reason the various Guides/Lists I wrote for the game are included: Convienience. That and if you saw some of the E-mails I got about the mod asking about how to install it, you'd included it too, just to avoid "is this compatable" E-mails.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on May 16, 2007, 06:56:00 am
                In Reply To #343
 
Offkorn posted:

 The same reason the various Guides/Lists I wrote for the game are included: Convienience. That and if you saw some of the E-mails I got about the mod asking about how to install it, you'd included it too, just to avoid "is this compatable" E-mails.

 
 I still don't understand. Is this fireaxe model different from the one already in the game?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 16, 2007, 07:52:00 am
                In Reply To #344
 
 There was some wierd animation clipping that happened to female characters using the fireaxe. I have no clue what was done to fix it, or it's exact nature, because this happened 2+ years ago and my memory is crap.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on May 16, 2007, 08:30:00 am
                In Reply To #345
 
Offkorn posted:

 There was some wierd animation clipping that happened to female characters using the fireaxe. I have no clue what was done to fix it, or it's exact nature, because this happened 2+ years ago and my memory is crap.

 
 The same happens to me with a lot of changes in my patch wink . May I check it out and include it in my next release if it fixes some issue? Was it done by yourself or whom should I mention in the readme in that case?                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on May 16, 2007, 09:19:00 am
                In Reply To #346
 
 It's likely still on Paine's site. I'm not sure who made it, as there's no readme in the archive, but the text embedded in said archive is signed by "Doe". Perhaps that name sounds more familiar to you then it does to me.
 
 I assume you found the 3 files it alters, but just incase:
 
 w_f_fire_axe.mdl
 w_f_fire_axe.dx7_2bone.vtx
 w_f_fire_axe.dx80.vtx
 
 All in the 'models\weapons\fire_axe\wield\' folder.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on May 16, 2007, 04:01:00 pm
                In Reply To #347
 
Offkorn posted:

 It's likely still on Paine's site. I'm not sure who made it, as there's no readme in the archive, but the text embedded in said archive is signed by "Doe".

 
 I can't find it on Paine's so I mention you both in my readme, just to be on the sure side wink . It actually replaces a very unfinished looking texture for female wielders.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 19, 2007, 05:35:00 pm
                I'm surprised no one mentioned this before, but I recently came across a rather large oversight involving Armor_Rating and the Aggravated Damage Soak Pool.
 
 To fix this oversight, and have Armor work correctly, simply open up the feat.txt file that the mod installs and find the following section:
 
 <code>      Feat
       {
          "Name"      "Bashing"
          "InternalName"   "Soak_vs_Bashing"
          "HelpText"      "How much bashing damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"
          "InternalName"   "Soak_vs_Lethal"
          "HelpText"      "How much lethal damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling"
          "HelpText"      "How much falling damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"
          "InternalName"   "Soak_vs_Aggravated"
          "HelpText"      "How much aggravated damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Soak_Pool"
 //         "Base1"      "Armor_Rating"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Bashing"   //"Soak vs. Bashing (Kindred)"
          "InternalName"   "Soak_vs_Bashing_Kindred"
          "HelpText"   "Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"   //"Soak vs. Lethal (Kindred)"
          "InternalName"   "Soak_vs_Lethal_Kindred"
          "HelpText"   "Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Base2"      "Stamina"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling_Kindred"
          "HelpText"      "How much falling damage a kindred character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Base2"      "Stamina"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"   //"Soak vs. Aggravated (Kindred)"
          "InternalName"   "Soak_vs_Aggravated_Kindred"
          "HelpText"   "Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can only be Soaked through supernatural means."
          "MaxValue"      "20"
          "Base0"      "Soak_Pool"
 //         "Base1"      "Armor_Rating"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }</code>
 
 And replace it with this section:
 
 <code>      Feat
       {
          "Name"      "Bashing"
          "InternalName"   "Soak_vs_Bashing"
          "HelpText"      "How much bashing damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"
          "InternalName"   "Soak_vs_Lethal"
          "HelpText"      "How much lethal damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling"
          "HelpText"      "How much falling damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"
          "InternalName"   "Soak_vs_Aggravated"
          "HelpText"      "How much aggravated damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
 //         "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Bashing"   //"Soak vs. Bashing (Kindred)"
          "InternalName"   "Soak_vs_Bashing_Kindred"
          "HelpText"   "Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"   //"Soak vs. Lethal (Kindred)"
          "InternalName"   "Soak_vs_Lethal_Kindred"
          "HelpText"   "Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling_Kindred"
          "HelpText"      "How much falling damage a kindred character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"   //"Soak vs. Aggravated (Kindred)"
          "InternalName"   "Soak_vs_Aggravated_Kindred"
          "HelpText"   "Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can only be Soaked through supernatural means."
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }</code>
 
 In addition to that issue, I also recently discovered the cause of various people reporting that they couldn't buy Armor from the vendors. It would seem that the clan value plays a part in determining if Armor will show up in a vendor's inventory.
 
 What this means is that Armor will only appear for sale if you're playing one of the original 7 clans, or a new clan that overlaps one of the original clan slots.
 
 The new clans that overlap in this manner (and that you can buy Armor for) are: Assamite Sorcerer, City Gangrel, Daughters of Cacophony, Nagaraja, Samedi, and True Brujah.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 22, 2007, 11:29:00 am
                Well, even though I said I wouldn't release another version unless Discipline adding was possible, I decided to release another version anyway. Partially due to that annoying Aggravated Soak Pool oversight mentioned above, and partially due to Wesp's restoration of the Female Lasombra Model.
 
 What does model restoration have to do with this mod you ask? Simply put; I went and gave the Female versions of the new clans different models taken from various NPCs. Obviously, the same model is used for all armor levels. Why not the Males? I dislike Male characters, and really can't be bothered searching through numerous Male models to find ones that fit.
 
 If, for whatever reason, you dislike my choices, I included the default models I used in v2.10 in a backup folder. So you can just overwrite the new models with them.
 
 It can be found over at Megaupload: http://www.megaupload.com/?d=XAOIQV7V
 
 I'm not sure how long MU keeps files around, so you might want to grab it now rather then later. If you want to upload it elsewhere, feel free.
 
 Changed in version 2.15; Female Models, Armor now correctly adds to Aggravated Soak Pool, Protean 1 gives +1 Perception instead of +1 Wits, Protean 5 no longer uses the man-bat form.
 
 -- ------------------
 
 Fair Warning: As is my wont, I did the minimal amount of testing possible with these new models. That is to say; none at all.
 
 So if, for whatever reason, they fail to work or are missing animations, I suggest you restore the included backups.
 
 -------------------
 
 BONUS: I decided to go and steal Wesp's work on the Blood Heal Discipline after all. Unfortunatly, I found out rather quickly that it wasn't fixed, just restored. It's semi-fixed now, though it's slightly slower then I wanted.
 
 Since I was already in there, I also went and gave the couple of new clans that can have histories, histories. I used Wesp's History version as the base to minimize conflicts.
 
 All of Wesp's changes (that I kept) still have his tag attached to them, in case anyone decides to poke around.
 
 Patch (only 49kb) to upgrade v2.15 to v2.23: http://www.megaupload.com/?d=GU0NE0CW                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on July 23, 2007, 06:26:00 am
                In Reply To #350
 
Offkorn posted:

 BONUS: I decided to go and steal Wesp's work on the Blood Heal Discipline after all. Unfortunatly, I found out rather quickly that it wasn't fixed, just restored. It's semi-fixed now, though it's slightly slower then I wanted.

 
 Can you tell me what you changed about Blood Heal? I still get the occasional request to make it give more health...                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 23, 2007, 06:52:00 am
               
Wesp5 posted:
Can you tell me what you changed about Blood Heal? I still get the occasional request to make it give more health...

 
 I just sent you a PM regarding it. It's, like I said in the UP thread, a needlessly convoluted system.
 
 -----------------
 
 I hate oversights...
 
 I recently came to the realization that since Blood Heal now works, there is no longer a need for Feeding Heal. So, that's essentially gone now.
 
 Warning about the Blood Heal: Most of the time it will have about a 5 second delay, then kick in with 9 seconds of healing. Sometimes, usually just after you first start up the client, it will heal for the full 14 seconds. This, as far as I can tell, is completely random.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Wesp5 on July 23, 2007, 08:45:00 am
                In Reply To #352
 
Offkorn posted:

 I recently came to the realization that since Blood Heal now works, there is no longer a need for Feeding Heal. So, that's essentially gone now.

 
 So there was no feeding heal in the PnP game?
 
 

This, as far as I can tell, is completely random.

 
 As I wrote in the PM it depends on when the last autoheal triggered, so slower autoheal makes Blood Heal more erratic.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 23, 2007, 09:20:00 am
               
Wesp5 posted:
So there was no feeding heal in the PnP game?

 
 Yep.
 
 

As I wrote in the PM it depends on when the last autoheal triggered, so slower autoheal makes Blood Heal more erratic.

 
 I know, and I can't thank you enough. That was what made me realize that Max_Health had to be used as the Value rather then VampHealType.
 
 New version with 100% fixed Blood Heal will be out shortly.
 
 Full version 2.25: http://files.filefront.com/VtM+Bloodlines+PP+mod+v225/;8130723;;/fileinfo.html
 
 Patch to Upgrade v2.15 to v2.25: http://www.megaupload.com/?d=DGJ2SSOR
 
 -----------------
 
 Blood Heal now works as follows:
 
 After using it, within a few seconds you'll get a rather large Health Buffer and it will look as if you were nearly fully-healed. Once the discipline ends (within 9 seconds), the buffer will be removed and you will be left with your newly healed Heath Level, minus any damage you took while the buffer was in place.
 
 So, while it may at first glance look like a cheat, it isn't. It is quite possible to die when the buffer is removed if you've taken more damage then you've healed.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Steve.Torment on July 24, 2007, 11:51:00 pm
                So what is the normal heal rate in the P&P mod? Because in the P&P rules there is no auto-heal, you can only heal by expending blood points.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on July 24, 2007, 11:59:00 pm
               
Steve.Torment posted:
So what is the normal heal rate in the P&P mod? Because in the P&P rules there is no auto-heal, you can only heal by expending blood points.

 
 I know. The rate is currently as small as I could make it without having the Blood Heal take forever to work.
 
 The lowest value for Auto-Heal is 1% (1 Damage), so the only way to reduce it further is by increasing the wait between Auto-Heals. Make the delay to long though, and Blood Heal will take ages to kick in.
 
 So, as it stands, Auto-Heal should kick in roughly every 9 seconds with 1 Damage healed. Aggravated Damage Auto-Heals slower, though I'm not sure as to the exact number.
 
 9 seconds may not be accurate though, as time seems to be a very vague value. The Delay is actually set to 2 seconds, and the Blood Heal duration is set to 9 seconds, but they both end up taking the same amount of time. *Shrug*
 
 -------------------------
 
 Speaking of vague values, let me explain a bit more about the mysteries of Blood Heal.
 
 Now, as I have things set, using Blood Heal gives a temporary boost of 1300 HP. So, from a purely mathematical standpoint, when the Auto-Heal kicks in with that buffer in place, you should heal 14 HP (1%). Which is not a lot.
 
 But, for some unknown reason, it appears as though you heal something like 25 HP. I have no idea why this is. Maybe my sense of proportion is just screwed up.
 
 I'd like some feedback on the current Blood Heal if possible, so I can determine if it is indeed my perception, or if the game's internal math is really that screwy.
 
 ------------------
 
 I'd also like that Feedback so that I can release another version. Why do I want to release another version you ask? Because I finally got around to extending the Blood Buff duration, and also fixed the Damage type of 3 Creatures; Grout's Ghouls, the Gargoyle, and the Claw-Wielding Chang Brother.
 
 -----------------
 
 Okay...I changed the value to +1400 and Blood Heal suddenly healed ~50 HP, ergo; the math is screwy.
 
 Blood Heal, therefore, is fine the way it is, so I'll be releasing the next version in ~30 mins. The only changes are the aformentioned ones in the little section above, plus a bit better documentation in the 'Clan Info' readme, and some minor extra available Discipline switching.
 
 Full Version 2.27: http://files.filefront.com/VtM+Bloodlines+PP+mod+v227/;8152091;;/fileinfo.html
 
 I just tacked on the 'New Clan Info' Readme to the end of Post #1. If anyone's interested in knowing the statistics of the new clans before Downloading.
 
 -----------------------
 
 I've been ignoring this 'issue' for awhile now, but I think I'm finally going to do something about it. The 'issue' in question is Auto-Renew. There are two paths to take; 1) Change Auto-Renew cost to 0 and disable Auto-Renew for Protean and Celerity, or 2) Keep the Auto-Renew cost as is, and disable it for Auspex, Obfuscate, and Presence.
 
 I think I'm going to go with option #2, as having continuously Auto-Renewed Presence/Auspex seems a bit...cheap.
 
 'Kay, it's up. I also tossed Wesp's fixed Numina Disciplines into it.
 
 Version 2.275: http://files.filefront.com/VtM+Bloodlines+PP+mod+v2275/;8204244;;/fileinfo.html
 
 ------------------
 
 Here's a list of the curent Known Issues:
 
 

1) Armor not showing up:
    This effects clans that don't suffer from the Template Issue mentioned in the
    Clan Info readme.
 
 2) All Histories available:
    This seems to only occur with the Assamite Warrior/Vizier, Salubri, and
    Setite/Baali clans. No clue what causes it.
 
 3) True Brujah may crash game on selection:
    They used to work, and all signs indicate they should still do so. *Shrug*
 
 4) Disciplines not showing up in the Discipline Wheel:
    This is a bug in the game engine. Just bind them to a hotkey.
 
 5) Hotkeys stop working:
    This is due to having more then 6 Disciplines (Blood Heal and Blood Buff
    count toward this limit)
 
 6) Occult Items that increase Discipline Duration are actually decreasing it:
    No clue what's causing this. Game Engine time-limit overflow perhaps?
                       

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Nektulos on August 19, 2007, 01:50:00 am
                In Reply To #356
 
 Offkorn, did you ever get new disciplines working? I always wanted to play a Giovanni Necromancer, but at last version, couldn't figure out how to do it. I read the readme, and I'm still rather confused.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 20, 2007, 07:06:00 am
               
Nekulor posted:
Offkorn, did you ever get new disciplines working?

 
 Since adding disciplines is rather impossible...no, I haven't.
 
 The best I could do is turn one of the existing Numina into a half-assed Vicissitude, but unfortunatly I can't get the transformation into the Andrei Model to work correctly (because it lacks the common animations most of the rest of the models referance). So I didn't bother to add it in.
 
 The Clan Info Readme lists what disciplines they do have.                        

 

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Title: Re: Pen and Paper Mod
Post by: [archive] Acidking78 on August 23, 2007, 08:47:00 pm
                In Reply To #356
 
Offkorn posted:

 Version 2.275: http://files.filefront.com/VtM+Bloodlines+PP+mod+v2275/;8204244;;/fileinfo.html
 

 
 That link and all the rest just lead me to http://www.filefront.com/  and a search of the site doesn't lead me to anything.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: [archive] Offkorn on August 24, 2007, 06:10:00 am
                In Reply To #359
 
 I guess it has a 3 week limit or something, though the Combat Addon download is still up. Oh well.
 
 Maybe I'll upload it elsewhere...or not. I'm rather ambivalent about the entire thing (and everything really) at the moment.
 
 -----------------------
 
 http://www.megaupload.com/?d=JPY93ZK1
 
 I have no idea how long that link will last.                        

 

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Title: Pen and Paper Mod
Post by: [archive] Acidking78 on August 24, 2007, 08:08:00 pm
                In Reply To #360
 
 Thanks man, your a gem. Been wanting to try this for awhile.                        

 

                                                  
Title: Re: Pen and Paper Mod
Post by: witchthief on December 19, 2010, 07:00:37 am
Hi there - just downloaded the mod for me reinstall of the game (can't believe it's been years since I last played) and wanted to play as Tzimisce - but was a little disappointed with the clarity and quality of the face texture when compared to the other clans. I read up on how to texture edit, but I can't seem to find where the texture file for the face of this particular clan model is. Could you please help me out here?
Title: Re: Pen and Paper Mod
Post by: Acleacius on December 19, 2010, 09:52:00 am
Welcome witchthief!   :drink:

I hope if you do updated it you will share it.

I am not sure which pak file it's in but you need Turfster's tool (https://forums.planetvampire.com/?topic=12.0) to easily scan the pak files to find the file you want, then decompress it.

Good luck!
Title: Re: Pen and Paper Mod
Post by: witchthief on December 19, 2010, 11:00:41 pm
Fabulous, thanks for the advice - I finally got it happening, and retextured to my personal satisfaction. *grin*

(http://img842.imageshack.us/img842/7797/vtmbpnptzimisceretex.jpg)
Title: Re: Pen and Paper Mod
Post by: Acleacius on December 20, 2010, 01:09:16 am
Oh man, that Rocks, good work!   :drink:
Title: Re: Pen and Paper Mod
Post by: PGM1961 on December 20, 2010, 03:50:58 am
Oh man, that Rocks, good work!   :drink:

Like I Dream of Jeanie's naughty cousin.   :smile:
Title: Re: Pen and Paper Mod
Post by: roundabout on June 08, 2011, 08:41:49 pm
I have some questions:

I want to have a more challenging playthrough, but with this mod I noticed that police were doing very low melee damage to me in the first area.

I assumed that this was a bug, and then I realized that they probably shouldn't do high melee damage--after all, they're hitting me with a blunt, non-lethal weapon. Unfortunately, this has the effect of making the game quite a lot easier.

So basically, I want to ask: do "more lethal melee weapons" deal higher damage as you'd expect?

and, does the low damage of some weapons make the game too easy?
Title: Re: Pen and Paper Mod
Post by: Katapagan on May 02, 2014, 11:32:40 pm
Uh, I want to give this mod a try after getting done with Camarilla Edition, but I need a little information. I see a lot of random characters and can only read the clans section in Offkorns post. What is the "P&P"? Is it compatible with Wesp5's UP? Any added quests?

It seems challenging, and I want to give it a try ^^
Title: Re: Pen and Paper Mod
Post by: Malkav on May 03, 2014, 09:08:03 am
It's a full mod, not just an addon like the skin packs or arsenal. So it's not compatible with anything else. And it's very old, so it is based on an ancient version of Wesps patch.
There is no new content, and while you can play more clans there are no new disciplines. AFAIK up to now, no modder has found a way to include more disciplines. So instead of using Obtenebration, Lasombra get Dominate, Obfuscate, and Potence...
I think, Offkorn made some small rules changes, but nothing earth-shaking.
Title: Re: Pen and Paper Mod
Post by: Whispers on June 18, 2015, 11:45:36 am
The download link in the first post and on the files page (here on planet vampire) are dead. Does anyone have this mod saved on their computer and is s/he willing to share it?

Thanks!
Title: Re: Pen and Paper Mod
Post by: Michael on June 20, 2015, 04:36:39 pm
The download link in the first post and on the files page (here on planet vampire) are dead.

You can still find it on Nexus (http://www.nexusmods.com/vampirebloodlines/mods/6/?).
Title: Re: Pen and Paper Mod
Post by: Whispers on June 20, 2015, 06:31:32 pm
Downloaded it, thanks!
Title: Re: Pen and Paper Mod
Post by: The Shadow Man on May 12, 2016, 07:37:15 pm
The Pen and Paper is intriguing as it appears to get over the Clan limit but the extra Clans dont have there proper disciplines or there own models. Not a criticism just an observation
Title: Re: Pen and Paper Mod
Post by: Wesp5 on May 12, 2016, 08:17:04 pm
Downloaded it, thanks!

Could you please upload the mod and the PnP combat mod here in the Bloodlines files mod section?
Title: Re: Pen and Paper Mod
Post by: Runza77 on May 24, 2016, 05:20:18 pm
I think, Offkorn made some small rules changes, but nothing earth-shaking.

The only rule changed (in comparison with other MODs) was the Stamina applied for soaking Lethal damage (as RPG's). Obviously, i speak only of the character and Kindred NPCs.

However... yeah, it was a great effort.
Title: Re: Pen and Paper Mod
Post by: vysterian22 on November 06, 2017, 10:51:07 pm
Hi I just tried clicking on the links but I get error 404 not found, is there somewhere else I can go to?
Title: Re: Pen and Paper Mod
Post by: Malkav on November 07, 2017, 08:36:32 am
Not sure, but it might be on ModDB.
Title: Re: Pen and Paper Mod
Post by: Txusda on June 24, 2019, 03:04:54 am
First of all sorry for refloat a post which has no entries since november the
seventh of 2017.

I did not know of the existence of this mod so i started making my own with
some modifications which some are already made over the unofficial patch and
the rest i would like to make but i do not know how. I did not know where to
post this so i decided to post it here because i think is the most similar
mod i wanted to create and i did not want to start a new thread to not saturate
the forum so i selected this mod, then i read all the post and finally post my
own addon.

1. Character creation:
    I think a recent created vampire should not have FOUR points in disciplines
    which nobody taught him. Instead of that, every new character starts with 5
    attribute points distributed the way i think they are more useful for an
    archetipic specimen of that clan (a nosferatu would have dexterity, a
    toreador appearance, a tremere intelligence...), also you can spend some
    more points along the character creation.

    In abilities i distribute 4 points that may or may not be reflected in the
    limitated character sheet. As before i put the circules where i consider is
    more appropiate, also you can spend a few more points at the moment of
    creating your character.

2. Disciplines:
    About the disciplines... You have no starting points points in any
    discipline although you have one point at the time of the character
    creation. I consider the vampire may have been for a time ghoul of her /
    his sire developing any discipline to make easier working for your creator
    or simply the tension and the sudden changes and your new vampiric
    condition made you get that point.

    One more thing about the disciplines is you can choose any common
    discipline as well as your clan's, however the disciplines which are not
    inherently from your clan are more expensive to increase and some of them
    are available for your clan or not.Here goes a table of which common
    disciplines can not be learned by which clans and why:
        -Brujah: Auspex. Their Mental attributes are tertiary and they are
        focused more in combat than inspection.

        -Gangrel: Presence. Their social attributes are not their priority and
        if they want to impress somebody they prefer to use their strength.

        -Malkavian: Fortitude. Even though they are used to pain and suffering
        it is part of their nature, they even "enjoy" it in some way making
        themselves the victim.

        -Nosferatu: Dominate. They are horrendous and twisted, but the lack of
        social interactions impede they can reach the manipulative mastery for
        learning this discipline, but it does not prevent they can be
        exquisitely cruel at the time of demand a payment for their favors.
       
        -Toreador: Animalism. They are so so so social that the only thinking
        of treating animals as equals is inexistent in their minds, however it
        does not prevent they can no fall spellbound for the cuteness of a
        puppy.

        -Tremere: Potence. The phisical limitations extends to the supernatural
        powers, however they can still buy fortitude, so many time of study
        requires a lot of resistance and aplomb.

        -Ventrue: Celerity. The spine of The Ivory Tower are so cool-headed
        that its coolnes extend to the rest of their clan, they are used to do
        things calmly and got a lot of patience, something that affects their
        very supernatural existence.

    Since you have only one point in disciplines that may even not be from your
    clan, in the tutorial the popup with your clan disciplines still appear,
    but it does not return you to the start of the room if you do not kill the
    NPC using that discipline.

    All the disciplines have a cost for the first level of 10 experience points
    and the duration is increased. Along all the playeable scene (>16 minutes)
    you have the discipline active except celerity, which duration has been
    adjusted for beeing more PnP accurate.

    -Animalism: Now only some of the level of animalism costs one point of
    blood and the damage is increased as the AoE.

    -Auspex: Auspex is now more potent and cheaper to increase, since you can
    not really reach the higer levels of auspex like telepathy, only the second
    level. The bonuses to wits and perception are still aplying and the new
    costs for the discipline are
        Level 1: 10 XP
        Level 2: 2 XP
        Level 3: 3 XP
        Level 4: 4 XP
        Level 5: 6 XP for malkavians, toreadors, and tremere. And
        Level 1: 10 XP
        Level 2: 2 XP
        Level 3: 4 XP
        Level 4: 6 XP
        Level 5: 9 XP for the rest of clans
    also, auspex does not cost blood.

    -Celerity: Celerity DOES cost a blood point per ativation but the duration
    has been modified to
        Level 1: 6 seconds
        Level 2: 9 seconds
        Level 3: 12 seconds
        Level 4: 15 seconds
        Level 5: 18 seconds

    -Dementation: Cost less, deal more damage.

    -Dominate: As in dementation, cost less blood and the
    damages are increased.

    -Fortitude: Same as before, it is "pasive", but you have to activate it.

    -Obfuscate: None of the levels of obfusctate costs blood, also the costs of
    experience points to raise this discipline are the same as auspex.

    -Potence: Potence has been modified to be free to activate as well as
    fortitude.

    -Presence: Presence costs 0 blood points to activate in all of his levels,
    also the radius and effects are increased, dangerously increased. Take care
    of using it in public, people runs away from you and, in a pair of cases
    the NPCs i had to speak with desappeared, the bonuses to decreasing enemy
    stats have not been modified.

    -Protean: Only its duration has been modified.

    -Thaumaturgy: Now this discipline does more damage.

3. Weapons and items:
    Now the weapons deal real damage and the fights are solved in a few
    seconds, but not only you are who kills, the enemies are more and usualy
    are better armed than you. The melee weapons deal more damage than ranged
    although 1 or 2 bullets are usually enough for  killing any mortal, also
    i decreased the max amount of bullets you can carry to magazine + 2 extra
    magazines.

    You can now recover part of the money you paid for armor selling some
    clothes you are not going to use anymore.

4. NPCs:
    Now you can feed of almost any NPC but the plagued ones, zombies, some
    Kuei - Jin and others. Their health is also decreased, as their blood
    points, now the blood that appears in the bar is not its max blood but the
    blood you can drink from them before they die, although if you dry them,
    they die as usual. The blood and max health of the NPC are determined as
    follows: max blood points = NPC stamina + 2; max health = blood points * 10

    The NPC templates are as well modified to be closer to the table game
    rules.

    The vampire NPCs count as much life as you except some special bosses and
    a blood pool of about 10 points.

5. System:
    Now your player has a max of 10 blood points since i consider you are a
    13th generation as a default fledling of VTM, but in exchange i waaaaay
    increased the experience points gained along the missions since you have to
    increase a lot of stats.

    Since i decreased the maximum blood points from 15 to 10 now the blood bar
    has a part empty even if you are full, i think it gives the sensation to
    the player that, although you can not fit any more blood in yur body, you
    are still kind of hungry even knowing you are not gaining anything if you
    continue feeding.

    ***The addon is only tested overwriting the files in Unofficial Patch,
    although i am working in integrating it with th Clan quest mod, also many
    items, descriptions, etc... may be in Spanish, please notice me so i can
    change it. Thank you in advance for your help and patience.***

6. Things i did not do in this addon because i do not know and if i want to do
or not:
    - I did not add any new clan, discipline, etc... although i do not care

    - I can not figure out how to decrease the player max health to stamina + 4
    and i would love how as well

    -I want to apply health modifiers to the stats decreasing them temporally
    and i do not know how.

    -I would like to adjust the life bar to the maximum health of the player
    after changing the max health to stamina * 10 + 40

    -I really really would love to fix all the bugs along the game.
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