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Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #315 on: October 31, 2018, 03:43:25 pm »
It wasn't only Bertram: all santa monica was resetted: computers were lile I've never used them (but online bankings, even with passwords forgotten, where already hacked) talking with mercurio on the beach he started the first dialog (even falling down as he was in his couch). I've simply took an earlier savegame and it never occurred again.....

The dance hall bug is instead a doubt: you removed the "raising humanity through dancing" by removing the dance option to them except that spot (in fact as I'm writing this down I've gained a humanity point. Now I'm at 6, I'll update you if it raises up the clan limit)
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #316 on: October 31, 2018, 04:12:32 pm »
OMFG!!! Not only it raised humanity even if at 6 points, but....
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #317 on: October 31, 2018, 04:25:32 pm »
Plus when it actually happens the game over sequence starts, here not.
A tecnical note: because I've remembered the same dancing spot doesn't work two times I've cheated to get to 6 points in order to test this bug

While we're talking about it now, it's possible to remove the humanity zero game over? I want to be EVIL but having constantly to reraise humanity points is a pain in my undead ass....

A little treat: my vampire has good dancing moves!
« Last Edit: November 01, 2018, 07:41:38 am by Barabbah »
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Psycho-A

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #318 on: November 01, 2018, 01:32:45 pm »
I found one big issue that prevents translating mod to other languages using translate_helper.vtm plugin for VtmB Loader. The mod uses ancient cl_dlls/gameui.dll from v1.0 game, which is incompatible with the loader plugin, and the game starts to crash. The solution is replacing all dlls to the ones from the latest Unofficial Patch - "all" because it's not only gameui updated there, but also fixed various other dll-related issues. Also, using updated VtmB loader (bin/launcher.dll + ./loader.dll instead of dbghelp.dll) and patched Vampire.exe for using 4 Gb memory will greatly improve compatibility with modern OSes and also allow to run the mod on Linux Wine! Think about it please.
« Last Edit: November 01, 2018, 05:42:11 pm by Wesp5 »

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #319 on: November 03, 2018, 11:02:45 am »
translate_helper.vtm plugin for VtmB Loader

Where can I found that?
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #320 on: November 03, 2018, 11:12:52 am »
A small off topic: two icon for Final Nights
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Lord_Noctys

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #321 on: November 03, 2018, 12:24:28 pm »
A small off topic: two icon for Final Nights

Thank you very much! Will use the second icon  :smile:

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #322 on: November 04, 2018, 02:22:38 am »
Cool icons Barabbah, I also included two icon files you can use for the TFN desktop shortcut. :)

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #323 on: November 04, 2018, 07:39:42 pm »
I've finished it! Nice mod :vampwink:

I don't know if it's was added in the mod or was already in the vanilla game, but I laughed my ass off when Chuck, in the endgame tried, badly, to jump on the side and roll over. He wanted to go on the corridor but he hitted the metal detector in the middle. I felt so sorry for him.... :rofl:
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #324 on: November 06, 2018, 09:41:22 pm »
I've finished it! Nice mod :vampwink:

I don't know if it's was added in the mod or was already in the vanilla game, but I laughed my ass off when Chuck, in the endgame tried, badly, to jump on the side and roll over. He wanted to go on the corridor but he hitted the metal detector in the middle. I felt so sorry for him.... :rofl:

Haha!! I didn't know he does that - or couldn't remember. No I didn't add that but it sounds funny all the same. I'm glad you had fun and I apologize for the bugs.

Offline Barabbah

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #325 on: November 07, 2018, 10:58:45 am »
No problems! Besides, it was funny that trick of zero humanity :P
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline ArchmageJoda

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #326 on: November 09, 2018, 09:27:52 pm »
I'm assuming that the discipline replacements make this impossible, but on the off chance, is there any way to add thaumaturgy onto a character? Like, if I want to play a Sorcerer caste Assamite?

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #327 on: November 13, 2018, 04:26:48 am »
Technically yes, you could do that, as in completely re-make Quietus into the sorcery discipline, or something like Thaumaturgy, but it would take some knowledge of modding disciplines to do it.

Offline ArchmageJoda

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #328 on: November 14, 2018, 07:00:34 am »
I kinda figured it'd be something like that if at all, but didn't think it'd hurt to ask. That said, while I'm slowly watching your Let's Play of TFN 1.5 as an Assamite to look for tips and whatnot, is there any advice you could share with me here for character creation? I'm still too used to building in regards to the OG or Clan Quest Mod...

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #329 on: November 14, 2018, 07:17:43 am »
It really just depends on what kind of kindred you want to play. Each Feat (except for Intimidate) can be a viable base to build your character around. Each Feat has it's own special ability attached to it that gives you some sort of incentive to master. With XP being limited, you will probably only be able to level up 1 (maybe 2) feats to 10, and 1 or 2 disciplines to 5. The game manual goes into deep detail of each Feat and is a good source for min/maxing.

 

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