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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: Zer0Morph on June 12, 2010, 03:43:05 PM

Title: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:43:05 PM
Dear Camarilla Edition Fans,

Well it looks like Team Camarilla International is back at it again. With the success of the Camarilla Edition series of mods we are proud to introduce our latest expansion for the Bloodlines game. Now normally we aren't known for publicly releasing information on an expansion so early in the works, but we are just too excited to keep this new project a secret any longer. This thread will be your gateway to all information pertaining to the "The Final Nights" expansion so feel free to leave questions and ideas here. We now also have a forum dedicated to TFN which is linked directly to the Camarilla Edition forum so stop over for the latest news. The forum can be found at CamarillaEdition.DarkBB.com and we even have a live chat room where you can talk to other members directly.

We hope you're as excited with this project as we are, stay tuned...

(http://i27.photobucket.com/albums/c197/zer0morph/TFNBanner.png)

One of the first things you may notice in the title is that the "B" is missing from VTMB, this is not an accident. The Final Nights is an expansion to an otherwise flawless video game built upon the success of the Camarilla Edition series of mods. The "B" has been removed because this expansion can no longer bare the name Bloodlines as it is so far removed from the original game as to warrant the name change. The idea behind this expansion is, and always will be the notion of a completely new experience unlike we've seen so far.

With 7 completely brand new clans, 5 new disciplines, extra quests, re-written dialogue for the new clans, new music and modified maps, the features seem endless. All of this is being built upon the Camarilla Edition series incorporating such things as the blood timer system, pedestrian blood dolls, and the new combat system. Combined we feel the name Bloodlines must be removed from this game, and thus we now simply have "The Final Nights".

Below are some of the features of VTM: The Final Nights 1.0. (All features are subject to change)

All features included in Camarilla Edition Ver. 1.2

7 Brand New Clans
Assamite - Vizier caste, Scholars and Artists, Diablerists
Baali - Evil demon worshippers, corrupters of souls
Followers of Set - Usurpers, use serpent charms
Ishtarri - African clan of gluttons, information gatherers
Osebo - Violent warriors of Laibon, quick to frenzy
Salubri - Noble healers and warriors of the righteous
Samedi - Rotting, stinking undead, good assassins

5 Brand New Disciplines
Daimoinon - Discipline of devil worship which specializes in the corrupting of souls and infernal combat
Obeah - Healing for both body and soul, greater control of the beast and other various effects
Quietus - Grants influence over the blood of others, Assassin based discipline known by the Assamites
Serpentis - The Setites core discipline, can use to charm others and take the form of their god Set
Thanatosis - A truly disturbing discipline which involves manipulating effects of death and decomposition

All Brand New PC Model skins
More to come on this...

Brand New NPCs
- Akeem the Assamite Vizier
Meet Akeem the Assamite Vizier who's come to LA seeking certain relics of interest. This 400 year old Kindred can be a friend or foe depending on how you address him. He is one of the Research Book sellers, will tell you all about the 7 new TFN clans in detail, and will even give you Side Quests to expand your adventure. He is fully interactive in every way including brand new dialogue and voice files designed and spoken by our Writer/Voice Actor 'Scarecrow'.
More to come on this...

Enhanced/Brand New Quests
- Inquisitors know too much
This is a brand new quest given to the player by Akeem and involves Hunters in downtown LA.
- Hot Stripper Assassin Action
This quest has been remade in that now Chastity is the leader of a small squad of hunters.
- Society for the Preservation of Professors
This quest has been remade in that Grunfeld Bach has additional support in final battle.
- Poster Quest
The Poster Quest from Wesp's Unofficial Patches has been removed.
- Potential to earn more XP than before
More to come on this...

Stealth
Stealth has been revamped and is now much harder and realistic. We have received alot of complaints at how easy the Stealth skill is to use and how you can hide right in front of enemies at a low level, so we adjusted the levels making it much more realistic. No longer can you hide in plain sight at level 4, now you must stick to the shadows.

Humanity/Frenzy
- Murder will drop your Humanity to a minimum of 3
- You can lose Humanity for acts such as threatening, stealing, corrupting, and many other vile deeds
- Those with low Humanity will succumb to frenzy much faster than before

Bartering System
The bartering system and research books are being handled differently in TFN. Research books are no longer found, but purchased instead. The bartering skill has been completely revamped making it a very viable option to build your character around, and purchase unlimited research books using money and your bartering skill. No longer is barter a waste of XP and no longer will you find yourself heading straight for the research books right at the beginning of the game which seems to break immersion of roleplaying. You will now find research books sellable by new fully voiced and interactive NPCs scattered throughout the main zones, created specifically for TFN.

New opening cut scenes
The entire opening scene has been changed to fit the new clans. All of the player models have been taken from the crowd and LaCroix now has personal henchmen doing his dirty work. Some minor voice work and lip movements of LaCroix will need to be changed as well.

Music/DJs
More to come on this...

Hunters
- Society of Leopold Hunters are much tougher, with better weapons, tactics, and the use of Numina
- Masquerade Violation Level 1 summons hunters
- Female and Average hunters have been reskinned

Re-written Dialogue
More to come on this...

Bug Fixes left over from CE 1.2
- Fixed misspelling of Fortitude description
- Fixed camera view buttons to make more sense
- Fixed unclear description of Tawni Quest
- Fixed Skelter's eyes, should've been Gangrel
More to come on this...
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:44:05 PM
Discipline Huds
I thought I would first start by showing you the new discipline huds I created. It took awhile to get them exactly right but I'm very happy with how they turned out. They light up great in the game and look like they were in the original.

(http://i43.tinypic.com/a31us.jpg)

Discipline: Daimoinon
Ok now for the first completed discipline in the set. Daimoinon is a diabolic discipline practiced only by the Baali and few other Kindred of the worst kind. Its foul powers are devoted to tapping the dark forces of existance and corrupting the souls of others. Men of faith have defense against this discipline.

Here is a screenshot of the character sheet
(http://i41.tinypic.com/240wryc.jpg)

Tier 1: Blood of the Sinner - There isn't really much to show here. When activated you gain extra blood when feeding on those who have led meaningless lives, such as bums and hookers. There is a neat little effect when you activate it and while it's running you will see embers float around the character.

(http://i44.tinypic.com/209poab.jpg)

(http://i42.tinypic.com/a48k6t.jpg)

Tier 2: Rest for the Wicked - This power puts a temporary curse or hex on the victim making them pass out immediately. The effect is really sweet as the victim stands in the middle of a pentagram with candle style flames surround them.

(http://i39.tinypic.com/2miau.jpg)

(http://i40.tinypic.com/1408rq.jpg)

Tier 3: Conflagration - This is where things really heat up (literally). Conflagration allows the Baali to shoot fireballs from his hands doing aggravated fire damage. The effect is totally freakin awesome and the person stands there and tries to put themselves out which usually takes about 3-5 seconds, until that time they sit there and burn and take damage.

(http://i44.tinypic.com/24lpp21.jpg)

(http://i43.tinypic.com/idzpnd.jpg)

(http://i43.tinypic.com/rhmr8i.jpg)

Tier 4: Infernal Servitor - This awesome power allows the Baali to open up a portal under the victim and summon a demon to kill them. When the portal opens, a fierce wind and hot embers will swirl about the victim and a demon's face will rise from the portal. There are several different demons who will appear and will kill the victim in different ways and is totally random as to which demon will appear.

(http://i40.tinypic.com/xolaoh.jpg)

(http://i40.tinypic.com/ih6vy9.jpg)

(http://i40.tinypic.com/awqdyd.jpg)

(http://i40.tinypic.com/2mm8d9z.jpg)

Tier 5: Concordance - Though all of the previous tiers are super fun to play and have awesome graphic and sound FX, Concordance is the true reason to play a Baali. You have achieved the perfect commune with evil and can now summon devils to enter your body and grant you their incredible power. When a demonic entity enters your body you will burst into flames doing aggravated fire damage with your melee attacks. The demon will also take any damage suffered first, before you take any damage working as a buffer. The FX are simply insane with this power and I can't wait to get videos so you can see it more clearly.

(http://i39.tinypic.com/4g0wn9.jpg)

(http://i39.tinypic.com/214xs9k.jpg)

(http://i39.tinypic.com/10mvqwz.jpg)

(http://i39.tinypic.com/28bwdub.jpg)

(http://i43.tinypic.com/2v10x3p.jpg)

(http://i39.tinypic.com/nzhkas.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:44:45 PM
Discipline: Serpentis
Ok now for the second completed discipline in the set. Serpentis is the trademark discipline of the Followers of Set clan. It primarily provides shapechanging abilities, though it also encompasses charms and other characteristics associated with snakes. The Setites are very protective of this discipline.

Here is a screenshot of the character sheet
(http://i42.tinypic.com/r91gzc.jpg)

Tier 1: Eyes of the Serpent - This is your basic Dominate: Trance effect but with obviously new graphics and sound. When cast you will hear an Indian flute playing in a mesmerizing tone along with snake hissing and a rattler, its a pretty cool effect.

(http://i41.tinypic.com/14ybsl0.jpg)

(http://i43.tinypic.com/2lcmf0y.jpg)

(http://i43.tinypic.com/1fv0ww.jpg)

Tier 2: Breathe the Sandstorm - This power is ALOT of fun to play. First the character breathes out a large amount of hot scorching sand, and that it begins to swirl into a massive storm around the victims. It's pretty short ranged but is fantastic when surrounded, and it even does a small amount of damage.

(http://i40.tinypic.com/15517ac.jpg)

(http://i41.tinypic.com/16hj9qw.jpg)

Tier 3: Apep's Semblance - Your first true shapeshifting ability. I was originally going to create "Form of the Cobra" instead but I couldn't find a good cobra model to use, so I chose to use the Tier 8 ability Apep's Semblance which is a half human half snake hybrid form. Obviously I reskinned the Warform and removed any instance of it in the game so you won't find other Kindred using Apep's Semblance. While in this form, you gain extra strength and bonuses to your soak feats, but most of all you will deal aggravated damage. Snake hissing and rattler sounds play in the background while in this form for a very cool effect.

(http://i44.tinypic.com/351yb7k.jpg)

(http://i40.tinypic.com/2yy60yt.jpg)

(http://i39.tinypic.com/2mhso7b.jpg)

I just liked this picture because a Cop is pointing his Glock right at the Serpents face, lol. (He's about to bite it off! :)
(http://i43.tinypic.com/2rpttsl.jpg)

Tier 4: Phobia - I wanted 1 more mind affecting discipline in the set, being that Serpentis is the only mind affecting discipline now that Dementation and Domination are gone. Phobia was the answer, this ability not only is a mass hold but also allows you to pounce on the victims without releasing them from their hold. They just stand there cowaring in fear while you beat on them, the sound effect is also alot of fun, hearing the screams of fear and worry, how evil! :)

(http://i40.tinypic.com/2d1pqb6.jpg)

(http://i43.tinypic.com/t0owu8.jpg)

(http://i41.tinypic.com/zx9pu1.jpg)

Tier 5: Heart of Anubis - Ok this is the cream of the crop of all disciplines, comparable to Daimainon's Concordance ability. With Heart of Anubis you literally rip your own heart out of your chest and place it in your inventory for safe keeping. Powerful Setites are known for doing this because it makes them immune to staking and nearly indestructable. Though you are incredibly hard to kill when you remove your heart, you remove all but 1 blood point as well making other discipline use impossible. Once you put your heart back in by canceling the power, you will gain the original blood you had back as well. Also while the heart is removed, you no longer are subject to blood loss. When you open your inventory while this discipline is active, you while find your heart waiting for you as an inventory item. I found shapeshifting into Apep's Semblance then removing your heart is a very powerful discipline combo. 

(http://i39.tinypic.com/2qn4pdy.jpg)

It's so cool watching him clutch his chest in pain...
(http://i41.tinypic.com/52exkk.jpg)

(http://i41.tinypic.com/9roflt.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:45:09 PM
Discipline: Thanatosis
Ok now for the third completed discipline in the set. Thanatosis meaning "death" and -osis meaning "state of disease", is the exclusive discipline of the Samedi bloodline. Thanatosis involves manipulating effects of death and decomposition, and is in some ways similar to Necromancy.

Here is a screenshot of the character sheet
(http://i41.tinypic.com/10z9u9j.jpg)

Tier 1: Infection - Infection is your basic single target debuff discipline. For Kine, the infection simply reduces all of their combat Feats by -10 for 20 seconds. For Kindred, it effects them in both penalty and time for 1/2 the amount. It's hard to show the awesome graphics and sound that goes with this ability, but trust me, the oozing bubbles and dark greenish/black gas makes this a favorite.

(http://i43.tinypic.com/1ze9p1x.jpg)

(http://i43.tinypic.com/351bwvn.jpg)

(http://i43.tinypic.com/5kg4ue.jpg)

Tier 2: Necrosis - The next two disciplines are by far my favorites in the entire set. This discipline actively drains the victim of their Stamina and gives it to you for the next 60 seconds. Each target will vary in Stamina therefore varying the amount drained, so you may drain 3, 4, or maybe even 5 Stamina for the next 60 seconds. When you activate the discipline on the target, a large ball of diseased goo fires from the victim and hits you with a large "Splat" sound. At that point you will actively drip dark green slime as long as the discipline is in effect, and the target in turn will also drip the same goo signifying that they are the one that was effected.

(http://i43.tinypic.com/ezmmpf.jpg)

(http://i42.tinypic.com/24y1esk.jpg)

(http://i44.tinypic.com/312ibf6.jpg)

(http://i41.tinypic.com/fapgxs.jpg)

(http://i44.tinypic.com/2hoyzxw.jpg)

Tier 3: Enervation - This discipline is just like Necrosis, except it targets the victim's Strength instead of Stamina. Just like Necrosis, you can watch as a ball of goo flies across the screen and you absorb the victim's Strength. Instead of green diseased goo dripping, this time a diseased aura with bubbles will form around your hands for the next 60 seconds, and in turn will form around the target that was effected. Enervation and Necrosis together make a great combo and can quickly make your Samedi extremely dangerous in melee combat.

(http://i42.tinypic.com/14jqij9.jpg)

(http://i44.tinypic.com/1zp1qm9.jpg)

(http://i43.tinypic.com/9th1g0.jpg)

(http://i43.tinypic.com/2mdorh3.jpg)

Tier 4: Contagion - This next discipline is incredible useful for debuffing a large group of enemies at once. I played around with this and it was a life saver in many situations. It basically mimics what Infection does except not only does it last 30 seconds instead of 20, but also effects everyone in a large radius. The only drawback is because of the potency of the infection and the fact that its so contagious, it does cost blood to use.

(http://i40.tinypic.com/15gxac1.jpg)

(http://i43.tinypic.com/15y6asp.jpg)

Tier 5: Compress - This discipline is not for the feint hearted, and the screenshots clearly show this. This discipline allows the Samedi to shrink the skin of the target until the pressure gets so great that they explode. When used, you can hear bones cracking, skin stretching, and organs mashing. If you're into gore, blood, and guts then you'll love this discipline. 

(http://i42.tinypic.com/i28zuo.jpg)

(http://i44.tinypic.com/2yozuk5.jpg)

(http://i39.tinypic.com/2a8joeo.jpg)

(http://i39.tinypic.com/15i4wmq.jpg)

(http://i44.tinypic.com/2dj6rv6.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:45:35 PM
Roster Update
Ok, here is the new official roster complete with everything needed for a new clan. It took some time moving everything around, getting rid of the True Brujah and setting up the Assamite Viziers instead. But it's all set now so I thought I'd show a pic.

Discipline: Obeah
First off I wanted everyone to know that I made another important change and this is final. Valeren will not be in "The Final Nights", instead I decided to go with my original idea of using Obeah. I did this in an attempt to preserve the "Healer" aspect of the character, not to be confused with the Warriors or Sabbat based Salubri Antitribu that typically use Valeren. Both disciplines are strangely similiar but one is on the defensive side and the other is more offensive. These disciplines are mostly defensive in nature. I hope everyone approves...

Obeah focuses on the ability to restore lost vitality and cleanse individuals of taints to both the body and the soul. Greater knowledge means advancing the path to Golconda. Use causes the third eye to open violating the Masquerade if used in safe areas.

Here is a screenshot of the character sheet
(http://i39.tinypic.com/aykbno.jpg)

Tier 1: Sense Vitality - Tier 1 sets the stage for the entire discipline, when using Sense Vitality your vision will change so you can see in the dark, and you will be able to see the auras of everyone around you. Red to Yellowish auras reflect non-supernatural NPCs while blue to purpleish auras will reflect supernatural beings. You will also permeate neat little lightning effects which grow stronger as you advance in Obeah.

(http://i40.tinypic.com/10ekin6.jpg)

Tier 2: Warding the Beast - As you further near Golconda your character will gain even greater control of the Beast receiving a +2 to all frenzy checks. This ability stacks with the Salubri innate advantage of +2 to all frenzy checks, it will be rare for your character to frenzy while using this discipline which is huge in TFN. The lightning effects will also increase slightly.

(http://i42.tinypic.com/28uk86b.jpg)

Tier 3: Renewed Vigor - This is where Obeah really starts to pay off. Tier 3 grants you a deep blue healing aura that surrounds your character granting them constant healing. The extra healing is slightly slower than Bloodheal but not by much, and of course stacks with every other benefit from every other Tier. A wicked beam of light shoots down from heaven when activating this discipline and you can see the neat aura as well.

(http://i43.tinypic.com/20at4cg.jpg)

(http://i39.tinypic.com/oz976.jpg)

Tier 4: Anesthetic Touch - Stacked with all of the other bonuses from previous Tiers, Anesthetic Touch really tops the cake. This ability allows the Salubri to block pain effectively granting a +3 bonus to all soak feats. These are not automatic soaks like when using Fortitude, but instead grant bonuses similiar to wearing extremely armored clothing. When activating this discipline, lightning will shoot from the heavens over your character for a seriously awesome effect.

(http://i41.tinypic.com/2wh1lhd.jpg)

(http://i44.tinypic.com/2vbturk.jpg)

(http://i42.tinypic.com/28aqb14.jpg)

Tier 5: Wrath of Heaven - The finishing touch to an otherwise perfect discipline. Wrath of Heaven has achieved the pinnacle of the Obeah discipline and has reached Golconda and perfect harmony. While in spiritual perfection the Kindred may summon the fury of heaven that will increase all Unarmed and Melee combat feats by +3. The lightning effect while surround the players hands and blue shocks waves will hit the ground when activating this ability.

(http://i43.tinypic.com/2mzbnut.jpg)

(http://i39.tinypic.com/55jmlz.jpg)

(http://i43.tinypic.com/xlwe3s.jpg)

New Opening Scenes
I'm really excited to show this off, because my internet was down all weekend I wasn't able to work on the things I wanted too. Instead I thought I'd begin work on the beginning cut scenes of the game which was something I was saving for later, but hey there's no time like the present.

Many new features are present with the new opening scenes. First off, I took all of the PC models out of the audience because I didn't want Non-Camarilla members at the intial meeting. Why would a Setite show up for a Camarilla beheading right? Secondly I didn't want the PC models involved with the beheading either for the same reason, and since I'm using the Ventrue PC models for the Setites, those had to be replaced too. So I went ahead and grabbed humans in suits and made them Vampires, which will serve as Lacroix's new henchmen. In fact, I like the models and skins so well I'm thinking about putting these 2 guys into the game as possible enemies you will have to fight, maybe in the Ventrue tower, as mini-bosses. There are also now mixed in with the Primogen scene as well, and I will place them in all scenes appropriately. Oh ya, and many new unique NPCs are now at the meeting that weren't there before.

This dude looks serious about his job.
(http://i41.tinypic.com/nce6iv.jpg)

HAHA, the stake is completely missing his hand, oh well, thanks Troika! :)
(http://i41.tinypic.com/2qsro7m.jpg)

Lacroix's men are not to be trifled with.
(http://i43.tinypic.com/wbxus4.jpg)

You can see Mitnick sitting up in the stands, watching from a distance.
(http://i41.tinypic.com/m9wxsz.jpg)

I found out Skelter was a Gangrel so naturally I gave him Gangrel style eyes. Oooohh spooky...
(http://i42.tinypic.com/21lpfex.jpg)

Beckett decided to join the party too, he wanted to watch the beheading of your sire.
(http://i44.tinypic.com/qx4d41.jpg)

Perfect shot of all 4 Ventrue a-holes. You may just need to fight them all, well not Lacroix of course, booo.
(http://i44.tinypic.com/24drimw.jpg)

Another great shot of the new Ventrue thugs.
(http://i39.tinypic.com/jhyplh.jpg)

Who do we have here, is that Gary, and Imalia, and Beckett, all in the same shot? Sweet!
(http://i40.tinypic.com/2l2f5.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:46:10 PM
Sunrise Diner
I apologize for the length of time it took me to get this out. Last week I started my new IT job so that has taken alot of my time, no more 16 hrs per day spent on modding :(

Anyways, I didn't realize just how time consuming overhauling something as simple as the diner would be. Ok so here's what I did, first I obviously changed the name from "Surfside Diner" to "Sunrise Diner". Next I overhauled the entire from the painted walls to the upholstery of the booth, stools, and benches. Then I decided to liven it up a little by giving animations to all of the NPCs, like the male patron using a cell phone, and the girl patron now drinks a beer and walks over to the payphone. Even the killer stands with his arms crossed looking around. I replaced the cook to be the big fat guy you see as the bartender from "The Last Round". The biggest change was the radio I put on the counter, it plays 1950's oldies music that gets louder and softer depending on how close you are to it. It plays as background music but adds alot of atmosphere in my opinion.

Here are the screenshots!

(http://i45.tinypic.com/33v2crc.jpg)

(http://i49.tinypic.com/1zn51fc.jpg)

(http://i50.tinypic.com/2mxmvf4.jpg)

(http://i49.tinypic.com/r9ixye.jpg)

(http://i49.tinypic.com/sq1coz.jpg)

(http://i48.tinypic.com/mm95vk.jpg)

(http://i48.tinypic.com/243g5dg.jpg)

(http://i46.tinypic.com/2nhjcd2.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 12, 2010, 03:46:56 PM
Discipline: Quietus
Ok now for the last completed discipline in the set. Quietus is the signature discipline of the Assamites that grants them influence over the blood of overs. Though each of the Assamite castes possesses Quietus as an in-clan discipline, it is primarily known for being an assassin's tool in the hands of the Warrior caste.

Here is a screenshot of the character sheet
(http://i46.tinypic.com/ib9jxu.jpg)

Tier 1: Silence of Death - The most basic of the Quietus discipline and your first steps into a world of stealth. Silence of Death allows you to silent the area immediately around you granting you a +2 to sneaking. The graphic effect of dull red and black make this a neat discipline to use.

(http://i48.tinypic.com/2co1t07.jpg)

(http://i46.tinypic.com/2e3r9xj.jpg)

(http://i47.tinypic.com/eio9id.jpg)

Tier 2: Quicken the Blood - Arguably the most helpful utility discipline in all of VtM. Quicken the Blood will cause a mortal to bleed from the skin and passout allowing the Kindred to feed freely. While the victim is passed out, the Vampire will gain extra blood from the victim.

(http://i50.tinypic.com/ioog29.jpg)

(http://i47.tinypic.com/t5hite.jpg)

(http://i50.tinypic.com/ofn1i9.jpg)

Tier 3: Taste of Death - The only ranged attack in the set, Taste of Death allows the Kindred to spit acidic blood at a victim. The blood will begin to corrode the armor or clothing of the victim for the next 15 seconds granting a -3 penalty to defense, and all soaks feats while also doing minor damage. Awesome Power!

(http://i50.tinypic.com/wikk08.jpg)

(http://i50.tinypic.com/30mb990.jpg)

Tier 4: Baal's Caress - The ultimate assassin power, Baal's Caress allows the Vampire to coat any of his melee weapons with poison granting them extra damage. This ability does cost blood to use but the Kindred will be able to smite his foes down with ease while the poison is in effect.

(http://i45.tinypic.com/rmtuhe.jpg)

(http://i47.tinypic.com/ofq4j9.jpg)

(http://i48.tinypic.com/30u7c49.jpg)

Tier 5: Leech - Theft of Vitae step aside, here comes the grand daddy of all blood stealing disciplines. This ability allows the Assamite to draw blood through the skin of his victims. This effects everyone near the Vampire and is an obvious violation of the Masquerade. Their is no limit as to how many you may draw from at a time as long as they are near you, and you will receive 3 blood points per victim. This ability is great when you're swarmed with enemies and low on blood.

(http://i46.tinypic.com/245etz7.jpg)

(http://i45.tinypic.com/2hx6rmv.jpg)

(http://i50.tinypic.com/vxchuf.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Chip Boundary on June 14, 2010, 12:07:52 PM
Hey, new poster in these forums but I've been a huge fan of VtM since the day it came it out and well before. I've been reading all your updates and such but I'm curious as to why you did not include Clan Tzimisce, Clan Giovanni (or Cappadocian since your reviving dead clans with the Salubri), or for that matter Clan Ravnos? Why not use those clans instead of clans that aren't from the core VtM lore and story. I'm sure there are plenty of people out there who would kill to play a Tzimisce, Giovanni, or Ravnos. I'm not the hugest fan of clan Ravnos, but I think they are way underplayed! I saw your point about not doing the Lasombra which I feel is not the greatest reason to not do it. But hey I don't judge, I just enjoy the content. These are all questions for merely curiosities sake.

Also I'd like to make mention as an avid fan and player of the PnP game, Clan Gangrel is spread pretty evenly amongst all the factions....Camarilla, Sabbat, Anarchs, and Independants so you can easily place a Gangrel into just about any scene or crowd involving vamps. Gangrels tend to be used as the first line of offense/defense by the Sabbat and Camarilla.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 14, 2010, 12:57:44 PM
Hey Chip and welcome to the new PV.

The main reason we decided to stray away from the Tzimisce, Giovanni, and Lasombra was because there is already a mod being developed for these clans and we didn't want to duplicate their work. They seem to have a solid grasp on what they're doing with these clans and they had their mod set a year before we began working on ours, so we didn't want to step on their toes.

The reason why I strayed away from the Ravnos clan, which by the way is an awesome clan that I'd love to play, simply was because we ran out of discipline space for Chimestry. Between not being able to find a suitable model combined with discipline space made us ultimately run with the 7 clans you see now.

We originally thought about making City Gangrel a playable clan, but ultimately scratched it because, again, we needed the discipline space, and having Protean meant we couldn't have Serpentis. It's a pretty delicate balance that the Bloodlines engine makes us walk, I wish we had more freedom with it but you can only do what you can do.  :thanku:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Chip Boundary on June 14, 2010, 06:21:17 PM
Thank you for your timely response Zer0. As disappointed as I am to not see those clans in your mod I'm still very impressed with the work you've dun thus far and impressed even further still by your dedication to an old product. I like the revival you are putting into this much misunderstood and underappreciated game. Keep up the good work and I look forward to downloading and playing your final product.

If only Activision had given them more time and Troika had a few more talented people such as yourself on staff you wouldn't be having to do what your doing now and we'd have the product all of us VtM fans dream of. Keep living the dream man, and I'll keep playin' the mods.

P.S. I just dl'ed CE 1.3 and love it as well, good show on that one. I look forward to TFN.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 14, 2010, 10:08:12 PM
Wow Chip! I really appreciate the encouragement man, it's posts like these that keep us modders going strong.

I know how you feel about the clans, I really wanted to create Obtenebration for the Lasombra, but Antitribu beat me to it. They seem to have done a pretty good job with it though so we'll see.

I also agree with the under-appreciated comment. To this day I still think Bloodlines and Redemption were 2 of the best RPGs ever to hit the shelves. I understand with all of the glitches that Bloodlines had at first (and before Wesp worked his magic) that people would shy away from the game. And I know that more people are into quick, mindless, games like Halflife 2, which was released about the same time Bloodlines was, to keep people from buying Bloodlines. But with all of the support in the community I hope this game never dies, and though I don't foresee another VtM game released anytime soon, I hope TFN can be a good substitute.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Chip Boundary on June 15, 2010, 12:11:05 AM
That was the frustrating part about all of it. Valve gave Troika the rights to use the Source engine for Bloodlines, but they wouldn't let them release it before Half-Life 2 was because it was their engine. Then when Half-Life 2 got released and it hit big Activision forced Troika to release the game prematurely. You can see it in the game, some parts are so beautifully rendered like the Haunted Hotel and the fight with the gargoyle in the theater where you could see the dust particles in the light that came in from the broken roof. But then you see an NPC walking around with a picture-based face on a fully rendered body. Or Venus inside of Confession where they did so well on her, then her cleavage and ass are just so poorly done it doesn't do the character justice.

I'm really still very frustrated by what Activision did. I honestly believe if they'd give them more time on the game it would've been epic and sold millions of copies. Who knows, maybe Troika wouldn't have closed it's doors. The world lost an amazing company when they closed up for good. Arcanum was an AMAZING game, if you haven't played it I recommend you do.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: YamiRaziel on June 15, 2010, 12:18:39 AM
Today I made a little research. I just finished my KOTOR 2 playthrough and I decided to see if there are interesting mods about the KOTOR series. I found a good website and what do I see? Over two hundred mods. I checked most of them and realized that they are more of a skin change mods or small hotfixes. I'm pretty sure that KOTOR is a lot more easier to mod than Bloodlines. Most of the mods are like that and they even have tools which help them mod the game. Only one mod introduces new content similar to the best mods of Bloodlines. When I checked the team behind the mod.... they are over fifty people! Most of the Bloodlines mods are made by one or two guys!!!
So I wanted to say this.... Bloodlines modders, you are the best!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Chip Boundary on June 15, 2010, 12:30:13 AM
Amen Raziel, amen! I adore KOTOR and I love all the modded content, but I'd say I appreciate the content provided by the modders for Bloodlines MUCH more.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 15, 2010, 01:52:32 AM
Man you guys are showing some MAJOR love in this thread, WOW I appreciate it!  :idhitit:

Actually I modded KOTOR and KOTOR II also, lol. I didn't like how short the durations were for the force powers so I extended them. After like 15 minutes I figured out
how to do everything I wanted to do. I must say, I've modded Oblivion, Fallout 3, NWN1 and 2, KOTOR etc... and by far the hardest game to mod still happens to be the
best RPG in history, BLOODLINES!

Ya know though, I'm kind've glad Bloodlines is such a biatch to mod, because now only the most dedicated nerds can do it, or at least do it well. I guess in a way it makes
us kind've special that there's no GECK creation program that practically does everything for you, it's all command line, numbers, and text files.  :thanku:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Chip Boundary on June 15, 2010, 02:28:06 AM
You do a great job Zer0 and I'm gonna go ahead and throw it out there.....I have a very basic understanding of re-writing command line code and the like but if you need anyone to do some "grunt" work for ya...if I can help I will.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on June 27, 2010, 01:38:43 AM
<<Repost from the VtM: The Final Nights Forum>>

Our NEW ModDB page, check it out if you wish!
http://www.moddb.com/mods/vtm-the-final-nights (http://www.moddb.com/mods/vtm-the-final-nights)

As promised, here are some of the other places in Santa Monica I've been working on, just to get some newness back into the game, which is why we're making TFN in the first place!

The NEW Bailbonds Sign
(http://i48.tinypic.com/w97jtv.jpg)

New Animations for Arthur, like typing on the keyboard
(http://i50.tinypic.com/qno9w1.jpg)

Another new animation, Arthur drinking a beer
(http://i48.tinypic.com/6877le.jpg)

We decided to go with the shaved face and lightened glasses look, keeping the red shirt
(http://i48.tinypic.com/fuxlhj.jpg)

The NEW Smoke Shop sign
(http://i50.tinypic.com/10yp7gy.jpg)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on June 27, 2010, 01:54:18 AM
Hmm, that looks great.

Are you still thinking about making the Crackhouse into a sort of Setite Temple? If so, I'd love to do some writing for that. Granted, I might need to read up on the clan more than I have, but I would want to do it just as much justice that Redemption seemed to.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Made in China on July 01, 2010, 11:26:11 PM
Hey, just wanted to say this looks awesome. Very awesome. All of it - and for me, that's a major problem. "Why?", you ask? Because simply being awesome in a video-game, with an all-powerful God among men is never as good as playing a good developed character, with awesome unique abilities and yet with a flaws and a more human side (even if that character is, indeed, an inhumane killing machine\vampire).
So, I just wanted to say I expect some restrictions on the playable clans. For example, in the original VTMB, Nosferatu characters couldn't improve their appearance attribute, and some histories impeded the development of some disciplines in exchange for bonuses, or improved effects in other disciplines. As weird as that may sound, I expect to find this kind of things in The Final Nights, because it makes character selection and emersion much more deep.

Also, Apep's Semblance (tier 3 Serpentis) could use a little work. I'd say, cut the ears completely off the model or replace them with holes in the skull, and give it humanoid hands instead of claws, because right now it seems like a green werewolf. I belive those changes will give it a more humanoid snake look.


I'm saying all of this because I think this mod will be really good, but those little problems seperate a good mod from a great mod - so unfortunately, I have to pick on them (but it also means that I haven't spotted any major problems, so hurray!).
Also, I hope I do not sound too demending. I just spot flaws and point how I think they should be fixed, because pointing out all the goodness I've seen in this mod would take me much more time.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on July 01, 2010, 11:40:49 PM
I appreciate the kind words China!

As far as the clans go, each clan does in fact have weaknesses unique to their clan. Example would be the Baali with their incredibly evil souls receive a -2 to Humanity
at the beginning of the game, and cannot raise their Humanity past 8, however they receive a +1 bonus to Intelligence. On the other hand the Followers of Set clan
suffer a -1 to all soak feats when in any form of light, but they can use Serpentis in dialogue and receive a +1 bonus to Persuasion.

I researched the PnP weaknesses of each clan and tried to bring them over to the source engine as best as I could. I had to take some slight liberties to make some of
them work but all in all I'm pretty happy with them.

I finally got Blender to work about 2 weeks ago and successfully modded my first model so I will see what I can do for the Man/Snake model. I like your idea about the
ears and if I can make it look good I will do it. Problem is I'm just not a good modeler, Blender is tough to work with so we'll see what I can come up with.

Again thanks for the honesty and I hope we live up to your expectations!  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on July 18, 2010, 01:12:50 AM
The NEW Research Books
The bartering system and research books are being handled differently in TFN. Research books are no longer found, but purchased instead. The bartering skill has been completely revamped making it a very viable option to build your character around, and purchase unlimited research books using money and using your bartering skill. No longer is barter a waste of XP and no longer will you find yourself heading straight for the research books right at the beginning of the game which seems to break immersion of roleplaying. You will now find research books sellable by new fully voiced and interactive NPCs scattered throughout the main zones, created specifically for TFN.

(http://i28.tinypic.com/1z3npsz.jpg)

(http://i25.tinypic.com/2gxjrpi.jpg)

Here's a breakdown of each book...

Low Grade
Computers for Grandma - Raises Computer Knowledge
The Art of Impossible - Raises Dodge Talent
GUNS, Who Should Have Them? - Raises Firearms Skill
Hiding in Plain Sight - Raises Stealth Skill

Mid Grade
Fight for your Life - Raises Brawl Skill
Get Rich Cheating - Raises Finance Knowledge
The Complete Book of Knife Fighting - Raises Melee Skill
The Complete Book of Locks and Locksmithing - Raises Security Skill

High Grade
The Cowboy's Guide to Cyberspace by Case - Raises Computer Knowledge
Bad Monkey No Banana - Raises Dodge Talent
The Gun Digest Book of the GLOCK - Raises Firearms Skill
Medieval Combat - Raises Melee Skill
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on July 18, 2010, 05:42:50 PM
Akeem the Assamite Vizier (NEW NPC)
Meet Akeem the Assamite Vizier who's come to LA seeking certain relics of interest. This 400 year old Kindred can be a friend or foe depending on how you address him. He is one of the Research Book sellers, will tell you all about the 7 new TFN clans in detail, and will even give you Side Quests to expand your adventure. He is fully interactive in every way including brand new dialogue and voice files designed and spoken by our Writer/Voice Actor 'Scarecrow'.

Always wearing a half smile on his face, as if he knows something you dont...
(http://i30.tinypic.com/2zydegn.jpg)

Akeem looks like he's taking a dump here, but really I just took a bad screenshot, lol.
(http://i32.tinypic.com/15psb2c.jpg)

This model originally didn't have fangs, so we had to use Blender to add them.
(http://i29.tinypic.com/25kk2ef.jpg)

I spent like 3 days in Photoshop getting Akeem's face exactly how we wanted it. Scarecrow kept saying "Remember as Assamites get older their skin grows darker" so getting the perfect blend of wrinkles and darkness were esential to making Akeem legitimate to the PnP game.
(http://i26.tinypic.com/vqpfgk.jpg)

Here is a full body shot of Akeem. He picks black and dark red as his colors of choice. Also if you notice he's wearing a hood, as do the Tier 4 Assamite player models so that worked out VERY well.
(http://i25.tinypic.com/2817q1c.jpg)


We hope you enjoyed these screenshots of Akeem. I hope to have a full video of him speaking, fighting, handing out Quests, and other features soon. Getting the lip movements synchronized with the voice files has taken alot of time so once that's done we'll be in good shape. Enjoy!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Ice on July 20, 2010, 09:05:46 AM
Pretty cool stuff with Akeem. He gonna have any other Assamites nearby lying in wait for anyone who means him harm, like warriors Obfuscated?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 08, 2010, 06:43:28 AM
Probably not IceCube, we aren't merging TFN with Companion Mod so your character will be alone for the entire game and Akeem can more than handle himself. However we are giving the player the chance to fight/kill/be killed by Akeem at any point in the game so he won't be like many of the other major NPCs in the game that you can't attack due to "Elysium".





Thought I'd take some quick snapshots of the Osebo male model I've been working on for months. I started him back in March and I knocked out the Female Setite tonight, it's time to revisit him.



This is the Tier 1 model, I added biker gloves for an extra touch of kick ass!
(http://i33.tinypic.com/34ippmt.jpg)


Put up your dukes panzy boy! I gave him a nice 5'oclock shadow, I really like the effect.
(http://i36.tinypic.com/e81r82.jpg)


Here's an character sheet screenie, notice the ripped jeans? Sweet!
(http://i37.tinypic.com/hrzarl.jpg)


Here's a closeup of his face in the Tier 2 outfit. I ended up going with undead style eyes for both male and female Osebo because I wanted to give them that "Void of Humanity" look as all Osebo have a strong urge to kill and commit crime. Osebo have no conscience...
(http://i36.tinypic.com/35lteuu.jpg)


Another character sheet screenie of Tier 2, damn this dude just looks mean.
(http://i37.tinypic.com/1ewh7t.jpg)


Here's a quick shot of the Tier 3 model. Like the smiley face? I added that tonight for a bit of comic relief for such a serious character. What's he looking at exactly?
(http://i37.tinypic.com/25f6hxv.jpg)



Now for the Female Setite Skins...

Ok so here's another awesome screenshot I took of our Setite chick. This is still Tier 1 except I gave her greener style eyes and added an egyptian tiera to her head. I was amazed at how much it improved the model in my opinion.
(http://i35.tinypic.com/a2qhw8.jpg)


Here's a screenie of our girl in the Tier 2 outfit, again the tiera really brings it all together.
(http://i34.tinypic.com/2cfutna.jpg)


The amount of detail I must say is amazing, I must've spent double the time creating the chick Setite than I did for the male. The male seemed much easier to reskin, where the detail needed to make the female exceptional was alot tougher.
(http://i34.tinypic.com/fd5yew.jpg)


Here's a character sheet shot, notice the highrise sexy goth boots I put her in?
(http://i37.tinypic.com/jac0w1.jpg)


Here's the Tier 3 skin I made tonight, just finished it. The more I reskin her the more attracted to her I'm getting, I mean come on, this chick is turning out to be super hot! (As a Setite should be)
(http://i35.tinypic.com/1zvwqh3.jpg)


A character sheet shot, like the new Egpytian textured dress? I can't wait to play her in a real game, paired up with Serpentis these skins are really going to make you feel like you're playing a legitimate version of a Setite.
(http://i33.tinypic.com/ih8utc.jpg)





Hope you guys like the screenshots, more to come of course! :)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Ericone11 on August 08, 2010, 10:40:49 AM
Like the screens very much.  Amazing amount of work.  Looking forward to the release.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: SoniMax on August 08, 2010, 10:42:03 AM
me 2 :D
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 08, 2010, 05:02:08 PM
Thanks guys! I'm finishing up the male Osebo Tier 4 today, and with that done we will have both Osebo and Followers of Set both male/female sets completely done. Just
hope Shacar can normal map these.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on August 08, 2010, 06:09:47 PM
Wow.  This is pretty fucking impressive.  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on August 08, 2010, 07:06:18 PM
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?

Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 09, 2010, 12:58:11 AM
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.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on August 09, 2010, 02:08:16 AM
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.

Very good thing. I'm loving what I'm seeing namely the Eye Of Horus Make-up, and the Ankh necklace for the third armor.  Are you using custom eyes, or ones the game comes with?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 09, 2010, 03:46:00 AM
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.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Don Strudel on August 09, 2010, 10:10:23 PM
Keep up the good work! :clap:

Maybe in the future we might even see gigolos. Eh?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on August 10, 2010, 03:53:08 AM
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.

Most of what I've seen isn't bad, but most of the eyes I'd expect Vampires to have(I'm not much for them having 'normal' eyes), aren't really in the game. The only "Red" irises in the game are between the Sabbat's, or one other I forget the exact name of. Not to mention having eyes like those in Underworld, Anne Rice's books, etc.

And I have to ask, how'd you get that peice of skin to show on the Female Setite's second armor(the stomach)?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 10, 2010, 12:52:11 PM
It was drawn on in photoshop, then the image was embossed to give it drop shadow, the same for the belly button. Maybe we should've given her a 6-pack, lol.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Ice on August 12, 2010, 08:26:04 AM
Just a question regarding characterization in dialogue:

Will Setites in your mod be the old edition snake fetishists or the more Gnostic inspired take that came in the Revised Clan Book? Because they are very different, and the Revised one is better. So yeah, I'm just wondering which edition you are going by.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on August 12, 2010, 11:29:28 PM
Well right now we're going by the "Wikipedia" Edition, lol. Actually I don't know that much about Setites other than the basics, stuff I've read on the internet and from Redemption sadly. Maybe you could shed some light on the differences between the 2 and help steer us in the right direction so we can do the clan justice. :)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Ice on August 13, 2010, 08:21:51 AM
Thematically they are little different to the Baali. Which is bad (Baali are urged to not be played, Setites are urged to be played without reservation). Both worship dark higher powers and revel in spreading corruption. See the overlap? It's like the problem facing the fourth Pirates movie: having both Barbossa and Blackbeard, when Barbossa IS an expy of Blackbeard from On Stranger Tides.

The Revised CB changed things but it still suffers from the snake fetish. I suggest downplaying the snake theme, as that was the most obtrusive thing about the Setites. It's still a part, but it should not be the main focus. The Setites believe the other clans are patroned by other Egyptian gods. Obviously they don't believe in the usual Cainite mythology. That was the big change from 2nd to 3rd ed, Setites no longer fit into the Cain myth at all by their own dogma.

I'd suggest getting Clan Book: Followers of Set Revised. You can buy oWoD .pdfs cheap at drivethrurpg. Setites are not my forte, but I know a bit. You really need to refer to the books if you want to be sure.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: RIFK on October 05, 2010, 12:53:27 AM
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)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: burgermeister01 on November 30, 2010, 08:05:26 PM
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)

lol. I own a razer mouse, too. Yo can imagine that many lawlz were had upon seeing those screen caps.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on December 02, 2010, 03:10:21 AM
I'm confused, what's a razor mouse and what does it have to do with the Serpentis logo I used?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: burgermeister01 on December 02, 2010, 04:42:08 AM
http://www.razerzone.com/ (http://www.razerzone.com/)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on December 02, 2010, 01:12:27 PM
HAHA nice! I had no idea all this time. I finally get the joke from what's his name, I didn't understand it until now.

PS: Those mouse/keyboards look pretty sweet.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Wesp5 on December 02, 2010, 02:00:10 PM
HAHA nice! I had no idea all this time.

But then how do you explain that they look exactly the same? Did you found the icon somewhere on the web without context?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on December 02, 2010, 04:03:30 PM
Yes, that's how I found all of my icons.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: ssbirdybird on December 05, 2010, 05:36:57 PM
when will we be able to down load and test drive this new exciting mod?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on December 06, 2010, 08:46:46 PM
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.

Other than all that, the mod project is looking amazing so far.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on December 06, 2010, 10:33:16 PM
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.

Maybe, but if he'd skinned it like the makeup shown in various movies involving Egypt(basic eyeliner with the extra line of the sides of the eyes), then it wouldn't be that noticeable. I don't think Set has a unique makeup style(at least when concerning the eyes), but maybe its the Character making fun of Horus, I don't know(i.e wearing the symbol of a 'Nice' guy, while being quite the evil bitch. Or just basic mockery).

Quote
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.

In a way I'd agree, though it would still have to be pale. Though one could argue that, as the FoS seem to be selective in their embraces, though that doesn't mean they would always chose someone of, well, African descent. Could still happen, though. Either way, I still like the idea.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: PGM1961 on December 07, 2010, 02:50:35 AM
You know, Setites really love to Embrace redheads... they believe they are favored of Set.  So a red-headed Setite would be awesome.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on December 07, 2010, 03:53:17 AM
First post response: When is this going to be ready?
Answer: You want the short answer or the long one, ok the short one cuz it's almost bedtime for me. We were shooting for a Christmas release however because ALOT more work was needed to achieve the amount of professionalism that we wanted, it's most likely going to be post poned, my apologies for that. A much more realistic release date would be closer to March 2011, this way we can really work out almost every bug, fine tune alot of things, and really bring that extra touch of love to it (along with properly promoting it with videos, blogs, twitter posts, wallpapers, etc...)

Second post response: You should darken the Setites skin to a paler version of brown.
Answer: I like this idea, it would definately fit the stereotypical idea of what we think of for the Setite clan. As someone mentioned however, Setites embrace any race and do not discriminate according to color, sex, nationality, or religion. This means that the current skins do fit the lore, however darker brown would bring them closer to the stereotype. Now someone else mentioned red hair because the color red pleases Set. This is correct on the lore again, and I tried giving her red hair and it was an epic fail. Instead I gave the male Setite reddish rusty colored hair instead and THAT turned out great in my opinion.

These are the little things that can and will be revisted once the bigger issues (the ones holding up the release date) are solved. Good ideas here!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on December 07, 2010, 10:56:29 PM
Here's another suggestion to the setite female models.

I was checking out the 3rd tier set, and I noticed the dress part is pretty much the exact copy of ventrue. What if you make the dress and boots white?

Also on the 4th tier set for the female setite, i was thinking her dress should be white with light green patterns that are on it.

I'm going by the stereotypical egyptian style, but what can i say?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: ssbirdybird on December 12, 2010, 01:05:30 PM
thanks for the news on a possable release date. this mod will be fantastic to play.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on December 15, 2010, 01:15:54 PM
Thanks for the ideas Jeff, we'll have to take a second look at these textures.

No problem Birdy, I want this mod released (off my back) as soon as possible. I need my life back, lol.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Wesp5 on December 16, 2010, 09:46:00 AM
I want this mod released (off my back) as soon as possible.

BTW, have you reconsidered to include Bloodlines somewhere in the name? Because after all it is the story and game of Bloodlines, even with new clans and everything, also I bet that people will endlessly annoy us asking whether this is a mod for Bloodlines or Redemption or even a standalone project ;)...
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on January 12, 2011, 06:46:27 PM
When it comes time for promoting TFN, we will promote it as a Bloodlines expansion. The title will remain the same (Vampire the Masquerade: The Final Nights), but we will go out of our way to make sure everyone knows what this expansion is for. If a website or forum has users that are confused about what TFN is, we will gladly insert Bloodlines somewhere into the title. But the official stands how it is now.

Honestly it's not that big of a deal to me anymore. It was a year ago last March when I began working on it, but now I have much bigger things to think about than a silly title (like bug fixes, new fun content, etc..) :)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on January 13, 2011, 06:14:40 PM
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?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on January 14, 2011, 02:06:15 PM
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?

Both good questions Malkyjeff, here's my response.

1. No, this is a stand-alone expansion to Bloodlines and will not require any other software to install including the Official Patches. Actually it is preferred that no other mod, patch, or software is installed as it could mess up some of the programming of TFN.

2. TFN was built upon Camarilla Edition Ver. 1.2, which was built upon Wesp's Unofficial Patch Ver. ?? (I forget now, around version 6 or so), which already included Official Patch 1.2. While TFN obviously made some significant changes to these previous mods/patches, the basis of them are still there, so you are getting all of these mods when you install TFN.

All of the fixes from Official Patch 1.2 and Wesp’s Unofficial Patches will be in there and the basic rule changes (including the Bloodloss System) from CE 1.2 will also be in TFN. Now obviously the disciplines will be different to fit the new clans of TFN, but you will still have access to an upgradable Bloodheal and Bloodbuff for a total of 5 upgradable disciplines. If you’ve played CE 1.2 (or any later version) then you will adapt to TFN very quickly.

Hopefully that answers your questions.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkav on January 14, 2011, 05:01:44 PM
CE 1.2 was built on UP 6.5. So that also goes for TFN
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Signothorn on March 14, 2011, 03:19:12 AM
Haven't heard much about TFN lately, what's going on? I wanna play this soooo bad....  :rage:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkav on March 14, 2011, 01:04:21 PM
Zer0 is working hard on it. That's probably the reason he didn't post a lot here and on ModDB lately. He hopes to be able to deliver product in april. You should look on the TCI forum. There he is more active and regularly posts the progress.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Lictor on March 14, 2011, 01:06:31 PM
It seems very good :) keep it up ;)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on March 14, 2011, 04:47:58 PM
Haven't heard much about TFN lately, what's going on? I wanna play this soooo bad....  :rage:

Sorry I haven't been posting much on here lately, I've been finishing up the last few things for TFN. Right now we're in the last stages for release and plan on being at the Beta testing/Advertising stage in early April, and we're looking at a full release sometime in April after that. We don't have an exact date and probably won't have one set until we reach Beta testing.

If you want daily updates on the progress, head to the TCI board were I post exactly what I'm doing from now until release.  :thanku:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on April 30, 2011, 10:49:39 PM
(http://img156.imageshack.us/img156/714/tfnbanner.png) (http://img156.imageshack.us/i/tfnbanner.png/)

VtM: The Final Nights is available for Download!!

Download VtM: The Final Nights 1.0
Download from File Factory (http://www.filefactory.com/file/cbf94c9/n/VTM_The_Final_Nights_1.0.exe)
Download from Mega Upload (http://www.megaupload.com/?d=QRT0ZO83)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on April 30, 2011, 11:38:57 PM
 :idhitit:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: bishoptheblue on May 01, 2011, 10:39:01 AM
god i love this mod.... but hey zerO quick question, is there a possibility of adding in the temporis and verloren disciplines in an update later?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 01, 2011, 04:12:59 PM
Thanks Bishop!

I wish there was, unfortunately we've capped out the maximum disciplines allowed with the new ones. In fact I had to replace 5 of the disciplines with the ones you now see. I removed Protean, Dominate, Thaumaturgy, Dementation, and Animalism to make room for the new ones. Besides, the only clan that I know of that uses Temporis are the True Brujah and the only clan that I know of that use Valeren are the Salubri (Antitribu).

Glad you're having fun with it!  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 01, 2011, 04:14:29 PM
Stupid question time.  Do I have to do a fresh install of Bloodlines?

Will the mod attach itself to the game automatically, or will I have to do some configuring, etc.?

I'm computer-retarded.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 01, 2011, 04:22:54 PM
Yes, you will want to install TFN over a clean copy of Bloodlines 1.0. TFN comes with Official Patch 1.2 and Wesp's Unofficial Patches up until 6.5, which at that point we began making our own bug fixes. So all you will need is TFN installed over a clean copy of Bloodlines.

TFN will attach itself to Bloodlines overwriting a ton of files, as long as you direct the install path to the proper location. By default, it is setup for users that installed the game with the Retail CDs on Windows XP 32 bit (because that's what I use). If you installed it from Steam, D2D, or are using Windows 7, Vista, or a 64-bit version of Windows, the install path will be slightly different and you may need to dig in Windows Explorer to find it.

Let me know if you need more help!

Have fun duckling  :justabite:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 01, 2011, 06:45:43 PM
^^^^ Excellent. :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on May 01, 2011, 09:34:02 PM
Quick and stupid question, Zer0:
Will I be able to launch this game&mod with the cheat shortcut? Everytime I try to it goes by default.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on May 01, 2011, 11:19:19 PM
Aaaaaand yeah it turns out I CAN cheat. Turns out I copied a shortcut from the original copy folder of VTM: Bloodlines.


Btw, Zombie Girl - Creepy Crawler FOR THE WIN!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 02, 2011, 12:28:12 AM
HAHA Malky, I love Zombie Girl, WEEEEEE!!!   I like your new avatar picture bro, the "Osebo" gloves are rad man.

Yea, you may have to create a shortcut manually to your desktop from the install folder, then put -console after it if you want console access for additional cheating, lol.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on May 02, 2011, 03:22:23 PM
Btw Zer0, would you and/or your camerilla team be doing a project once the Resurgance (sp?) is released so the game is more modable?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Signothorn on May 02, 2011, 08:50:06 PM
Playing as a Setite now, loving it, also loving the use of NIN "Last" in Confession, fits perfectly  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 03, 2011, 08:52:47 PM
Glad to hear you're enjoying the game! I agree, Setite's are so... sexy seductive snakes... I love em!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: cadmiumcadamium on May 04, 2011, 02:47:14 PM
Dunno know why but when i started a character, i could only choose male for baali, there where a few other where you could only choose one of the sexes, but i cant remember them right now.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 04, 2011, 06:34:39 PM
We didn't have time to reskin all of the character models before release so we included those that were done. TFN 1.1 will include more playable genders. The missing genders right now are...

Assamite - Female
Baali - Female
Salubri - Male
Samedi - Female

All other genders are playable right now.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 05, 2011, 02:38:37 AM
Installed it five hours ago.  Been playing it ever since.  LOVE it.  After playing through Bloodlines 15+ times, this is a definite welcome change.

Osebo, muthafucka!
 
:rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Draco Alivi on May 05, 2011, 09:52:57 PM
I'm about to enter Fu Syndicate, and I must say you have made a superb work, especially with the disciplines (So far I have only tried Assamites) . I'm really enjoying it.

Glitches/Weird things I have stumbled upon:

- While doing the "Pimpin' for Romero" quest, I got him a hooker, and chose the one with the ponytail on a side. When I moved from the city to the cemetery, the model changed to the other one (The one with the short skirt)

- The serial killer had Fortitude permanently activated; I shot, stabbed, hacked, sliced at him, and all I got was 0, 0, 0, 3, 0, 2, 0, 3, 0, 10 (Headshot), 0, 0. Was this intended?

- The Glaze club was a permanent Masquerade area (Meaning that killing Johnny resulted on humanity lost, and even after that, while being attacked; killing people made me lose humanity and using disciplines were counted as Masquerade violations)

- I think I read about it somewhere else in the forum, but I had a problem with NPCs in Hollywood, their blood didn't seem to replenish after leaving the area and returning (I fed from one, left the area and when I came back, he was still dazed)

Once I finish the game, I promise I'll provide you with decent feedback. Again, great work!  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 06, 2011, 09:51:37 PM
- While doing the "Pimpin' for Romero" quest, I got him a hooker, and chose the one with the ponytail on a side. When I moved from the city to the cemetery, the model changed to the other one (The one with the short skirt)
That is a small bug that was reported on our forum and was fixed. You will see the fix in TFN 1.1.

- The serial killer had Fortitude permanently activated; I shot, stabbed, hacked, sliced at him, and all I got was 0, 0, 0, 3, 0, 2, 0, 3, 0, 10 (Headshot), 0, 0. Was this intended?
His Protean level was reduced to 3 while his Fortitude level was increased to 5. By this time in the game you should have decent combat abilities, if you don't then he will be VERY tough.

- The Glaze club was a permanent Masquerade area (Meaning that killing Johnny resulted on humanity lost, and even after that, while being attacked; killing people made me lose humanity and using disciplines were counted as Masquerade violations)
The Glaze club was indeed changed from a combat zone to a masquerade zone. So, all innocents killed will reduce your Humanity and using disciplines that violate the Masquerade will incur a violation.

- I think I read about it somewhere else in the forum, but I had a problem with NPCs in Hollywood, their blood didn't seem to replenish after leaving the area and returning (I fed from one, left the area and when I came back, he was still dazed)
I'm not sure what to tell you on this one. Were they dazed through the rest of the game or just temporarily? You're the first to report this but when I get my character to Hollywood I will check it out.

Glad you're enjoying it!  :razz:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Draco Alivi on May 07, 2011, 12:01:54 AM
About the serial killer, then it was my fault, my combat skills were pretty lousy back then :razz:

And about the NPCs in Hollywood, I just tried again, and it worked OK.
This is what happened; I fed on one of the thugs that wonder on the alley in the back of the Fast Bucks, the Vesuvius and the Asp Hole (The one behind the Vesuvius, who is spraypainting the wall) . I'm almost sure that I left the area, and then, I came back to feed on him again (I had a crush on the guy, yeah), and his blood bar hadn't replenished, so he died. Then, I fed on the other one, who is behind the Red Spot. Then I went to Downtown and came back to Hollywood immediately, and he was still dazed (He recovered a couple of seconds later); maybe it was some random thing.

And the Glaze Club; my bad then, I didn't know and it makes sense now (Although can be fun, spitting acid to the guards on a crowded club wasn't exactly being discreet about my nature  :facepalm:). 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?

Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 07, 2011, 12:15:16 AM
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?

That's strange that killing Johnny resulted in a loss of Humanity because he has no trigger attached to him to do that. It's possible that you're Humanity was less than 4 and one of the enemy NPCs shot an innocent which would make your Humanity fall. But I've killed Johnny in TFN before and my Humanity was fine.

Strange...  :razz:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Draco Alivi on May 07, 2011, 01:05:11 AM
No, my humanity was 8-9 (Always play like the saint-vampire type). I meant, that even when Johnny attacks you, the Masquerade area doesn't switch to combat area, so it's counted as innocent killed.

Anyway, another one I found; the Remington M300 and the SWAT rifle carry the same kind of ammunition, but all the vendors have two ammunition boxes at the same time. One appeared when I got the Remington, and the other when I got...the other one  :razz:

Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Draco Alivi on May 09, 2011, 05:18:41 AM
Just finished the game with Omar, my Assamite character, and I have to say "Spectacular game!"; so it's time for some feedback:

(The feedback contains spoilers, beware fellow kindred)

Quote
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.

Quote
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 ;)


- 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?

So, as a personal conclusion; I really liked it. It brings a totally new gaming experience, I recommend it. Looking forward to next versions! (For now, I'll replay with a Baali character :vampwink:)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 09, 2011, 04:45:21 PM
Great review! I loved reading it, thank you!

First off, thanks for reporting those bugs, I’ll get those fixed right away for TFN 1.1.

Quote
- 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:

The Shade was a fun character to make. I got the idea from the Antitribu Project so kudos to them. He was definitely a bit too hard originally when he was doing aggravated damage but once I took him back to lethal and reduced his damage output, I think he’s a lot more fair. I’ve fought him with an Ishtarri, Assamite, and Osebo so far and have beat him each time so I think he’s pretty balanced. Evan and Garrett are LaCroix’s personal cleaners. Originally they were just fill ins for the courtroom scene at the beginning but I thought it would be cool to have them as reoccurring characters. I’d like to eventually add some sort of dialogue for an even grander end battle. I’m glad you enjoyed Edgar Hirsh in the Skyline apartment, that whole mission was a blast to make!

Quote
- 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.

Music is so subjective so we held a music contest on the TCI forum for ideas of what people liked and wanted to hear. The soundtrack is a collection of those votes and I think it turned out really well. Seems most people have liked the new music with the few who didn’t of course.

Quote
- 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.

I think Quietus is my favorite “New” discipline and it turned out REALLY well. I’m so glad you liked it and I can’t wait to hear feedback for Daimoinon next.

Quote
- 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.

I honestly thought I was going to get some negative feedback from the revamped Violation System. But so far not a single bad comment from anyone on it which makes me SOOO happy because of how long it took to set all of that up. From the scripting and map manipulation, it was a huge undertaking but I think it was worth it.

Quote
- 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.

The only reason I took out all of the Ventrue guards and replaced them with SWAT members (except Evan and Garrett of course) was because the models looked too similar to the Setite model. This was intentional I assure you but I may make some custom Ventrue models and repopulate that part of the game.

Quote
- 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 ;)

I need to play this part of the game again but I’m pretty sure you’re right on this. Every tong is sporting fully automatic Patria machine pistols and with the gun damage increased I may need to tone down their ranged skills or give them lesser damaging weapons. I will look into this part of the game for difficulty balancing.

Quote
- 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?

About 40% of the occult items were removed from TFN for balancing reasons. The occult items that are beneficial to ANY clan we left in or modified, but the occult items that were beneficial to only certain clans (like those using Obfuscate or specializing in Strength) were taken out. Now that Mr. Ox is an occult only vendor I may add them back in but make them buyable only.

Thanks again for the feedback, I’m ecstatic that you enjoyed your last play through with TFN.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: cleft on May 10, 2011, 08:05:03 PM
Hi,

I'm a long time planet vampire forum lurker but i just felt i had to register to say top work on The Final Nights!!

I'm having more fun replaying VTMB than i have in along time :)

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:

EDIT:

Oh and seeing as i'm now registered i've got some bug/glitch feedback if your interested.

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.


Once again, top work on this mod and i'm looking forward to the next release and all the character models!
(Female Assamite please!)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 10, 2011, 08:39:49 PM


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:



Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 11, 2011, 06:32:43 PM
Quote
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.

Weird, were you able to replicate it?  That is definately indeed strange, I hope it's just a glitch.

Quote
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.

I really don't know what to tell you on this one. I've never had this issue happen to me and nobody else has reported it. If I can replicate it, then fix it, I'll include it in TFN 1.1

The music is fully listed in the end credits of the game. Beat TFN and watch the credits roll, the songs are listed in the order they appear in the game. So, the Aslyum music is listed first. You can also find the listing in the credits.txt file in \vdata\system folder. :)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: cleft on May 11, 2011, 08:30:13 PM
Thanks, i found the credits file, it was The Birthday Massacre  :rock:

I wouldn't worry about the problems i mentioned too much, they were both one off events so far and they both could have been rare crashes that would have happened in a totally unmodded version of the game, it's not like VTMB has never crashed or gone weird on me before...


Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: burgermeister01 on May 12, 2011, 04:04:52 AM
Hey Zer0, I finally got a chance to play around with TFN. Very cool! Good job, on all your hard work.  :smile:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: kabatta on May 12, 2011, 07:20:00 PM
Skyline is invaded by chairs for me.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Draco Alivi on May 13, 2011, 12:03:13 AM
I've playing with Baali now. I noticed a couple of strange things, plus two I forgot to ask on my feedback:

- When I cast Obfuscate, a "Serpentis Max 0" message appears; seems to be an error.

- I decided to erase all the save files from my computer (I hadn't erased a single file since I started with the vanilla, so almost 950 Mbs were occupied by that. After that, I started playing with my Baali character, and I noticed a save file had appeared, in a place named Genesis Room; I opened it, and I was in a totally dark room, and when I checked my stats I had approximately 750 XPs to spend; I could move in that room, and after a couple of seconds, the first cutscene started (The embrace one). Probably a glitch from the vanilla version.

And the questions:

- 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?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Maxus Corvin on May 13, 2011, 12:15:53 AM

- When I cast Obfuscate, a "Serpentis Max 0" message appears; seems to be an error.


Thats just something for Setites. It's not an error, its there because you can't use any levels of the Serpentis discipine while Obfuscate is active.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkav on May 13, 2011, 08:10:00 AM
Hi, just my 2 cents for some of the unanswered questions.

-The hollywood thugs not refilling their bloodpool: There are different ways to setup an npc on the maps. Most are respawned on every visit. Some are created as fixed characters. That's usually all the named npcs, plus some other like the hollywood thugs, the guards downtown at the parking garage, and, if you're playing the pluspatch, the guard in the skyline apartments. And if these are not setup as blooddolls, their bloodpool won't refill on mapload.

-The same ammo, but two vendor slots if you have both rifles is due to the setup of the vendor menue. For every weapon you own, or the vendor sells, there is an entry.

-The skyline apartment filled with chairs, that is a glitch that occurs sometimes. Can be all kind of weird stuff. I know of someone who had it filled up with kitchen sinks once. :rofl: It's a random glitch that as yet nobody has been able to fix.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: cleft on May 15, 2011, 01:11:45 AM
Just finished a full playthrough of TFN and i gotta say i am really impressed. You've done a really good job with balancing the new changes you've made. Buying the skill books and occult items actually felt a lot more rewarding than just knowing where they were and collecting them. I think one of the reasons i really enjoyed this playthrough was i found myself building my character in a different way than i usually would, i never realised how useful having a high persuasion was before! :)

I played through as a Followers of Set and i really like the clan. The clan is really fun to play, the serpentis disclipline is fun, yet not too overpowered. The best thing i liked was the variety of options this clan offered, i could be stealthy and use obfuscate, i could use serpentis to charm and control large crowds of enemies with Phobia and Eye of the Serpent or, once at level 5, i could simply opt to remove my heart and tank with my awesome damage soak, at the cost of being unable to use any other disciplines at all. All the models (female) look really good as well, love the eye make up :)

I think you've done a really good job with the changes you've made to the standard game (books, items, gun changes, new swords, etc) by introducing things in a way that feel really balanced within the game yet feel fun and new to people like me that may have played thorugh VTMB once or twice before....  :vampwink:

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:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on May 15, 2011, 02:37:56 AM
Hey Zer0, I finally got a chance to play around with TFN. Very cool! Good job, on all your hard work.  :smile:

Thanks BM! (I haven't forgotten about your Asian Assassin skin either... I'm trying to muster some enthusiasm to do any modding, I'm so burnt out on Bloodlines right now)

Quote
- When I cast Obfuscate, a "Serpentis Max 0" message appears; seems to be an error.

Basically what Maxus Corvin said about this, except you CAN use non-lethal Serpentis disciplines while Obfuscated (Tier 1 and Tier 4).

Quote
- 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.

I will have to look into this.

Quote
- 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?

Actually No but that's a great idea. Maybe I should label him Marcus (Toreador Antitribu), HAHA!

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:

I really enjoyed reading this review! Thank you for posting it!

In response to the bug you mentioned, yes I agree and it's going to be fixed for TFN 1.1. What we plan on doing is having Pisha give you the quest reward like normal, but if you already have the item, the character will be able to tell her you already have one of these and would like cash instead. I will need to create a new dialogue line for her to say "Ok, here you go" or something to that affect, then create the lip movements, etc....    I think this is the best way to go about this problem.

This same issue also occured for the quest reward for the Gargoyle Quest.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 23, 2011, 12:01:25 AM
Had a hard drive replaced, but installed everything onto this new one.

Loaded up the Final Nights, and for some reason, the controls are all fucked.  Tried changing them in options, but it doesn't change them in the game.  The "W" and "S" keys change the disciplines, the "Z" key doesn't go to 3rd person, and everything is much pretty much screwed up.  Tried exiting and loading it back up a couple of times.  Tried clicking on "default" controls in options, and tried manually changing the controls myself.

Nada.

Any tips?
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 23, 2011, 12:41:24 AM
Okay, so I did a fresh install of Bloodlines and tried booting it up without downloading The Final Nights, and it STILL has the damn control problem.

Ughhhhhhhhhhhhhhhhhhhhhhhhhhhh!
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: WhiteRussian on May 29, 2011, 11:19:39 PM
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:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on July 12, 2011, 04:50:44 AM
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
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkav on July 12, 2011, 08:01:15 AM
The only thing I can tell you about the music is that Zer0 put all the titles and artists into the end credits. But he is on a vacation and completely burnt out on vampire atm. He hasn't even shown up on our own forum for more than two weeks now.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on July 12, 2011, 06:50:01 PM
Zer0 is the shit, all I have to say  :rock:
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Zer0Morph on September 15, 2011, 10:50:23 PM
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 away a REALLY long time, about 4 months now. But I thought I'd drop in seeing that I'm planning on loading up TFN to try it out (I never did get to actually play it, LOL). Anyways, great to hear that it's working now!!!

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

You mean the main menu/character sheet music? I actually stole it from 2 different movies and blended it into one track. I took the "Choir" part from the movie "Passion of the Christ" and the more techno sounding part of the song from "Dark City". The rest of the club music is in the end credits of the game so you'll either have to beat the game to view it or open the "credits.txt" file located somewhere in the \data folder (I forget where, it's been so long).
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Malkyjeff on September 15, 2011, 11:14:30 PM
Welcome back!


Anyways....

I took the "Choir" part from the movie "Passion of the Christ"

I thought I recognized that part. I only seen the movie once and I couldn't believe that audio was laying in the back of my brain somewhere.

As for Dark City, never seen it. I'll have to look it up.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: YamiRaziel on September 18, 2011, 06:51:39 PM
"Dark City" with Jennifer Connelly is a great movie! :)
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: 893kira on December 24, 2011, 06:28:56 PM
wish the blood dolls would be integrated again due the fact it seems kinda pain in the ass going to the club without drinking some humans.
Title: Re: VTM: The Final Nights (The latest from Team Camarilla International)
Post by: Signothorn on April 15, 2013, 08:48:37 AM
I'm having an issue where Heather doesn't appear in the game. I mean I can talk to her, but she's not visible. Before installing TFN, I did the file integrity check in Steam and all was good. After she wasn't visible in the santa monica clinic, I reinstalled TFN but it didn't fix the problem. I even switched the Heather skins to see if that would maybe fix it but it didn't. Any way to fix the issue without starting over? I'm enjoying the game for the first time in over a year otherwise and I'd rather not start over if possible.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on March 23, 2014, 12:11:34 AM
I'm proud to announce the release date of The Final Nights Version 1.2 will be Friday, April 4th. Beta testing is now complete and we are happy to say that TFN 1.2 runs very smooth. Quite a few bugs left over from 1.1 are now fixed along with some new content that should wet your chops. The new Samedi detection system is the highlight for TFN 1.2 along with other clan rebalancings. TCI would like to thank the community for your support during the development of this update!

(http://i27.photobucket.com/albums/c197/zer0morph/TFN12Banner.png)

Official Update List

Bug Fixes
- Fixed "Surfside" reference in Lilly's diary, Therese and Newscaster dialogue
- Dirty Cop .VCD file too long
- Readjusted supernatural values for targeted disciplines
- Created VCD files for Blood Dolls and Prostitutes
- First visit to Santa Monica will display loading tip about brandishing weapons
- Reworked Daimoinon 3: Conflagration so that it damages supernaturals more
- Reworked Daimoinon 4: Infernal Servitor so that it effects supernaturals
- Presence no longer affects allied enemies on bloodhunt map
- Serpentis claws auto equip upon changing and use Unarmed feat instead of Melee feat
- Daimoinon firey hands use Unarmed feat instead of Melee feat
- Santa Monica Pier lights no longer show through walls
- Fixed Pyramid quest where refusing Strauss failed the quest twice
- Fixed downtown CDC guys not leaving after Pestilence quest
- Fixed Venture tower debris not appearing in the street downtown
- Purchasing masquerade redemptions from Silvia Black works properly
- Fixed Santa Monica warehouse ambient music
- Turn down particle effects for the Shade by 25%
- Heavy Cloth armor picture now displays correctly
- Sneaking past first shovelhead in tutorial is much easier

New Content
- Added Female Baali to PC list
- Street civilians sighting a Samedi will summon Police
- Street cops sighting a Samedi will attack immediately
- Shop civilians sighting a Samedi will run in fear but will not summon Police
- Shop security sighting a Samedi will attack immediately
- Rebalanced Samedi merit/flaw system
- Rebalanced Baali merit/flaw system
- Street cops will run in fear if player uses supernatural 3 (or higher) disciplines
- All sewers use the same eerie ambient music
- Made bloodloss timer based on Humanity and Stamina score
- Mentioned new bloodloss timer in tutorial pop ups and added to humanity description
- Put Jack upstairs in Last Round if you are Samedi
- Put Larry near abandoned hospital if you are Samedi
- Bypass speaking to bums on Plague Bearer quest if you are Samedi
- Pier Arcade hooker/customer NPCs replaced by video game player NPCs if you are Samedi
- Created "Fang of Vukodlak" occult item for Unarmed feat characters, sold by Regent
- Created new patrol path for pier cop
- Added rats to basement of Ocean House Hotel
- Brother Kanker reskinned
- SM Blue Blood now has a car that leaves when he does
- Moved Hollywood net cafe computer to the back
- Moved Ming's conversation in alley near Bradbury Hotel
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Signothorn on April 04, 2014, 10:03:54 PM
The update is now up:

http://camarillaedition.darkbb.com/t851-the-final-nights-download-center (http://camarillaedition.darkbb.com/t851-the-final-nights-download-center)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zanderat on April 16, 2014, 10:25:13 PM
Downloaded.  Thanks.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 19, 2014, 08:24:48 PM
I'm posting this review created by LaissezAllerCompass because of what an amazing job he did with his "Let's Play" and the professionalism of his videos. I want to personally thank Laissez for his time and passion he's put towards promoting TFN!

Feel free to watch the entire "Let's Play" Here!
http://camarillaedition.darkbb.com/t2023-let-s-play-tfn-1-2-by-laissezallercompass (http://camarillaedition.darkbb.com/t2023-let-s-play-tfn-1-2-by-laissezallercompass)

TFN 1.2 Review (Click on video to watch from YouTube)
https://www.youtube.com/watch?v=x4l-S4sQg2g (https://www.youtube.com/watch?v=x4l-S4sQg2g)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 20, 2014, 08:43:15 AM
TFN 1.2 Review (Click on video to watch from YouTube)

Very interesting! It seems to me he wasn't aware that some of the features were already in the original game, like the vampire hunters, but other than that he really seemed to like it! As for his negative points. Of course you are free to merge a newer version of the UP with TFN, although this could be a lot of work. Also regarding Griffith park, you should know that your opponent there is already vulnerable in the current UP, so using the same technique this section of TFN could be improved as well by merging in some of the newer UP stuff. Last not least (yeah, I'm persistent), it would be easy to get the "Bloodlines" name connected to TFN without many changes. I understand now, that it doesn't fit in your current game menu title. Still in the original game and the UP there are instances of it floaring around over the menu. Just change them from red to white or grey to fit your color sheme!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 20, 2014, 05:10:07 PM
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". VTM TFN fit perfectly because I had to drop a letter so I chose the B.

I noticed your menu you have movement in the background. How did you do that while keeping a static background, or did you? I currently have a static background that I want to keep but I'd love to place animated mist rising from the bottom like you did with the fire. Very cool! 
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 20, 2014, 09:18:43 PM
You made the werewolf vulnerable in the UP? I'd be very interested on how you did that.

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!

Quote
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".

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 ;)!

Quote
I noticed your menu you have movement in the background. How did you do that while keeping a static background, or did you?

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 :)...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 22, 2014, 07:51:21 PM
Quote
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!

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.

Quote
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 ;)!

HAHA Okay that works. Yeah I used the place holder "Base" to put VTM TFN 1.x. If you have a better idea, I'm all ears.

Quote
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 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. Then I could put his name in the credits with yours! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 22, 2014, 09:39:42 PM
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's easy: You need to swap him with a ragdoll entity of the same model after he has died!

Quote
If you have a better idea, I'm all ears.

I have, but this is really new stuff I just did for 9.3. It's hard to explain here, just download the UP and check out the files Vampire\resource\optionssubgameplay.res and gameui_english.txt. In that way by adjusting the position you can use as long a title as you like!

Quote
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.

I have lost all contact with EntenSchreck for now, but as far as I remember, you need to restore the original scrolling animation, turn it to white to fit your theme, and then trigger other particles from there. I think the most similar to mist would be the m_cloud emitters. Again you would need to change the color from red to white...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 23, 2014, 04:53:53 AM
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! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 23, 2014, 10:52:45 AM
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! :)

If 1.3 is imminent you should at least consider the name change. That is a thing of about 10 seconds :)! The mist should be not much work but the werewolf might be. Especially if it should react to disciplines...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: atrblizzard on December 24, 2014, 03:44:27 PM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 24, 2014, 07:23:10 PM
Quote
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.

I really wish that we could add animations to models, for instance reuse some of the NPC models as PCs and have them animated in the character sheet instead of having them float there. I ended up reskinning all of the PC models for the new clans instead of using NPC reskins because I didn't like the frozen look in the character sheet.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 24, 2014, 10:50:49 PM
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.

The solution is to spawn a ragdoll object using Python and then set it to the werewolf model :)! As for the character sheet, this bugs me as well. But then dllullu or someone managed to change the Gangrel female stance there so manipulating it is possible...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 26, 2014, 09:48:06 PM
Do you know where Dllullu is or if I can ask him/her how they did it?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 27, 2014, 12:43:02 AM
Do you know where Dllullu is or if I can ask him/her how they did it?

Sorry, but I have no idea. I did PM him here and sometimes he replied...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkavi on January 17, 2015, 03:16:12 AM
I just wanted to thank you SO MUCH for all the work you put into this mod!

I am thoroughly enjoying myself, playing through with TFN.  You guys rock!

~M
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 19, 2015, 09:08:53 PM
You are very welcome Malkavi, we do it for the fans!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 19, 2015, 09:10:47 PM
(http://i60.tinypic.com/s2ft38.jpg)

My name is Michael Brower and I am a journalist student at Indiana University. I’m sitting here today with my personal friend Zer0Morph; the founder and lead project designer for The Final Nights expansion to Vampire the Masquerade: Bloodlines. I would like to thank him for taking the time to talk to us for this interview.

Michael: Thanks for talking to us Zer0. Word has it your team is releasing patch 1.3 for The Final Nights in the next few weeks.
Zer0: That’s right, we’ve been working on some brand new additions over the past few months and we’re excited to show the community what we’ve come up with.

Michael: What are some of the new features introduced in 1.3?
Zer0: Quite a few things really. We’ve made the female Assamite character playable finally, something we’ve wanted to do for some time now. Our biggest feature is the Background History System which gives the player a chance to decide what their character did before their embrace, and the skills they learned as a human carry over to their role as a Vampire.

Michael: Let’s talk about that for a moment. What makes this Background History System different than the normal histories we find in the Unofficial Patches?
Zer0: Well, prior to your embrace, your character was a living breathing person just acting out their life. They learned some skills during that time that they can use in their unlife. These “rewards” come in the form of Feat bonuses and will really determine how your character plays the rest of the game. They will naturally be good at these feats and will be able to level them up easier than other feats. The drawback is that you start out with 1 less point to distribute for your Attributes and Abilities. So essentially your starting character won’t be very good at much except what they learned in life. We did this to enhance the “role” playing aspect of TFN and it has worked out wonderfully!

Michael: Because the character’s history is so important now, how many will the player get to choose from?
Zer0: We wrote a total of 48 new histories complete with a fully detailed back story.

Michael: Very cool! Is it true that the team figured out a way to stop the blood loss timer during dialogue?
Zer0: Yes, our lead scripting developer; Childe of Malkav figured it out and so the blood loss timer will stop when you’re in dialogue. This is something we wanted to do for a while because people were complaining that they felt rushed to get through dialogue because the timer kept running. This is definitely a fan favorite!

Michael: Tell us about the new Online Bank Hacking System. What is it and how will it affect TFN?
Zer0: The goal is and always has been, that every feat is useful all the way up to level 10. This wasn’t the case for the Hacking feat. Most computers topped out around 6 or 7 so you really didn’t need to maximize Hacking. The Online Bank Hacking System changes that. Like Haggle, which was useless in vanilla Bloodlines, Hacking is now a viable option all the way up to 10. There are 17 computers in the game that you can hack and steal money which also nets you experience. The money then gets delivered to your haven mailbox where you can pick it up. Doing this however is pretty evil so you will lose a Humanity point for every account you hack if your current Humanity level is 6 or higher.

Michael: And you did something similar with the Lockpicking feat as well?
Zer0: Yes we did, like Hacking, Lockpicking wasn’t useful past 6 or 7 either so we setup a similar system. There are now 18 chests, safes, and fridges that you can lockpick and take the contents inside. You can steal anything from money, blood bags, or even body armor in Carson’s apartment safe. You don’t earn experience from picking these locks, however most of the safes aren’t owned by innocent kine so you won’t incur a Humanity loss like you would from Hacking, so it balances out.

Michael: It sounds like getting your Hacking or Lockpicking feats up to 10 is a great idea to earn cash and/or experience.
Zer0: Yes it is. We had some complaints that Haggle was overpowered in TFN and you were pretty much forced to get Haggle up pretty high if you wanted to earn any kind of money at all. We like our players to have options so Hacking or Lockpicking is a great way to do just that, without being forced to specialize in Haggle.

Michael: You mentioned a Humanity loss for stealing with this new Hacking/Lockpicking System?
Zer0: You will lose 1 point of Humanity if you steal or hack an innocent kine’s property, and only if your current Humanity is level 6 or higher. If your Humanity is already level 5 or lower, you won’t lose anything. We did this to keep the system balanced; Penalty vs. Reward. Stealing from kindred or from evil kine is fine, and so is the case with stealing the charity box at the Santa Monica Gallery.

Michael: You also reduced the price of purchasing a Masquerade Redemption from Silvia Black?
Zer0: Yes, Silvia Black is a new NPC we introduced in TFN 1.1. She’s found in the Tattoo Parlor and can hide evidence and clean up masquerade violations, for a price. Originally, she would redeem you for $1000 and this price could be reduced with a high Haggle score. If you had a Haggle of 10, she would redeem your violation for $500. Now, for every point of Haggle will reduce the price by $100, effectively charging you only $100 if you have a Haggle of 10. We also reduced the Persuasion required to get her to open up about her past which gives you an experience point.

Michael: What’s the new Hardcore Mode about?
Zer0: For those fans who like a REAL challenge, they can choose to start the game with a blank slate meaning they only have 1 point in each Discipline and 1 point in each of their Attributes, but nothing else.

Michael: You also fixed additional bugs in this patch?
Zer0: Yes, we found several bugs and fixed them. The biggest one was taking the Ming Xiao ending, the temple doors wouldn’t unlock preventing you from completing the game. Obviously that was detrimental so we immediately fixed it.

Michael: Do you see further patches happening in the future or will this be the last one for TFN?
Zer0: Most likely you’ll see at least 1 more patch. We still haven’t addressed the Intimidation and Seduction feats being under-powered. We would like to get both of those feats into something that a player can specialize in so we’re looking into allowing the player to mug or seduce NPCs on the streets for money or blood. This is something we’ll talk more about later though and won’t be included in 1.3.

Michael: Do you have a release date set?
Zer0: Not exactly but Beta Testing begins on Saturday, January 24th and we typically release the final product about 2-3 weeks after testing begins. We’re thinking a mid-February release date.

Michael: That’s all the questions we have for you today and once again, thank you for taking the time to speak to us and your fellow fans of TFN. Keep up the good work and we look forward to the release of TFN 1.3.
Zer0: Thank you, take care.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 22, 2015, 10:59:25 PM
The Final Nights 1.3 Release Date Announced!!

I'm proud to announce the release date of The Final Nights Version 1.3 will be Saturday, February 7th. Beta testing begins this Saturday, January 24th and so far runs very smooth. The Ming Xiao ending has been fixed along with the new Histories System, Hacking feat, and Lockpicking feat should make for a very different experience from prior versions. TCI would like to thank the community for your support during the development of this update!

Below are the list of features in VTM: The Final Nights 1.3.

(http://i60.tinypic.com/s2ft38.jpg)

Bug Fixes
- David Hatter twitching
- Changed Boris' safe from Lockpick 6 to Lockpick 8 and added $100
- Changed Hannah's safe from Lockpick 6 to Lockpick 8 and added $100
- Fixed blue line running down Assamite male model's head
- Fixed Baali auto-leveling template giving +1 Intelligence
- Fixed misspelling on Ishtarri description
- Russian Mafia party guests leave if any mafia members die
- Fixed Isaac saying evening twice
- Fixed misspelling of past-time in loading tip
- Fixed locked Temple doors if taking Ming Xiao ending
- No longer incur a humanity loss for stealing the charity box
- Ox no longer sells the Necklace of Saulot
- Map music no longer plays when in the character sheet
- No masquerade violation for discpline use around thin bloods

New Content
- Added Female Assamite to PC list
- Background History overhaul
- Bloodtimer stops during dialogue
- New Hardcore Mode
- Reduced cost for Silvia's services depending on Haggle
- Reduced Persuasion required to learn about Silvia and earn XP
- Humanity loss (at 6 or higher) for stealing/hacking from innocent kine
- Online Bank Hacking [Kilpatrick's computer]
- Online Bank Hacking [Jeanette's laptop]
- Online Bank Hacking [Dennis' computer]
- Online Bank Hacking [Bertram's laptop]
- Online Bank Hacking [Carson's laptop]
- Online Bank Hacking [Danny Boyle's computer]
- Online Bank Hacking [Venus' laptop]
- Online Bank Hacking [Empire Arm's computer]
- Online Bank Hacking [Malcolm's computer]
- Online Bank Hacking [Milligan's computer]
- Online Bank Hacking [Pam King's computer]
- Online Bank Hacking [Ground Zero's computer]
- Online Bank Hacking [Flynn's computer]
- Online Bank Hacking [Edgar Hirst's computer]
- Online Bank Hacking [Tawni's laptop]
- Online Bank Hacking [David Hatter's laptop]
- Online Bank Hacking [Velvet's laptop]
- Added Body Armor to Carson's safe
- Added cash chest to Boris' suite
- Added cash chest to Dennis' house
- Added cash chest to Tattoo parlor
- Added cash chest to Gimble's basement
- Added cash chest to the Cathayan's warehouse
- Added cash chest to Kilpatrick's shop
- Added cash chest to the Junkyard
- Added cash chest to Milligan's apartment
- Added blood fridge to Plague Sewer
- Added (2) blood fridges to LA Hospital
- Added cash chest to Jezebel's apartment
- Added cash chest to Empire Arm's back room
- Added cash chest to Chantry's back room
- Added cash chest to Tawni's apartment
- Added cash safe to Redspot's back room
- Added cash safe to Red Dragon's upstairs
- More occult items for sale by Ox
- Changed character sheet musical theme
- Updated the credits

NOTE: All System Charts such as the Weapon stats, Frenzy Timer, Haggle System, Blood Doll %, and Masquerade Violations can be found at our website:
http://camarillaedition.darkbb.com/f34-game-mechanics (http://camarillaedition.darkbb.com/f34-game-mechanics)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: YamiRaziel on January 23, 2015, 12:54:44 AM
Zer0Morph, thank you for doing this :)

I knew you would come back to VTM at some point.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 23, 2015, 01:19:33 AM
Zer0Morph, thank you for doing this :)

I knew you would come back to VTM at some point.

As always, you are very welcome! :) 

I never left, I just went into torpor, HAHA. Typically I stick around a few weeks after a release and then go back into torpor, so I'm sure I'll do that again, but this time I don't want to wait a year to come back. I already have ideas for 1.4 and I'm not even close to being burnt out on modding Bloodlines, so I'm sure I'll be around and release something else a lot sooner than the last few times. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 01, 2015, 07:50:46 AM
TFN Jimmy Reed (Click on video to watch from YouTube)
https://www.youtube.com/watch?v=ejlpd68lgf8 (https://www.youtube.com/watch?v=ejlpd68lgf8)

TFN Akeem (Click on video to watch from YouTube)
https://www.youtube.com/watch?v=IynC-0gGNAE (https://www.youtube.com/watch?v=IynC-0gGNAE)

TFN Silvia Black (Click on video to watch from YouTube)
https://www.youtube.com/watch?v=K0RhfFfr6bc (https://www.youtube.com/watch?v=K0RhfFfr6bc)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: DiamondBorne on February 05, 2015, 06:20:41 AM
Link removed  :doink:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 05, 2015, 08:25:53 PM
Link removed  :doink:

Fixed, sorry about that. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Signothorn on February 06, 2015, 12:18:05 AM
1.3 is released 2 days early.

http://www.moddb.com/mods/vtm-the-final-nights/downloads (http://www.moddb.com/mods/vtm-the-final-nights/downloads)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 06, 2015, 12:19:52 AM
 :rock:

Give the community something to do while they wait on the ModDB team to authorize Antitribu. Everyone wins! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: samspin on February 06, 2015, 01:19:28 AM
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).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 06, 2015, 02:27:58 AM
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).

Here's the options I get when I download the patch from ModDB. I get quite a few different servers to choose from other than Gamefront. But I agree, your links are better still. Thanks for posting! :)

(http://i58.tinypic.com/zwi81h.png)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: DiamondBorne on February 06, 2015, 04:54:03 AM
Hey!! :smile: :smile:  you caught me off guard with this early release. Downloading this thing right now :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: BrooklynVentrue on February 07, 2015, 06:08:53 PM
Played the Final Nights a long time ago. Enjoyed it. Was going to play Antitribu but decided to play Final Nights 1.3 for a multitude of different reasons.

Enjoying it very much.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 07, 2015, 07:24:07 PM
Thanks guys! Let us know how we did and what can be improved upon for 1.4!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on February 09, 2015, 12:22:26 AM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: samspin on February 09, 2015, 02:20:12 AM
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)

Please can you upload that to your FTP area? I'd like to mirror that out for everyone.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: crackpot on February 10, 2015, 01:48:13 AM
Hey guys. After seeing the notification that The Final Nights was ready to go, I reinstalled my PC version of VTMB (disc version, not Steam version).

I just realized that I can't use the NOCD crack I used to use. It involved copying a cracked version of Vampire.exe and Vampire.dll to the install dir. It is designed for use with the game after the v1.2 patch is applied. Since your install instructions said to install only the basic game, then the Final Nights mod, I assumed that I shouldn't install the v1.2 patch.

I don't suppose I'm going to get lucky and it's actually ok to install the v1.2 patch and copy my old NOCD crack to the install dir?

Is there a NOCD crack that will work with the Final Nights? I really prefer to leave my discs in their box so they are protected.

Thanks
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on February 10, 2015, 08:42:45 AM
TFN probably already includes the official 1.2 patch so your crack should be fine!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on February 10, 2015, 12:37:25 PM
crackpot, installing the official patch does no harm. The official patch is part of all the major mods, so it's not necessary to install it for the patch. but if your nodisc requires the patch. On the other hand, the official patch doesn't change vampire.exe or vampire.dll, so I don't think you need the official patch for installing the nodisc fix.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: DDLullu on March 14, 2015, 08:29:18 PM
Some tweaks to TFN 1.3 to make me happy:

First, Akeem speaking talent. Adding Courrier's phonemes change the look of Akeem in conversation. Putting Courrier's expressions doesn't add much but trying Smiling_Jack_expressions give interresting result. I have not done it in my fix but the flirt stance is so funny! And i  have to change some lines.lip because the new phonemes show some glitchs (mouth staying open, difficult to see with the default phonemes).
So, to make a Bloodlines model speak correctly you keep the original name model in a new name folder or copy and change the name of the phonemes.vfe and expressions.vfe to reflect the change made with the original model name. In this case, a copy of courrier_phonemes.vfe change to akeem_phonemes.vfe and add to the expressions folder.

Second, Silvia have a black bar between the lip and the teeth in conversation so i change her model's UV and the mouth's texture for it. Much better i think.

I add the Lily's cut scene for female, i am surprise the fix was not include in TFN!

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.)

Add the skybox for 1920X1200, i have made that for TFN1 so i have done it again for TFN1.3. If you dont want it delete it. I have put a copy of the original skybox in a hide folder,  just in case you need it.
How to make this yourself: Extract the ttz(in the materials\skybox\skyboxrt.ttz) to tga, copy the tga to tga1, shrink tga1 to 2/3 height only, fill tga to black, copy paste tga1 to tga reposionning the paste in the middle, save tga to dds, dds to ttz, put the new skybox in materials\skybox\ and play, ouf!

The file was put in the mod section here(https://www.planetvampire.com/modules/files/view.php?id=816 (https://www.planetvampire.com/modules/files/view.php?id=816)) at PV.

Have fun,  DDlullu
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on March 14, 2015, 10:01:14 PM
Hi DDLullu, nice to see that one of the old Bloodlines masters is still with us and working :)!

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.)

Thanks! I included it into the upcoming patch just now, giving you the credit in the readme.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on March 15, 2015, 12:06:54 AM
DDLullu,

I don't believe I've met you before but I've heard your name in dark taverns and hidden pubs. It's wonderful to see that you're enjoying The Final Nights!

First off, I'm blown away at your fixes! Every last one of them were corrected perfectly, I play tested all of them. Akeem's lip movements are perfect now, thank you so much!!! Silvia's black bar is completely gone and looks amazing! Flynn no longer has that giant wart looking thing under his eye, and the female zebra neck issue is gone too. WOW! Just WOW!

As for the 1920x1200 main menu screen, I'm going to hold off on using that because TFN is designed for the native 4:3 resolution. All of the other fixes I have included in TFN 1.4 and I've given you proper credit in both the Change Logs and the credits of the game after you beat it.

If you happen to find and fix any other TFN bugs, please let me know and I'll include those as well, then give you proper credit as always.

Thanks again bud! Call me a fan of DDLullu! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on October 24, 2015, 03:13:29 AM
So i'm looking into playing this mod in the very near future. However, if there is an update on the way, I feel I should hold off until it is released. Any estimates so far on when the 1.4 version will be released. Not so much an exact date, as a rough ballpark figure ie next month, the month after, etc. If we're a ways off from the next version, I'd like specific directions on how to download it when there is no automatic installer (note: never have had to install something manually without a built-in installer, so i'm afraid i'll mess it up bad). Any help would be much appreciated, thanks!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on October 25, 2015, 09:38:10 AM
Well, since Zer0 hasn't answered this, he isn't yet out of summer torpor. So go ahead and play.

Since you probably already have Wesp's patch installed I suggest this way: http://camarillaedition.darkbb.com/t2318-how-to-use-tfn-with-the-mod-loader (http://camarillaedition.darkbb.com/t2318-how-to-use-tfn-with-the-mod-loader)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on October 25, 2015, 10:03:16 AM
Hahaha, thanks. Now if only I can get TFN past the loading menu....

After looking at the sticky posted on the Team Camarilla forum, it appears I suffer from the dreaded "Windows 10-itis" - which has been plaguing many a Windows 10 user as far as TFN is concerned. It appears that one fix is to overwrite the Steam version's vampire.exe file with the .exe from Wesp's UP? Or something to that effect....

I have made sure to clean install initially with just TFN 1.3 and the 1.3 Hotfix, and the above mentioned solution - having the UP in a completely separate folder than TFN which is inside my steamapps one. I just hope i'm doing this right...though if not, I suppose it's back to the ol' drawing board.

EDIT: Apparently copying and pasting the vampire.exe from the 9.4 UP into the Steam folder with TFN did not work, as all I keep getting is the main menu and instant crashes when trying to start a new game :/
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on October 26, 2015, 02:33:16 PM
Have you switched the dlls?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on October 27, 2015, 03:56:31 AM
Not on the last fix I tried. However, I might have to try your specific method...the one you posted the link to....

I'll give it a whirl, and report back whether or not it worked.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on October 30, 2015, 01:15:30 PM
Ugh......

So I tried doing the sticky instructions on the Team Camarilla forum on "How to make TFN work with the mod loader".

However, and i'm sure this is probably like the stupidest thing ever to get hung up on, i'm having trouble setting up the shortcut for it: Last step: create a desktop shorrtcut to vampire.exe, go to properties and edit the command line like this: ...\bloodlines\Vampire.exe -game tfn

Every time I keep getting crap saying that the target line is invalid >.>. Of course, this is assuming I didn't already screw something up in the previous steps. Anyways, I have the Steam version of the game as opposed to the retail disc (assuming that makes any kind of difference). Also, there's vampire.exe.12 file and another file just called Vampire. I've tried numerous times with both, typing exactly what it says to in the instructions, and still no dice.

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on October 30, 2015, 03:03:03 PM
Okay, not sure if I use the right expressions because I have the german windows verion and I still run vista, but basically it should all be the same.
Right-click on the desktop (or whereever you want the shortcut), select new and [in german it's Verknüpfung].
Use this window to create a shortcut to /[something with Steam, don't now exactly]/...bloodlines/vampire.exe. Don't change the command line at this point.
When the shortcut is ready, right-click it, go to properties, and then add -game TFN to the command line.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on October 31, 2015, 04:42:12 AM
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').
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Maxus Corvin on October 31, 2015, 07:54:00 AM
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').

So long as the folder name is correct, then the problem is that it has to be -game, with no space.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: atrblizzard on October 31, 2015, 07:57:15 AM
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').

Make sure your path is added correctly, like the following: "C:\Program Files (x86)\Steam\common\Vampire The Masquerade - Bloodlines\Vampire.exe" -game tfn
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on November 02, 2015, 09:37:08 AM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Maxus Corvin on November 02, 2015, 12:47:11 PM
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?

Not entirely sure about this, but I'd imagine that the tfn folder should be within the base directory for the game, i.e the Vampire The Masquerade - Bloodlines folder.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on November 02, 2015, 10:18:28 PM
Yep, Maxus is right. The /tfn folder goes in the main -bloodlines folder.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on November 03, 2015, 09:01:56 AM
Good news: No more shortcut issues ie I have a shortcut, and can get to the main menu for TFN.

Bad news: Instant crash upon starting new game...just like before amending the files to work with the mod loader :facepalm:

So, I copied the tfn folder into the VMTB base, as well as copying and pasting both the client and vampire dlls from the UP 9.4 into the tfn folder. Unless I was supposed to do a full replace of the TFN dlls ie actually deleting them, which I did not. I just copied and added the UP's, as I did not want to delete the other dlls before learning that we still need them too.

Anyways, I thank all of you that have been graciously helping me through this over the past several days. I keep feeling like i'm becoming tiresome at this point, and almost afraid to keep asking over and over again. It's hard to tell at this point if I finally got the manual installation process correct, and it's just my comp being a tool and not letting me play the TFN mod. Or if I have somehow botched the process again.

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 03, 2015, 08:16:26 PM
Paper,

First off, you're not being tiresome with your questions, we really want to help you play TFN let's keep working on it together.

Okay so you are using the client.dll and vampire.dll files from the UP 9.4, correct? Are you running Windows 10 or have automatic updates in Windows enabled for 7 or 8? If so, grab the vampire.exe file from UP 9.4 and run that. The crash upon starting a new game is most likely the DRM issue of Windows 10 (or updated 7/8). The UP 9.4 has a DRM free vampire.exe file, so back up the vampire.exe that came with TFN and use the one from the UPs.

Let us know if that got you in. GL!
 :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on November 03, 2015, 10:39:32 PM
I'm running Windows 10, though I think I finally got the game to work by putting the UP client and vampire dlls in the correct way. At least, I was able to get to the clan histories and character creation pages. However, due to how late it was by the time I got this, I didn't have a chance to set a char up and actually begin a play-through.

I do plan on doing just that tonight, so if there are any further probs I haven't hit on yet, I'll be sure to report back here. But yeah, I was able to get past the main menu, so that's def a big step in progress.

And thank you so much for your understanding. I have a tendency to feel like i'm imposing on others with stuff like this, so it's good to know that that is not the case here :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 03, 2015, 11:00:43 PM
Haha no problem paper! What would be the point of spending years creating a mod only to get mad at people who have questions on installing it. LOL  Always a pleasure to help and I hope you report back here later on whether or not it worked and you're playing.

Here's hoping you can play tonight and enjoy the mod! Cya!  :vampsmile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on November 04, 2015, 12:24:23 PM
I am happy to report that the game is officially up and running and working just fine thus far. Thanks so much to all of you that have been helping me this past week with this! :3
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 04, 2015, 05:48:34 PM
Great success!!! Awesome, thanks for letting us know!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 05, 2015, 06:49:47 PM
(http://i63.tinypic.com/2m284mh.jpg)

My name is Michael Brower and I am a journalist student at Indiana University. I’m sitting here today with my personal friend Zer0Morph; the founder and lead project designer for The Final Nights expansion to Vampire the Masquerade: Bloodlines. I would like to thank him for taking the time to talk to us for this interview.

Michael: Thanks for talking to us Zer0. Word has it your team is releasing patch 1.4 for The Final Nights, in late December.
Zer0: That’s right! Team Camarilla International is releasing update 1.4 on Thursday, December 31st 2015.

Michael: What made you decide to choose that day?
Zer0: A year ago, I was a single man living in an empty apartment all by myself on New Year’s Eve, and it was a bit depressing. I figure there may be another young man out there with the same situation for this New Year’s Eve, and so I want to give him something fun to do and something to look forward to this year.

Michael: Aww, aren’t you sweet. Let’s talk about TFN 1.4 and some of the new features it brings. What stands out in your mind as the biggest change with this patch?
Zer0: The biggest change in 1.4 was done to the Inspection feat which was almost a pointless feat to invest in with prior versions. In early versions of TFN, we placed many new items in all of the main hubs but then hid them from plain sight. This required the player to invest in Inspection in order to see them. We took this same concept in TFN 1.4 but expanded it to every map in the game so now EVERY item has been hidden in the same way.

(http://i68.tinypic.com/2ltiwat.png)

Michael: What about quest items, are those also hidden?
Zer0: Essential quest items that are required to further the main quest are not hidden because that wouldn’t be fair, but side quest items like Pisha’s occult items or Bertram’s CD are hidden, yes.

Michael: So this makes Inspection a very important feat to invest in, much like Haggle?
Zer0: Correct, you will want to get your Inspection to at least 3 or 4 on any character if you want to see most quest related items.

Michael: What about a player who doesn’t want to invest in Inspection at all and wants to invest in other things? Is that viable?
Zer0: Absolutely! You’ll just miss out on some side quest experience and items to sell or use, however, you’ll make up for this by having stronger combat attributes or feats.

Michael: What kind of items can you find with higher levels of Inspection, like 9 or 10?
Zer0: That’s a great question! For players who want to completely invest in Inspection and take it to the maximum level will find stuff like armor, occult items, and very expensive sellable loot including plain cash. Inspection has become a new way to make money, an alternative to Haggle, Lockpicking, or Hacking.

Michael: Wow! It sounds like there are many avenues for the player to make money and grow powerful now.
Zer0: That’s right! Players no longer HAVE to invest in Haggle to make money. In prior versions, many players said that Haggle had gone from unneeded to absolutely essential and we didn’t like forcing the player to play a certain way. Haggle, Lockpicking, Hacking, or Inspection are 4 completely different ways to get money and power now.

Michael: I saw some videos back in February showcasing 2 completely reworked disciplines; Auspex and Presence. These 2 disciplines are known to be weaker than the others, how have you changed that?
Zer0: Let’s talk about Auspex first because it relates to the Inspection system. In the past, Auspex was used to increase your Ranged combat feat and to see through walls, but did little else. Most players found it to be the weakest discipline in the game, however, Auspex does temporarily increase your Inspection feat and so we programmed it so all of the game’s hidden items will appear in real-time to the player to pick up, when Auspex is activated. In addition to this, Auspex also temporarily increases the player’s Intelligence allowing them to hack higher level computers, kind of in the same way Blood Buff increases your Dexterity so you can lockpick better.

(http://i64.tinypic.com/10fszg8.png)

Michael: Wow! It sounds like Auspex now has many uses, not just increasing your Ranged combat feat.
Zer0: That’s right! Auspex carries with it a lot of utility in addition to combat attributes. And because now it’s wise to walk around with Auspex activated at all times so you can see hidden items, we reworked the sound effect by lowering the volume as to not annoy the player. We also reworked the visual effects to make it look nicer.

Michael: Sounds like I’ll be specializing in Auspex as my next character. So what have you done different to Presence?
Zer0: In the pen and paper game, Presence can be used to influence an NPC’s emotions which is obviously very handy when socializing. Unfortunately, Troika made Presence a passive debuff combat feat and nothing more, so we went ahead and coded a passive buff to all social feats in dialogue at higher levels of Presence.

Michael: What do you mean a passive buff in dialogue?
Zer0: At Presence level 3, whenever a player speaks to an NPC, Presence is activated giving the player a +1 to Seduction and Intimidate. At Presence level 4, the player influences NPCs with a +2 to Seduction and Intimidate and a +1 to Persuasion, and at Presence level 5, the player influences NPCs with a +3 to Seduction and Intimidate and a +2 to Persuasion.

(http://i63.tinypic.com/2qaml9s.png)

Michael: That’s awesome!! Does it cost additional blood to use this buff, like when charming someone using Serpentis?
Zer0: No, this is an innate reaction to vampires who practice their Presence often, their charm and ability to influence those around them is always on.

Michael: What about the combat debuff that Presence had in the past? Did you make changes to that?
Zer0: No, that has remained the same meaning Presence is still useful in combat situations. We did reduce the duration of Presence a little to balance the new changes in dialogue. We also added the sound and visual effect when entering dialogue so it’s very professionally done, however you can turn off the visuals if you find them distracting.

Michael: Can you influence every NPC in the game with Presence?
Zer0: Actually no, only kine and weaker kindred can be influenced. Older more powerful vampires are aware of your charismatic charm and will know how to ignore it when speaking with you. However, they know that it’s a part of who you are so they won’t be upset about it.

Michael: Amazing! Now I can’t decide if I want to play a Presence kindred or an Auspex one. Great job! Let’s talk about the Followers of Set clan, I see you’ve made some changes there.
Zer0: Correct, we removed the Followers of Set clan from TFN and replaced them with the Warriors of Set, a subtype of the Followers.

Michael: What’s the different between a Follower and a Warrior?
Zer0: The Followers of Set specialize in charms and sneaky backstabbing to further the cause of their god, Set. The Warriors of Set are the holy fist of Set that when physical enforcement is required, they are called upon. Because of this, the Warriors unlearn Obfuscate at a young age in replace of Potence. They can still charm people like a puppet master but when social influences fail, they have the grit to physically enforce their will.

(http://i66.tinypic.com/1904si.jpg)

Michael: They sound exciting! What made you decide to change this?
Zer0: We had 3 clans with Obfuscate and 1 clan with Potence, so it made sense to balance it out with 2 clans with Obfuscate and 2 clans with Potence.

Michael: How many clans have either Auspex and/or Presence?
Zer0: Every clan has either Auspex or Presence, but not both. The exception are the Samedi who don’t possess either discipline.

Michael: Good to know. What about game rebalancing? I heard something about this in earlier posts.
Zer0: I’m happy you brought that up. Experience and money have been completely rebalanced in TFN. In short, mid and late game experience and money both have been reduced. We found that over time as we added more quests and ways to earn experience and money, the player had more than enough opportunities to be swimming in experience and money at the end of the game. This will help that out a lot!

Michael: When you say “rebalanced”, you really mean nerfed, right? Will that make TFN 1.4 harder?
Zer0: Yes and yes! We didn’t touch early game experience and money because we felt it was already hard enough as it was, however, in the mid game you began to snowball and by the end game you actually had too much of both. While the player can still be all powerful at the end of the game, it won’t be absurd like it has been in previous versions of TFN.

Michael: That’s good to know. Which version of TFN would you say was the most unbalanced?
Zer0: Definitely version 1.3! TFN was meant for players who had already beaten the vanilla game and unofficial patches, and wanted a new challenge, and in TFN 1.0 we gave players a new challenge. Unfortunately, as subsequent releases were published the amount of experience and money grew drastically and was left unchecked, almost to the point that TFN became as easy as the vanilla game.

Michael: I look forward to the new challenge of TFN. Let’s talk about additional quests. Did you make any?
Zer0: We sure did! The TFN NPC named Silvia Black now gives a new quest via email called “For the Greater Good”. When the player breaks the masquerade they receive an email asking to visit her in the tattoo parlor. After speaking with her, she will send another email about a newspaper reporter who plans on publishing a picture of a Nosferatu in the morning paper. This is a timed quest so it must be completed before the reporter publishes it. If the player gets the photo in time, they will be rewarded by Silvia. On top of that, the player can use the photo to blackmail Gary Golden later in the game for a new powerful occult item.

Michael: Okay so that sounds freaking awesome!! Any other additional quests or changes?
Zer0: Actually yes. When speaking with Gimble over the phone in the basement of the tattoo parlor, if the player has an Inspection of 4 or higher, he or she can uncover the plot right then and there which grants the player additional experience and opens new dialogue lines from Gimble.

Michael: Now that is exciting! What kind of bug fixes have you implemented with 1.4?
Zer0: A lot! We finally got the “No Hands Bug” fixed, FINALLY! When starting a new game, sometimes the player would spawn without fists which basically broke the game. Wesp and Childe of Malkav helped get this fixed. We have also fixed many other bugs left over from 1.3 and can be found in the Bug Fixes list.

Michael: Cool. Let’s talk about Windows 10 and the DRM changes breaking everyone’s game.
Zer0: Yeah, that’s been a real bummer for a lot of people. It seems Microsoft decided to update Windows 7, 8, and 10 so Bloodlines wouldn’t run with DRM. Once again, Wesp came to the rescue and found a DRM Free version of the vampire.exe file that fixes this. He implemented it with the unofficial patches and allowed us to use it too.

Michael: Awesome, one less headache to worry about! I also heard something about .dll files goofing up people’s games too.
Zer0: Yeah, when the bugs come they come in waves. Client.dll and vampire.dll somehow are no longer compatible with certain people’s games, mainly Steam users. We will be packaging alternate .dll files for these users so they can simply rename them and use the new ones which should fix the issue.

Michael: Wonderful, I’m sure they’ll appreciate that! Will there be instructions on how to do this?
Zer0: Yes! Actually this brings me to my next subject and I’m very excited to announce. TCI has finally published an official game manual for The Final Nights!! This official game manual will contain everything a player needs to know to play TFN including Installation Instructions, Frequently Asked Questions, Feats, Clans, Disciplines, Game Mechanics including the Bloodloss Timer, Masquerade Violations, Humanity/Frenzy, a complete Weapon Breakdown, Prostitutes, and even all of the music used in TFN. We’re super excited to finally give players all of the answers to their most common questions in one central manual.

Michael: Amazing! I think players will really appreciate this because it’s so confusing to know what a mod changes and how.
Zer0: Exactly! This is long overdue and we really appreciate all of the years people hung in there, confused, and remained loyal to the mod. This is for them especially!

Michael: That’s so awesome! So what are your plans on the weeks leading up to the release of TFN? Do you have anything planned?
Zer0: You already know we do, HAHA! TCI has been working with a well-known Twitter broadcaster and Internet Personality named ToddEVF. He’s been a long standing fan of Bloodlines and strong supporter of TCI mods for a while now and has graciously agreed to run a TFN pre-release party stream of 1.4 in the weeks leading up to its release!

(http://i66.tinypic.com/4nwc1.png)

Michael: Wait, so you’re saying we can watch TFN 1.4 being played LIVE on Twitch, before it’s even released?
Zer0: Yup! He’ll be broadcasting every Wednesday and Thursday night from 11pm – 3am Eastern Standard Time (GMT -5). He will be playing TFN 1.4 and showcasing all of the new features and those who login to Twitch and watch, will be able to talk to him about the game as he plays it. The first broadcast will take place Wednesday night on November 25th at 11pm and the last broadcast will end on Thursday December 17th at 3am in the morning. You can watch and participate in the party at www.twitch.tv/toddevf (http://www.twitch.tv/toddevf) and visit his Twitter page at https://twitter.com/toddevf. (https://twitter.com/toddevf.)

Michael: Awesome! I can’t wait to be there and join in. Will you be there?
Zer0: Uhh, yeah? LOL, of course man, I love hanging out with Todd and the vampire community! J

Michael: Fantastic! Well thank you for taking the time to talk to me and I’m very excited about the upcoming TFN 1.4 mod update!
Zer0: Thank you Michael and it’s always a pleasure speaking with you. Take care!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Sabbat_stalker on November 06, 2015, 01:16:38 AM
Have you ever considered adding a baali specific quest /plot ?  :cometome:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 06, 2015, 02:32:40 AM
There actually already is one, it's called "A Pyramid's Deception". When you first create a Baali character, you will find a special book in your haven mailbox sent to you by a mysterious "friend". This book contains in it an explanation about modern Baali and how they are hated by all the other clans, so in order to survive, they must disguise themselves as members of the Tremere clan.

I don't want to give away any spoilers but this unlocks a Baali specific quest that can lead you to secure a place in Strauss' chantry.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: DiamondBorne on November 06, 2015, 06:42:04 AM
 :clap: Yay!  :clap: Always good to know the exact release date  :smile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 08, 2015, 06:35:26 PM
:clap: Yay!  :clap: Always good to know the exact release date  :smile:

I know right? LOL. It's unusual for us to plan so far out (2 months) for a release date on a patch but I think this will give the community time to plan their personal gaming schedule along with allowing us a stress-free time beta testing TFN, promoting it, and doing the pre-release party. I like doing it this way better and will probably continue for future releases.  :comegetsome:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on November 09, 2015, 03:06:45 AM
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 :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 10, 2015, 06:13:59 PM
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 :)

Awesome Paper!! Hope to hear back from you on how you liked the changes! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 10, 2015, 06:14:47 PM
(http://i63.tinypic.com/add8k8.jpg)

Dear Vampire Community,

Zer0Morph here and I'm super excited to tell you about our upcoming plans for The Final Nights 1.4! We're having a party and you're all invited! Team Camarilla International and Twitch Streamer ToddEvf are hosting an 8 night series of TFN 1.4 before its release to the public. Broken down into 4 hour shows, ToddEvf will be showcasing the new features and playing TFN 1.4 LIVE on Twitch. During this time you can interact with other guests of the stream including Todd himself. For those who can't make it, the shows will be recorded and posted on Youtube a few days later. Below is a schedule of the showing.

All Times are Eastern Standard (GMT -5)
Night 1. Wednesday November 25th 11p-3a
Night 2. Thursday November 26th 11p-3a
Night 3. Wednesday December 2nd 11p-3a
Night 4. Thursday December 3rd 11p-3a
Night 5. Wednesday December 9th 11p-3a
Night 6. Thursday December 10th 11p-3a
Night 7. Wednesday December 16th 11p-3a
Night 8. Thursday December 17th 11p-3a

Twitch Channel: http://www.twitch.tv/toddevf (http://www.twitch.tv/toddevf)
Twitter Page: https://twitter.com/toddevf (https://twitter.com/toddevf)
Youtube: https://www.youtube.com/user/TheInsanityChamber (https://www.youtube.com/user/TheInsanityChamber)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 20, 2015, 12:07:33 AM
Dear TCI Members and Fans,

We are proud to announce that The Final Nights Version 1.4 will be released for public download on Thursday, December 31st, 2015. Initially you will only be able to download it from here and from the Team Camarilla International forum, however as this Bloodlines expansion gains popularity, alternate download locations will become available.

(http://i63.tinypic.com/2m284mh.jpg)

Below are the list of features in VTM: The Final Nights 1.4.

Bug Fixes
- Fixed Windows DRM error check issue (Thanks Wesp)
- Fixed .dll issues (Thanks Wesp)
- Fixed blood doll automatic success issue
- Changed starting money amount
- Akeem's model now has proper physics applied
- Removed buggy cop in Empire Arms Hotel
- Changed inspection occult items to avoid duplicates with quest givers
- Changed Assamite Vizier to proper clan logo in character sheet
- Removed Presence, Auspex, and Fortitude first person view emitter
- Fixed Online Bank Hacking bug where you wouldn't receive money
- Beachhouse and Gimble's basement stay unlocked after quest completion
- Key of Alamut occult item not using the proper trait effect
- Normal fists are removed if player has Fang of Vukodlak after shapeshifting
- Apep's claws and Fiery fists no longer show in the inventory
- Created prostitute trigger for pier hooker
- Fixed no hands bug in tutorial
- Adjusted damage for Daimoinon 3: Conflagration
- Raised damage of the Bush Hook and Nodachi
- Readjusted volume for Main Menu and Character Sheet music
- Improved Akeem's lip movements (Thanks DDLullu)
- Fixed Lily's cutscene for female models (Thanks DDLullu)
- Fixed Silvia's black bar on facial model (Thanks DDLullu)
- Fixed Flynn's eye issue on facial model (Thanks DDLullu)

New Content
- Clan Followers of Set are now the Warriors of Set
- Created "For the Greater Good" side quest for all clans
- Can blackmail Gary with a photo for a new powerful occult item
- Presence 3-5 influences NPCs during dialogue (No blood required)
- Presence duration reduced to balance with new dialogue ability
- Items will not appear without appropriate Inspection level for all maps
- Auspex now reveals hidden items in real-time
- Auspex duration reduced to balance with new reveal ability
- Created progressive particle effect for Auspex and redesigned visuals/sound
- New items have been placed on all maps for new Inspection System
- Trip now sells a bottle of Morphine
- Malcolm and his patient leave when Heather does
- Silvia Black sends email to the player upon arriving in Santa Monica
- Pisha's fetish items require Inspection 4 to see
- Bertram's CD requires Inspection 7 to see
- Fang of Vukodlak is cursed and cannot be removed once worn
- Restored all PC models for introduction scene
- Use Inspection 4 to uncover Gimble's plot and earn XP
- Changed eyes for Osebo and Samedi models
- Persuasion was changed to Inspection to reveal information on the Gargoyle
- Rebalanced experience gain
- Rebalanced Haggle money rewards
- Occult items resell value 75% of base value
- New music for ending credits

NOTE: All System Charts such as the Weapon stats, Frenzy Timer, Haggle System, Blood Doll %, and Masquerade Violations can be found at our website:
http://camarillaedition.darkbb.com/f34-game-mechanics (http://camarillaedition.darkbb.com/f34-game-mechanics)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: PearlJamR on November 24, 2015, 03:34:55 AM
Win7Pro to start with, Now Win10Pro.

Have never gotten TFN1.3 with 1.3.1 Hotfix to run. Crashes after new game start. See words then crash. Windows message about finding solutions. Hope v1.4 runs for me. I mean Help for real!

Fresh install from disc. not steam version.

Edit: Oh yeah cannot wait for 2015 12 31. Great stuff!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 24, 2015, 06:25:40 PM
1.4 will have all of this DRM stuff fixed. For now, you need to grab the vampire.exe file from Wesp's UP 9.4 and overwrite the one that comes with TFN 1.3.1. That will fix the crashing on new game issue.

Dec. 31 can't come soon enough for us either!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 28, 2015, 06:37:23 PM
And now we present to you the long anticipated official game manual for version 1.4. This guide should answer any question you have about TFN and help you understand the mechanics behind the game, along with the changes in this mod. This manual is a must-read for ALL TFN players!

Download VtM: The Final Nights 1.4 Official Game Manual
Download from ModDB (http://www.moddb.com/mods/vtm-the-final-nights/downloads/official-tfn-14-game-manual)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on December 29, 2015, 12:58:33 PM
Just wanted to point out that you have a mistake (http://idioms.thefreedictionary.com/without+further+ado) on page 41.
I think it's the first time i actually read the manual to anything. Guess it's because i'm waiting for the new version.
Really looking forward to playing this mod. I recently decided to check out the "competition" (namely "antitribu" mod) and oh, god. Grout's wife as a boss is where i draw the line.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 29, 2015, 05:14:05 PM
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'm glad to hear you're reading it, I really think it's going to help many players who didn't understand the new mechanics that TFN introduces. It's frustrating to play a mod and not really know what the new changes are and what's going on behind the scenes, and that's what this manual aims to do. While some players just enjoy the role playing aspect in Bloodlines, others enjoy min/maxing their characters and to do that, you HAVE to see the numbers and understand the mechanics, and how they work.

On a side note, Grout's wife is a boss in the Antitribu mod? I... ummm... didn't know that, lol.  Sounds... interesting. :chinscratch:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on December 30, 2015, 09:50:08 AM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on December 30, 2015, 10:50:18 AM
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?

Yeah, compared to everything else the ATM achieves, this is quite ridiculous! I had the impression they just used empty maps like the Ocean House outside because there wasn't anywhere else to do it, regardless of the atmosphere that would get destroyed. I hope that they will move this stuff elsewhere once they start to include new maps :)!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on December 31, 2015, 07:44:05 AM
I've never played Antitribu beyond the Ocean House. Mostly because of that atmosphere destroying fight.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on December 31, 2015, 07:23:53 PM
Dear VTMB Community,

The Final Nights Version 1.4 has just been released on ModDB. Other download locations will become available as we upload to alternate sites. Have fun playing and have a happy New Year!!

Download VtM: The Final Nights 1.4 (Full Version)
Download from ModDB (http://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-14-full)
Edit by SAMSPIN: Download from Planetvampire mirror (http://patches.planetvampire.com/VTM_The_Final_Nights_1.4_Full.exe)

Download VtM: The Final Nights 1.4 (Update Patch) Requires TFN 1.3
Download from ModDB (http://www.moddb.com/mods/vtm-the-final-nights/downloads/vtm-the-final-nights-14-update-only)
Edit by SAMSPIN: Download from Planetvampire mirror (http://patches.planetvampire.com/VTM_The_Final_Nights_1.4_Update.exe)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 01, 2016, 09:02:33 AM
So, I've just downloaded the mod. Huge thanks, obv. But i also think that maybe you should've included instruction on how to install this mod with modloader (As i figured, i just unpacked it somewhere else, then moved everything from TFN/vampire subfolder to TFN, then copied TFN directory into the gamefolder, created the shortcut with -game TFN and it runs perfectly).
Now, since the game is optimized to run with 4:3 res, is there a way to make only one of the mods to run in windowed mode? NVM, just put -windowed key in the shortcut.
Well, sadly, I can't say it's that greatly optimized for 1280x1024, what, with clipped words (http://postimg.org/image/eo9jupqdl/) and clipping behind taskbar.
Char creator theme is amazing. New icon still has bloodlines though.
ED: Okay, i seem to have encountered a problem. When I try to feed on a guy taking a leak behind a dumpster near Asylum (there's a whole pissing contest there now, lol) i get a criminal violation and the game crashes. (I went on a murder spree in UP 9.4 and cops spawned normally). I'm pretty sure nobody sees me and even then, shouldn't it be a masquerade violation? Also for some reason doors seem to close much slower in windowed mode, had to switch back to fullscreen and be forced to watch cropped menu.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Helm on January 01, 2016, 02:33:13 PM
Does it work with Steam?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on January 02, 2016, 12:52:46 AM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 02, 2016, 08:34:02 AM
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Does it work with Steam?
Yes, it does.
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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.)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Paper_Faces on January 03, 2016, 09:40:21 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 03, 2016, 11:45:37 AM
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.
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: atrblizzard on January 03, 2016, 12:13:46 PM
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.

You can use a combination of using the -window parameter in Properties and Borderless Gaming (http://"https://github.com/Codeusa/Borderless-Gaming/releases/latest") to allow borderless windowed mode. If your resolution doesn't show up in the options, might need to use ResPatch or similar to unlock them. I'm not sure if this is already implemented in TFN or not.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on January 03, 2016, 03:02:16 PM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 03, 2016, 05:59:40 PM
First off, thank you to Samspin for adding the TFN 1.4 mirrors to PV. I also updated this on the TCI website so expect more downloads from PV.

J3ster,

We will be releasing a ModLoader version separately on ModDB shortly. I wanted to make sure the normal game worked first before releasing a ModLoader version. So far we've been receiving a lot of positive feedback for 1.4 so the Mod Loader looks to be an option soon.

As Malkav said, Murietta's key is still there, it's just hidden and you'll need a certain level of Inspection to see it. I believe it's Inspection level 5 but don't quote me on that. Activating Auspex can also temporarily increase your Inspection, if you have it. Essential quest items that have no alternate way to obtain have not been hidden, so you can still advance the main quest without Inspection.

I've been playing at 1920x1080 resolution using the ResPatcher program. I leave the FOV and Animorphic properties as default, and the game runs very nicely. The load screen, main menu background, and HUD are a little stretched, but everything else looks amazing in game. I've never done any Windowed mode testing for TFN so use it at your own risk. I did notice the character is zoomed in cutting off their legs, while in 1080p mode, however you get a closer shot of what your character looks like which is kind've cool. Also I noticed in 1080p mode that some of the cutscene angles look warped, but again it's not a big deal.

Anyways, glad everyone is having fun with 1.4 so far!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 04, 2016, 12:26:57 PM
Well, this  (http://s2.postimg.org/hy42prwk9/TFN_Menu.jpg)is how the menu looks in TFN (couldn't take a pic in fullscreen, u get the idea) and this  (http://s2.postimg.org/e30on7deh/UP_Menu.jpg)is an UP menu. Now, in my older play-troughs i used to install only 1.2 patch and therefore had to respatch the game manually. It worked real nice. But with the most recent versions of UP Wesp started including fixed widescreen dlls and i didn't have to patch the game myself anymore. I, however, noticed a difference between manually patched widescreen and Wesp's version. Pop-ups in the tutorial wouldn't strecth in Wesp's patch. Not a gamebreaking issue, as you can very well see. Now, it appears, that the menu background is reluctant to widen as well. I vaguely remember writing something on the moddb page of the mod in post 1.2 patch about menu stretching issue with respatch, but i never actually played the mod itself back then.
Why would you even , make a 1024x1280 background in 2016?
As for the inspection thing. You've confused me sir, in that interview when you sad that Auspex discipline highlights the hidden items in hubs. If all that Auspex does is just boosting your inspection feat, then it's still sort of worthless for a non-ranged character.
I also struggled with understanding Assamite clan weakness. As far as i gathered you get cheaper xp costs for either knowledges, talents or skills but higher costs in the rest. It seems to tie somewhat to the backstory you choose, but not always makes any sense. Say, i've chosen "queen of blades" for a melee bonus - i get cheaper skills costs which is totally useless. I don't want my character to have high Firearms - she's not a Queen of a shooting range, lol. And having cheaper dodge would be great. But, no it's actually more expensive. I guess it has something to do with game mechanics limitations.
Did i mention that charsheet music is awesome? Where did you find it?
P.S. 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 guess having a modloader would imply some level of mad skillz required for mod installation.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on January 04, 2016, 01:36:53 PM
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 ;)!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 04, 2016, 03:28:51 PM
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.
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on January 04, 2016, 04:04:37 PM
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.

Only the very old ones and those that you can install manually in which case you can fix that!

Quote
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.

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?

Quote
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.

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...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 04, 2016, 04:36:04 PM

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?
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.
And VV photo is one of the optional replacers  (the only one) that get installed into the main vampire folder instead of game/CQM subfolder.
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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.
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. But then again i know next to nothing about modding, so don't take anything i say too close to heart or anything like that.
Everything you guys do is amazing.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 04, 2016, 07:08:21 PM
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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.

Unfortunately I'm at work and they have your links blocked. I'll check them out later when I get home.

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Why would you even , make a 1024x1280 background in 2016?

I made the background in 2011 with the initial release of TFN, it hasn't changed since then.

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it's still sort of worthless for a non-ranged character.

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.

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I don't want my character to have high Firearms - she's not a Queen of a shooting range, lol.


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.

Quote
Did i mention that charsheet music is awesome? Where did you find it?

Thanks! You can find it here.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on January 04, 2016, 09:27:53 PM
Umm, modloader doesn't work without widescreen? Really?

Yes, the Russian guy who made it merged all other improvements in, including widescreen support.

Quote
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...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 05, 2016, 10:17:24 AM
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.
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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.
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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.
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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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on January 05, 2016, 10:26:34 AM
Well, okay then. But CQM 3.1 that includes you patch doesn't have 'em.

I didn't know that! My decicion at the time was to add the official patch 1.2 to the game even in non-patch mode. It seems burgermeister keeps the original in whatever version and includes the patched files only in his subfolder. It's probably moot anyay, as I don't think there are unpatched version sold today that will not end using the UP ;).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on January 06, 2016, 05:51:46 PM
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I don't think it was all the rage even back then.

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.

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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

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.

Quote
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.

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 :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: J3ster on January 08, 2016, 04:30:17 PM
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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.
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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
I suppose it would be best to halve the "normal" xp costs for chosen path and just double it for the rest of abilities and skills. Disciplines can be left untouched.
For the Warrior path discounted attributes are Strength/Stamina/WIts and discounted abilities are Melee/Dodge/Firearms/Brawl. That would net a 124 xp point advantage any other clans on hardcore when all of the above is maxed. The drawback there is that the second part of firearms trait, namely perception isn't buffed, but i suppose it can be viewed as somewhat of a secondary fighting trait.
Sneaky path would provide benefits in Dexterity/Int/perception and Security/Stealth/COmputer/investigation. Xp adv. is still 124
And for socialite we can knock some xp off char/manipulation/appearance/Int and Intimidation/subterfuge/scholarship/finance. Now, because this path has 4 attributes with cheaper xp costs it ends up with 20 more xp in the end (144 xp advantage) but since they don't get any fighting traits cheaper i think it's an acceptable tradeoff to level at least one fighting skill to some extent.
I should probably take a look at histories to see if any of that fits to anything and maybe finish the game to get a general idea of the amount of xp that player gets.
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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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Damon Salvatore on February 17, 2016, 11:52:02 PM
So, I recently completed VtM and I was wondering how different the experience is using the mod and how many additional quests are there?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: FleshArtist on February 25, 2016, 03:40:49 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on February 25, 2016, 08:33:21 AM
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.

The ATM game mod loader only had troubles because it used outdated files. The big advantage is that you could easily install TFN and ATM side by side and see what each does with the new clans!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Christina_Romuald on February 25, 2016, 11:15:28 PM
Is there any way to make TFN Widescreen?

And i tried to make an account on the Team Camarilla forum, and I believe i got declined
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on February 26, 2016, 08:55:03 AM
Is there any way to make TFN Widescreen?

You could use the ResPatcher included in the Unofficial Patch. Or convince Zer0morph to finally update to the game mod loader which includes native widescreen support! Malkav, can you talk with him about it? You did add it to CE already...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: jshort38 on June 07, 2016, 03:32:24 PM
So TFN isn't mod loader compatible, eh? It's a pity, but there are ways around it. Guess I'll just have to run two installs of Bloodlines. It's only a 2GB game, so it's not a huge deal. Considering it runs pretty damn well on this ancient POS Dell, I've been playing it more than anything else.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on June 08, 2016, 09:19:33 PM
Is there any way to make TFN Widescreen?

And i tried to make an account on the Team Camarilla forum, and I believe i got declined
What happened? We don't decline accounts or shut them down unless they start spamming or doing commercial ads.

@Wesp, I have already tried time and again...

@ jshort38: No need for a double install of the game. Run the TFN installer, but instead of your bloodlines directory let it install in an empty folder. Then install the presence/auspex patch. When this is done, rename the tfn /vampire directory to /tfn and move it in your bloodlines folder. Last step, create a launcher with the command line .../vampire.exe -game tfn.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on June 09, 2016, 08:01:09 AM
@Wesp, I have already tried time and again...

Can't you just fix this for him? I bet all it takes are the fixed Python files for the CE that you updated. Or at least point him here, so he sees that people want it ;)!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Alien on August 07, 2016, 05:31:25 PM
Does Valeren discipline exist for the Salubri?

Also can this be used with the 9.5 UP's mod loader?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on January 23, 2017, 09:39:44 AM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: IanW on January 23, 2017, 12:38:26 PM
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.)

Thanks, Malkav!

You might want to edit your comment: the auto-link the forum created assumed that the period was part of the URL, so it shows a 404 error. Stripping it off makes it work fine, though.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Florence on February 19, 2017, 09:13:13 PM
I should totally post a comment here.
Now this has become my favorite mod.
I tried others too, but this one is number 1 for me.

About the gameplay.

- It is very well balanced.

- You feel very weak at the beginning which makes sense because you are not even bound to your clan yet. But even adding one point stamina or ranged make lots of differences. And I can say you even become a little OP. I mean if for 40 seconds of bloodheal is not OP I dont know what is.
Armors protect you more. I for the first time felt like I'm using a body armor!  :smile:

-Some disciplines don't cost you anything. (Especially trance-like disciplines which makes sense again) And the ones costing you blood continue for longer times like a minute or more.

-You feel very poor at the beginning but when the game continues you get "kinda" rich :p
(Trying not to step on guns so they don't turn into ammos and carrying and selling them one by one, selling every kind of knick knack etc :rofl: but this feels very realistic)

-I normally hate the thing of "bloodloss" but again this is very well balanced too.

-And it make sense that people now can see you from a certain distance. Again it's realistic.

-Music. I don't even need to comment on it. They are awesome! It's my new playlist :)

Overall thank you people for bringing us this great mod
I appreciate it a lot

My favorite and first one is Baali  :cometome: :smile:
(Which clan to play for a second time? :razz:)

I found a minor bug with it.
When you go talk to Ash for the first time in Society of Leopold
If you give him a bloodpack
It says you gained humanity.
Even though I cant raise my humanity above 6 (and I had 6 at that point) I wanted to give the bloodpack
So when I opened the character sheet I saw that I have no humanity point 
Its nothing problematic and I chose not to give the bloodpack in the end
I just wanted to help to further versions by letting people know about it :)

Overall, I'm surprised I haven't encountered any other bug in the game since I know that the mod is based on older patches
It was a smooth and fun gameplay!  :smile:
Thank you all again!  :smile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: SeKaLoR on August 10, 2017, 08:54:38 AM
I would really like to try out this mod but i dont know how to do it.
Where i can download the Mod Launcher?? How i install a mod?? What UP is required for TFN??
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 10, 2017, 11:50:24 AM
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!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: SeKaLoR on August 10, 2017, 12:26:45 PM
I have UP 9.8b3 right now, it wont cause problems??
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 10, 2017, 01:14:18 PM
I have UP 9.8b3 right now, it wont cause problems??

Maybe, as the patch runs from its own directory. But if TFN doesn't work correctly, you need to do a clean install of Bloodlines.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: SeKaLoR on August 10, 2017, 01:44:15 PM
Then ill reinstall it with 9.7 update, just to be safe....
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 10, 2017, 05:45:05 PM
Then ill reinstall it with 9.7 update, just to be safe....

No, don't install any UP version. TFN has an older patch included to which it's compatible.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: SeKaLoR on August 10, 2017, 06:13:20 PM
when i first downloaded the game, i got it with UP 9.6, i guess that wont work too...... :/
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 10, 2017, 08:13:43 PM
when i first downloaded the game, i got it with UP 9.6, i guess that wont work too...... :/

So you got it from GOG? Then just install TFN over it, start from the legacy shortcut and hope for the best...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on August 11, 2017, 07:46:52 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 11, 2017, 08:42:55 AM
There is a mod loader version downloadable on ModDB.

Cool, finally :)! So did you do this?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on August 12, 2017, 09:10:18 AM
Quite some time ago. We talked about it then.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on August 12, 2017, 04:17:17 PM
Quite some time ago. We talked about it then.

Sorry, I didn't remember ;). Great news anyway!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on October 13, 2017, 05:40:12 PM
Good news for those who -like me- are not happy with Zer0morph's descision to change the Follower of Set to Warrior of Set with Potence instead of Obfuscate.
I have created a small addon that will allow you to play both.
Create your character as usual and when you select a history use "History Name" for Warrior with Potence, or "History Name (Obfuscate)" for the Follower.
The discipline popups and checks in the tutorial are covered.

It's a simple zip archive. A Readme with info for content and installation is included. This is intended for the most recent 1.4.1 version, preferrably with mod loader.

For now the only download option is here on PlanetVampire. You can find it in the general "Mods" section (not "Major Mods").
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 21, 2018, 09:50:11 PM
TFN Fans,

Zer0Morph here and I know it's been about 2 1/2 years since I've updated anything related to TFN but I've been bitten by the vampire bug and I'm back into modding Bloodlines. I'm excited to announce that TFN 1.5 will be presented in a true widescreen 1080p HD format and I will be hosting a new "Let's Play" series on Youtube in the upcoming weeks.

As of now, we don't have an ETA on 1.5 HD but it's near completion and should be available for download sometime in September or October 2018. We hope you enjoy the new content and make sure to subscribe to my channel to get the latest updates on the series.

Full Let's Play TFN 1.5 HD (Assamite) (https://www.youtube.com/playlist?list=PLFXqC0FJgCDcmSNqNf01iOqbk-DMC3fLo)

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 22, 2018, 03:08:21 PM
I've never got what people see in the Final Nights mod. I've played it and its well without trying to sound harsh, the disciplines are for the most part just reskins of vanilla disciplines and a lot of its good additions were already in the Camarilla Edition. I don't know what's up with the Masquerade system but it dosen't seem to take into account Masquerade redemptions. It partly seems to be a 'hard mode mod' which while appealing to some isn't so much to me. The idea that its 'no longer Bloodlines' seems incorrect to me, as its not a total conversion mod. The Camarilla Edition did a much better job at disciplines in my opinion. The player models are clearly reskinned versions of the Vanilla clans, they could have had at least different models placed in their place.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: YamiRaziel on August 22, 2018, 06:20:40 PM
Happy to see you back modding, Zer0!  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 22, 2018, 07:03:46 PM
Happy to see you back modding, Zer0!  :rock:

Thanks Yami, how have you been man? It's great to be back!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Leorgrium on August 24, 2018, 09:06:39 AM
Welcome back Zer0  :vampsmile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 27, 2018, 08:43:20 AM
There is one thing I waited to ask to Zer0Morph for a long time but couldn't because I didn't know where he was  :razz:
I loved playing as the baali (<3) (although for lack of time I've stopped playing after the tzimitze hotel) but at the time I've realized one thing. There are seven new clans but:
- two are the laibon cousins of the vanilla clans, nothing particulary new (I hate to critic other's works but I really think this must be said)
- two were done also in the antitribu mod (setites and samedi)
My proposition is simple: why not replace the laibon cousins and the two also done in antitribu with other four clans? There are some clans and bloodlines never adapted in any bloodlines mod like Ravnos, Cappadoci, True Brujah and someone else. The possibilities are really promising!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 28, 2018, 08:58:23 AM
Question to everybody: what would be a perfect 4th clan in your opinion (if the idea of changing them is not discarded)?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 28, 2018, 04:51:13 PM
Question to everybody: what would be a perfect 4th clan in your opinion (if the idea of changing them is not discarded)?

Well the discipline slots are set, so he's gonna struggle to add all those Clans/Bloodlines and their Disciplines. He could use Numina like the Antitribu Mod did, Numina doesn't appear on the character sheet cuz hardcoding. There's thirteen discipline slots (including Blood Buff and Blood Heal). They recreated Blood Heal and Blood Buff as Numina (allowing them access to the original discipline slots), Koldunic Sorcery/Flight (for the Gargoyle) is also Numina. I believe there's three Numina.

Another thing to take into account is the difference between progressive disciplines and the other kind, forget the term. Anyway progressive disciplines have a single effect that grows in strength as you level up. Progressive disciplines are always progressive disciplines even if you mod them. The Antiribu mod had a way around this too, by summoning an invisible NPC with a keyboard command you can change the active power of the discipline (this is also used for Koldunic Sorcery, primarily for levelling up in the case of KS).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on August 28, 2018, 05:18:16 PM
Apart from the problems Shadow Man mentioned, Ravnos seems like a cool idea but how do you implement illusions in a computer game?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 28, 2018, 05:23:37 PM
Apart from the problems Shadow Man mentioned, Ravnos seems like a cool idea but how do you implement illusions in a computer game?

Yeah the Antiribu mod was originally planning to have the Ravnos as a playable Clan (they even had a test video for Chimeristry) but ended up replacing them with another instead, properly for this very reason. You could have specific illusions at each level but I suppose the whole point of Chimersity is its free-form if overpowered.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 28, 2018, 05:45:26 PM
Apart from the problems Shadow Man mentioned, Ravnos seems like a cool idea but how do you implement illusions in a computer game?

Distractions, fear-inducing visions, common dementation/domination stuff. Although I actually don't know shit about this clan except they have this exclusive chemistry discipline
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 28, 2018, 07:24:56 PM
I gave a look at chimistry.
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:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on August 28, 2018, 08:43:49 PM
I gave a look at chimistry.
As the noob I am, I say it's not this complicated. Just have 5 disciplines who can make (not in this order):
  • 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)
But because I'm a noob I'm sure it cannot be so easy  :razz:
So what we have here is a weakened form of dominate. For a clan that also has animalism and fortitude this is quite useless.
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 28, 2018, 09:50:12 PM
So what we have here is a weakened form of dominate. For a clan that also has animalism and fortitude this is quite useless.
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?
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.

Quote
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 28, 2018, 10:11:58 PM
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).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 28, 2018, 10:38:40 PM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 29, 2018, 03:48:53 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 29, 2018, 06:51:01 AM
Another thing I love to see are more quests :D
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 29, 2018, 07:01:55 AM
Quote
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.

Maybe a bloodline with alternate disciplines?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 29, 2018, 03:28:57 PM
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 hope your joking about the Legacies idea.

If you added Old Clan Tzmisce it would mean three Clans in common with the Anitribu Mod, just another thing to keep in mind.

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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: IanW on August 29, 2018, 04:45:24 PM
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.

That would be great!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 29, 2018, 06:16:37 PM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: IanW on August 29, 2018, 06:34:57 PM
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)

The Harbingers are

a) super-rare -- there are 50 or fewer in the world
b) are associated with the Sabbat
b) almost invariably old as fuck and really powerful, since they've been trapped in the Underworld -- and surviving! -- for the last 700 years.

Lore-wise I do not think they'd be a good fit for a fledgling PC.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on August 29, 2018, 06:39:18 PM
The main reason for suggesting the Cappadocians other than for them being cool death monks, is to try to sneak in a shared special discipline. The Samedi are associated with Necromany even if it they don't always have it as one of their official spread in all versions.

In defence of the Harbingers of Skulls suggestion, both TFN and the Antribu Mod have clan choices that lore wise seem at least a little... odd.

Oh and I'm sure the Cappadocians being 'extinct' will come up, yes I am aware of this.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 29, 2018, 06:52:07 PM
I hope your joking about the Legacies idea.

Actually no. If I was looking for an overhaul mod that didn't contain any of the clans that Antitribu used, and I'm looking for a complete set, the Legacies of Laibon would be a natural choice, not to mention the blood coming from these clans are alive and well in modern nights so I wouldn't be breaking anything lore-wise. As Ian mentioned in a previous post, some of these clans (including some of the clans I used like the Salubri) lore-wise just don't make any sense to have as a fledgling. Take for instance Old Clan Tzimisce, nobody technically should be using them as they are incredibly old and powerful and wouldn't be siring fledglings in the final nights (or Antitribu for that matter).

I know we twist and bend lore to make it work with the Bloodlines and engine restrictions, but if I wanted to be 100% compatible with VTM lore, the Legacies would work perfectly.

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.

This is another case of bending/breaking VTM lore to make it work withe an overhaul (which TFN is already guilty of doing). If I was looking bounce the Osebo and Ishtarri out of my clan lineup, then this idea does have some merit. The biggest question for me would be how to actually create Necromancy. I could always replace Thanatosis with Obtenebration and create the Lasombra and Azaneali. Though we would essentially have the Baali and a clan variant of the Baali, the Azaneali, having 2 clans with Obtenebration could be interesting. My issues with Necromancy lie in raising the undead, and though I know it can be done, I'm not a big fan of having the PC rely on familiars to fight with them. I think Obtenebration would be much more fun to create.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 29, 2018, 07:04:24 PM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Mamita on August 29, 2018, 09:12:10 PM
Alright.

I'm briefly returning from my struggles with personal issues IRL to interject here.

Me and Shadow at one point had an idea to create a Guruhi clan to replace the Nosferatu. Lot of other clans too, but it was a little too crazy to undertake. Maybe when I have a lot more free time.

Anyway. 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.
Two different forms, two different clans, shifted between upon falling below a certain threshhold of humanity.
It would have taken a massive amount of inspiration from Jekyll and Hyde.

I'll be watching this topic, but I have to go now. Ciao!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 29, 2018, 09:26:03 PM
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.

I'll put here a list of yet unmade clans (regardless of discipline capabilities/possibilities), so we can confront them with the disciplines list.

Ravnos: animalism, fortitude, chimestry
True Brujah: potence, presence, temporis
Cappadoci/HOS: auspex, fortitude, necromancy
Azaneali/Angellis Eaters: Obfuscate, Obtenebration, Daimonion, Potence, Dominate, Presence
Children Of Osiris: Bardo, Dominate, Potence
Nictuku: Auspex, Celerity, Potence
Blood Brothers: Fortitude, Potence, Sanguinus
Daughters Of Cacophony: Fortitude, Melpominee, Presence
Gargoyle: Fortitude, Potence, Visceratika, Flight

There are also others like Kiasyd and Maeghar but I won't think of them :razz:

EDIT: Just for clarity, what's the disciplines limit?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 29, 2018, 09:27:59 PM
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.

Thanks for the spoiler :I
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: IanW on August 30, 2018, 06:28:53 AM
If I were going to do an "Ebony Kingdom" overhaul, this is what I would have to work with.

Back when Icicle was working on the Malkavian Madness Mod, I made a suggestion to replace all the clans with various versions of the Malkavians (or Malkavian-adjacent) variants and bloodlines.

* Malkavians (the ones with which we're all familiar)
* Malkavians (less-crazy, more-visionary variant that kept Dominate instead of Dementation, also known as the Knights of the Moon)
* Ananke (they have Presence instead of Obfuscate, and feel compelled to collect a trophy from everyone they kill -- the trophies are used in a similar way to ancient soothsayers reading entrails)
* Malkavian antitribu (as the main clan, but more dangerous, with deeper psychoses, and a higher difficulty to resist frenzy)
* Daughters of Cacophony (No one's sure where they came from, but common theories suggest either Malks or Toreador. Fortitude, Presence, and Melpominee -- a Discipline where you can manipulate your voice with speech and song, and even drive others mad)
* Caitiff (no clan identifiers, commonly associated with the thin-bloods. Often seen as a harbinger of Gehenna.)
* I don't recall if I came up with a seventh variant, but six for a single clan is pretty good.

Anyway the point is that there's a lot of potential "special editions" of Bloodlines that people could build; I think we've only started to scratch the surface of what's possible, and we're now seeing some of the fruits of that with the Prelude and the WWII mods. Doing one full of the Laibon sounds like a lot of fun, and I'd love to see even just the African-inspired UI styling that could come out of that.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 30, 2018, 07:26:37 AM
Doing it as now in the TFN will be a complete re-overhaul. I think if someone wants a Laibon conversion it will be enough to, in the vanilla game, change the clan logos, descriptions and disciplines associated (if I recall correctly some switches one common discipline with another common one) plus the interface if wanted. And if you want to keep the new rule system remember The Final Nights was built (if memory serese well) on top of the Camarilla Edition mod (which only makes changes on the rule system, clans are left untouched)

the point is that there's a lot of potential "special editions" of Bloodlines that people could build

The right thing will be to do some compromises, like creating new bloodlines more suitable to what can be done here (not all bloodlines are known).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 30, 2018, 09:55:31 AM
I've put on this scheme. Hope it will help.
I've seen an intriguing similarities in the selections in Bloodlines and Antitribu so I've added it at the bottom with an equally intriguing proposition.... what do you think? (and sorry if I continue to propose these clans, it's just impulsive joy)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on August 30, 2018, 11:00:31 PM
I don't want to give anyone the impression that I'm seriously considering revamping the clan line up for TFN, these were just crazy ideas that are fun to entertain, but the reality of the amount of work that goes into something like this is staggering and I'm not in a position right now in real life to take on such a feat. I just wanted to clear up any potential misunderstandings. I do like these ideas, however, including the Ebony Kingdom idea, but also getting rid of TFN's two African bloodlines in exchange for something more main-stream European like the Cappadocians and Daughters.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on August 31, 2018, 07:39:43 AM
Like I said, it was a moment of impulsive joy. Sory :P
Let's just forget it....
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on September 21, 2018, 08:26:44 PM
Dear TCI Members and Fans,

We are proud to announce that The Final Nights Version 1.5 HD will be released for public download on Tuesday, October 16th, 2018. Initially you will only be able to download it from ModDB, however I will be working with the PV team to get it uploaded here and possibly on Patches Scrolls.

(http://i27.photobucket.com/albums/c197/zer0morph/TFN%201.5%20HD%20Banner.png)

Below are the list of features in VTM: The Final Nights 1.5 HD.

Coming Soon!

Come Join Zer0Morph as he continues his "Let's Play" 1.5 HD on Youtube. There you can learn more about the details and changes of 1.5 HD and can ask questions to him directly!

Full Let's Play TFN 1.5 HD (Assamite) (https://www.youtube.com/playlist?list=PLFXqC0FJgCDcmSNqNf01iOqbk-DMC3fLo)



NOTE: All System Charts such as the Weapon stats, Frenzy Timer, Haggle System, Blood Doll %, and Masquerade Violations can be found at our website:
http://camarillaedition.darkbb.com/f34-game-mechanics (http://camarillaedition.darkbb.com/f34-game-mechanics)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Aloysius on September 22, 2018, 07:37:25 AM
Tuesday, October 16, 2018. Now that is quite accurate but can't we know the exact hour, minute and second in every time zone as well? No I am just fooling around, but I am curious how you calculate such a accurate release date?

Me, well, sometimes I feel like my work is a few weeks away to be finished, then I feel like dropping everything when it sometimes seem I will never be done. But maybe it's just me and my, very original style of organisation.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on September 22, 2018, 05:24:06 PM
Well, fortunately for me, I have a bit of spare time on my hands so I'm able to really narrow down the time. 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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on September 22, 2018, 06:42:14 PM
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.

Might I ask what all is HD then? I understand you got 3Dell's HD HUD from EntenSchreck, but how about all the stuff that krispy was working on before he dissappeared?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on September 23, 2018, 02:16:15 AM
Not HD textures, HD resolution. 1920x1080.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: page on October 01, 2018, 11:20:46 AM
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!!!


Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 01, 2018, 03:51:28 PM
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! :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on October 01, 2018, 04:15:19 PM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 01, 2018, 09:12:48 PM
Is there any additions or improvements planned for the new version other than the HUD and discipline images?

I'll be posting a full changelog of all the new content and bug fixes that will be included in 1.5 HD later this week. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: page on October 01, 2018, 10:42:44 PM
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! :)

Ohhh I see :) Ok so there is no real need to revisit older versions, especially that we'll have a new release pretty soon.

Yes, I tried your mod before; the latest version I have (yes, I store mods, silly me) is 1.41 and I played Baali a little bit - liked it much, but it was buggy. Not designer's fault though, I think I screwed up the installation... probably got UP+, then TFN installed, and CQM/Extreme on top. Not sure now.

Just in case, what mods/patches are compatible with TFN 1.41 and the upcoming 1.5? What's the installation order? Thanks.  :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 02, 2018, 05:12:17 AM
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. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 03, 2018, 09:37:08 PM
TFN Fans,

An official change log has finally been created and released for TFN 1.5 HD. These are the final changes and bug fixes that will be included with 1.5 HD on the release date. Feel free to browse at the latest changes and ask questions on Planet Vampire or my Youtube channel. Note that a new official game manual reflecting these changes will also be released with this latest version.

Lastly, I will be releasing a "How To" install video close to the release date which will be featured on my Youtube channel though I can also release it here. Less than 2 weeks left before release, are you as excited as I am?!? :D

Full Let's Play TFN 1.5 HD (Assamite) (https://www.youtube.com/playlist?list=PLFXqC0FJgCDcmSNqNf01iOqbk-DMC3fLo)




Below are the list of features in VTM: The Final Nights 1.5 HD.

(https://2img.net/h/i27.photobucket.com/albums/c197/zer0morph/TFN%201.5%20HD%20Banner.png)

Bug Fixes
- Prevent Baali Humanity cap going past 6 through Ash dialogue
- Vandal dialogue bug when player does not have enough money to end his operation
- Check for the Fang of Vukodlak in the Ash Sewer map
- Changed recovery time for Silence of Death to 30 seconds
- Setites can't hit Hardcore button or game will crash
- Selling Elder/Blueblood bags caused a model error to the vendor
- Brother Kanker's Potence particles disappear when he does
- Added rain/thunderstorm sounds to Oceanhouse map
- Reduced amount of XP given throughout game (especially for Baali)
- Significantly reduced amount of money for online bank hacks
- Ishtarri clan weakness slightly more difficult
- Lowered damage against supernaturals for the following disciplines; Conflagration, Infernal Servitor, Taste of Death, Breathe the Sandstorm, and Compress
- Slight overall buff to all Hunters
- Haggle feat importance reduced, less money granted overall throughout game
- Doubled length of Rain/Thunderstorm sound in Santa Monica
- Skelter and Serial Killer now have appropriate Gangrel eyes
- Removed shaded backgrounds for tutorial pop ups (still misaligned, but looks better now)
- Audience walks out at the end of the opening scene in the theater; removed Mitnick and Imalia

New Content
- Changed Main Menu, Clan Histories, Character Sheet, Clan icons, Masquerade icons, buttons, Barter window, and loading screen to support 1080p resolution
- Changed Main Menu and Character Sheet music
- Changed Airport Greeter history to The Grandmaster
- Changed Creepy Curator history to Med School Dropout (Samedi Only)
- Changed Tenacious Gumshoe history to Forensic Investigator (Samedi Only)
- Incorporated "Eye Replacer" mod by Niveas
- Incorporated (a modified version) Silver Interface mod by 3Dell
- Changed Character Sheet animations to ones more fitting for the clan (Thanks to DDLullu & Wesp)
- Created new discipline icons for HUD
- Created HD teeth and tongues
- Created progressive particle effect for Blood Buff
- Beckett's Wolf Form has been changed to dark brown w/ red eyes
- Changed Gary's eyes to yellow and Bertram's eyes to yellow/red
- Changed Serpentis ring with the Eternal Struggle icon
- Reskinned Male Salubri Armor 3 and corresponding inventory images
- Gave Male Salubri a real beard
- Reskinned Fists of Vukodlak inventory image
- Made main menu particles smaller and a darker red
- HD touch ups on the Samedi face
- Reskin Apep's Semblance skin with snake scales and normal mapping
- Character Sheet animations for Apep's Semblance form
- Reworked the Steyr Aug, slower rate of fire, scope less zoom
- Elizabeth Dane computer now requires Hacking 6 to access the cameras
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on October 04, 2018, 04:24:41 PM
There is two bugs that I noticed with what I believe was the previous version of the Final Nights mod. I had forgot about them till now.

The mod doesn't seem to recognise Masquerade redemptions, so I've been executed when I still had Masquerade chances left.

The game seems to activate the hardcore mode without me telling it to activate. 

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 05, 2018, 11:54:30 AM
I imagine Zer0morph yelling "why did you tell this now with the incoming release?"  :rofl: :rofl: :rofl:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 05, 2018, 11:58:02 AM
A more serious thing: is it possible to remove the masquerade execution when you reach zero humanity? As a baali I hate to stop a stealth killing spree because I don't want to waste experience points in reraising humanity to lose again....
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: The Shadow Man on October 05, 2018, 03:01:07 PM
I imagine Zer0morph yelling "why did you tell this now with the incoming release?"  :rofl: :rofl: :rofl:

Better late than never. If I had remembered earlier I would have said so, it has been some time since I played.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: page on October 06, 2018, 01:47:34 AM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: harryagamez on October 06, 2018, 03:13:38 AM
Can we have all the HD content without the rest of the mod? I really would like to use the HD HUD.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on October 06, 2018, 07:52:03 AM
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...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 06, 2018, 02:24:55 PM
Can we have all the HD content without the rest of the mod? I really would like to use the HD HUD.

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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 06, 2018, 02:40:41 PM
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?

Only the original CD versions of the game doesn't have the 1.2 patch: any later official rerelease already has it. Now all unofficial patches (even the true patch branch) have already them in, installing them (or a mod built on top of them) on a pre-1.2 version of the game ensures the official corrections are included wherever those are already there or not. No compability issues. Furthermore the mod loader (used by all the big mods except by that elitist of the true patch) gives you the possibility to choose between one big mod installed or vanilla 1.2. All of this to put it clear there's no need to worry about the official patch.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 07, 2018, 11:18:36 PM
Quote from: wesp5
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...

What Wesp said is correct.

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)

Exactly right. You'd just want to grab those files and bring them over to your game. If you're playing with the mod loader, copy them into the desired mods you want to apply the new hud too.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: harryagamez on October 08, 2018, 08:15:23 PM
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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 10, 2018, 05:33:18 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: harryagamez on October 10, 2018, 03:14:05 PM
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.

Yeah, I could do that. I just asked because I'm sure a lot of people would love that stuff to improve the vanilla game.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 12, 2018, 05:23:01 PM
TFN Fans,

I just wanted to let everyone know that I just released a "How to Install TFN 1.5" on Youtube. This covers not only TFN but also the mod loader and should be a universal guide to installing other mods as well (to a degree). TFN 1.5 HD will still be released on Oct. 16th (next Tuesday) so I hope you're pumped!!

https://www.youtube.com/watch?v=2yEJrhGLjUI&t=70s (https://www.youtube.com/watch?v=2yEJrhGLjUI&t=70s)

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 16, 2018, 06:36:12 PM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Shadow12 on October 16, 2018, 09:26:21 PM
OP delivers  :vampsmile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Signothorn on October 16, 2018, 11:28:22 PM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Signothorn on October 17, 2018, 01:57:45 AM
We're having some issues with our files area uploading atm because of the aged module we're using with our old site CMS. We're happy to provide a direct hosted download for TFN, but if you want to share the link, I ask as a courtesy that you please link this thread instead (even this direct post) and share that. Sam hosts most of our site on his own rented servers, the least we can do is bring people to our community rather than simply giving away bandwidth, though it's our honor to host these mods.  :thanku:

http://patches.planetvampire.com/VTM_The_Final_Nights_1.5_HD_Full.exe (http://patches.planetvampire.com/VTM_The_Final_Nights_1.5_HD_Full.exe) 




Direct link to this post for sharing:

https://forums.planetvampire.com/bloodlines-modding/vtm-the-final-nights-(team-camarilla-international)/msg140938/#msg140938 (https://forums.planetvampire.com/bloodlines-modding/vtm-the-final-nights-(team-camarilla-international)/msg140938/#msg140938)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 17, 2018, 04:08:34 AM
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)

Dude, thank you for letting me know! I'm watching it right now. ToddEVF rocks!  :rock:

I updated the TCI website and my Youtube channel to direct people to the PV patches site. Thanks for hosting 1.5 HD guys, it means a lot!! Let Samspin know I really appreciate his servers.    :smile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 17, 2018, 09:44:17 AM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: argikt on October 17, 2018, 02:28:58 PM
Donwloading! :smile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 17, 2018, 04:42:05 PM
Quote
https://media.giphy.com/media/XqkeNGrs2LM1q/giphy.gif (https://media.giphy.com/media/XqkeNGrs2LM1q/giphy.gif)

Haha, Jonas is hilarious!  :rofl:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: page on October 23, 2018, 12:54:31 PM
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).
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 23, 2018, 01:40:15 PM
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:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 23, 2018, 06:10:36 PM
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).

Salubri are a fantastic clan, especially if you as the player are pulling against your vampiric condition and want to remain as human and righteous as possible. The Obeah discipline mainly focuses on defensive capabilities and is arguably the most protective discipline available in TFN (aside from Fortitude, which the Salubri also possess). I've heard Salubri called the "tank" class which sounds about right. The Salubri also have dialogue options to heal others for extra experience, and nets you humanity gain, while the other clan you mentioned, the Baali, have their own mission on trying to disguise themselves as Tremere to infiltrate the local LA chantry.

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:

These ideas are something I'd love to implement in TFN, it's just a matter of finding the time and motivation to do it. In CQM, BM has clan specific quests (hence the name, Clan Quest Mod), and is something I'd eventually like to do with TFN as well. As of now, the Baali are the only ones who have their own clan specific quest, but again, I'd like to expand on that.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 24, 2018, 05:38:28 AM
<3 I'd really love to see that. :vampsmile:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: page on October 25, 2018, 07:06:24 AM
Well I decided to give Salubri a shot because in the long run Immersive Roleplay >>> Daimonion.
I agree with the "tank" abilities of this particular clan. Max Obeah, Max Fortitude, Max Bloodbuff/Auspex (to bump up Wits and Stamina) = you are untouchable, literally. I mean, I haven't run proper tests yet, but I decided to hoard XP and get Obeah level 4 asap, to get Soak bonuses - now pistols and baseball bats barely touch my PC.

I added "missionary" history on top of that, so by the end of the game this character will be defensive powerhouse. I don't think any clan beats that in vanilla/TFN.

But the greatest pleasure is to actually act like a total dick, and for good reasons. When you think about it, being a "paladin" type of character doesn't mean being nice and helpful if 80% of your contacts are vampires and ghouls. I don't want to cooperate with them so I push the limits in refusing to run errands. Very satisfying.

Did you write dialogue for Salubri - other than Obeah parts? I don't remember most of the answers I give to NPCs, either because I haven't played this approach in years, or the dialogue is completely new.

Sidenote on Obeah: it looks like level 4 and 5 are much useful, while 1-3 grant miniscule bonuses. I wonder if these levels could be upgraded somehow... without losing the balance.

Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 25, 2018, 05:05:01 PM
Page,

I think you pretty much nailed the whole essence I was trying for with the Salubri. Great job, and the description of your play through was really fun to read! I agree with your "Paladin" assessment, especially when 80% of those you speak to are evil in their own right. The Obeah dialogue was written by hand by me, of course, and I think you're running into new dialogue options because you've never spoken to the NPCs in an aggressive way before. What I'd really like to do eventually, is completely re-write the dialogue for all 7 clans so each clan has specific dialogue options - the way the Malkavians have it in vanilla. This of course would take a ridiculous amount of time, however.

I've been giving Obeah level 2 some serious thought and after hearing more than 1 complaint that "Warding the Beast" is nice for the bonus against frenzy, is there any way to buff it a little more? I like the idea of re-working Obeah as a whole, to make it more balanced so that each level of it makes you feel like you spent your XP wisely. Let me give some serious thought to this as I'm sure I could do something for Obeah in 1.6.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 27, 2018, 07:10:09 PM
I have found a little bug:
pressing the key for Select Discipline the icons for these aren't those of Final Nights but the vanilla ones, selecting one of these will use the respectives Final Nights had replaced (if not changed)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 27, 2018, 07:13:54 PM
I have also to say another thing (not related to Final Nights but to Bloodlines).
Each time I'm in those stairs changing the angle those people appear and disappear in the air. WTF?  :rofl:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on October 27, 2018, 08:49:35 PM
Each time I'm in those stairs changing the angle those people appear and disappear in the air.

If this appears when using the UP it is an artifact of recompiling the pier map...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 28, 2018, 07:06:28 AM
Ahi. There's no solution? :/
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on October 28, 2018, 07:20:12 AM
Ahi. There's no solution? :/

Only use a newer map version where we thought to have elimated this or is the screenshot from UP 10.1 RC3?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 28, 2018, 07:24:45 AM
Nono, it's from playing final nights 1.5
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Wesp5 on October 28, 2018, 09:11:05 AM
Nono, it's from playing final nights 1.5

Interesting, then it probably was an original problem of the map!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Malkav on October 28, 2018, 11:57:21 AM
The "people in the sky" is a very old bug. And since TFN doesn't use the recompiled version of the map...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 29, 2018, 09:12:10 PM
I have found two bugs:
- talking to venus for the very first time, when she asks you if you're interested in a job (dealing with the mobs in the parking) if you say, and here I don't remember the exact lines, you don't want to accept this job before she even tells you what actually is, the dialogue ends then if you talk to her again she says "what?" BUT you can only answer with "nothing, goodbye".
- 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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 30, 2018, 09:47:43 AM
More bug reports (I hope I'm not annoying.... if it's the case tell me :razz:):
- sometimes the discipline frame is placed as in the first picture (is normal?)
- the baali cannot raise humanity through dancing. As far as I've understood that's implemented removing the possibility to the clan to actually dance. But in the dance hall of the empire hotel penthouse it's still there the context action to dance.
- you can pass through a pillar in the warehouse (at least not the wall behind)
- the female baali hairs aren't texture under
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 30, 2018, 11:12:25 AM
- 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)

Apparently everything in santa monica resetted: mercurio on the beach was talking like after the beach house level and all computer passwords where forgotten. I took an old savegame and the problem was solved. I just hope it won't reappear....
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on October 31, 2018, 03:10:03 PM
Barabbah,

Thanks for the bug alerts -  the cosmetic ones such as the people in the sky and some of the other graphical glitches, I won't know how to fix. From the way Wesp and Malkav were talking, it sounds like someone decompiled that map and fixed it and if that's the case, perhaps they can get me a copy and I can transfer over the TFN changes and implement it, otherwise I'm at a loss for that one.

The dialogue bug with Bertram sounds odd, I've never encountered that before, especially being that I haven't made any changes to his dialogue. The screenshot of you dancing, what bug was that about?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah 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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on October 31, 2018, 04:12:32 PM
OMFG!!! Not only it raised humanity even if at 6 points, but....
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah 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!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Psycho-A 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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on November 03, 2018, 11:02:45 AM
translate_helper.vtm plugin for VtmB Loader

Where can I found that?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on November 03, 2018, 11:12:52 AM
A small off topic: two icon for Final Nights
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Lord_Noctys 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:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph 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. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah 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:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph 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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Barabbah on November 07, 2018, 10:58:45 AM
No problems! Besides, it was funny that trick of zero humanity :P
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: ArchmageJoda 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?
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph 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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: ArchmageJoda 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...
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph 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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: ArchmageJoda on November 14, 2018, 08:46:32 PM
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)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: butete09 on November 20, 2018, 03:15:17 AM
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.
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 20, 2018, 03:58:54 AM
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)

With the Assamite Vizier caste, their clan bonus/weakness is specializing in something so they sound like exactly what you'd want to play, especially if you want Quietus. Picking a history that already gives you Persuasion, Seduction, or whatever it is you want to specialize in, will then give you a bonus discount to experience in that given field allowing you to go all in for the feat of your choice. You can specialize and go all in for any clan, but Assamite is by far the easiest. You'll create an imbalanced character but that doesn't necessarily mean that's a bad thing. In fact, I kind've like imbalanced characters because it gives a certain flavor and knowing I'll be amazing at something, but so bad in something else that I can't even complete a quest, is okay by me.

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 brother! I've got good news for you man, with the new .exe that comes with 1.5, you don't need to put -console anywhere, you automatically can access it in game. Once you've made your character, just open the console with ~ and type in "giftxp 100" without the quotes. Type in the number that you want for XP and you're off. You can do this to play test powers as well so you don't have to wait to see what the new ones do, or of course, you can wait and be surprised. :)
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: butete09 on November 20, 2018, 04:08:23 AM
Thanks! Now I can get to experience a tank build courtesy of Saulots blood!
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: Zer0Morph on November 21, 2018, 12:07:01 AM
Thanks! Now I can get to experience a tank build courtesy of Saulots blood!

 :rock:
Title: Re: VTM: The Final Nights (Team Camarilla International)
Post by: ravenascendant on December 07, 2018, 04:20:48 PM
Bug reports:

The heat vision effect in Obeah overrides the auras from auspex. Does not matter which order the abilities are used in. If this is a hard coded limitation that a mod can't fix, i would suggest removing the effect from Obeah. (maybe changing it from the heat vision effect to use very low magnitude auspex visual effect, hopefully the higher lvls of auspex would override that)

The loading screen text for the Samedi describes their smell as "intoxicating". Intoxicating smells are positive. https://www.vocabulary.com/dictionary/intoxicating (https://www.vocabulary.com/dictionary/intoxicating)  A toreador might have an intoxicating smell, a walking corpse should have a noxious smell.https://www.vocabulary.com/dictionary/noxious (https://www.vocabulary.com/dictionary/noxious)

the online banking for the hunters in the skyline apartments has a humanity loss. If i can kill them, loot their corpses and rob thier safe of a one of a kind invaluable text with no consequence, why does taking barely enough cash to cover dinner from their bank cause humanity loss?

This is not a bug, more of a design philosophy critique: Why does it get easier to lose humanity the lower your humanity gets? Watching a murder shouldn't have much impact on someone that views Kine as livestock or raw materials. A high humanity Salubri standing by while an innocent gets murdered... they should take a humanity hit.  Just like with ppl it is the soccer mom that will get nightmares from witnessing a shooting, not the hit man, who has done worse themself.