Hot damn. That female setite skin, wasn't what I was expecting, but I love it anyway. Are you still going to use the model with the long jacket?
Hot damn. That female setite skin, wasn't what I was expecting, but I love it anyway. Are you still going to use the model with the long jacket?
Thanks WhiteRussian!
I hope thats a good thing then? LOL Yes I'm using all of the models from the original vanilla game, not necessarily in the same order (female setite case in point), but they
will all be used. The Salubri may be different however, the Malkavian vanilla skins are proving tough to work with so we may need to step outside the box to compensate.
We may end up making Salubri a female only class for a playable clan because I don't think we'll be able to find a suitable male model. We'll see how that turns out when
the time comes.
Thanks, I used the Eye of Horus makeup for both the female and male skins. Both sets received a butt load of jewelry and I thought the Tiera really topped it off. I've only
the eyes that came with the game so far. What alot of people don't know is how many unused eyes were left in the .pak files never seen and I've learned how to make
them glow or stay normal so thats really opened things up. I've counted a solid 25+ different iris skins that came with Bloodlines so anything I want there's a good chance
Troika already made it.
I like how you stole the Razer logo of all things to use for the Eyes of the Serpent discipline.
In my opinion, I vote it be changed to this: (http://i56.tinypic.com/24vsl0w.jpg)
HAHA nice! I had no idea all this time.
Those models for the female setite is amazing. Although I find it odd that a follower of set (the evil egyptian god) is wearing horus make up (the good egyptian god). Still it looks really good.
Here's a suggestion for the female setite model:
I think her skin should be more brown. You know, so she has that egyptian look. But it's really your mod, and if you don't do it someone else might make a replacement skin mod to add onto it.
I want this mod released (off my back) as soon as possible.
I have a couple of questions about your expansion.
1. Do we have to have the camerilla mod (or any other mods) to play this?
2. Does this expansion COME with any of those mods that were made by your team or other teams?
Haven't heard much about TFN lately, what's going on? I wanna play this soooo bad.... :rage:
But my main concern was that killing Johnny, the Tong Leader, resulted in loss of humanity; and as far as I know, Johnny has to be killed in order to speak to the Mandarin again, isn't it?
Ups
- Bosses: First of all, the Shade, I really liked the concept behind this particular boss; skill is the key, instead just attack strength. Maybe it was a bit too hard for that level, but it was probably due to my lousy combat skills. Really hope to see more bosses like this one in the versions to come.
Secondly, Evan and Garret, very good as well; and you get bonus points for making an enemy use the SPAS-15, never seen that before.
And last but not least, the vampire hunter from the Skyline building; really nice skin and a pretty hard combat. The whole apartment had a nice ambient, with the computer from the Society of Leopold. Breaking in this apartment to get some quick and easy cash is one of the first things I do when I arrive to Downtown, so I never saw it coming :razz:
- Soundtracks: I enjoyed all of them, including the one for the credits. It was a wonderful set of tracks and actually, it was the first time I hanged out in the clubs to hear the music since the I started playing on the vanilla version. And bonus points for the Godsmack one at the Last Round.
- Disciplines: Since I only tried the Assamite one, I'll only refer to Quietus. Really liked all of the levels, they were nicely balanced and spending points here was always a good idea.
- Other stuff: Loved the work with the skins, especially the Assamite book dealer one, same with the voices. The new quests fitted nicely in the story too.
And an especial paragraph for the Masquerade Infractions/Hunters system; a lot better than the vanilla one.
Downs (Not really downs, just pretty subjective and personal opinions, so don't take them seriously :razz:)
- At the Venture Tower: In the 7th floor, I'd prefer to fight the Ventrue bodyguards rather than more mercenaries/soldiers. Maybe adding the Ventrue ones and placing a couple of soldiers for blood, if that was the intention.
- At Zhao's warehouse: I like how the difficulty was set in the game; it was a nice curve, challenging without being frustrating, and it kept being that way during the whole game (Made me respect humans a bit more, by the way); but at Zhao's it becomes almost impossible to flee from the place without being destroyed (And I won't even consider the chance to fight back). I don't know if it was intended or not, but it was way too hard (At least for me). If it was intended, no problem then ;)
- Bosses: First of all, the Shade, I really liked the concept behind this particular boss; skill is the key, instead just attack strength. Maybe it was a bit too hard for that level, but it was probably due to my lousy combat skills. Really hope to see more bosses like this one in the versions to come.
Secondly, Evan and Garret, very good as well; and you get bonus points for making an enemy use the SPAS-15, never seen that before.
And last but not least, the vampire hunter from the Skyline building; really nice skin and a pretty hard combat. The whole apartment had a nice ambient, with the computer from the Society of Leopold. Breaking in this apartment to get some quick and easy cash is one of the first things I do when I arrive to Downtown, so I never saw it coming :razz:
- Soundtracks: I enjoyed all of them, including the one for the credits. It was a wonderful set of tracks and actually, it was the first time I hanged out in the clubs to hear the music since the I started playing on the vanilla version. And bonus points for the Godsmack one at the Last Round.
- Disciplines: Since I only tried the Assamite one, I'll only refer to Quietus. Really liked all of the levels, they were nicely balanced and spending points here was always a good idea.
- Other stuff: Loved the work with the skins, especially the Assamite book dealer one, same with the voices. The new quests fitted nicely in the story too.
And an especial paragraph for the Masquerade Infractions/Hunters system; a lot better than the vanilla one.
- At the Venture Tower: In the 7th floor, I'd prefer to fight the Ventrue bodyguards rather than more mercenaries/soldiers. Maybe adding the Ventrue ones and placing a couple of soldiers for blood, if that was the intention.
- At Zhao's warehouse: I like how the difficulty was set in the game; it was a nice curve, challenging without being frustrating, and it kept being that way during the whole game (Made me respect humans a bit more, by the way); but at Zhao's it becomes almost impossible to flee from the place without being destroyed (And I won't even consider the chance to fight back). I don't know if it was intended or not, but it was way too hard (At least for me). If it was intended, no problem then ;)
- And just curiosity. I haven't found the Fae Charm, the Saulocept, the Tarulfang and maybe some other talisman. Are they going to be introduced as a reward from future quests?
One question, is there a list of all the music you've used anywhere? I love one of the Asylum tracks but i don't know what it is :rock:
After i got the level 3 Serpentis i decided to save my current game and just transform and go on a bit of a rampage downtown. I forgot about the disease and attempted to feed off a bum. The vomiting animation began, while i was still transformed, but would not stop. I couldn't end the transformation or anything else, it was like the animation loop got stuck or something.
Also, i was doing Larrys quest in the car park with quite low humanity and the game kept crashing every time i failed a frenzy check. It wasn't when i was getting hurt but rather when i was sneaking out of sight, i was obvioulsy failing a frenzy check, (i don't know exactly what changes you've made to this, it may have been i was low on blood and humanity, i don't know exactly what was triggering the check) but the game would crash as soon
as the frenzy began. This happened about three times so in the end i reloaded and spent a bunch of XP to raise my humanity, i completed the quest and haven't encountered this problem again.
- When I cast Obfuscate, a "Serpentis Max 0" message appears; seems to be an error.
Hey Zer0, I finally got a chance to play around with TFN. Very cool! Good job, on all your hard work. :smile:
- When I cast Obfuscate, a "Serpentis Max 0" message appears; seems to be an error.
- Also, in the vanilla version, once you finish all the Plaguebearer quests, the CDC members disappear from Downtown, and they stay in this one. Is this intended? (I suppose the infection remains, so they must stay to control it), just curious.
- In the game trailer, I had seen there was a new boss, called Toreador Antitribu which is in the warehouse you have to blow up (I didn't fight him the first time, because I made it the sneaky way). Was he inspired in that Marcus guy the thugs talk about?
One thing though..... I couldn't remember when you picked up most of the occult items or skill books in an unmodded playthough cos its been a while. I bought the Key of Alumat from the man in Chinatown, I forgot its the reward for the Giovanni Book for Pisha... And she took the book, said thanks and said have the Key of Alumat. I already had it, i'd bought it quite a while ago, which meant there was no reward for that quest, can you not fix that so that it works, for example, more like Romero, if he can't train you in firearms he gives you a gun, so Pisha gives you soemthing else if you already have the item, cos i feel most people will buy it before she gives it you, cos its a good item and the Giovanni quest comes a lot later.
Overall though i'm really impressed with The Final Nights, and i look forward to the next release with, fingers crossed, all the character models, i only ever play as a female so in this release i'm missing a lot of clans :justabite:
Fixed it : ) The Final Nights is working wonderfully. Apparently, "Constant Guard" does something to the keyboard(something to do with scrolling keys) so once disabled, the game works perfectly. Loving TFN! :rock:
I've been meaning to ask you guys, where did you get the music for the main theme for your final nights mod? It's beyond SICK! :D
I took the "Choir" part from the movie "Passion of the Christ"
TFN 1.2 Review (Click on video to watch from YouTube)
You made the werewolf vulnerable in the UP? I'd be very interested on how you did that.
Oh it wasn't the color scheme that was the problem, it was that it didn't fit in the character sheet having that extra "B".
I noticed your menu you have movement in the background. How did you do that while keeping a static background, or did you?
That's rather complicated and a complete hack that I got the idea to from Lenuska of the Antitribu Mod team. Better ask her or just take a look into my files. I can barely remember how it was done, it was so long ago!
Where is the TFN name in the character sheet? Or did you use the same trick as I did in replacing "base"? I have found a better solution in the meantime that I will tell you if you promise to put Bloodlines back into the title ;)!
This is actually a restoration done by EntenSchreck. There always was the Bloodlines logo running as a particle in the background and I think he just attached the other particles to be spawned by that. Which is what Troika had planned but disabled or forgotten before the game was released because all the sprites were already there :)...
I'd like to know how they got the werewolf death animation working. I made it so you can kill the werewolf but when he died, he would stand there frozen.
If you have a better idea, I'm all ears.
I use a static picture as the background and to do this I had to remove the particle scrolling animation. I'd love to know how EntenSchreck did that, or maybe he'd create mist for the TFN Main Menu, that would rock.
Thanks for the help Wesp! Those changes probably won't make it into the 1.3 patch but I'll be on the lookout for future releases! :)
I'd like to know how they got the werewolf death animation working. I made it so you can kill the werewolf but when he died, he would stand there frozen.That occurs because the werewolf model doesn't come with an ACT_RAGDOLL activity, since it wasn't needed; the game used a custom death animation to handle everything. Would be an easy fix if we could actually manage to compile models with biped skeletons without any workaround.
That occurs because the werewolf model doesn't come with an ACT_RAGDOLL activity, since it wasn't needed; the game used a custom death animation to handle everything. Would be an easy fix if we could actually manage to compile models with biped skeletons without any workaround.
That occurs because the werewolf model doesn't come with an ACT_RAGDOLL activity, since it wasn't needed; the game used a custom death animation to handle everything.
Do you know where Dllullu is or if I can ask him/her how they did it?
Zer0Morph, thank you for doing this :)
I knew you would come back to VTM at some point.
Link removed :doink:
Mirror links added as ModDB sends you to Gamefront which is a little awkward to download from.
http://patches.planetvampire.com/VTM_The_Final_Nights_1.3_Full.exe (http://patches.planetvampire.com/VTM_The_Final_Nights_1.3_Full.exe) (in America)
http://patches2.planetvampire.com/VTM_The_Final_Nights_1.3_Full.exe (http://patches2.planetvampire.com/VTM_The_Final_Nights_1.3_Full.exe) (in Europe).
Community and fans,
We were informed last night that the online banking system had a bug where you would get the Skyline apartment haven and the money would no longer arrive in your mailbox. We've fixed this bug and uploaded it to ModDB. It is currently awaiting authorization.
You will need to start a new character after installing this hotfix. We apologize!
Download VtM: The Final Nights 1.3.1 (Hotfix)
Download from ModDB (http://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-131-hotfix)
And Flynn's eyes have been push back a little so they dont poke through the skin anymore. That fix could be add to Bloodlines patch by the way. I know the fix is late but better late then never. (And it took only five minutes to do.)
Still the same problem. I just keep getting this error message:
The name 'C:\ProgramFiles (x86)\Steam\common\VampireTheMasquerade - Bloodlines\Vampire.exe - game tfn' specified in the Target box is not valid. Make sure the path and file name are correct.
I get at this point how to set up the shortcut, only I keep having problems with editing the Target (which I assume is what is meant by the 'command line').
Still the same problem. I just keep getting this error message:
The name 'C:\ProgramFiles (x86)\Steam\common\VampireTheMasquerade - Bloodlines\Vampire.exe - game tfn' specified in the Target box is not valid. Make sure the path and file name are correct.
I get at this point how to set up the shortcut, only I keep having problems with editing the Target (which I assume is what is meant by the 'command line').
Still haven't hit on it yet - though I do wonder if I didn't botch one of the previous steps. Particularly this step:
-Now rename the "vampire" folder in this directory (or in your existing TFN installation) to tfn.
Copy this "tfn" folder into the bloodlines base directory that includes the mod loader.
In Steam, the mod loader is located in the Bin folder. Now I ended up copying and pasting the tfn folder specifically into the mod loader sub-folder. What I was wondering was were you supposed to put it within the mod loader like I ended up doing, or just into the general Bin folder independent of the mod loader sub-folder?
Also, could this potentially be messing up the target and path file for the shortcut?
:clap: Yay! :clap: Always good to know the exact release date :smile:
Sweeeet, can't wait! I've been really enjoying my current playthrough of TFN 1.3, and can't wait to check out 1.4 in the very near future. Dec 31st, huh? Guess this will be a belated b'day play for me then :)
Hahah, you're correct good sir! You know, I spent the last year hand writing that entire 64 page manual myself, so there's bound to be a mistake or two. Before publishing, I had my dear friend Eliza proof read it and she found at least 100 or more mistakes, which were mostly corrected. But even then, it's hard to get it perfect. Thanks for pointing it out though! :rock:I started paying twice as much attention, hoping to find more mistakes after that, but alas. But i'm pretty sure it should be "bear" in this part of moddb description "this expansion can no longer bare", otherwise there's a little bit of unnecessary exhibitionism.
On a side note, Grout's wife is a boss in the Antitribu mod? I... ummm... didn't know that, lol. Sounds... interesting. :chinscratch:What isn't? Even Nines intro is a bossfight. OCEAN HOUSE HAS A BOSSFIGHT for christsakes. Because why not?
On a side note, Grout's wife is a boss in the Antitribu mod? I... ummm... didn't know that, lol. Sounds... interesting. :chinscratch:What isn't? Even Nines intro is a bossfight. OCEAN HOUSE HAS A BOSSFIGHT for christsakes. Because why not?
Does it work with Steam?Yes, it does.
Woohoo! I especially can't wait to check out some of the revamped disciplines (namely Auspex and Presence). Anyway....does this version come with an automatic installer? Or am I going to have to install it in a similar fashion as TFN 1.3?Yes, it does. It's the same installer as in the Camarilla Edition. (Just an extractor, no installation options or anything.)
Ah, the extractor worked. Got it to run last night. Works perfectly, which surprised me a little. My only real gripe is I don't get as full of a window as I used to, but i'm getting adjusted to the size now.Well, you can run the game in windowed mode, to do that just edit the shortcut properties adding -windowed key. (and setting resolution to 1024x1028) Be advised though, that when running the game in this manner i've encountered a number of glitches (namely slowly opening doors and random crashes) so use that at your own discretion.
Ah, the extractor worked. Got it to run last night. Works perfectly, which surprised me a little. My only real gripe is I don't get as full of a window as I used to, but i'm getting adjusted to the size now.
P.S. And why would anyone remove the goddamn spare key to Murietta's room? Seems like i'll need to level lockpicking after all.Or level up inspection. It's not removed, just hidden.
I don't think there's a need for a separate modloader version (unless there are fixes and stuff), you can just write and instruction on how to use existing installer version to make it work with loader.
I disagree. Once every big mod uses the game mod installer, which is really easy to include with a mod, all patches and mods can be installed in parallel on top of one untouched main game! As long as only one mod does not use the loader, we are bound to have the usual "I installed these mods together and now nothing works!" complains all the time ;)!Point taken. But you see, while it would definitely be great if mods were just one click installations lots of mods and patches still poop in the main game directory.
But you see, while it would definitely be great if mods were just one click installations lots of mods and patches still poop in the main game directory.
Your mod changes vampire.dll, engine dlls and executable, clan quest mod craps on vv photo, Camarilla edition (even the so called "loader version") crashes when installed alongside anything else because it's supplied with wrong vampire.dll.
But yes, if mods installed only in their own subfolder and all those tweaks like widescreen support and nocd executable were optional it would be amazing.
Well, CE does have a whole bunch of vampire.dll versions, it's just that the user has to go and rename vampire.dll.steam (7something mb) instead of 1.2 dll (8something). But to do that you have to know where the problem lies and when the game just crashes to desktop without any explanation it's sorta discouraging.
Malkan should probably fix the CE game mod loader version if there is a problem, but as far as I know the CQM already does it correctly. Or what is the problem with VV's photo?
Sadly these are not optional as the game mod loader is supported in the same dlls and we need the nocd to get around the disabled SafeDisk support or MS...Umm, modloader doesn't work without widescreen? Really? As for NoCD, well some people (namely me) never used anything but cracked versions. I really can't be bothered with Steam.
Well, this is how the menu looks in TFN (couldn't take a pic in fullscreen, u get the idea) and this is an UP menu.
Why would you even , make a 1024x1280 background in 2016?
it's still sort of worthless for a non-ranged character.
I don't want my character to have high Firearms - she's not a Queen of a shooting range, lol.
Did i mention that charsheet music is awesome? Where did you find it?
Umm, modloader doesn't work without widescreen? Really?
I've just unpacked UP 9.4 and aside from it's own 968mb directory it also unpacked 27.5 mb worth of files into vampire directory of a base game, including some map files as far as i understand.
That's the official 1.2 patch and the files needed for the mod loader. They go into the main folder...Well, okay then. But CQM 3.1 that includes you patch doesn't have 'em.
I made the background in 2011 with the initial release of TFN, it hasn't changed since then.I don't think it was all the rage even back then.
No it's not, Auspex allows you to see through walls, hack higher level computers, and increases your Dodge. None of which has anything to do with Ranged.Maybe, but for the rate of xp spent i don't think that temporary bonuses worth spending blood on. And on low levels seeing trough walls have miserable range.
Queen of Blades increases the Skills Abilities, which contains Melee, so you get a huge XP discount on Melee. Sure you can choose Queen of Blades and increase your Ranged, but it's meant for the character to increase Melee.Not that huge, it's just 10 xp. And since i'm fighting melee and have to raise dodge i get penalized by 11 xp there (having higher costs) for a net loss of 1 xp. And cheaper firearms won't help me at all. Also it contradicts to the purpose of the clan forte. They are supposed to be masters in one area - and somehow can cheaply raise melee, firearms, lockpicking and stealth? I guess it's okay if you roleplay a guntoting ninja, but otherwise makes little sense to me. Maybe having Paths of Warrior/Scholar/Assasin that have corresponding xp costs bonuses to fighting/social/stealth skills and abilities would be better? Dunno, it's probably too big a change to make for just one clan.
Well, okay then. But CQM 3.1 that includes you patch doesn't have 'em.
I don't think it was all the rage even back then.
Maybe, but for the rate of xp spent i don't think that temporary bonuses worth spending blood on. And on low levels seeing trough walls have miserable range
Not that huge, it's just 10 xp. And since i'm fighting melee and have to raise dodge i get penalized by 11 xp there (having higher costs) for a net loss of 1 xp. And cheaper firearms won't help me at all. Also it contradicts to the purpose of the clan forte. They are supposed to be masters in one area - and somehow can cheaply raise melee, firearms, lockpicking and stealth? I guess it's okay if you roleplay a guntoting ninja, but otherwise makes little sense to me. Maybe having Paths of Warrior/Scholar/Assasin that have corresponding xp costs bonuses to fighting/social/stealth skills and abilities would be better? Dunno, it's probably too big a change to make for just one clan.
Other players may feel differently. Auspex gives a wonderful selection of benefits outside of the Ranged feat and feel it's worth leveling up for. But to get the full effect, it's best to be a ranged character.No pressure.
From a technical standpoint, your suggestion is possible to do, with some time, effort, and testing. I see what you're saying and it's a pretty good idea actually. I wish I would've thought of that when designing the Assamite clan. Perhaps this could be a welcome change in TFN 1.5 :)I took some time to outline that idea. Make of it what you will
In 2011 I was still playing in 4:3 format, it wasn't until 2015 that I tried my first playthrough in 1080p. In fact, I bought a 19" 4:3 flatscreen monitor JUST to play VTMB, back in 2012.A little more about resolution. I tried to respatch the game, but apparently respatcher doesn't work with loader as it successfully patches the files but nothing changes (ie i still have cropped and not stretched menu). I've found out, by experimenting, that if i change correct hud = 1 to 0 in widescreen_fix.ini, located in bin/loader tutorial tips actually fill the whole screen instead of just 4:3 left side, however HUD elements also become bigger. Now, since i don't remember that problem in pre-loader times, (8.9 patch, say) and UP still included built in widescreen i would assume the solution was different then.
I really don't see why anyone would want to use GML, Antitribu used it and it wasn't all that great, resulted in more bugs than it needed to, TFN's current auto installer is fine as it is.
Is there any way to make TFN Widescreen?
Is there any way to make TFN Widescreen?What happened? We don't decline accounts or shut them down unless they start spamming or doing commercial ads.
And i tried to make an account on the Team Camarilla forum, and I believe i got declined
@Wesp, I have already tried time and again...
Okay, after much persuasion I have made a mod loader version for TFN. You can find it on ModDB: http://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-mod. (http://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-mod.)
Where i can download the Mod Launcher?? How i install a mod?? What UP is required for TFN??
I have UP 9.8b3 right now, it wont cause problems??
Then ill reinstall it with 9.7 update, just to be safe....
when i first downloaded the game, i got it with UP 9.6, i guess that wont work too...... :/
There is a mod loader version downloadable on ModDB.Where i can download the Mod Launcher?? How i install a mod?? What UP is required for TFN??
TFN is the one big mod that hasn't included the mod loader yet. Just install it on top of a clean Bloodlines version, nothing else is needed!
There is a mod loader version downloadable on ModDB.
Quite some time ago. We talked about it then.
Happy to see you back modding, Zer0! :rock:
Question to everybody: what would be a perfect 4th clan in your opinion (if the idea of changing them is not discarded)?
Apart from the problems Shadow Man mentioned, Ravnos seems like a cool idea but how do you implement illusions in a computer game?
Apart from the problems Shadow Man mentioned, Ravnos seems like a cool idea but how do you implement illusions in a computer game?
I gave a look at chimistry.So what we have here is a weakened form of dominate. For a clan that also has animalism and fortitude this is quite useless.
As the noob I am, I say it's not this complicated. Just have 5 disciplines who can make (not in this order):But because I'm a noob I'm sure it cannot be so easy :razz:
- distracting illusions (as domination brainwipe)
- paralizing illusions (as domination trance)
- multiple illusions (as dementation bedlam)
- see enemies illusions (like an obfuscated enemy or as some kind of auspex)
- make a double of yourself (for example it can fight but cannot do damage, distracting the enemy)
So what we have here is a weakened form of dominate. For a clan that also has animalism and fortitude this is quite useless.The concept could do with some work. To be fair there could be other ways to do non-combat illusions. For instance lots of Chimersitry exclusive dialogue that tricks people into thinking stuff, you have dialogue for any discipline.
And anyway what is the point of having an illusion discipline that I can only use in combat? What about the main uses the Ravnos have for chimerstry, like making the haven look less drab? Or paying with a shiny coin that ceases to exist as soon as the recipient closes their wallet?
And on the technical side, no other TFN clan has animalism, that means not only one but two exclusive disciplines for the Ravnos. No way.To be fair if the Liabon are replaced, could be replaced with one or two bloodlines/clans that have Animalism.
To be fair if the Liabon are replaced, could be replaced with one or two bloodlines/clans that have Animalism.
The 2 Laibon clans in TFN only use passive disciplines (you call them progressive), while Animalism is a targetable discipline, so that wouldn't work. While you can turn targetable discipline sets into passive discipline sets, you can't change it the other way around, unfortunately (at least in my experience).
Fair enough, I can't remember the disciplines list is, I would have to check. There is no way to do this but I said earlier there is a work around as used by the Antitribu mod, its just a question of if you want to use it, which is of course totally up to you.
QuoteAnd on the technical side, no other TFN clan has animalism, that means not only one but two exclusive disciplines for the Ravnos. No way.To be fair if the Liabon are replaced, could be replaced with one or two bloodlines/clans that have Animalism.
Fair enough, I can't remember the disciplines list is, I would have to check. There is no way to do this but I said earlier there is a work around as used by the Antitribu mod, its just a question of if you want to use it, which is of course totally up to you.
Right now, probably not, however in the future I may re-explore some options. At first I was a bit concerned about my clan listing, until I began building all the new systems around them, and now I love them. One of the clans I do wish we had access too is Old Clan Tzimisce but I would've had to use 2 of my targetable disciplines for Animalism and Dominate, which wouldn't work.
I have had thoughts about going 100% Laibon clans and remake a new TFN into a Legacy of Laibon kind of thing. That might be fun, lol.
I have had thoughts about going 100% Laibon clans and remake a new TFN into a Legacy of Laibon kind of thing. That might be fun, lol.
Maybe I've found a new and more workable clan: the Harbingers Of Skulls. The survivors of the Cappadocian extintion, they now have a dreadful skeletal look, a perfect candidate to replace the samedi if you need an ambulant masquerade breaker:
(http://snakepit.wdfiles.com/local--files/klan:harbingers-of-skulls/clanharb.jpg)
I hope your joking about the Legacies idea.
One thing you could do is have the Cappadocians as a Clan, they are technically extinct but hey. Then Thanatosis can be changed into Necromany and both Samedi and Cappadocians can have that as a shared discipline, I am aware not everyone may be happy with this idea but dosen't change that much of the Samedi. The Cappadocians would replace one of the Legacies. The other Legacy could be replaced by the Angellis Ater with Diamonion, Potence, Presence (I know twisting the rules a bit again). You'd somehow need to make the Baali and Angelis Ater seem distinct even though they are pretty similar on the surface of things. Again this is the best things I can think of without using any Numina.
If you was to use Numina, you could recreate Blood Heal and Blood Buff as Numina (meaning they won't appear in the character sheet but don't think people will miss this much) freeing up those discipline slots and even having one Numina free if you wanted to use it.
So let's look at a break down of all the disciplines used in TFN. Then we can assign potential clans to potential disciplines.
Active Disciplines
Daimoinon
Presence
Quietus
Serpentis
Thanatosis
Passive Disciplines
Auspex
Blood Heal
Blood Buff
Celerity
Fortitude
Obeah
Obfuscate
Potence
If I were going to do an "Ebony Kingdom" overhaul, this is what I would have to work with. Feel free to mix and match what you think would be a good lineup for the clans. Remember, there's only so much I can do for the Nosferatu model, so I highly recommend picking a "Masquerade breaking" clan, at least one. All of the other six can be whatever, honestly.
It would have involved using the stat-saving system Entenschreck is using for the Prologue where stats are carried over from Hunter to Vampire upon the player's embrace.
If I were going to do an "Ebony Kingdom" overhaul, this is what I would have to work with.
the point is that there's a lot of potential "special editions" of Bloodlines that people could build
Plus, 1.5 HD is basically ready to go already, I just want a few extra weeks for testing, recording my "Let's Play", and taking care of any last minute changes.
Just wanted to ask what TFN versions would you recommend if I wanted to enjoy all the new clans you released in TFN mods?
Because I heard that the original lineup of clans is different than what we will see in two weeks, correct?
So excited with this new version. October 16th on moddb? I'll be there!!!
Just wanted to ask what TFN versions would you recommend if I wanted to enjoy all the new clans you released in TFN mods?
Because I heard that the original lineup of clans is different than what we will see in two weeks, correct?
So excited with this new version. October 16th on moddb? I'll be there!!!
Well, all TFN versions come with the same changed clans from the original Bloodlines. So whether you play TFN 1.0 (not recommended) or wait for TFN 1.5 HD, both versions have the same clan lineup (Assamite, Baali, Setite, etc...).
If your new to TFN, I'd recommend downloading TFN 1.4.1 for now to get familiar with it, and read the game manual that comes with the download. Then on Oct. 16th, download the 1.5 HD version and start having some real fun! :)
Is there any additions or improvements planned for the new version other than the HUD and discipline images?
Just wanted to ask what TFN versions would you recommend if I wanted to enjoy all the new clans you released in TFN mods?
Because I heard that the original lineup of clans is different than what we will see in two weeks, correct?
So excited with this new version. October 16th on moddb? I'll be there!!!
Well, all TFN versions come with the same changed clans from the original Bloodlines. So whether you play TFN 1.0 (not recommended) or wait for TFN 1.5 HD, both versions have the same clan lineup (Assamite, Baali, Setite, etc...).
If your new to TFN, I'd recommend downloading TFN 1.4.1 for now to get familiar with it, and read the game manual that comes with the download. Then on Oct. 16th, download the 1.5 HD version and start having some real fun! :)
Just in case, what mods/patches are compatible with TFN 1.41 and the upcoming 1.5? What's the installation order? Thanks. :rock:
I imagine Zer0morph yelling "why did you tell this now with the incoming release?" :rofl: :rofl: :rofl:
Just in case, what mods/patches are compatible with TFN 1.41 and the upcoming 1.5? What's the installation order? Thanks. :rock:
Yeah, I wouldn't bother even playing any version of TFN other than 1.4.1, and then I'd even retire that when 1.5 HD comes out. 1.5 adds new content but also fixes quite a few bugs, so unless you're massively in love with 1.4.1, I wouldn't play that after Oct. 16th.
As far as mods/patches are concerned, basically nothing is compatible with TFN 1.5 HD except cosmetic mods such as different textures or models. The larger mods that change the main scope of the game like the Unofficial Patches, CQM, CE, or Companion mods, for example, won't work with TFN. For installation, you just want a basic vanilla copy of Bloodlines 1.2, then you'll want to install 1.5 HD (Full) on top of 1.2, and THAT'S IT, nothing else. :)
If that's the case, should I download Official 1.2 patch and then install TFN?
Can we have all the HD content without the rest of the mod? I really would like to use the HD HUD.
Just in case, what mods/patches are compatible with TFN 1.41 and the upcoming 1.5? What's the installation order? Thanks. :rock:
Yeah, I wouldn't bother even playing any version of TFN other than 1.4.1, and then I'd even retire that when 1.5 HD comes out. 1.5 adds new content but also fixes quite a few bugs, so unless you're massively in love with 1.4.1, I wouldn't play that after Oct. 16th.
As far as mods/patches are concerned, basically nothing is compatible with TFN 1.5 HD except cosmetic mods such as different textures or models. The larger mods that change the main scope of the game like the Unofficial Patches, CQM, CE, or Companion mods, for example, won't work with TFN. For installation, you just want a basic vanilla copy of Bloodlines 1.2, then you'll want to install 1.5 HD (Full) on top of 1.2, and THAT'S IT, nothing else. :)
When it comes to vanilla Bloodlines, I don't think I have the v1.2. I guess mine is earlier because I don't have readme.txt nor version.inf files.
If that's the case, should I download Official 1.2 patch and then install TFN?
As far as I know TFN is based on an earlier version of the Unofficial Patch and this already includes everything from the Official Patch 1.2...
Very probably you just need the folders "interface" and "hud" inside "materials", copy them and paste in your desired mod loader directory (or even directly in the main directory but wherever you play a big mod with the mod loader you have to manually delete the respective "interface" and "hud" folders inside the mod directory and only if my starting intuition is right)
I know I am maybe asking too much, but, could you release a separate mod with all the new HD stuff (hud, teeth, new textures, particles) etc?
I know I am maybe asking too much, but, could you release a separate mod with all the new HD stuff (hud, teeth, new textures, particles) etc?
I'm sorry buddy, but that's not something I'm willing to do at this time. You can always download the upcoming 1.5 and manually remove them and package them for your personal use, however.
ToddEvf is streaming it right now. He's very knowledgeable and worth a follow imo.
https://www.twitch.tv/toddevf (https://www.twitch.tv/toddevf)
The Final Nights 1.5 HD HAS BEEN RELEASED!!
Grab your copy from ModDB and in the meantime, I'll be working with Signothorn on getting an alternate download location directly from Planet Vampire.
Download VtM: The Final Nights 1.5 HD (Full Version)
Download from ModDB (https://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-15-hd-full/#7124702)
https://media.giphy.com/media/XqkeNGrs2LM1q/giphy.gif (https://media.giphy.com/media/XqkeNGrs2LM1q/giphy.gif)
Just downloaded TFN 1.5 and I'm wondering if Salubri is a fun choice. I like the idea of my protagonist being disillusioned with vampiric ways of un-life and their BS, but I dunno if Obeah is interesting enough to warrant another playthrough. Also wondering if weirder clans, such as Baali and Salubri, get some new dialogue (I haven't played them for more than couple hours in precious versions).
A suggestion for the coming releases (yes, I haven't yet even played the 1.5 version and I'm yet proposing new stuff hahah) are clan based quests. For example the baali "mission" (where he need to complete those in order to get introduced in the chantry) can be expanded in a hunt of loose ends about your true nature (a self masquerade enforcement). An assamite can have another quest tied to Akeem, etc etc. Just food for thought :vampwink:
Each time I'm in those stairs changing the angle those people appear and disappear in the air.
Ahi. There's no solution? :/
Nono, it's from playing final nights 1.5
- giving Bertram the enigma machine you received from akeem he asks you what you want in exchange, the problem is choosing money (although I haven't tried the teachings in informatics because I had already maximized that statistic) will send you to the warehouse (which is resetted: all enemies, locks and ammo chests, ecc)
translate_helper.vtm plugin for VtmB Loader
A small off topic: two icon for Final Nights
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:
So basically, I want to specialize rather than generalize in TFN 1.5. Like, all for Persuasion rather than trying to go for Persuasion and Seduction both, and all in on Quietus rather than trying to have my Quietus and Auspex too, as examples? (I am most interested in playing either an Assamite or a Salubri, hence those examples)
First off, great update zeromorph! The game is oozing with flavor due to new clans and clan specific dialogues! I wanted to run a new game with a different clan but want to make it easier the second time around. Is there a way to use the -console cheat so I can give my new character extra hacking skills and perception?
Im a using a Gog base with TFN 1.5 HD. Tried adding -console after -game tfn but the cheat didnt work, added it in front but got the same error. The -console menu opens at the menu page but says error.
Thanks! Now I can get to experience a tank build courtesy of Saulots blood!
Posters were cut out for a reason (the same reason most modders, like myself, decided to made their own versions), don't feel guilty about it. :razz:
Anyway, a question I bet you were asked a lot (or never at all :P): why did you choose those clans? These are your favourites or what? :)