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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: [archive] Skyra_to_Hollow on February 25, 2009, 03:34:00 AM

Title: Re: VTMB Companion Mod
Post by: [archive] Skyra_to_Hollow on February 25, 2009, 03:34:00 AM
       Edit:  Archive is messed up a little, Dheu released this mod, not Skyra.

Mod went live on FileFront today. Still waiting on Fileplanet, but I thought I should make a new thread for Companion Mod 1.x comments, questions, bugs and discussion.

Videos:
Embrace, Outfits and Pose System: VTMB Companion Mod : Embrace, OutFits and Poses (https://www.youtube.com/watch?v=VrhQoW12MD8#)
Controls and Combat: VTMB Companion Mod : Controls and Combat (https://www.youtube.com/watch?v=OxxcSPs2ld0#)
Gaining Companions: VTMB Companion Mod : Gaining Companions (https://www.youtube.com/watch?v=GiqEWG7PaJI#)

Links:
FileFront : http://files.filefront.com/VTMB+Companion+Mod/;13350196;/fileinfo.html (http://files.filefront.com/VTMB+Companion+Mod/;13350196;/fileinfo.html)
FilePlanet : http://www.fileplanet.com/196860/190000/fileinfo/VTMB-Companion-Mod (http://www.fileplanet.com/196860/190000/fileinfo/VTMB-Companion-Mod)

HomePage: (Spoilers, Outfit packs)
http://sites.google.com/site/vtmbcompmodhome/ (http://sites.google.com/site/vtmbcompmodhome/)

WARNING: Bug found in Official release 1.0 involving use of Histories. If you choose a history, all your keys will be lost when you possess/unpossess. Recommendation is to avoid using histories until version 1.1 patch is released.

You can disable history support in your current game by issuing the following command in console:

G._pcinfo["vhistory"]=-1

Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] XaItar on February 25, 2009, 09:36:00 AM
                Great stuff. The wife and I are down with flu atm so we have put our efforts on hold regarding audio work, stuffy noses and all. I am doing a fresh install now, I'll let you know if I come across any errors.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Lenusk@mad on February 25, 2009, 11:17:00 AM
                great mod, i always dream to play with comrade's, and you make dream real. All works fine without bugs and departures. I express my deep gratitude on behalf of all fans.
 you rock!!!
 http://pic.ipicture.ru/uploads/090225/gy7mSfP1HB.jpg                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Obi911 on February 25, 2009, 11:32:00 AM
                this mod looks awesome. Ok i don't know much about mods and patches, but can i install the companion mod while i have the unofficial patch 6.0 installed?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 25, 2009, 12:03:00 PM
                Patch works great, Dheu--I did NOT do a fresh install.  I installed over the beta stuff to see if it would work smoothly and it seems to.
 
 Obi911--no.  =P  It should be a fresh install if you have an unofficial patch on there already.  I own the Steam version, so I'm downloading a non-steam version so I can play with Wesp's unofficial patch.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on February 25, 2009, 12:36:00 PM
                This mod would probably work when installed over the unofficial patch 6.0 but all newer fixes and changes would be gone.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Obi911 on February 25, 2009, 12:39:00 PM
                ok thx for the reply Not_Beckett happy
 
 Btw i own the cd version, and just to get things clear, i CANNOT use the mod on top of an unofficial patch (?), but what about all the bugs the patch 6.0 has fixed? will they occur in the companion mod? or will the mod have fixed the bugs also? because i really love the patch 6.0 :P
 
 sry for the inconvenience im new to the whole VTMB thing                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Obi911 on February 25, 2009, 12:41:00 PM
                ... yep you just answered all my questions wesp... ty ^^                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 25, 2009, 01:05:00 PM
                Waitaminute--Wesp, what are you saying?  (That sounded snarky, didn't mean to, I'm just trying to understand this, lol)
 
 If I downloaded 6.0, then put the compmod over it--what would happen?  I'd get the changes and not the fixes?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on February 25, 2009, 01:57:00 PM
                There might also be the dreaded "unforseen interactions". Bwahahahaha...                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 25, 2009, 03:55:00 PM
                Would it be safe to use the Plus patch as well, Wesp?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on February 25, 2009, 01:18:00 PM
               
Not_Beckett posted:

 If I downloaded 6.0, then put the compmod over it--what would happen?  I'd get the changes and not the fixes?

 
 You would get the 6.0 fixes for everything the mod doesn't touch and the 5.6 fixes only for everything else, because Dheu used that as a base for his mod.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 25, 2009, 09:24:00 PM
                There is a good chance it will work fine on top of other mods. The reason is because CompMod clobbers 95% of the game files including every map, dialog, python script, pc usable item, and game system file. In fact I am pretty certain you would be hard pressed to find a file that any other mod installs/touches that my mod doesn't clobber. About the only thing I dont touch (mostly for legal reasons) are the binary files and even in that case, I already include Wesp's 6.0 binary updates.
 
 So what I am saying is, you could probably install on top of 6.0 Plus Patch and it would likely work... but you probably also wouldn't see any of the Plus content. If you want to install without following the directions, be my guest. But if you dont follow directions, then please dont bother me with bugs or ask me for support if things break.
 
 Not_Becket : Yes, The official 1.0 is backwards compatible with The 4.x Beta versions of the mod. So if you were a Beta Tester, you can upgrade without losing your save games (though the name fix will not work unless you start a new game).
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 26, 2009, 12:27:00 AM
                Thanks for the clarification, Dheu.  All the mod talk was getting a little convoluted there. happy                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] QSj2p on February 26, 2009, 04:44:00 PM
                So I have a game started with unofficial patch 6.0. If I install the compmod, will I have to start a new game or can I just continue along with my game? (I just finished the Haunted Hotel portion)                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] QSj2p on February 26, 2009, 04:45:00 PM
                never mind, just read the install instructions, question answered                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] barondefaill34486771 on February 27, 2009, 04:13:00 PM
                This mod looks great, but is it compatible with the Pen and Paper mod?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Serazahr on February 27, 2009, 05:57:00 PM
                You guys are awesome!
 
 (btw is there any chance for unofficial patches and companion mod to merge and to offer something like:
 - Basic Patch
 - Plus Patch
 - Basic Companion Patch
 - Plus Companion Patch
 ??)
 
 (another btw: is there any way I can help with the mod?, I am not very experienced in modding, but I reskinned a few models in VtMB and I modded in Freelancer)
 (another btw: What about putting the mod on ModDB?)                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 27, 2009, 08:02:00 PM
                Other patches:
 
   - I will be adding more documentation to the website in the coming weeks to help people who want to build on top of Companion mod (Otherwise known as Companion Mod Plugins) or integrate Companion mod with other mods/patches. However, generally, I will not be doing the integration myself.
 
 I have talked to Wesp and I will merge CompanionMod 2.0 with Wesps latest (Whatever that is) when it comes out, but that wont be till this summer.
 
 Moddb - Done
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 27, 2009, 08:21:00 PM
                Dheu and Wesp--the merge is great news!  Will there be a Plus patch + CompMod option, or will it be limited to Basic patch?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] s9.MurderDoll on February 27, 2009, 08:37:00 PM
                Thank you for your hard work in the companion mod, look forward to seeing more in the near future. ^.^                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 27, 2009, 09:22:00 PM
                WARNING: Bug found in Official release 1.0 involving use of Histories. If you choose a history, all your keys will be lost when you possess/unpossess. Recommendation is to avoid using histories until version 1.1 patch is released.
 
 You can disable history support in your current game by issuing the following command in console:
 
 G._pcinfo["vhistory"]=-1                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 27, 2009, 09:53:00 PM
                I only plan on merging with Wesps' Basic Unofficial Patch Release. Partially this is because it is a lot of work. And also I dont want to compete with Wesp's user base. If CompMod included the latest plus patch...then why would anyone download Wesp's Unofficial Patch? Think about it. So for now, people will have to chose: Companions or Restored content.
 
 The idea with CompMod Plugins is that the user already has installed CompMod, so a plugin only needs to include changes (thus keeping the size of the mod down). Obviously this means locking down CompMod and declaring no more updates. I plan on releasing 2.0 early summer and I will probably lock it down late summer. My hope is that Wesp runs out of bugs to patch by then... but we will see.
 
 From there, development will focus on plugins which will add more dialog, quests. I suppose it is possile that someone may eventually create a Restored Content Plugin for CompMod that would be the equivalenet of CompMod + Wesps Plus Patch, but they will need to get permission from Wesp.
 
 Anyway... all of this is months away, so I wouldn't think about it too hard.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 27, 2009, 11:04:00 PM
                Well, either way it's fine with me. happy   I have two installs of the game right now, one for the 6.0 plus, one for your patch.  They're both too great to go without, so I think two installs are worth it.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on February 28, 2009, 06:43:00 AM
               
Dheu posted:

 My hope is that Wesp runs out of bugs to patch by then... but we will see.
 

 
 Yeah, will this ever happen wink ?
 
 
posted:

 I suppose it is possible that someone may eventually create a Restored Content Plugin for CompMod that would be the equivalenet of CompMod + Wesps Plus Patch, but they will need to get permission from Wesp.
 

 
 There would still be the problem that some content of Plus patch and Comp mod does interfere, like the two Animus Constupro items.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 28, 2009, 01:15:00 PM
                True... such a merger would likely have to make compromises on both parts. Luckily, I dont have to worry about it because I dont plan on making it. wink
 
 Bottom line is that such a thing would require both CompMod and The Unofficial Patch to be "Finished". I could see that happening this year, but I am not going to put any money on it.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on February 28, 2009, 09:44:00 PM
                I'll just be excited for 2.0! :o                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on February 28, 2009, 10:38:00 PM
                Been getting some bug reports from people with Vista. Seems Vista wont allow an archive that you download from the internet to clober a dll file when it extracts its files. This isn't an issue for people with XP, but for Vista users this means they will need to unpack the archive to a temporary directory first and then copy the extracted files/directories into the Vampire directory.
 
 I have added a video to my account that walks through the steps and I will add annotations later tonight. I am also going to try a pure winzip archive and see if it has any more success than 7zip.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Skyra_to_Hollow on March 01, 2009, 12:52:00 AM
                Sticky'd...sorry it took so long.  Because I edited the original post (as moderator) in order to sticky it, the forum may not let you (as a member) edit it further, Dheu.  If you need it changed, just PM me with the changes and I'd be happy to update it for you.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 01, 2009, 01:55:00 AM
                The simple fix is to disable User Account Control or UAC (Google it). However, I am not about to tell people to do that. My video tells you how to bypass the issue in a UAC friendly way. It just requires an extra step during the installation that is not outlined in the current 1.0 readme.
 
 7-Zip being open source, doesn't acknowledge UAC. So instead of asking the user for Administrator permission to clobber the files, it just fails. I guess my Vista testers already had UAC disabled. My hope is that a windows specific solution like Winzip is smart enough to prompt the user. We will see.
 
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 01, 2009, 05:06:00 AM
                Installation video finished:
 
 
">
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] XaItar on March 01, 2009, 05:45:00 AM
                Hahaa, stickydom.
 
 Congrats on the release Dehu. Hopefully I'll be able to get some work to you in the next few weeks.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] WizardofThay14308189 on March 01, 2009, 07:24:00 PM
                Facinating mod. Awesome work. thank you very much.
 I particullarly like how you have blender it into the game.
 
 now onto my question.
 
 The clothes changes for the NPC's how do they work. in laymans terms is it pretty much
 switching round models and textures already in the game in a sort of mix and match fashion?
 
 can the programme look in different places for the textures and models i.e new models
 my understanding is that this is not possible. but then again my understanding was that companions were not possible as well.
 
 
 
 
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 02, 2009, 02:04:00 AM
                I dont want to talk about skinning here. Lets try a new thread:
 
 http://forumplanet.gamespy.com/bloodlines_modding/b50392/20014430/p1/?0                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Fausten on March 02, 2009, 11:37:00 PM
                This mod surprised the hell outta me!
 It surely is a is one of the best mod for Bloodlines.
 
 Great, simple to handle and seamless.
 
 Having someone around is quite awesome.
 
 Kudos!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 03, 2009, 12:33:00 AM
                Thanks                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on March 03, 2009, 09:26:00 AM
               
VitasV posted:

 Well hopefully you two can come to some sought of agreement so both Wesp5's patches and the Compmod will merge together for an upcoming patch praying  . Would then make Vampire the Masquerade Bloodlines the ultimate thing  happy  

 
 If Dheu does a 2.0 release this summer based on the then ongoing unofficial patch I could try continuing from this version as a base. But even for the plus patch I can only imagine to add a few companions that really make sense, like e.g. Yukie, Heather or some other minor characters. Although I admire Dheu's effort I think his mod went quite over the top regarding the deus-ex-machina-item, the tricks to get some vampires to join and the possibility to get almost everyone to follow you in the first place. You can only get a few character to join your party in games like Mass Effect or FO3 for a reason...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 03, 2009, 10:42:00 AM
                The fact of the matter is, most of us are looking for ways to really spice up the game and keep it alive for us.  The CompMod did this for me, especially.  It was like playing a new game, which is great since I'm on my nth playthrough.  Though I would like more willing companions! wink  And hey, it's only version 1.0...give him some time!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on March 03, 2009, 12:16:00 PM
               
Not_Beckett posted:
The fact of the matter is, most of us are looking for ways to really spice up the game and keep it alive for us.  The CompMod did this for me, especially.

 
 I understand this, but in my opinion Dheu went too far away from the Bloodlines game world to have his mod included completely even into the plus patch. Troika and I tried to make everything as consistent as possible. Something like skin changing or posing has no place in that world for me, and I already commented about the number of companions and the way you get them.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] DarthAsmoday on March 03, 2009, 12:47:00 PM
                Firstly I must say it’s really impressive piece of work  happy  .
 
 And now few minor issues I found. My report will be rather Yukie-centric as generally speaking I’m not particularly in idea of enslaving elder vampires as fledgling. But first things first.
 
 After ending possession I get duplicate of fists and basic armor. It seems to not have any other side effect so it’s mostly aesthetic.
 
 Issue with VV: after acquiring Hatter quest it is possible to talk to her about it even if you have nothing to report yet and don’t have sufficient intimidation to blackmail her; result – “no valid replyâ€? line.
 
 And now about our favorite hunter.
 
 First problem have nothing to do with your mod I guess, but it’s actually easier to spot with it. It seems that quite often some kind of texture corruption occurs on her boots. In result they are completely black which looks especially weird when she is obfuscated.
 
 Second is minor dialog issue. In line about her family (second dialog I think) word “deadâ€? is cut slightly too early. Minor thing as I said, but it’s probably only sound problem in entire mod so I mentioned it.
 
 Last but not least problem is about companion’s balance. Firstly I didn’t notice it at all. I’m currently playing as Toreador and thanks to celerity most fights are over rather quickly. Yukie usually killed 1 or 2 enemies per fight in Chinatown. But when I allowed her to attack solo group of 2-3 hunters in Society of Leopold she died almost instantly. After few test it seems she usually can deal only about 10 damage per hit and die very quickly (and yes, it’s when I spent my character experience points). Well I don’t suggest that single companion should be able to handle one of harder game area by herself but as it is now she is hardly assistance. It looks like she was more useful before embrace, but I hate very idea of using her only as kind of emergency blood doll. It’s probably matter of taste if it’s problem at all as game is usually easy enough to win most fights solo without too much trouble but personally I would prefer to feel that we are fighting together, that companion’s presence make difference in the fight  wink  .
 
 For now I quit rambling. It was rather long first post  wink  .
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 03, 2009, 02:13:00 PM
               
Wesp5 posted:
Not_Beckett posted:
The fact of the matter is, most of us are looking for ways to really spice up the game and keep it alive for us.  The CompMod did this for me, especially.

 
 I understand this, but in my opinion Dheu went too far away from the Bloodlines game world to have his mod included completely even into the plus patch. Troika and I tried to make everything as consistent as possible. Something like skin changing or posing has no place in that world for me, and I already commented about the number of companions and the way you get them.
 

 
 Fair enough--again, I can see the reasoning not to include it in the Plus patch.  Skinning is skinning in my opinion, and it's good to see even vampires changing their clothes.  The posing I liked because I could have Jeanette lying on the couch watching TV when I walked in rather than standing all statue-esque--something very unlike her, in my opinion!  All these things are "optional" though, and as I understand, for "fun."  Serves the same purpose as minigames in other games almost...a break from the storyline.  (Now if I could only convert the models over to Source so I could use them in Gmod. *Sigh.*)
 
 And yes, I'm waiting for better ways of obtaining the vampires. happy  I still thing Jeanie would tag along.  Damsel too if she found out Nines was in trouble.  And Ash, because where ELSE is he gonna go? Hah!  But I like to leave VV where she is, especially.  I hate being a sneak to get my companions.
 
 Either way, both your patches and Dheu's mod are wonderful, immersive, and loads of fun.  I can't wait to see what you guys do next!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 03, 2009, 08:39:00 PM
                Just reporting the cutest bug ever.
 
 Apparently, Beckett didn't feel like shifting in Santa Monica, so I talked to a wolf XD
 
 And no, I don't want THAT fixed, too funny to think how it'll look later in the game XDD                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Evolver3000 on March 03, 2009, 09:21:00 PM
               
anamizuki posted:
Just reporting the cutest bug ever.
 
 Apparently, Beckett didn't feel like shifting in Santa Monica, so I talked to a wolf XD
 
 And no, I don't want THAT fixed, too funny to think how it'll look later in the game XDD

 
 Beckett a talking wolf? That's awesome! I guess I gotta try this mod now.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 03, 2009, 09:27:00 PM
               
Evolver3000 posted:

 
 Beckett a talking wolf? That's awesome! I guess I gotta try this mod now.

 
 Yes, Beckett the talking wolf who looks kinda dumb, but STILL XD                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 03, 2009, 09:59:00 PM
                I don't think this is a problem with the mod.  It didn't happen for me, but it happened for a friend who was using only the 1.2 official patch.  You should have just tried restarting--I heard if you let it go, it can cause problems with Beckett later in the game.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 03, 2009, 10:21:00 PM
                Well, to be honest, I really do not care if it does. I've been throught this game enough times that seeing Lacroix shout at a wolf who replies sarcastically, is worth it XD                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 03, 2009, 10:32:00 PM
                Well, as long as it doesn't bug the "Wait!" conversation--it nailed it for my friend.  Just don't pin it on the mod. XD                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 03, 2009, 10:55:00 PM
                Nah, I won't, just thought of telling about this cute little bug ^^                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 03, 2009, 11:58:00 PM
                VistasV : Thanks for the heads up on the Wiki.
 
 Wesp:
 
 > But even for the plus patch I can only imagine to add a few companions that really make sense
 
 The Plus Patch has a very clear mission/goal: Restore content that was pulled or not finished in time for the final release of VTMB. A lot of people have tried to pressure you into putting things in the plus patch that don't belong there and I agree: CompMod doesn't belong in the plus patch. It is new, it is not content restoration. I could see wanting to integrate in portions for the game infrastructure improvements (python libraries that I developed that allow cool things), that might allow you to do other things more easily like throwable grenades. But actual adding companions would probably be overkill.
 
 > You can only get a few character to join your party in games like Mass Effect or FO3 for a reason...
 
 And that reason is... that you aren't playing a Vampire. You are not playing a Jedi or a Marine in this game. This is a game about Vampires and what do vampires do best? They manipulate people... In the end, I made a mod that turned VTMB into the game that I wanted it to be. As for the number of companions/servants. BG1 had 25 companion options and BG2 had 16. And I dare say their conversation wasn't much more elaborate than mine... even though it was all typed.
 
 DarthAsmoday
 
 
 > Second is minor dialog issue. In line about her family (second dialog I think) word “deadâ€? is cut slightly too early.
 
 What can I say... there were only so many words to work with. Part of the reason I chose Yukie was because of her
 language issues. I figured people would be more forgiving of splicing limitations. (I guess I was wrong wink  )
 
 > companion’s balance.
 
 The problem is complicated. Suppose I made companions invincible so that they never fall (Like Prince of Persia). Well then I would get complaints from people that companions make the game too easy. Start a fight, run away and your companions finish the job for you. (I already get this complaint BTW).
 
 The issue of game balance existed before I released my mod. The original VTMB had no difficulty setting or throttle. That is why you can tell companions not to fight and hide when combat starts. Or you can bring 2 companions along who will take twice as much damage and deal twice as much damage. In some ways companions address the difficulty level oversight, but obviously they can't meet everyone's expectations and someone will complain about my solution no matter what I do.  
 
 What I will do for you is this: In the next patch, I will include support for an option in mods.cfg that will allow you to make companions invincible. The default is going to be false because lord knows how many complaints I would get about that if I made it the de-facto "Why can my bum take more hits than me?", but if you edit mods.cfg and change it to true, companions will never fall.
 
 > I get duplicate of fists and basic armor. It seems to not have any other side effect so it’s mostly aesthetic.
 > .. hatter
 
 
 I have heard about the fists/armor from others. First report I have had of hatter. I will take a look into it tonight and see if there is a way to duplicate/fix.
 
 animizuki
 
 >Becket
 
 Becket convo bugs have been around for a long time. I "think" this error happens when you approach the exit while the combat music is still playing. The game doesn't allow starting convos in the middle of combat.  However, I suspect it is easier to achieve with this bug thanks to the auto-unpossess featuer of this mod. (if you left the PC body near the entrance).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 03, 2009, 11:59:00 PM
                If only the wolf Beckett were wearing Beckett's dorky sunglasses....nah, I like looking at Beckett (what a good lookin' face!).  Although, I hate the way they did his body...he's got teeeeenie little legs and a long torso.  He's also too skinny and has scrawny shoulders.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 04, 2009, 11:37:00 AM
                http://www.unowen.net/tegaki/dblog.php?u=27463
 
 I couldn't resist XD                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] DarthAsmoday on March 04, 2009, 12:09:00 PM
                Thanks for your reply Dheu.
 
 I didn’t want to nitpick. I mentioned this particular splicing issue because it was only problem of this kind I was able to find which is quite impressive  wink  . If it’s hard to correct that’s no problem.
 
 About balance, yes it’s complicated and I’m not surprised that others complain on game being too easy. And honestly I have no idea what could be done with it. Invincibility is rather poor solution. Wesp did it with Yukie in Temple but it doesn’t help much. It looks weird when she could take so much punishment (and would look completely ridiculous with bum you mentioned) and actually she is still ineffective in combat. Probably only solution would be better AI and I’m sure it can’t be modded. Oh well, better leave it as it is now.
 
 Two other minor issues and again I’m afraid nothing could be done with them but it doesn’t hurt to mention.
 
 Possessing Heather near her position in Skyline haven may result in character being permanently stuck. And finally embracing when player character is close to some obstacle (especially staying in the corner) is asking for funny things to happen. At best it result in player character being pushed back or forced to jump, but may end as well with embraced character disappearing or stuck lying on a floor.
 
 EDIT: Talking about graphic issue...  wink  
 http://img13.imageshack.us/my.php?image=issue.jpg
 
 Hope that it doesn’t look like nitpicking again  wink  .
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on March 04, 2009, 03:11:00 PM
               
Dheu posted:
I could see wanting to integrate in portions for the game infrastructure improvements (python libraries that I developed that allow cool things), that might allow you to do other things more easily like throwable grenades.

 very interesting,could you explain it better?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 04, 2009, 03:50:00 PM
                Woah, stickied! Congratulations!
 
 Bearing in mind that I haven't actually played around with this mod yet, I've been thinking about the companion posing system, and have some vague, disorganized philosophical thoughts I'd like to share--
 
 When it comes to games like Bloodlines (and Thief, System Shock, Deus Ex, etc), maintaining player immersion constitutes a huge part of my enjoyment. Everything that pulls me into the game fiction is good, and everything that reminds me "it's just a game" is bad. Of course certain elements are accepted by necessity-- the HUD, conversation via clicking on lines of dialog, etc. But when all is said and done, games like this can be said to successfully immerse you if you can derive enjoyment from doing things with no explicit gameplay purpose. Just hanging out in the clubs, listening to the music, watching people wander around, etc.
 
 Achieving this optimal you-are-there state of mind can be tricky, and is fragile at best. Toward that end, I try to maintain a strict delineation between playing the game, and treating it as a toy. When I'm playing a game and bust out the cheat codes or editing tools, that's when I mentally punch out of the game fiction. I'm no longer the loner badass vampire, or hacker, or rogue nanoaugmented agent... I'm just a guy in front of his computer screwing around for kicks.
 
 This brings me to CompMod's posing system. While every other part of CompMod seems to be marvelously integrated into the game fiction, the posing -- the spinning and sliding around of NPCs as if they're pieces of furniture -- for me crosses that fine line between playing and toying. No surprise, really. It's implemented as a powerful and very direct editing system. Which is good from the perspective of getting exactly what you want, but from an immersion perspective it's supremely disruptive.
 
 So, a suggestion-- I think it would be very, very nice if future versions of CompMod offered the choice to pose companions in an entirely in-fiction manner. Instead of sliding them around with keyboard keys, you could for example say, "Go look out the window". Instead of cycling through dispositions, you could tell them to "Cheer up!", or "Show me your war face!"
 
 And in the absence of player direction, have a library of preset poses for them. You might return to your haven to find all the girls on the couch together watching TV, some guy standing with the fridge door open, and someone else napping on the bed.
 
 Just something to consider.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 04, 2009, 10:21:00 PM
                anamizuki:
  awesome... =)
 
 DarthAsmoday  
 
 > About balance
 
 Cool, I didn't want to add the invincibility hack anyway. wink  For 2.0 I am experimenting around with a system that would let you specify your companions weapon. That would help to address the issue you talk about with companions not doing enough damage. Give your companion a flame thrower and see how effective they become. happy
 
 > result in character being permanently stuck.
 
 The possibility of getting stuck is listed in the known bugs (I think.. i will double check). In order to possess someone, they have to be following you and all followers auto teleport behind you within 15 seconds if they haven't moved or get too far away. Point is: if you get yourself stuck, you can get yourself unstuck by talking to ... yourself again and unpossessing.
 
 > finally embracing when player character is close to some obstacle (especially staying in the corner) is asking for funny things to happen
 
 So... don't embrace near obstacles or elevators. =)
 
 I am playing around with adding a cut-scene for the embrace if you happen to be standing in a haven when you do it (Hey, there is a bed near by)... but the ability to embrace anywhere in the game will still be there, so even if I add special embraces when they occure in the havens, this is will remain an issue. I admit, it should be added to the list of known issues\things to look out for. I will update it tonight.
 
 > Graphics
 
 The issue must be graphics card specific because I don't see that when I play the game. Still, you aren't the only person to report issues with the boots. Some people have claimed a hall of mirrors effect (would be very distracting...) Maybe I saved the texture wrong? I will try re-saving her textures with the patch release, but I am no skinning expert. Maybe one of the more advanced forum skinners could take a look at her textures and see what is going on?
 
 And nitpicking is fine. I want to get all the bumps ironed out before 2.0 comes out. I can't promise I will be able to fix everything, but at a minimum I would like to identify issues and list them in the readme so that there aren't any surprises for people using the mod.
 
 torgal363:
 
 > very interesting, could you explain it better?
 
 Before my mod, events were on a per-map basis, so you couldn't write functions for things that would work everywhere in the game. like... a throwable grenade. When I wrote my mod, I laced all the maps with event monitors that report game events to global functions that other mod authors can hook into and possibly intercept.  Thus allowing scripts that would work on any map to handle an event like... a grenade being thrown. And that is just architecture. I added hundreds of convenience functions like pc.GetItems()... pc.GetWeapon()... pc.GetKeys()
 
 ZylonBane:
 
 My original interface for the pose system was more immersive. Instead of a "Pose System", you had lots of dialog options including "strike a new pose", "Follow me around", etc...
 
 And then technical issues emerged. The NPC won't pose while the dialog engine is running. So to see the new pose, you have to end conversation. Now imagine that you want to get to pose 29 of 57 (the lapdance). Starting and stopping conversation with the NPC 29 times is extremely tedious. Now suppose you have 6 companions that you want to pose in the same manner. The new system is less immersive, but you can get to the lapdance pose in 5 seconds by quickly tapping the "+" button 29 times versus 2 to 3 minutes of: start, stop, drill down to the dialog option.
 
 There were other issues like companions falling off map. People got mad that they had to reset their haven to get their companion back and lose hours of work. By giving them a number pad with a re-center button... I eliminated the issue. Yes, I could have fixed the off map issue several ways, but like I said, there were other issues.
 
 The main point is that the current pose system is the result of months of testing and feedback by a dozen or so Beta Testers in terms of what worked and what didn't. While I appreciate your suggestion  (and I agree, I like immersive as well), it seems the general public would rather have something that is stable and gets the job done in under 3 minutes than something that is less stable, takes hours to use but is "natural and immersive".
 
 I am hoping with version 2.0 to add a "scene export" button to the pose system. And then... add support for Scene Packs: XML based scene descriptions involving companions. When activated, you will get a random scene involving any non-posed companions every time you return to your haven. This will add more life to the game as it will make companions appear as though they are moving around and doing things on their own. And since you can install other peoples homemade packs... it will add yet another cool thing to do with this game in your spare time. Of course, I needed an easy to use, working pose system that allowed fine grained placement of NPCs before I could begin rolling this feature in.
 
 In the end... it is all part of my master plan for world domination. wink                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on March 04, 2009, 11:03:00 PM
               
Dheu posted:

 torgal363:
 
 > very interesting, could you explain it better?
 
 Before my mod, events were on a per-map basis, so you couldn't write functions for things that would work everywhere in the game. like... a throwable grenade. When I wrote my mod, I laced all the maps with event monitors that report game events to global functions that other mod authors can hook into and possibly intercept.  Thus allowing scripts that would work on any map to handle an event like... a grenade being thrown. And that is just architecture. I added hundreds of convenience functions like pc.GetItems()... pc.GetWeapon()... pc.GetKeys()
 wink

 i hope somebody will use all this good stuff for good                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 05, 2009, 12:05:00 AM
               
Dheu posted:
My original interface for the pose system was more immersive. Instead of a "Pose System", you had lots of dialog options including "strike a new pose", "Follow me around", etc...
 
 And then technical issues emerged. The NPC won't pose while the dialog engine is running. So to see the new pose, you have to end conversation. Now imagine that you want to get to pose 29 of 57 (the lapdance).

 See, to me the very idea of "posing" your companions is immersion-breaking. It's something that any rational vampire would almost certainly never do. Just the thought of it kicks me out of "playing the game" and into "editing the game".
 
 I'm not suggesting that you strip out the current posing system. It's an amazing toy. What I'm suggesting is that you merely consider, possibly, at some distant point in the future, implementing this functionality in a much-reduced but infinitely more in-fiction manner.
 
 Or simply put, if I want VV to dance for me, I'm not going to say, "VV, cycle through all your available poses one at a time until I see the one that I want." I'm going to say, "VV, dance for me."                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Evolver3000 on March 05, 2009, 12:34:00 AM
               
torgal363 posted:
i hope somebody will use all this good stuff for good

 
 Or evil. Evil would be cool too.
 
 (I like moral freedom in my RPGs.)                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 05, 2009, 12:37:00 AM
                I think the system will meet your desire for immersion once the scene packs become available in 2.0. The mod will come with maybe 6 of them pre-installed, but then after you get used to the same 6 scenes over and over again, you will be able to download other peoples scenes (who decide to post them). Download 75+ and there is a good chance you will never see the same scene twice in a single playthrough. Now how is that for immersion? People sitting around doing things, changing every time you return to the havem and you didn't have to say squat. But no one would make the packs if the current pose systsem didn't exist. So you take the good with the bad.
 
 As for static hard coded content like a VV specific dialog that allows you to tell her to start dancing... isn't going to happen. It would make sense if the pose system wasn't there... but it is there and it isn't going away. While opinions differ on how appropriate it is, no one is arguing that it isn't the coolest "toy" ever made for this game as well. Now that I have put it out there, can you imagine the push back I would get from the 1000+ users who have downloaded the mod this week if I removed it? There is more I have to say on the subject. I will send you a PM as I dont want to fill up this thread with my ramblings.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 05, 2009, 01:05:00 AM
               
Dheu posted:
Now that I have put it out there, can you imagine the push back I would get from the 1000+ users who have downloaded the mod this week if I removed it?

 Ahem--
 
ZylonBane posted:
I'm not suggesting that you strip out the current posing system.
                       

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 05, 2009, 02:05:00 AM
               
 
ZylonBane posted:
What I'm suggesting is that you merely consider, possibly, at some distant point in the future, implementing this functionality in a much-reduced but infinitely more in-fiction manner.

 
 But I like making Vandal and Knox sit on my couch. =/                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on March 05, 2009, 06:01:00 AM
               
ZylonBane posted:

 See, to me the very idea of "posing" your companions is immersion-breaking. It's something that any rational vampire would almost certainly never do. Just the thought of it kicks me out of "playing the game" and into "editing the game".
 

 
 I agree with ZylonBane! Also what about the outfits? Do they really switch on the spot as shown in the videos? If so, they probably might be better handled in a much more logical way like the original outfit changing of Heather.
 
 
posted:

 I'm not suggesting that you strip out the current posing system. It's an amazing toy.
 

 
 Hard-core posing could be the last option in the companion dialogues after the others.
 
 
posted:

 What I'm suggesting is that you merely consider, possibly, at some distant point in the future, implementing this functionality in a much-reduced but infinitely more in-fiction manner.

 
 I also had the impression from the video that several poses look very similar and could be handled together or in a random sequence, which should make it easier to create new dialogues.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] DarthAsmoday on March 05, 2009, 12:05:00 PM
                Outfit change is instant but I must say I prefer it that way. It is slightly immersion breaking but practical. It beats soundly Heather-style change which force you to leave haven to see effect and actually more often than not refuse to work at all  wink  .
 
 And Wesp could you please look at texture issue I mentioned? As far as I can tell it isn’t CompMod specific. I have seen it playing with some earlier version of your patch. I remember it being reported but don’t think it was even addressed.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 05, 2009, 02:05:00 PM
                Okay, I think I can clarify now what I was trying to express before. It seems to me that two distinct (and very impressive) things have been created here: the Companion Mod, and what you might call the Companion Mod Construction Set. The first one you play, and the second one you use to modify the game. These are two distinct activities that are best kept apart, but are currently all mixed up together.
 
 Consider the famous Garry's Mod. What if Valve had released a Half-Life 2/Garry's Mod combo, where the two were inextricably unified. "Left Mouse to Fire / Right Mouse to Edit Object Under Cursor". It would be a fun toy (because Garry's Mod, I must admit, is a really fun toy), but it would suck as an immersive experience, because there would be that continual reminder that it's just a game.
 
 So... what I'm asking you to consider is disentangling these two disparate parts of your mod. Perhaps leave the manual postioning/posing dialog options hidden unless the user does something explicit to activate "editing mode". That would then (and this is the really important part) actually enhance your ability to make the game world feel more real, more alive, by making it sensible to provide in-fiction means of "weak" posing.
 
 To re-use the example from my last post-- I doubt anyone would deny that it'd be cool and fun to be able to walk up to VV and order her to dance for me. But under the current system, as you point out, there's no point. Why include that dialog option when you could just do it manually, right? The tradeoff here is flexibility at the cost of immersion. I would gladly sacrifice 90% of the flexibility of the posing system to gain a 10% increase in immersion. And it wouldn't even be a sacrifice, since the functionality would still be there if I chose to activate it.
 
 Or to re-use Wesp's example, the way outfit selection currently works. It's perfectly sensible for an editor, but makes no sense in-fiction. "Hey Heather, change your look." "Okay!" *POOF* "Oh, yeah... this is just a game." In all this rambling text I've written here, this is the singular point I'm trying to make. And I'm sure you understand-- after all, you've gone to extraordinary lengths to make the player work in-fiction to gain their companions, instead of just clicking on them. So, I've said my piece on this subject. I won't nag you about it anymore. happy
 
 Of course, I'll still use this thing no matter what you do. It's just that freaking cool.
                       

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 05, 2009, 02:13:00 PM
               
DarthAsmoday posted:
Outfit change is instant but I must say I prefer it that way. It is slightly immersion braking but practical. It beats soundly Heather-style change which force you to leave haven to see effect and actually more often than not refuse to work at all  wink  

 
 I have to agree.  Sometimes Heather just won't change outfits for me. =p
 
 Also, as for the "Constant reminder that it's only a game" I'm gonna have to say this is a very good thing.  It is just a game, and I think it's important for people to realize this no matter what game their playing, console, PC or Pen and Paper.  I play the PnP Vampire the Masquerade (To hell with Requiem!) and I know that I'm only playing a ex-hippie Tremere named Gloria.  To actually "become" her is going into scary territory and then you end up with situations like that Kid who killed his girlfriend's parents and fled to Florida.  I don't think total immersion is a good thing at all.  I think it's potentially destructive, and it gives people (older adults) ammo against the gaming community.  "Oh god, my kid thinks s/he's a vampire, halp."  And it does happen!
 
 Anyway, I'm done rambling.  I just think a reminder that you're only playing a game isn't really a bad thing.  If you want to practice escapism, try travelling abroad and being a starving writer. :P
 
 Edit: My bad.  The vampire kid's name was Rod Ferrell and he was from Kentucky (my home state, omgomgomg redneck vampires), but committed the murders in Florida.  He plead guilty.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 05, 2009, 04:23:00 PM
               
Not_Beckett posted:
Also, as for the "Constant reminder that it's only a game" I'm gonna have to say this is a very good thing.

 No it isn't, you're excruciatingly wrong. If you want something like that, go play Peggle.
 
 And no, I'm not talking about people who LARP so much that they go crazy and think they have magic powers. Stop confusing the argument with unrelated issues.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 05, 2009, 04:57:00 PM
                Then what exactly are you talking about?  I'm not sure I understand where you're coming from. If it's having a character change clothes automatically, then how do you explain YOUR character doing it?  There's no changing room to go into, they just appear in their new clothes.  Plus, isn't a character sheet essentially "editing?"  I don't think I've ever played a game that's completely immersive, so I'd like to know exactly what your standards are for immersion so that I stop confusing your argument with whatever I'm confusing it with..  The term itself means "To completely cover" so that's what I was using as my standard of immersion.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 05, 2009, 05:18:00 PM
                I'm talking about people who insist that Thief should be played in the dark with headphones on. You're talking about people who go on murder sprees. I'm talking about verisimilitude and willing suspension of belief. You're talking about mental illness. Getting the distinction yet?                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 05, 2009, 05:44:00 PM
                There's no reason to get nasty, I think this is an interesting discussion--I think the game, with or without the compmod has a perfectly acceptable level of the Suspension of Disbelief (which is a much better term than immersion.  Carries a better connotation)  with or without the compmod.  Again, I have no issues with the costume changes because the player character does it when they obtain a new armor set.  
 
 For the posing system, what would you say to a simple dialogue change?  Instead of "Time to pose my plaything," what if it just said [Enter Pose Editing Mode] as the final option on the list if/until he's able to integrate something?  I think locking it behind a console command or something is unfair--I don't like to use it unless I'm Godmoding a 4 hour playthrough for one reason or another and I like how easy and simplified it is.  
 
 I'm sorry for misinterpreting you, I think it was simply a language confusion.  But there's no reason to snap at me, I mean no harm!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 05, 2009, 10:05:00 PM
                If posing is in the game, you have to break immersion SOMEWHERE... Whether it is on the haven computer or when you chose "Time to pose my plaything" when talking to your companion. So... the answer is no. I am not going to hide it or make it any less accessible. However... after 2.0 comes out, I will support the concept of Plugins. If you want to make your own "Immersion" plugin that hides the pose system, you go right ahead.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] FSBDavy on March 06, 2009, 02:12:00 AM
                I think this one could easily be solved to everyone's satisfaction by including an option at install or even at the console that hides the posing system.
 
 I also agree that the posing system breaks immersion a little. I had fun with it, but then simply didn't use it again! If you know it will lessen your enjoyment, don't use it! I am sure that the counter argument to this will be that the options are still there and thus interfere, so the ability to hide the posing system could help those who feel that way, whilst still allowing those that enjoy it to use it and to support the *fantastic* idea of scenes.
 
 I'd love to see Heather doing different random things when I came home from a hard night of killing zombies, bringing fetishes to Pasha (like bringing water to the sea) and drinking whore's blood. This time she is watching TV sitting on the couch? Great! Next time she is taking a shower (with skin skin)? Awesome! That would definitely ADD to the immersion, which is why the posing system is so important- I am sure great things will come of it!
 
 Many thanks for a great mod! grin                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] XaItar on March 06, 2009, 03:44:00 AM
                OK, I'm only going to say this once. This thread is for bug reporting and FAQs, not for immersion debates. If you have suggestions or comments relating to things you don't like or agree with in the mod then either start a new thread or post in the mods forums here.
 
 This thread is stickied so that people playing the mod for the first time can read through and find solutions to common problems and/or installation issues. Please stop cluttering it with debates and repetitive posts.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 06, 2009, 04:55:00 AM
               
XaItar posted:
OK, I'm only going to say this once.

 Good.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] FSBDavy on March 07, 2009, 02:28:00 AM
                Oh- my bad. Very sorry, didn't realize that from the thread title. Perhaps you could consider changing it.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Bright-Warrior on March 07, 2009, 08:06:00 AM
                Sorry if I got that wrong, but doesn't your homepage say, that there'd be a patch at the 6th of March? Since I'm waiting for it and it's the day after, now^^. If I got that wrong: When will the patch then be released? And another question: Will I have to start a new game if I patch the CompMod or will I be able to use the old saves?
 
 P.S.: Great mod! I'd never thought that this'd be possible! Great work!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 07, 2009, 11:03:00 AM
                I will be out today. All these discussions have set me back 1 day.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Bright-Warrior on March 07, 2009, 11:49:00 AM
                OK, thanks! But will I have to start a new game?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 07, 2009, 02:50:00 PM
                Patch/Version 1.1 is now up.
        - Fixed bug involving Histories (keys getting lost during possession).
        - Fixed bug that potentially caused duplication of fists, wallet,
          keyring and armor during auto-unpossess.
        - Spelling and grammar fixes to most dialogs.
        - Added Skelter Opening Audio line. Now plays properly.
        - Fixed "I have no valid responce" error with VV when talking about
          hatter in a specific scenario.
        - Added free fall check when entering havens (incase you place an NPC
          near the door and they push you off map).
        - Added FAQ to the readme.
        - Removed companions from Griffith Park (They were causing game to
          crash during fight with Werewolf). You must tell them to stay
          put beforing getting into the tram.
 
 
 You do not have to start a new game. Your current save games will not be corrupted by this patch. However, if you have a save game in griffith park, you may have problems. I would not recommend loading a save game made in Griffith Park. But before or after should be fine.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] MooCHa2 on March 07, 2009, 07:48:00 PM
               
VitasV posted:

 
 Now to just have the patch shown on the main page of the planet vampire site.
 
 

 
 You have to give them time. They're busy guys.
 
 Regards...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] foestermalk on March 08, 2009, 07:20:00 AM
               
Dheu posted:
I think the system will meet your desire for immersion once the scene packs become available in 2.0. The mod will come with maybe 6 of them pre-installed, but then after you get used to the same 6 scenes over and over again, you will be able to download other peoples scenes (who decide to post them). Download 75+ and there is a good chance you will never see the same scene twice in a single playthrough. Now how is that for immersion? People sitting around doing things, changing every time you return to the havem and you didn't have to say squat. But no one would make the packs if the current pose systsem didn't exist. So you take the good with the bad.

 
 I'm going to come home to Chunk doing a sexy dance... I just know it I just know it I just know it I just know it.... /twitch                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Not_Beckett on March 08, 2009, 02:55:00 PM
                Sadly?  Have you seen that guy?  I'd sooner canoodle with Gorgeous Gary.  Or even Bertram.
 
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] DarthAsmoday on March 10, 2009, 07:30:00 AM
                Time to nitpick a bit  wink  . Actually this time it will be combination of complains, questions and suggestions.
 
 Sometimes companion walk between player character and npc in middle of the conversation. I had this issue talking with Isaac and Garry. Maybe it is possible to force companion to “go behindâ€? at the beginning of conversation?
 
 Unpossesing result in pc returning to basic armor and fist. Actually it could happens in some other situations but I was unable to identify what else cause it.
 
 Is it possible to stop companions from walking to enemies under domination effects asking if they are ok?
 
 What is reason behind removing Yukie ‘disciplines’? They were rather useless but helped establish her character as a hunter.
 
 Is it possible to enable summoning script even in combat? For entire fight with Andrei Damsel was stuck on a stairs. Yukie was lost on very beginning of Giovanni crypt. Pathfinding isn’t strongest point of this game it would seems. On the other hand even if it’s doable I could see it leading to many strange situations…
 
 Yukie generally has acted weird around monastery. She often refused to hide or broke obfuscate for no apparent reason. If you add to that how often she tried to check if hunters ‘are ok‘ you have pretty annoying situation.
 
 And some random though about balance. Characters with passive disciplines seems much more efficient in combat. Damsel actually was able to made late Hollywood fights slightly less tiresome. Both friendly npc player can embrace have only one dot in disciplines and rarely use them. Changing their level progression should make them a bit more useful. It would be heavy clan-dependent but I think it’s better than nothing. Alternatively giving player ability to allocate permanently few experience points would be nice. It wouldn’t be good idea for established vampire characters but seems like nice touch for player’s newly embraced childe  wink  .
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 10, 2009, 11:09:00 AM
                Time to nitpick a bit  . Actually this time it will be combination of complains, questions and suggestions.
 
 > “go behindâ€? at the beginning of conversation?
 
 Maybe. I will have to think about the implications of this one.
 
 > Unpossesing result in pc returning to basic armor and fist.
 
 This should have been fixed a long time ago. Are you playing the latest or a Beta release?
 
 > Is it possible to stop companions from walking to enemies under domination effects asking if they are ok?
 
 No. They used to attack enemies even when they weren't hostile and I added a bit to their AI to say "Stop attacking when see enemy if they are not hostile". Problem is it keeps firing. Generally this should't happen unless they actually come into contact with the enemy.  I will add it to the Known Bugs section.
 
 > What is reason behind removing Yukie ‘disciplines’? They were rather useless but helped establish her character as a hunter.
 
 They were never there to begin with and I didn't feel like adding them. I may end up making a new discipline to support a Pisha companion and I didn't want to have to deal with the push back about removing one of Yukie's displines (to make room).
 
 > Is it possible to enable summoning script even in combat?
 
 Possibly in 2.0, but not in 1.x. In 2.0 I am going to offer some sort of companion control beyond dialog. Wether it is a companion menu or a blackberry with companion centric commands (and email access).
 
 > Pathfinding isn’t strongest point of this game it would seems.
 
 Nope.. hense the auto-teleport every 15 seconds when you get too far away.
 
 > Yukie generally has acted weird around monastery.
 
 I have done just about all I can do with the AI. I may add swimming and Pisha may summon creatures if she is your companion, but that is about all that can be done. There are no nice modding tools for this game. To make changes I basically had to hack it. If companions become an irritation, then deactive them. There is a combat option to not fight for a reason. This will become indispensible if you are in fact trying to play the game without fighting. What little AI there is, is very aggressive.
 
 As for the why. Chances are you are being spotted by snipers and the combat AI is activating the companion. But the companion is aggrevated because they can't reach the sniper and you probably set Yukie to melee only combat. (Thats my guess). The only way to change that would be to remove the snipers.
 
 > And some random though about balance. Characters with passive disciplines seems much more efficient in combat.
 
 Are you saying they are or they aren't?
 
 > embrace have only one dot in disciplines and rarely use them.
 
 How long ago did you embrace them? =) Damsel has been around for a while.
 
 > Changing their level progression should make them a bit more useful.
 
 You probably didn't notice when you unposses your companion, you get all your experience back. When you reposess, there stats are back to their original values. You can up companions stats, but it only lasts while you are possessing them. Basically think of it as a mental connection whereby they are pulling strength from your own. Once you break the connection, they return to normal.
 
 So basically, Companions are what they are. They will never "level up". Which was done in part to encourage people to get more companions as the game went on. (And partially because I am too lazy to track individual stats).
 
 > Alternatively giving player ability to allocate permanently few experience points would be nice.
 
 I hear your suggestion and maybe I can think of a way to do this for embraced companions, but takes a back seat to the 2 dozen other suggestions I am juggling. Also, if you are Nos, Yukie and heather are significantly tougher after embrace than other clans.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] DarthAsmoday on March 10, 2009, 12:57:00 PM
                > This should have been fixed a long time ago. Are you playing the latest or a Beta release?
 
 I had started on 1.0, updated to 1.1 somewhere in Hollywood. Maybe it cause problem but you said update should be savegame compatible.
 
 > Generally this should't happen unless they actually come into contact with the enemy.
 
 Well Yukie ran quite a distance to check on hunter which triggered his friends to start attacking her. But it’s meaningless if couldn’t be deal with.
 
 > They were never there to begin with and I didn't feel like adding them.
 
 That one I don’t understand. In my earlier game she had some powers in her human form (shield of faith, holly light or something like that), but not in a current so I though it’s change in 1.1.
 
 > As for the why. Chances are you are being spotted by snipers and the combat AI is activating the companion. But the companion is aggrevated because they can't reach the sniper and you probably set Yukie to melee only combat.
 
 Not the case. After having problems with her not activating obfuscate at the beginning of the location I said her to left combat to me hoping it would help. Of course I’m not 100% sure that snipers haven’t seen me but it’s unlikely and actually guards ran next to me presumably after Yukie. Hope it’s random as I haven’t seen it before. But again if it’s AI problem there is no point discussing it.
 
 > How long ago did you embrace them? =) Damsel has been around for a while.
 
 You have a point of course but even your character few hours after embrace have 2-3 points in one discipline  wink  . And your leveling speed is quite rapid too. Adding dot or two doesn’t seems too drastic and is far better than invincibility option we have been discussing earlier.
 
 > You probably didn't notice when you unposses your companion, you get all your experience back…
 
 I noticed it, probably wasn’t precise enough with words. And about xp resetting I don’t like idea too much but can respect it as there is logic behind.
 
 > I hear your suggestion and maybe I can think of a way to do this for embraced…
 
 Thanks  happy  . And no, I would never ever play as nosferatu… personal taste I guess  wink  .
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on March 10, 2009, 01:22:00 PM
               
Dheu posted:

 > Is it possible to stop companions from walking to enemies under domination effects asking if they are ok?
 
 No.

 
 You are aware that this could be deactivated on the discipline side by setting "AddToComfort" to 0?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 10, 2009, 06:51:00 PM
                Wesp, check your email.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 13, 2009, 12:04:00 PM
                Okay, did a little test run with Heather in Grout's mansion.
 
 First off, HOLY SHIT, Heather knows karate!? I literally saw her kick one female ghoul so hard the poor ghoul FLEW into the wall.
 
 Second, the character acrobatics featuring parts became puzzles of their own. Getting the main character and Heather into places required posessing a lot ( or, I could have just waited for Heather to appear from nowhere XD)
 
 Third, Heather opping out behind you suddenly gave me scares, one time I heard a male gibberling growl behind me, I turned and HEATHER was standing there, scared me.
 
 Fourth and finally, Dheu, I REALLY love the journal Grout left, very InCharacter very cute and hilarious.
 
 So, I really like this mod, thanks Dheu ^^                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 13, 2009, 07:15:00 PM
                Thanks anama... I read your comment with the expectation of a complaint or bug and ... it never happened. That was very refreshing.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 17, 2009, 12:24:00 AM
                lol... you have quite a way with words ZylonBane.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on March 13, 2009, 08:00:00 PM
               
Dheu posted:
Thanks anama... I read your comment with the expectation of a complaint or bug and ... it never happened. That was very refreshing.  

 
 Well, I really wanted to give my thanks since this mod is simply amazing how much new features it adds, and how it changes the game's mood from 'you are all alone' to ' you and me are in this together', which is actually very inversing in my opinion since the player has a companion to care and worry about. And having it changes the strategy of some levels completely. You have to think wether you want your companion with you or not, and weight the pros and cons of either choice.
 
 Besides, more stuff 'bout my favorite character is always welcome.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 16, 2009, 05:20:00 PM
               
Dheu posted:
Thanks anama... I read your comment with the expectation of a complaint or bug and ... it never happened. That was very refreshing.

 Well you can hardly blame people. For a mod of this scope, you've handled it completely out of sequence. What you're supposed to do first is announce the mod, then try to recruit a bunch of people to do all the work for you. Then you create a GeoCities page with lots of progress meters and scanned notebook-scribble "concept art". Then your team has a huge public fight, breaks up, and you rename the mod and start over. Years pass, with people asking "Is this mod dead?" every few months. Then, a miracle happens, and the mod is actually released.
 
 By just up and releasing the entire bloody thing within only a few months of first mentioning it, you've screwed up this whole finely-tuned system. Chaos, turmoil, and confusion! Cats and dogs sleeping together! Madness!!!!                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Chris313AllNite on March 17, 2009, 12:44:00 PM
               
ZylonBane posted:
Dheu posted:
Thanks anama... I read your comment with the expectation of a complaint or bug and ... it never happened. That was very refreshing.

 Well you can hardly blame people. For a mod of this scope, you've handled it completely out of sequence. What you're supposed to do first is announce the mod, then try to recruit a bunch of people to do all the work for you. Then you create a GeoCities page with lots of progress meters and scanned notebook-scribble "concept art". Then your team has a huge public fight, breaks up, and you rename the mod and start over. Years pass, with people asking "Is this mod dead?" every few months. Then, a miracle happens, and the mod is actually released.
 
 By just up and releasing the entire bloody thing within only a few months of first mentioning it, you've screwed up this whole finely-tuned system. Chaos, turmoil, and confusion! Cats and dogs sleeping together! Madness!!!!

 
 Ha, ha, ha, ZB! Nice Ghost Busters reference too. Dheu is the man with this mod. The work he put into it and managing to test and release all within a few months time is very impressive. I've been watching this thing, ever since I first heard about a BL player using the beta with the elevator bug and I'm itching to try it on my own as well.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] murphthesurf11831675 on March 22, 2009, 07:37:00 PM
                Quick question:
 (I downloaded the mod but I'm waiting until I
 finish off my current game before installing
 it)
 If I add Vandal to my entourage, can I still
 purchase blood packs from him if I need to?
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 22, 2009, 07:54:00 PM
                Not while he is in your party. But you can tell him to return to the blood bank and continue purchasing blood from him if you want. Also keep in mind with human traveling companions, you have 1 or 2 portal refilling blood packs (You can feed once every 10 minutes per companion)... so while packs are still needed for the boss battles, they aren't needed as much throughout the game.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] murphthesurf11831675 on March 23, 2009, 12:36:00 AM
                Very good mod. I have one small issue, I went in to fight
 Bishop Vick with a couple of companions in tow. I lost both
 of them in the zombie areas and faced Vick alone.
 While Vick was on his little stage delivering his monologue
 I can hear gunshots going off in the room (colt python, it
 sounded like) and I was being repeatedly hit by something.
 When Vick was done talking I was down to 50% health and most
 of the zombies were dead.
 The companions were still not present where I could see them.
 Is this just a random glitch or is it better to just leave
 the companions somewhere else and do this particular quest
 alone?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 23, 2009, 01:30:00 AM
                This is a glitch I am going to work on in a future patch, maybe even the next one. The bad guys tend to have long winded speeches in this game. Sometimes, the bad guy is already marked enemy by the game during the speech and the companions attack immediatly, even though you are not in combat (the damage was likely the companion standing behind you shooting at Vick... but you were in the way). The second issue is that auto-teleport is disabled during combat, but for those bosses who are not marked enemy during those long speeches, your companions may auto-teleport behind you ... say in or behind a wall/door. Then the fight begins when dialog ends and they are stuck or can't enter the room to help you out. These are some of the known offenders:
 
 Andrea
 Trimisce Boss
 Bishop Vick
 Ming Xiao
 Hollywood Gargoyle
 Mafia Boss
 
 So possibly with the next patch 1.2 (definitely by path 1.3) I am going to add some code to hide them during the conversation (so they wont shoot you in the back) and then spawn them in front of or beside you when the conversation ends. That should get rid of the "Long Winded Boss Bug". Until the patch comes out, you can avoid the bug by getting through the conversations as quickly as possible (hit space to skip the audio and make your choice). Obviously this makes more sense on a reload after you have figured out what you want to say.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 24, 2009, 05:41:00 AM
                umm i noticed few bugs myself...preety wicked mod tho xP ... add's a new lvl to the gameplay
 well first of all ...char experience well going to the asylum due to a mail...i see Jeanette ...wich was a lil disturbing ...since i picked Therese...well i start playing with her added some xp points in her stats but when i swaped the chars back to mine and back again to Jeanette the xp points i added where gone...well this bug is liveable but disturbing since i had to go to my save game 4 h before(kinda if u notice are two bugs) ...and the posing in downtown heaven ...i'm not sure about this...everything works just fine with the companions like moving around , drain theyr blood n etc but when i try to pose them no keys work besides keypad 0(ins) oh yeah and if i tend to move alot they go trough the ground and can't see them even with asupex(hope u understanded what i sayd i just woked up lol)
 oh and another bug...not sure what happened but i got yukie...and i'm 100% sure i didn't picked her...since i can't go yet to chinatown
 oh and enough talking 'bout bugs now a lil suggestion umm ..here goes can u add the posibility to have a companion from 0(character selection) i like to lure the mob to with a char and "backstab" with the other XD is just a simple suggestion but i'm preety sure the triger is when u get the downtown apt. to have the comp but i may be rong also lol
 a lil offtopic :thx for the explanation on how things "work" on the other post happy
                       

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 24, 2009, 11:30:00 AM
                > char experience well going to the asylum due to a mail...i see Jeanette ...wich was a lil disturbing ...since i picked Therese...
 
 I didn't do anything with the mail. So if there is a bug where Jeanette shows up later in the game when she is suppose to be dead(er)... then that bug existed before my mod. I dont worry about those bugs as much because I will eventually upgrade to Wesp's latest patch and hopefully he will catch those type of bugs.
 
 > i..added some xp points in her stats but when i swaped the chars back ... the xp points i added where gone
 
 This isn't a bug. It is intended. Companions can not permanently be upgraded, they can only temporarily be upgraded while you are possessing them. However, when you unpossess, any XP spent on your companion or gained while you were possessing them should be reimbursed. If you are saying that reimbursement isn't happening, that would be a bug.
 
 You are not the only person however that has written to me and reported this as a bug, so I guess it needs to be explained in the readme and on the website.  
 
 > when i try to pose them no keys work besides keypad 0(ins)
 
 Interesting. Might "NumLock" be on? Do you normally use the NumPad for movement? You can edit Vampire\cfg\mods.cfg and reconfigure the keys if the default mappings aren't working on your computer.
 
 
 > oh yeah and if i tend to move alot they go trough the ground
 
 Yeah.. it happens. Can't stop that one. That is why KP_5 recenters them in front of you. But obviously you need to figure out why your keypad isn't working first.
 
 > not sure what happened but i got yukie...and i'm 100% sure i didn't picked her...since i can't go yet to chinatown
 
 I suppose this is possible if there was an internal lookup table error. But I can't fix a bug unless you tell me how to recreate it. Did she appear out of nowhere when you changed maps? Did it happen when you unpossessed. Maybe when you were playing with the Pose system. And did you notice if another character in your party disappeared.
 
 > here goes can u add the posibility to have a companion from 0(character selection)
 
 I have no idea what you are trying to ask. You want a choosable "familiar" during character creation... that can help you seduce the mob boss into meeting you at your apartment and then backstab him when he is there? Back stabbing really isn't needed when you are vampire with hypnotic eyes. Maybe you want to be able to order a companion that you have just dominated to kill themself? That is sort of already in the game if you use the Dominate Discipline "Possess" spell on an enemy. They fight for you for a few minutes and then kill themselves when the spell ends. Thanx for the suggestions tho.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 24, 2009, 11:56:00 AM
                backstabing:umm i like hiding i mean by back stabbing i play hide and seek alot when i have to kill something and with the second char makes it more easyer...no i don't mean the luring to my app simply draging with one and killing with other...(crouch first hit kill wink  )  
 yukie: honestly...i have no ideea ...went to my home and she was there but after i picked janette and i know i sent some1 away in order to have a spot free(the home in santa monica)
 other weird thing...i got to yukie she was there...and the "pet" was there as well i think something got replaced now but i have no ideea what
 numpad: i sayd that after i already tryed everything and ins shouldn't have worked with the numlock off wink and umm no i use the defaul keys for movement remaped the keys to anything else...tooked the loadgame still didn't worked but...after i sent heather away ... everything seemd to work okay
 
 here's also a screenie with both of them lol umm my original one is retextured sry bout that...oh yeah and if i talk to the original one my yukie dissapears
                       

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 24, 2009, 06:23:00 PM
                Backstab : Ahh... ok, so what you want is the ability to somehow unpossess mid combat before the companion runs out of health so that while someone is fighting your companion, you can sneak up from behind using the PC and get backstab damage. Very interesting concept. I could see adding this once I create some sort of non-dialog based companion control system, but that isn't coming until version 2.0 this summer.
 
 dble yukie: Strange behavior, I agree. That model reminds me of the chinatown blooddoll. When you were in Santa Monica, did you by chance make the blooddoll at the Asylum a companion and send them to your haven? Maybe I have a name mixup in my lookup tables. Again... if you can figure out how to make the bug happen, I can fix it. But "at some point in the game yukie appeared as a companion" doesn't help me narrow down the problem at all.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 24, 2009, 06:33:00 PM
                well i can say i have all the asylum npc's wich could be "tamed"(3 ...flirt girls+theresse) plus that dude i get in the bathroom plus that girl in downtown...wich called me samantha(forgot her name) and i think these are about it ...these were "tamed" by me and wich i recall them ...but yukie on the other hand... no clue umm if posible point me to "pet" yukie since i want to change her textures also since i have no ideea wich folder is hers(yukie_n_e and yukie_e ?)
 well back on subject i did replaced some1 for theresse
 umm if i remember corectly i did this at this step from downton sent heather away...grabed the bathroom npc n the one corner lady xP ( i had only them two) gone to hollywood picked a quest(i think the video tape one) and i got the other pet from infront at some bar... got back to downtown checked haven seen the a email about theresse wanted to talk to me ... than headed to my home in santa posed those npc's i than headed to asylum picked the first flirt girl than the one upstairs than headed to theresse i sent one blooddoll away since i didn't had space...and had jeanette...than at haven had yukie ... these were my footsteps ... as i can remember them(my caligraphy sux so please excuse em)                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Aeazel on March 24, 2009, 08:13:00 PM
                Might have found a bug not sure if anyone else has seen it yet and im to lazy to go looking for it in forums if they have. While having the bum as a companion and possessing him going into the inventory and clicking on items seemed to crash the game, have tried it 4 times already just a heads up:)                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 24, 2009, 08:43:00 PM
                Are you saying that you returned to the Asylum and talked to Therese after an email and obtained her as a companion a second time? If so, that would definitely be a bug and may explain the awkward behavior you are talking about. I thought I had checks in place that prevented you from making someone a companion twice. I will check Thereses dialog and make sure they are there.
 
 As for which folder is yukie's, all three folders are yukies.
 
 "yukie" supports the pre-embrace models.
 "yukie_e" supports the post-embrace models.
 "yukie_n_e" supports the post-embrace nosferatu models.
 
 When you embrace, the mod appends "_e" or "_n_e" to the NPC's current model (whatever that is). If an embrace version of the model doesn't exist, things will break.
 
 Therefore, for every model you place in "yukie", you need a corresponding model in yukie_e and yukie_n_e (ie 1 outfit requires 3 models). However, you can place additional vampire-only models in the yukie_e and yukie_n_e directories without having to place one in yukie.  Vampire only models will only become available after you embrace Yukie, but they are less work since you dont need to fashion a nosferatue version of the model.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 24, 2009, 09:41:00 PM
                i think it has to do with some quest since i think that mail trigered it...so it made it spawn again as a normal npc
 i started playing with an old savegame to see if i get it again
 umm first thing's first remember i told u about the posing not working well here you go a savegame(go to skyline apt's)
 and i noticed with this another bug my first "pet" dosen't appear only after i talk to the bathroom npc(first talk to him than try to pose anyways no npc's till than)
 btw i have that mail already but it dosen't work yet i need to advance a lil in game it seems
 Savegame
 (oh yeah i use compmod_1.0 , AltFemalePCClans_1 and a yukie reskin if it matters that much)                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 24, 2009, 10:32:00 PM
                Aeazel :  I can't replicate the error. I click on items, weapons, armors, click use... no crash. What item specifically are you clicking on that causes the crash? The mod has been downloaded nearly 3000 times in the last month and no one else has reported this bug... so my guess is that it has something to do with your setup.
 
 All the bugs that I can think of that might cause a game crash would cause the game to crash regardless of wether you are possessing a character or not. For example, if you listened to the games audio files using Windos Media Player or ran a program that indexed all MP3s on your computer after you installed CompMod and the program was still running in the background when you started the game, access conflicts to the games MP3 files might cause a crash... however the crash would happen wether you were possessing a companion or not.
 
 Also be sure that you installed the mod correctly. You should have installed a fresh version of VTMB and then the CompMod... and thats its. If you installed an unofficial patch or any other mods before or after CompMod, you might mess things up.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 24, 2009, 10:42:00 PM
                umm check my post above i edited i think while u where posting XD                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 25, 2009, 12:19:00 AM
                Thanks for the save game. A few things. In the save game you sent me, you only have 1 companion and it is one of the prostitutes. I did find a bug. It seems that even though the prince gave you the skyline apartment, compmod didn't acknowledge the fact. I don't know how you did it quite honestly.
 
 Line 1221 of prince2.dlg is where the bug is. I didn't update G.CompHaven when the apartment was assigned. However, the odd thing is that there isn't a single conversation path in that file that leads to line 1221. So I am not exactly certain what you did to cause that line to get invoked. It will be fixed in the next patch. In the mean time, you can fix it manually by opening up console and typing:
 
 G.CompHaven="la_skyline_1"
 
 Then the next time you enter Skyline apartments, it should begin working properly.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] AngelicRedDragon on March 25, 2009, 03:55:00 AM
                I got a question about this mod, going back to the whole EXP distribution not being persistant.
 
 What was your reason or logic behind doing this? Just to make it so the main character isn't gimp, to make it more lore friendly, or just to avoid bugs and glitches? I think it would be neat if I could beef up my allies were beefed up with my experience while I sit back with my character and play a support role.
 
 I mean, without buffing him, Skeltor is kind-of a wuss considering he's a gangrel compared to some other characters. As well as your own childes (considering when you embrace them you are already pretty powerful, having Heather being a computer wiz doesn't really help when what you have left is the Sabbat and the final stages) beefing up displines and having Damsel or Skelter going full level 5 buffs would make them seem a little less meat-bags and more formitable companions.
 
 I mean, I have gone through the game before without this mod with 1 in melee and 1 in ranged (because I was a sneaky Nos beefed up other skills).  So I am not saying it's needed, I just think it would be great combat-wise.
 
 Not to mention if, for whatever reason, you wanted ghouls or non-vamp Yukie tagging along you could actually have them fill a role other than portable blood banks.
 
 Just my two pennies.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 25, 2009, 05:40:00 AM
                umm i'm not gonna fix it yet since this "bug" was already there when i had yukie...so i'll just continue the gameplay this way
 oh and i had two...but the other one was the one that heather brings wich in that savegame i didn't picked yet(skyline ->beedroom ->bathroom)
 umm i'm just saying this randomly ...umm maybe is a class line since alot of ppl don't use much toreador and maybe it was overlooked ...but than again... i don't think that is it...well my 2 cents ...
 (another bug wich i'm preety sure ur aware of it...my key at the lucke e. hotel dissapeared)                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Aeazel on March 25, 2009, 12:04:00 PM
                Maybe its a location specific error ok heres the exact scenario.
 
 
 I go into the Santa Monica Hospital with the bum as my companion.
 I possess the bum go into the inventory it says all items have been transfered.
 I click on the money symbol and it crashes the game.
 Tried it outside of the hospital and it seems to be working fine, but when im in the hospital it keeps crashing:)                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kristkos on March 25, 2009, 01:11:00 PM
                um i didn't get the bug working a second time...buuuuuuutttt...i know wich npc it replaced
 the red haired blood dool(the one near the bar) since everytime i reset the room(gather and return to original positions) she is always in the kitchen part(santa monica)hope this helps
 oh and found the mail it get's trigered by the therese death (wich in my case didn't occured)
    
 
Haven_pc posted:
Email
    {
       "subject"   "Open Immediately, Kitten!"
       "sender"   "jeanette@theasylum.vtm"
       "body"      "Dear, dear Duckling,
 HI!  Guess who! No, guess! Because it's more fun that way, that's why! Oh, kitten, have you already forgot? It's me, Jeanette! I was just sitting here in my big, boring bedroom, all by my lonely self when I noticed I was missing something - you. Amuse me. Pretty please?;)
 Wading for you, Duckling,
 Jeanette "
       "dependency"   "G.Story_State >= 30 and G.Therese_Dead == 1 and G.Jeanette_Seduce >= 4 and G.Jeanette_Boink == 0"
    }
 

 
 this wasn't it but it's still weird lol
                       

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ZylonBane on March 25, 2009, 02:56:00 PM
                For the love of god, stop sticking "umm" at the beginning of every smegging thing you type.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 25, 2009, 07:47:00 PM
                Aeazel : Still no crash. Are you playing with the 1.1 patch installed? There was an issue with 1.0 and item duplication.  If there is an instability, it may be because you are clicking on a duplicated item (either because you haven't installed the patch or maybe it is a relic from an old save game).
 
 Make sure you have the 1.1 patch installed. Try starting a new game, grab the bum and head strait to the hospital. See if the game still crashes when you click on the wallet. Also, let me know what clan\gender you are playing with if it still happens.  The item duplication bug was clan\gender specific, so this bug may also be clan\gender specific. I'm testing as a male ventrue and I am not having any problems.
 
 Poor ZB... I'm guessing you have lost some hair over the last few posts. =)                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 25, 2009, 07:50:00 PM
                Kistkos : Thanks. I will patch it so that if Jeanette is in your party you dont get the email.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Maria_Rosselini on March 29, 2009, 02:04:00 PM
                After which quest are you given the permission to embrace? Maybe this issue was discussed here befoe but I cannot find anything related to this.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 30, 2009, 02:51:00 AM
                When you return from the Giovani Mansion (which follows the rescue of Barabus in chinatown)
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] murphthesurf11831675 on March 30, 2009, 04:30:00 PM
                I have a question about recruiting Ash.  If I recruit him
 after the first encounter, then discharge him before I go
 on the quest that has your second encounter with him, can
 he be recruited a second time?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on March 30, 2009, 09:44:00 PM
                No. There is no second encounter with Ash if you make him a companion (whether you discharge him or not). And he is not a companion option in the second encounter, so there is only the 1 slim window of opportunity to make ash a companion.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] ellipsis_jones on April 04, 2009, 03:57:00 AM
                Would it be possible to enable posing outside of the haven?  How about posing the main character while possessing a companion?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 04, 2009, 04:51:00 AM
                So what you want is the ability to pose traveling companions to include the PC if you are possessing someone else?  There are reasons that I didn't include this ability to begin with.
 
 The pose system is pretty powerfull in that you can elevate people and put them just about anywhere. Currently, I dont allow you to pose people that you can possess or unpossess. As a result, you can't accidently place yourself off map or in a wall or in a location that you can't talk to anyone.
 
 If I give people the ability to pose someone they can possess or unpossess, then I would get emails from people complaining about falling off maps, getting stuck, crashing the computer... it would be a nightmare. Not to mention immersion breaking. Some people complain about the pose system breaking immersion, but at least its use is limited to the havens. To make the pose system available at all times on anybody would be pushing things.
 
 Thanks for the suggestion. I will add it to my wish list, but no promises as to when or if you will see that capability. There would need to be a stong demand for this and so far you are the only person to request it. (But the list has to start somewhere). =)                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on April 06, 2009, 04:24:00 AM
                [/hl]I've had this mod for a few days now and I just ran into my first bug that needs to be fixed. ANY time I try to possess VV (both in first and third-person) my game completely freezes and has to be restarted. I followed all the directions and even installed the 1.1 patch, but it still does it. I don't know why it's doing this, but I kind of need help to fix it since that ability is a good half of this mod in itself.
 
 I also seem to be unable to fully recruit Tourette, even after I used the Animus Constupro on her and talked to her twice. I tell her to follow me but she stands there and doesn't move, nor does she appear when I leave the Asylum.
 
 Please, help me out with this...this mod looks REALLY awesome![hl=black]                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on April 06, 2009, 04:25:00 AM
                [/hl]Dammit, double-post. x.-.x[hl=black]                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 06, 2009, 06:36:00 AM
                For starters, I need some basic info about your setup. For example, how much ram do you have, what is your OS. Are you running as an Admin or a standard user. What kind of video card do you have. Did you follow the install directions and rename or delete the VTMB directory from your computer before re-installing the game. Did you install the 1.2 patch or any unofficial patches before installing CompMod (you should NOT have installed anything else).
 
 Once I have an idea of your situation, then I need to ask you some more specific questions like: Is VV the only person you have this problem with? Did you have these problems prior to the 1.1 patch? (1.2 is out BTW). Send me a PM. If you have a save game were you can replicate the error and the game doesn't crash (like with Torette), you can enable console and then copy+paste the console output to the clipboard and send me an email or a pm with the printout. I have a lot of debug messages in the mod so most problems I can figure out by simply looking at that.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on April 06, 2009, 06:55:00 AM
               
Dheu posted:
For starters, I need some basic info about your setup. For example, how much ram do you have, what is your OS. Are you running as an Admin or a standard user. What kind of video card do you have. Did you follow the install directions and rename or delete the VTMB directory from your computer before re-installing the game. Did you install the 1.2 patch or any unofficial patches before installing CompMod (you should NOT have installed anything else).
 
 Once I have an idea of your situation, then I need to ask you some more specific questions like: Is VV the only person you have this problem with? Did you have these problems prior to the 1.1 patch? (1.2 is out BTW). Send me a PM. If you have a save game were you can replicate the error and the game doesn't crash (like with Torette), you can enable console and then copy+paste the console output to the clipboard and send me an email or a pm with the printout. I have a lot of debug messages in the mod so most problems I can figure out by simply looking at that.

 To answer the first paragraph's questions:
 2GB of RAM, NVIDIA GeForce 8400M GS graphics card, Vista Home Premium, Admin, no I do not have the security settings set up, no,I didn't install anything other than the unofficial patches, and yes I followed the directions to reinstall the game. I didn't delete all the other files because I had installed the 6.0 patch and, after reading some of the questions (you said it wouldn't matter if 6.0 was being used at the time because of how the mod ran) I deemed it unnecessary. I used both 1.0 and 1.1 on VV and both resulted in the crash.
 
 How would I replicate the error on/with Tourette if I can't get her to respond to 'follow me'? And I have the console enabled but how exactly would I get the console output or know if I got the right part? I put in console commands like noclip and such so I wouldn't think that would be necessary.
 
 As for 1.2, I don't see it on your google site and I checked right after reading this, so that's a surprise to me. I hope at least some of what I gave you would help fix this, but I also need to know more of how to replicate an error to send you the results, especially with the problem I have with VV.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 06, 2009, 07:32:00 AM
                In the post I believe you are referring to, I said people are free to not follow my directions and install ontop of the 6.0 unofficial patch if they wanted. I said I felt it would probably work OK... but also I said if you decide to not follow my directions, then do so at your own risk and not to bother me with bugs that may in fact be due to resource conflicts.
 
 Now,  I'm sure it is probably my fault =), however I need a dependable starting point before I can really diagnose the bug. IE: I need your machine to look as much as possible like my machine.  So while it may be some trouble, my first suggestion would be to rename your VTMB directory, then run unistall followed by install (nothing will get removed since you renamed the directory) and try following the directions and see if you have any problems. By renaming the directory, you essentially back things up... so if the problem is still there, you can retrieve your old save games. However, I wouldn't use the old save games until you are actually able to recreate the issue with the new install. Feel free to use the god and giftxp cheats to barrel through the game.
 
 If you dont feel like reinstalling your game, we could try tackling the tourette bug first. Basically... let the game break (IE, ask her to follow when she doesn't). Then open console and use the mouse to select EVERYTHING. (Hold the left mouse button down and select all text... Yes you will have scroll up). Hit CTRL + C once eveerything is selected and then exit the game. Open wordpad and hit CTRL + V to paste everything there. Then send it to me.
 
 Onviously the game crash bug will be harder to diagnose. Is there a message popup when the game crashes. Like "something not in precache" or anything like that. Also, if you have ever listened to the games sound files using windows media player, it leaves the files locked and causes the game to crash if the game tries to play them. It is because WMP adds everything you listen to to its history and recent playlist. I have read that if you clear those, it unlocks the files. Sometimes rebooting can fix the problem as well.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on April 06, 2009, 04:18:00 PM
                I can do the Tourette one today, so I'll be sending you the text file for that or whatever later (I'm going to basically boot up the game and go there, so it won't actually be too much to copy). In the VV bug there's no notification at all.
 
 And if I'm going to uninstall the game -again-, is there any way I can at least keep my save files before I got these bugs? I'd REALLY prefer to not have to work my way to LA again because that'd mean there'd be a week or two gap between this reply and the next. >.-.<                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 07, 2009, 02:42:00 AM
                Hi,
 I've not played VtMB for a little over 2 years but recently I got the urge to give it another play through. After starting off I realised that I hadn't checked out what the current situation is regarding mods and the unofficial patch, imagine my surprise when the first thing I find is the Companion Mod! Clearly a whole lot of work has gone into creating this and it really does look like a fun mod! So, I've spent some time reading up about it, checked out the CompMod's website etc but I still have a few questions.
 
 First off, a few questions about using custom skins. I currently have a number of custom skins installed and I'd like to install all of them for my CompMod installation but I'm not 100% sure if all of them will work correctly? As I understand it, most would/should be fine, but I'm not sure what would happen for anyone such as Heather or Yukie? If it helps I use Nigh Naked Heather by Hellwolve to replace Heather's lingerie outfit and for Yukie I use one a skin I made myself. If I recruit Heather and/or Yukie, would those custom skins still be available? I suspect that they would not be available to whichever one I chose to embrace but otherwise they should show as an available clothing option, is that correct?
 
 A couple of posts up it's mentioned that patch 1.2 is now available, yet I cannot find any link for it anywhere! Is it actually available? If so, which sites are hosting it? If patch 1.2 is not available yet, is it possible to give a guesstimate on it's release?
 
 Other than the outfit packs available on the CompMod site, are there any other outfit packs currently available? I haven't spotted any yet, but figured it was worth asking, just in case.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 04:39:00 AM
                Grizzly : I believe you can use the ni-high and yukie skins however if they do not follow the outfit pack conventions (which I doubt they do), they will REPLACE the original models. The skins will not become outfit options. However, if that doesn't both you, I dont believe they will break the game.
 
 I have seen skins that install by clobbering clandoc000.txt under vdata/system. Those are the ones that are not compatible with this (or any) mod. However, those skins are normally PC replacement skins, not NPC skins.
 
 There are a lot of skins out there, but most are not formatted to the compmod spec. Every once in while I take a break from patching/programming and do some skinning work, but it has been slow going. I am a programmer, not a graphics artist.
 
 The 1.2 patch is out, but it is sort of hidden in the forums. I redid the framework to support willing companions. I fixed a LOT of bugs, but I also made a LOT of changes. I'm a little worried that the patch may introduce as many bugs as it fixes which is why I haven't made it obvious on the home page. Wanted to let some of the hard core mod fans test it a little before I made it mainstream. But nothing has been reported, so it will probably appear on the home page by Wed.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 05:06:00 AM
                Vincent:
 
 I would encourage you to try an old save game after the reinstall and see if the bug is still there. If it is not there, great. However, VTMB tends to save resources as part of the save game. So if it is still buggy... all that would tell us is that the save game may have included the bug as one of the resources it saved. You may still need to start a new game to verify that the bug is there with a fresh game. But there is that chance that the bug will not be there, so I say try some of the old save games first.
 
 Also I have a developers script I have been working on to help fast-forward for testing. It is not done, but it works and may help a little.
 
 http://docs.google.com/Doc?id=dhgs89mq_22gfvx5bc7
 
 Note: It only fast forwards the main plot, not side quests and right now, only spot 1 works. I plan on rolling it out as part of CompMod in a future patch so that people dont have to be so scared of starting a new game.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 07, 2009, 05:48:00 AM
                @ Dheu:
 Thanks for the reply. Guess I should have mentioned that I'm aware of how skins work, where to install them etc. I've actually created quite a few for myself, though I did those back in 2006, but never released any of them! The majority of the skins I use are for NPC's, though I do use 3 PC replacement skins (male and female Tremere, and female Malk). None of the skins I use follow the outfit pack conventions but I'm fairly confident that's not really an issue (yet). I certainly don't use any skins that clobber clandoc000.txt so that's not an issue.
 
 However, my main concern is in regards to the skins I use for Heather and Yukie. If I install them as replacement skins, therefore replacing the original skins, they would remain available as a clothing option so long as Heather and Yukie remain human. Correct? What happens once they are embraced? Do they then only use the outfit options provided by CompMod? Just want to clarify that so I can plan accordingly, as in, should I set up the replacement skins for Heather and Yukie as CompMod outfits? Though, tbh, by the time you're able to actually embrace one of them it may not really be an issue. I may just install the replacement skins for Heather and Yukie to replace their original skins and, once I choose who to embrace, leave them to use the CompMod's embraced skins.
 
 Thanks also for explaining about the 1.2 patch. Personally I'm in no hurry anyway as I intend to finish my current play through without CompMod and then I'll install afresh to begin a play through with CompMod. May even wait until the 1.2 patch enters mainstream after reading the patch notes! wink                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 07:32:00 AM
                When you embrace them, the mod append "_e" or "_n_e" to the model name and directory for the companion.
 Whatever is found there is what becomes their new clothing option.
 
 .../yukie/yukie.mdl -> .../yukie_e/yukie_e.mdl
 
 The current version doesn't perform any file checks so it can break if their current outfit doesn't have an equivlent. To avoid a possible bug, simply have them change back to their original outfit before you do the embrace.
 
 In this regard, Yukie and Heather are currently harder to make outfit for because an outfit designer has to make 3 versionof the outfit and one of them has to be a nosferatu model.
 
 With CompMod 1.3, I am going to add model verification to the embrace so that the mod automatically resets their outfit if the current outfit doesn't have an "_e" or "_n_e" equivalent. Hopefully this will encourage outfit authors to make outfits for Yukie and Heather since they will no longer need to make 3 models per outfit.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 07, 2009, 03:10:00 PM
                Thanks again, I was aware of the model/directory naming requirements but wasn't sure how the game would react if one or two of the models/folders were missing (or simply named wrong). So, simply put, basic skin replacement (replacing game default skins) is fine, but outfit packs for Heather and Yukie must have 3 versions of each outfit.
 
 Just to clarify, installation order would be: fresh install of VtMB, install CompMod v1, install CompMod patch v1.1, install CompMod patch v1.2 (if/when available) and finally install choice of replacement skins.
 
 Well I think that's all my questions for the time being, though I suspect I may think of some more soon enough! lol                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 07:58:00 PM
                Pretty much. If you are using steam, you have to start the game up at least once after the fresh install to make sure it has fully uncompressed before installing CompMod. Also before installing compmod, you should disable Auto update for the game. I dont think Steam is doing a lot of auto-patching, but if it ever does, it would break the mod. I will be adding the extrac steps for steam users to the online instructions today.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 07, 2009, 08:29:00 PM
                No, not using Steam, so that's not an issue. I have the original retail game, so the install is from the disks! I intend to rename my current install's folder so that I can use that for the Unofficial plus patches.
 
 Such a shame that the Unofficial plus patches and CompMod are currently not compatible. While I kind of understand the logic behind the reason for that, the decision immediately puts the 2 mods in competition with each other by forcing the end user to choose which one they will use. Are there really so many people playing VtMB these days that both mods will, or can, support a decent sized player/fan base? Personally I suspect that while many players would happily use both if possible, the only real result will be in a diminished player base for each mod which may eventually result in one mod being left totally alone.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 10:55:00 PM
                Grizz: I agree that there is a small VTMB user base, but technically combining mods isn't possible. The game was never designed to be modded and has a limited number of available resources. Every major mod generally has to take advantage of those limited resources. Wesp's "Plus Content" as far as I can tell uses pretty much everything. I wouldn't expect anything less given the nature of the patch, but it makes it near impossible to merge any mod with it. Anyway, this has been discussed elsewhere in these forums (probably in the last 3 weeks).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 07, 2009, 10:55:00 PM
                Patch 1.2 now available. See website mentioned in first post.
 
 Fixes:
    - You can now "attempt" to embrace more than 1 companion.
    - Updated level calculation so that companions can take twice as many
      hits in combat before falling.
    - Fixed issue with companion eyes wondering around.
    - Armor now stays selected during possess/unpossess.
    - Fixed bug where bloodpool would reset when possess/unpossess
    - Vampire companions now maintain their own bloodpools.
    - Fixed Doopleganger bug caused by changing maps during combat.
    - Fixed Yukie and Heather dialogs so that they will only discuss
      personal matters with the PC themself (not a possessed companion).
    - Fixed numerous bugs caused by nos PC's possessing non-nos PC's while
      changing maps (cabs appearing, various things happening that shouldnt)
    - When playing Nos, NPCs now spawn futher from PC (Avoid bump off map)
    - Human companions should no longer shout "Are you OK?" over and over.
    - Delayed VV's pole dance until after you attack the Sabbot stronghold.
      (Once she begins dancing, you can no longer make her a companion).
    - Added Lapdance for male NPCs.
    - Fixed VV convo bugs (infinite money)
    - Fixed LaCroix convo bugs (haven assignment bug when playing Toreador)
    - Fixed Danielle convo (Can pick her up again if told to go to Asylum)
    - Fixed E convo bugs (Lily now required to make E a companion)
    - Fixed email bugs (no email from Jeanette/VV if companion)
    - Added "CompMod 1.2" text to character screen so you know if you have
      it installed correctly.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] brujahfolife on April 29, 2009, 01:09:00 PM
                is there any way to include blood healing disipline with your mod?
 cuz i really wanna play comp mod again but i can tcuz i have 6.0 installed and the two mods wont co exist with one another                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 29, 2009, 08:22:00 PM
                You dont need a mod to gain blood healing. Just use console to give it to yourself after the game gets rolling:
 
 vstats get base_blood_heal 1                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] brujahfolife on April 30, 2009, 01:49:00 AM
                it doesnt work
 is there any way you can get your mod to work with wesps 6.0 or 6.1?
 i realy enjoy your mod but i also enjoy the 6.0 updates
 it sucks =\                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on April 30, 2009, 05:58:00 PM
               
Dheu posted:
Patch 1.2 now available. See website mentioned in first post.
 
 Fixes:
    - You can now "attempt" to embrace more than 1 companion.
    - Updated level calculation so that companions can take twice as many
      hits in combat before falling.
    - Fixed issue with companion eyes wondering around.
    - Armor now stays selected during possess/unpossess.
    - Fixed bug where bloodpool would reset when possess/unpossess
    - Vampire companions now maintain their own bloodpools.
    - Fixed Doopleganger bug caused by changing maps during combat.
    - Fixed Yukie and Heather dialogs so that they will only discuss
      personal matters with the PC themself (not a possessed companion).
    - Fixed numerous bugs caused by nos PC's possessing non-nos PC's while
      changing maps (cabs appearing, various things happening that shouldnt)
    - When playing Nos, NPCs now spawn futher from PC (Avoid bump off map)
    - Human companions should no longer shout "Are you OK?" over and over.
    - Delayed VV's pole dance until after you attack the Sabbot stronghold.
      (Once she begins dancing, you can no longer make her a companion).
    - Added Lapdance for male NPCs.
    - Fixed VV convo bugs (infinite money)
    - Fixed LaCroix convo bugs (haven assignment bug when playing Toreador)
    - Fixed Danielle convo (Can pick her up again if told to go to Asylum)
    - Fixed E convo bugs (Lily now required to make E a companion)
    - Fixed email bugs (no email from Jeanette/VV if companion)
    - Added "CompMod 1.2" text to character screen so you know if you have
      it installed correctly.

 great job                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on April 30, 2009, 08:00:00 PM
                My bad:
 
 vstats get blood_healing 2
 
 There are no plans to include Wesp's plus Content from any version of the Unofficial Patch into the Core CompMod distribution. However, I will begin supporting "Plugins" for Compmod shortly after the 2.0 release comes out. (8 to 10 weeks from now?) So if Wesp wants to create a Plus Content Plugin for CompMod, that will be his call. (ie: bug him, not me wink  )
 
 Anyway, that is 2 if not 3 months away from now.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on May 14, 2009, 01:20:00 AM
                1.4 Patch Released (see homepage)
 
 New Features:
 -------------
 Battle Cries added.
 - Companions who talk now shout personality specific expletives when combat begins.
 - Battle cries are read in from battlecries directory. Add your own if you wish.
 
 Music Manager Version 1.0:
 - When enabled, now manages all background music, including music in clubs and the original games background music if you simply want to turn the background volume down.
 - When playing custom music, now identifies and ignores MP3s that will crash the game
 - By default, Music Manager will only play your custom songs when the original game had background music. You can change this behavior to "always on" in mods.cfg.
 - Option included in mods.cfg to autofix broken MP3s so that all custom MP3s will always work.
 
 New Companions added (1.3)
 - Jeanette (Willing)
 - Knox (willing for female only)
 - Ash (Willing)
 - Boo
 - Bertram
 
 Special Ending for people that find Spell of the Phylax. (1.3)
 
 Bug Fixes (1.4 and 1.3)
 -----------------------
 - Fixed Lily Quest bug where Doris would not give Lily's stuff to PC
 - Added Code to fix Kamakzi Zen and LuckyStar key issues.
 - Long Winded Boss Bug fixed: Companions (who have not been told to stay put) now hide when you are talking to bosses and teleport in front of you when conversation ends to provide cover and ensure their gunshots are not hitting you in the back of the head.
 - Updated Heather/Therese/Yukie no-skirt models. Removed invisible skirt so that they no longer show up in obfuscate.
 - Updated Asiam Vampire so that he always drops weapons.
 - Therese now has Auspex as she should.
 - You can now get present from Heather without embracing her.
 - Fixed Bug were you could dominate the same prostitute model twice
 - Fixed minor outfit bug where "Change Outfits" would sometimes appear when there is no outfit to change into.
 - When asked to remove Companions, all standard companions now display names instead of "Generic NPC".
 - Fixed bug with pose system that happened if you reset the haven while someone was in a lapdance or sitfrisky pose.
 - Fixed Ash convo bug which could cause him to not join party.
 - Willing companions can no longer be moved or posed by default.
 - mods.cfg option added to allow posing of willing companions.
 - Fixed armor stay bug that occured when using histories.
 - Updated Tsengs inventory to include occult items.
 - (More) Grammar and spelling fixes.
 
 NOTE: Music Manager v1.0 has a new schemes_no_bg directory. if you used the previous version, you will need to replace sound/schemes with the newly patched sound/schemes_no_bg after install.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on May 15, 2009, 08:28:00 AM
               
Dheu posted:

 There are no plans to include Wesp's plus Content from any version of the Unofficial Patch into the Core CompMod distribution.

 
 May I ask why is that? Because your mod clearly changes the gameplay much more so why ignore the plus content? Also almost all basic/plus changeovers in dialogues and python are done by a simple variable, so it should be easy to offer your mod with the same basic/plus choice. The only problem I see are your two additional new items and that can be fixed.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on May 16, 2009, 08:12:00 PM
               
Wesp5 posted:
Dheu posted:

 There are no plans to include Wesp's plus Content from any version of the Unofficial Patch into the Core CompMod distribution.

 
 May I ask why is that? Because your mod clearly changes the gameplay much more so why ignore the plus content? Also almost all basic/plus changeovers in dialogues and python are done by a simple variable, so it should be easy to offer your mod with the same basic/plus choice. The only problem I see are your two additional new items and that can be fixed.

 i agree with wesp i would miss the plus stuff                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on May 17, 2009, 05:16:00 PM
                The plus patch content will never be part of the "Core" CompMod release. However, I am not against a Restored Content Plugin that gets installed after CompMod that adds Wesp's hard work to CompMod. However, such a plugin would require that CompMod is finished. Which WILL HAPPEN this year, possibly as early as August and no later than Oct.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on June 03, 2009, 03:28:00 PM
                Okay, not so much a problem, but something one should note.
 
 Dheu, your Mod got mentioned in the finnish PELIT magazine!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 03, 2009, 07:54:00 PM
                Cool. Wish I could get a copy. Is it online somewhere?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] anamizuki on June 04, 2009, 08:19:00 AM
                I don't think so, plus it's in finnish.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Mv.c9 on June 05, 2009, 03:14:00 AM
                Now this is what I can Call Mod.                        

 

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 Current Projects: Bloodlines Antitribu: (VTMB Mod)
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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Mv.c9 on June 05, 2009, 03:15:00 AM
                hey is this going to be included in the wesps patch ?????                        

 

-----signature-----
           "Don't argue with Idiots . . . They will bring you Down to their level and beat you with Experience !"
 ...
 ---
 Current Projects: Bloodlines Antitribu: (VTMB Mod)
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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 05, 2009, 11:16:00 AM
                Probably not, but who knows. When I am done updating/fixing the mod later this year, I can't speculate on who might do what with it.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Maria_Rosselini on June 05, 2009, 07:12:00 PM
                I would like to suggest implementing the possibilty of siring Samantha, the girl you meet after the character's first meeting with Issac, the Baron of Hollywood. She is curious what happened to you and is very fond of the character, possibly because of a strong relationship before the moment of his/her disappearance. You encounter her not so late in the game and giving her the possibility to be embraced is a verosimile situation; trying to make her understand the real meaning of the character's existence, like Lily showed E. what she was.
 
 Or how about having the chance to embrace Mira if you are a Ventrue? After all, in the description box it says you have a stronger bond with the Camarilla society. Or to receive the embrace permittion earlier in the game. After you betray her by completing the others' quest, the character would have the ability of giving her another kind of Kiss as fulfilling as the one promised by the Giovanni.
 
 "Receiving" Mira as a present or a token of war from Sebastian would be nice...                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] bboypr on June 06, 2009, 04:37:00 AM
                Love the mod.  This might be a stupid question but when I pose Heather at the Santa Monica Haven I keep getting a message "Heather Refuses".  Is this supposed to happen or is there something wrong with my patch.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] bboypr on June 06, 2009, 04:39:00 AM
                Neverminde.  Upon further reading I found the answer.  Willing companions can no longer be posed by default, right?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 06, 2009, 09:34:00 PM
                Correct. You can definitely pose her if you embrace her. However, I thought I had special case code in place for heather since she is your ghoul. I will double check on my development machine when I get home on Sunday and make sure you can pose her.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] idoru2099 on June 13, 2009, 10:03:00 AM
                Dheu your excellent work with Bloodlines is greatly appreciated. The idea of making a music manager is also great. I have some questions about it though.
 
 If you use the music manager, when you re-enter an area will the songs play from the point they were previously when you left the area , or will they start from the beginning? My biggest gripe with the way the music is handled in VTMB, is that most of the times you only listen to the first minute of the track, over and over again when you leave/enter areas. So does the music manager fixes this, and if not, is it possible to make the area music play continuously?                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 13, 2009, 11:47:00 AM
                No, I'm afraid not. The game itself provides a method that plays audio files and while the method allows you to control the volume of a file, it does not allow you to control the start time.
 
 The upside is that since the music manager supports playlists, you aren't listening to the same song start over and over again. At least you are rotating through a song list.
 
 The only way to correct the problem from the mod would be to distribute a dll, load it with python and play the audio using a non-VTMB supplied audio player. Which is way too much trouble not to mention licensing issues on distributing anything I don't create myself.
 
 An alternative that you can consider: Disable the games audio by setting the Music Manager Volume to 0 and then start up a setlist of your favorite songs using an external program like WinAmp prior to starting the game. Your songs will keep playing uninterupted. The downside is that they will keep playing in areas that are normally quiet and during conversations. So it is not perfect, but depending on how much the music irritates you, that is a solution.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 15, 2009, 05:34:00 PM
                what about decide havens with votes on the location?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on June 16, 2009, 05:16:00 AM
                Crap, double post. Ignore this one. >.-.<;;                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on June 16, 2009, 05:18:00 AM
                Well, glad to see some new things have blossomed from this mod while I was playing other games...I did have one question on the 1.4 updates though; What do you mean by you can 'attempt' to sire another person? What if you succeed? what are the chances you will? If you do, is there any negative repercussions? What if you fail, will the game be over? etc...I'm a little hesitant to install the updated patch after hearing that, even though the idea of having another Childe is a nice one. >.-.<;                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on June 16, 2009, 06:02:00 AM
                I also can't get past a certain part that is, from what I can tell, due to the mod; after the Hallowbrook Hotel mission. I have Damsel as one of my companions and I can't get Jack or Skelter to tell me...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 16, 2009, 08:30:00 PM
                As for siring, if you try to sire 2 children while working for LaCroix, you will find yourself back at the theater for a prompt public execution. If you go rogue and you aren't working for LaCroix, you can sire additional people without circumstance. (however right now there are only 2 options).
 
 Jack not talking was a known bug from version 1.0? (I can't remember the exact version). It should be fixed with the latest patch. Though you may have to reload a game prior to gaining Damsel as a companion for the fix to take effect. I can't recall. Just try it out and see what happens.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kreusel117 on June 17, 2009, 04:16:00 AM
                Hi. Sorry to bother you but ive been trying to figure out how to get the main characters as companions but i cant figure it out. i can get other characters like bums and such but it wont give me the choices to get the main characters to be my slaves or w/e. Please email me at saulkreusel@yahoo.com as soon as you get the chance that would be very appreciated. happy                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] kreusel117 on June 17, 2009, 04:19:00 AM
                Hi. Sorry to bother you but ive been trying to figure out how to get the main characters as companions but i cant figure it out. i can get other characters like bums and such but it wont give me the choices to get the main characters to be my slaves or w/e. Please email me at saulkreusel@yahoo.com as soon as you get the chance that would be very appreciated. happy                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 17, 2009, 05:53:00 AM
                main Characters (Vampires) require that you have the Animus Constupro in your inventory. You should find it at the end of the Alistair Grout Quest given by LaCroix.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 17, 2009, 08:16:00 AM
               
Dheu posted:
(however right now there are only 2 options).
 

 a good idea for option 3 would be samanta,the girl in holllywood main map,i would love to sire her and what about a romance option for her and yukie?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on June 17, 2009, 08:23:00 AM
               
Dheu posted:
main Characters (Vampires) require that you have the Animus Constupro in your inventory. You should find it at the end of the Alistair Grout Quest given by LaCroix.

 
 Hi Dheu, have you read my comment in the UP thread that I would suggest to use the restored squashed Odious Chalice model for the Animus Constupro in future versions instead of the regular Chalice?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 17, 2009, 10:39:00 PM
                Can't say that I have. What version was it restored in?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on June 18, 2009, 06:31:00 AM
               
Dheu posted:
Can't say that I have. What version was it restored in?

 
 The latest one, 6.2! It's a flatter version of the Chalice in Grey colour and I made an inventory icon to fit it. With my patch you can find it as item_g_ring_serial_killer_1. I suspect Troika planned to show the empty Chalice filling up but the inventory system didn't allow for it.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on June 18, 2009, 08:26:00 PM
               
Dheu posted:
As for siring, if you try to sire 2 children while working for LaCroix, you will find yourself back at the theater for a prompt public execution. If you go rogue and you aren't working for LaCroix, you can sire additional people without circumstance. (however right now there are only 2 options).
 
 Jack not talking was a known bug from version 1.0? (I can't remember the exact version). It should be fixed with the latest patch. Though you may have to reload a game prior to gaining Damsel as a companion for the fix to take effect. I can't recall. Just try it out and see what happens.

 
 Well, that seems kind of pointless to have you be able to sire a second person so late in the game...though it still would be nice to have two. Would you be able to sire another if you choose to side with the Camarilla (sp?) but NOT with LaCroix?
 
 And crap. That is NOT good, because if I did have a save before it it's almost guaranteed to be gone thanks to the autosave/save overwriting VTMB does. x.-.x; I'll try the 1.4 patch, and hopefully I can fix it without having to completely start over.
 
 Oh, and that reminded me of something that would be a good addition to the next patch; the ability to have main characters (Damsel, VV, etc) go back to their standard duties for a short time...like the option of sending them back to their normal spot but also wipe their memory of being controlled for a period of time until you say a special phrase. They ARE under your complete control, after all, so it would make sense you can force them to revert to their pre-Animus state until you say a specific word or phrase, after which they will become your companion again. I don't know anything about how you did this mod, but I would think that could be done. ^.-.^; Thank you for helping nevertheless...hopefully I don't have to restart the game.
 
 (EDIT)One last thing; with the music manager, I'm having a bit of trouble. I don't know how to save a playlist in WinAmp. How do you do that, and does it need to be named 'list.m3u'?
 (EDIT2)I also can't get ANY music to play when I'm in battle mode, even after switching the files to .wav. I put some music in that folder, and none of it will play. I also know I fixed the .cfg file so everything should work.
 Sorry for the huge post,
 Vincent                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 19, 2009, 03:55:00 AM
                Trigger Phrase : An interesting idea, but more complicated than it should be. You see, when you start a conversation with someone, a laundry list of conditions are tested to discover where in the dialog file the NPC will begin talking. Things like game state, how you have treated them, etc... determine their reaction and the conversation they have with you. It is no trivial task tracing through the dialog files and finding every single entry point where a conversation may begin so that I can append a new trigger phrase line. The easier approach is to have a condition at the top of the list that says if they have ever been a companion redirect to a new dialog where you can ask them to come along with you or not. The downside is that it eliminates sub-quests.
 
 WinAmp : ALT+E to bring up play list editor. Once you have the songs listed, bottom right [List options] -> [Save List]. Note : The mp3s must be sitting in the correct directories when you add them to the list. If they are located anywhere else on your computer, they will not play.
 
 As for combat music not playing, the music manager ignores any MP3s with ID3v2 headers (to prevent the game from crashing). So it is possibly that the MP3s you have thrown into the combat directory have ID3v2 headers. Either remove the headers manually or turn autofix on.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] shadowlord_alpha517 on June 19, 2009, 04:19:00 PM
               
Dheu posted:
Trigger Phrase : An interesting idea, but more complicated than it should be. You see, when you start a conversation with someone, a laundry list of conditions are tested to discover where in the dialog file the NPC will begin talking. Things like game state, how you have treated them, etc... determine their reaction and the conversation they have with you. It is no trivial task tracing through the dialog files and finding every single entry point where a conversation may begin so that I can append a new trigger phrase line. The easier approach is to have a condition at the top of the list that says if they have ever been a companion redirect to a new dialog where you can ask them to come along with you or not. The downside is that it eliminates sub-quests.

 
 Would it be possible to add a line to the standard companion dialog - something along the lines of "What's on your mind?" - which forces it to recheck the dialog setup ignoring that first condition? That way you could get at any sub-quests the companion might offer. Not quite a triggerphrase, but. . .
 
 Yes, I'm new here, and I'm only just figuring out what might be possible. I'm running CompMod 1.4 now, Dheu, and I gotta say I love your work. Looking forward to the next version happy                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 20, 2009, 06:13:00 AM
                Nothing is impossible, but the dialog engine wasn't designed for re-entry into the boolean tree. I can think of a relatively nasty/elaborate hack that would get around the limitation, but it would be a LOT of work and would result in dialog files that are a maintenance nightmare. I wont rule this out, but if I roll that type of capability into the mod, it would be one of the last things I do (since a final release would imply that the maintenance issue would not be a big deal since the dialogs and capabilities wont be changing).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] shadowlord_alpha517 on June 20, 2009, 02:29:00 PM
                Ah, I see. Hadn't realized it'd be quite such a nightmare; I noticed that it seemed like you'd done something similar for Heather already, which was where the possibility occured to me.
 
 Whether that's in it or not, definitely looking forward to the final release grin                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 20, 2009, 03:51:00 PM
                what about samantha?will you add an option to embrace her?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 20, 2009, 04:20:00 PM
                Probably not (Samantha). The issue is that she has like 6 lines of audio in the game. So there is no material to work with in order to "sculpt" any conversations. And if I was going to record new fresh audio, then I would probably make a brand new character rather than replace the audi for characters already in the game.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 20, 2009, 04:39:00 PM
               
Dheu posted:
Probably not (Samantha). The issue is that she has like 6 lines of audio in the game. So there is no material to work with in order to "sculpt" any conversations. And if I was going to record new fresh audio, then I would probably make a brand new character rather than replace the audi for characters already in the game.

 understable
 edit:mean understandable                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VentrueBoy on June 21, 2009, 11:36:00 AM
                Mercurio and Knox have great dialogue for turning methinks. Heather too of course and Yukie is already a choice...but who else might you use? Patty!? (now THAT would be eternal damnation...for the entire universe) I love the siring idea.                        

 

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Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Signothorn on June 23, 2009, 02:18:00 AM
                I added the mod to the PV files area but directed the download to Dhue's site because it's being updated so frequently and there is so much changing and innovating going on with this mod, it's easier to keep the news current by linking the site. Good to see so many names in the credits for this mod, a good portion of the community has helped perfecting it in some regard. grin  
 
 http://archive.planetvampire.com/files/paine/bloodlines/filepages/646.htm                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on June 23, 2009, 06:32:00 AM
               
Signothorn posted:
I added the mod to the PV files area but directed the download to Dhue's site

 
 He calls himself Dheu and you did the same typo on the file page. Better fix it fast wink !                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 23, 2009, 05:12:00 PM
                dheu can you please make a yukie outfit pack with this skin and the  one made by halofarm?
 http://vh.noirscape.org/files.php?action=showfile&file=215                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 23, 2009, 08:40:00 PM
                The skin is already included with CompMod. It becomes available if you embrace her. I didn't make it available pre-embrace because it didn't fit her original personality.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Signothorn on June 24, 2009, 12:46:00 AM
               
Wesp5 posted:
Signothorn posted:
I added the mod to the PV files area but directed the download to Dhue's site

 
 He calls himself Dheu and you did the same typo on the file page. Better fix it fast wink !

 
 Doh! You know why I mistype the name? There was a super hot leggy blond Fox News anchor named Laurie Dhue I used to watch.... on mute... in the dark... by myself...
 
 
 
 
 I'll get it fixed, sorry bro...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on June 24, 2009, 08:49:00 AM
               
Dheu posted:
The skin is already included with CompMod. It becomes available if you embrace her. I didn't make it available pre-embrace because it didn't fit her original personality.

 awesone,thanks                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] benamar23 on June 24, 2009, 06:15:00 PM
                hi im new here grin  
 i finally got the game working and im playing ur mod (great mod btw )
 only 1 problem
 my vampire companions use only passive disciplines ... for example Tourutte dont use dementation unless i posses her and use it manually ... its annoying that a vampire with level 4 on dementation uses only auspex ...
 any way to solve this ?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on June 24, 2009, 10:21:00 PM
                I actually wrote my own AI for the companions. That is why they use their passive disciplines. The game's AI handles basic fighting like hand to hand and using guns. However it doesn't handle disciplines. So for them to use there disciplines, I would have to script it into my own AI. That is not impossible, and I have investigated it a little bit. But there are issues. For example, the game engine doesn't notify me who a companion is fighting. So the best I can do is look for the enemy closest to the companion. Well... constant scanning in combat slows things down. The other issue is I plan on allowing you to allocate up to 50XP to each companion. Well, that is enough to raise any single discipline up to 5. Having a Malkavian with level 5 Dementation and an infinite amount of blood makes most fights a joke.. literally. So I have need to only allow them to caste 1 spell of level 5, 2 spells of level 4, etc... every once in a while. Right now I am thinking it will reset every 10 minutes OR when the PC feeds (From a human or blood pack). But I may require THEM to feed from a human (wether you do it through possession or they do it themself during combat).
 
 So I am working on it, but it is rough and I may yet run into a road block.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] benamar23 on June 25, 2009, 07:03:00 AM
                i must admire u for facing hard work and not even blinking grin  
 i can only imagine what ppl like urself and the other modders here could have dont if we had open source :S
 
 keep up the good work ur doing great !                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] benamar23 on June 26, 2009, 12:58:00 PM
                hey im playing as a Tremere and LaCroix gave me the option to embrace 1 childe
 2 problems :
 
 1) because the tremere dont have any passive disciplines except auspex the embrace dont really makes the human stronger... especially because the childe has only lvl 1 auspex and lvl 1 thaum... so he cant even use bloodshield
 can u atleash make them get higher lvl disciplines ? cuz auspex is crappy !
 
 2) it seems like LaCroix was lying cuz i can embrace more than one ... i embraced Yuki and Heather and nothing happend ...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] shadowlord_alpha517 on June 27, 2009, 03:45:00 AM
                @benamar23:
 
 1) I agree with this, though I suspect Dheu is already working on it in some fashion.
 
 2) Had you declared affiliation with the Anarchs? Because that would do it - I think this was mentioned previously as a feature.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] VincentOroscoe on June 28, 2009, 09:57:00 PM
               
Dheu posted:
Trigger Phrase : An interesting idea, but more complicated than it should be. You see, when you start a conversation with someone, a laundry list of conditions are tested to discover where in the dialog file the NPC will begin talking. Things like game state, how you have treated them, etc... determine their reaction and the conversation they have with you. It is no trivial task tracing through the dialog files and finding every single entry point where a conversation may begin so that I can append a new trigger phrase line. The easier approach is to have a condition at the top of the list that says if they have ever been a companion redirect to a new dialog where you can ask them to come along with you or not. The downside is that it eliminates sub-quests.
 
 WinAmp : ALT+E to bring up play list editor. Once you have the songs listed, bottom right [List options] -> [Save List]. Note : The mp3s must be sitting in the correct directories when you add them to the list. If they are located anywhere else on your computer, they will not play.
 
 As for combat music not playing, the music manager ignores any MP3s with ID3v2 headers (to prevent the game from crashing). So it is possibly that the MP3s you have thrown into the combat directory have ID3v2 headers. Either remove the headers manually or turn autofix on.

 
 I thought turning the files into .wav would fix that.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] LilyAsh on July 07, 2009, 09:41:00 PM
                I don't know if anyone asked this before but.. would it be possible to have Andrei as a companion?? It would be sooo coool!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on July 08, 2009, 06:11:00 AM
                Technically, it is possible, but he wouldn't have his powers and he would be a walking Masquerade violation.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] LilyAsh on July 09, 2009, 05:23:00 PM
                Aww... Oh well, thanks anyway happy                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] greenpakto on July 12, 2009, 12:14:00 PM
                You should make it possible to choose option to que the poses by talking to them.. For example, confused 1, then dance 2, then pledge and etc etc... So they are more "alive" so to say :P.. Or EASIER, just the add option to "Do all poses fo me".
 The companions should level up as well... In order for it to be more RPG fashioned.
 Well i realise the last request is propably very complicated, but the first one should'nt be to hard?
 Thanks in advance, and great mod btw!!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on July 12, 2009, 12:50:00 PM
                Thanks for the suggestion. Heather does something like this. Moves around and does various activities. However, the way that is implemented only works for small areas. The game doesn't have anything built in that allows people to walk up and down stairs or change floors.
 
 I have something in the works call a scene pack. Similar to skin packs, where through the new GPS you can take a snapshot of the haven setup and save it to a file. And then in the new mod options menu have the companions cycle through the haven scenes, so that every time you return to the apartment they randomly choose a scene.
 
 It makes the place feel more alive, but can also make it harder to locate someone.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] greenpakto on July 12, 2009, 01:17:00 PM
               
Dheu posted:

 I have something in the works call a scene pack. Similar to skin packs, where through the new GPS you can take a snapshot of the haven setup and save it to a file. And then in the new mod options menu have the companions cycle through the haven scenes, so that every time you return to the apartment they randomly choose a scene.
 
 It makes the place feel more alive, but can also make it harder to locate someone.

 
 That sounds good! It would be harder to locate them.. But the havens and such arent that big are they ;D
 
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] HitmanR1991 on July 23, 2009, 03:16:00 PM
                Hey, what's the progress? I can't wait for 2.0+.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] exquisitedecay on July 24, 2009, 05:40:00 PM
                I'm new and I am having a problem with the companion mod. I uninstalled my game and deleted all saved files (including going in and deleting my bloodlines folder). Reinstalled and then installed the companion mod version 1.4. It starts up and lets me create a new character, but when I get to the tutorial and try to talk to Jack I only have the option to say "I don't have a valid reply". So I am unable to continue at all. Has anyone else had this problem? What am I doing wrong? I am playing the cd retail version on vista, with UAC disabled.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] exquisitedecay on July 24, 2009, 07:21:00 PM
                Nevermind. I think I got it. I had extracted the files to a seperate folder and mannually put them in the first time, but when I extracted the Zip file directly into my bloodline folder it seems to be working fine.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] PsychoticDamien on August 05, 2009, 04:30:00 AM
                Any help how to install it along a unofficial patch? And which one? Newest 6.4 will be ok, or should I look for some older? Or maybe there's some way to make 6.4 work along with companion?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 05, 2009, 05:39:00 AM
                It is not compatible with Wesp's latest Unofficial Patch. The Mod comes with an older version of Wesp's Unofficial Patch already built in (version 5.6/6.0). So it is stable, and that is what matters. If you want Wesp's "PLus Patch" content, then you will have to play one or the other (or I would recommend one at a time).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] PsychoticDamien on August 05, 2009, 09:05:00 AM
                I also understand that I can't install unofficial with plus, then override files with companion, to have them both working?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 05, 2009, 09:07:00 PM
                Nope... it wont work. The game may startup and you may even see companions, but the plus content wont be there. As CompMod was built on top of a previous Unofficial Patch, my mod clobbers about 98% of Wesp's files. The 2% difference will likely simply introduce bugs that will make the game unfinishable.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Syptel_Bleak on August 06, 2009, 06:09:00 PM
               
Dheu posted:
It is not compatible with Wesp's latest Unofficial Patch. The Mod comes with an older version of Wesp's Unofficial Patch already built in (version 5.6/6.0). So it is stable, and that is what matters. If you want Wesp's "PLus Patch" content, then you will have to play one or the other (or I would recommend one at a time).

 
 
 
 
 Im getting an error saying that Im missing Vampire the Masquerade - Bloodlines.msi
 
 
 I have the plus unofficial patch, and am afraid to delete all my content to re-install because I have a torrent version of the game. What should I do?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 06, 2009, 07:22:00 PM
                All I can suggest is that you rename your VTMB directory and try to re-install and install the mod in the new installation. In general I dont support torrent versions of the game because viruses, trojans, spyware or any number of the malicous programs often embedded in executable torrents could be causing issues. However, if your game isn't working anyway, I dont know what you have to lose by trying a full re-install. I can tell you that I have never seen that error reported before, so I suspect the error is not related to the mod as much as it is related to the torrent version of the game you have.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] mobbmann on August 07, 2009, 04:06:00 PM
                first of all out standing mod... its the first one I tried and I think it makes the game more open not so linear.  I've made mods myself before like absolute corruption mod for star wars forces of corruption and I know how thankless this can be so on behalf of those of us who appreciate what you've done and the countless hours you've put in, thank you.
 
 On another note, I was wondering if you could answer a few questions.  
 
 #1.
 I was wondering if in your next release if you could make this mod including/compatible with the +plus version of 6.4 or whatever the most up to date version of wesps unofficial plus patch is.  I feel very torn between playing your mod and the plus version of the unofficial patch and as great as your mod is it would be absolute perfect with wespes plus version (im sure im not the first to ask but thanks for listening).
 
 #2.
 second question... I know you built this mod on the 5.6 version of the unofficial patch, I tried to run 5.6 plus version and then install your mod... lets just say I got all the way to the mission where you break barabus out in the I spy mission and the phone never rings outside... not to mention the other random bugs I noticed along the way but none were game breaking... the rest of the bugs I'm sure are from my trying to run the plus version but sometimes the elevator button didnt work in my haven downtown, is the elevator bug from my running this on the plus version of 5.6 or have you seen that bug before?
 
 #3.
 what other mods is this mod compatible with? will it work with p+p mod? how bout the weapons mod?
 
 #4.
 can you give us a ballpark figure for when you might be releasing your next version of this mod?
 
 once again awsome job and if nothing else please release the next version to work with the plus version, I for one think it will make this mod absolutely perfect.
 
 Thank you,
 
 Mobbmann                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 07, 2009, 09:09:00 PM
                #1)
 
 THanks for the compliments. The issue with the plus patch has been discussed elsewhere... but I suppose it is time to re-iterate. VTMB was not made to be modded. As a result it has a limited number of "slots" for characters, weapons, clans, disciplines etc... There are a few unused slots that came with the game (unfinished content) which most mods end up using in some fashion or form (Including mine). And as you can imagine, Wesp's Plus Content mod pretty much uses all of them. So technically, it isn't possible to get everything to work together.
 
 You could merge two mods together, but it would be a long and tedious processess of comparing mod artifacts one at a time and deciding what to keep and scrap. For example, if I did away with the ability to possess Companions (which requires the use of the 7 of the 8 available clan slots), then I could become comaptible with P&P mod which adds 8 new clans. (There is another way... but it is more complicated and less stable which is why I didn't use it in the first place).
 
 Aside from the techinical difficulty is the fact that modding IS a thankless job. One of the few things we get from our efforts is to see the download numbers going up on the various distribution sites. If CompMod had the Unofficial Patch + Plus content... (Or some other mod wrapped into it) why would anyone download those other mods? I would basically be stealing the user base from other modders... and that isn't cool. Not when download numbers are the only way we really get compensated for out efforts.
 
 #2)
 
 Wether it is the Plus or the Basic version, Jeanett's dialog still links to Jeanette.dlg. The difference is that the plus version added some new lines. So what I am trying to say is if you install the Basic Patch on top of the Plus Content, you will clobber most (if not all) of the changes made by the Plus Content version. And since CompMod is built on top of the Unofficial 5.6 patch code base... in general, if you install it on top of a "Patched" game, all you are doing is clobbering all of the changes. That said, there are a FEW dialogs, scripts and maps that 5.6 Basic didn't edit that the more recent patches do. Which means in those rare (2%) cases, you might end up with a resource conflict. (err bug, but not due to the mod itself).
 
 Rather than waste time figuring out what breaks when I put various combos of mods together, I simply tell people to do a fresh install. THat way I can be certain that a bug reported is in fact a bug with my mod and not a resouce conflict. Nothing worse than spending a week tracking down a bug, only to discover the user installed some other mod and a resource conflict was causing the problem. I'm not claiming to write bug free code, however I do generally refuse to help people who have not followed my installation directions to the letter (and it is normally my first question when someone reports a problem).
 
 #3)
 
 My mod edits maps, scripts and dialogs. So mods that do not edit these things should be OK. For example, the SilentMasquerade Mod over at ModDB should be compatible. (I say should... I haven't tested it)... If all it does is clobber the original textures with new higher resolution ones, it shouldn't impact my mod. There is a mod out there by Lenosk that updates (changes) all the weapons with new models.  It should be compatible. In general, model or skin updates that don't edit clandoc000.txt should be comptable.
 
 #4)
 
 I am in the process of moving, which is going to throw a wrench into things, so I am not certain. All I will say is I plan on releasing before years end. And since it is a Major release, I will be updating the main distros as well. (File Distros only have the core 1.0 mod.  You have to get the patch from the mod's homepage. But when 2.0 goes out, I will be updating the main distros including ModDB). I have some cool things coming, but I try not to talk about them and tease people.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] mobbmann on August 08, 2009, 01:55:00 PM
                thank you for answering so quickly, and I just want to say believe me... your not the only one to have to answer alot of stupid install questions, I finally included a picture version of how to install my mod since people couldnt follow text instructions heres an example check out the far right bottom screen shot:
 
 http://empireatwar.filefront.com/file/Absolute_Corruption_mod;97499
 
 edit: actually heres a direct link to what I'm talking about:
 http://empireatwar.filefront.com/screenshots/File/97499/8
 
 I thought no one could screw it up... human nature always surprises me.
 I thought youd like to see this because quite honestly I think your install process has a couple too many steps... mainly the unzip and then having to use 7zip to unpack the files again... I'd just use the compression utility that comes with windows since people dont have to download anything and also only compress it once not twice.  I only say this with the intent to help reduce your install issue posts the mod itself is fantastic.  the other thing about the readme, and this might sound trivial but, I'd put the install directions at the top and totally seperate the xp, windows and d2d/steam version installs even if some of the info is redundant it resolves alot of possible misteps.  If you need any help just let me know wheather its beta testing or just typing up a read me or what not (i know its hard to find good testers who actually find bugs and tell you).
 
 at any rate thank you once again, I just started playing 1.4 again installed properly this time with out the plus patch, I figured there was a reason you didnt add the plus into your mod but I still had to at least try happy  as for me I'm starting to look at the game from a modding standpoint and I see what you mean as far as the game being hostile towards modders but I've modded far worse and this seems very feasable.  the logs that wespe made of the things they found were very helpful, hope I can pick your brain sometime about certain things.  
 
 btw: just one last thing before I sign off, any chance of making any new skin packs? I'm decent at modding but retarded artisticly happy  and I altered the starting disciplines from 3 to five as ventrue... I noticed at 5 it works fine in game anymore than five and you screw up your shortcut buttons list.  the only thing I noticed is that it will crash if I try to autoassign points for level up...  I should be ok though for the rest of the game though right? I also changed the ventrue blue blood line from 1 to 0 so I could rat feed this should be ok too right?  let me know pls if either one of these changes will screw up my game but I'm pretty sure I'm ok... thanks again.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] PsychoticDamien on August 08, 2009, 04:26:00 PM
                Question not really about Companion, but for something related.
 
 How you've edited that malk (Nyx), so he won't have that hat? I wanted to edit that texture a little, but unfortunately editing it made texture lose something (probably some alpha settings), so instead of no-hat I have white hat.
 
 Could you point me some tutorial how to make it?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] mobbmann on August 09, 2009, 08:09:00 AM
                just ran into a small snag... every time I possess someone the character has a strange red glow around them...  I did a clean install just the mod and it still does it... wierd anyone else run into this? or is it supposed to be like this?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 09, 2009, 11:09:00 PM
                In regards to 7zip... the real issue is that Winzip sucks. CompMod is just shy of 700 MB. Winzip only compresses it down
 to 301... 7Zip gets it down to 182 MB.
 
 The two issues that drive the packaging: Some file share sites will not accept .7z files. Other fileshare sites have file size
 caps around 300 MB.
 
 So... my compromise was to "Wrap" the better compressed 7zip archive within a winzip archive so that my file would be accepted
 by those fileshares that only accept zip but also small enough for those fileshares with file size limits. (I didn't want to
 have to maintain different distros and the bugs that come with that).
 
 As for the other files (The patches and outfit packs are much smaller), I wanted to be consitent. If I am going to double "wrap" my mod, then I might as well double wrap everything and be consitent. This has actually worked out pretty well. I have had very few support issues with the double wrapping (Maybe 4). Part of the reason is the installation video I put on YouTube. I have actually had more issues with WinRar users trying to unzip the .7z file with WinRar (which corrupts the archive).
 
 In regards to multiple readmes... I agree that the readmes are large, but trying to create a specific readme for each scenario to make them smaller and eliminate user error (theoretically because of lack of choice) is unrealistic. There is a lot more than just OS stuff in the readme. A lot of the size has to do with the 3 distributions of the game. (CD, Steam and D2D)... And with Windows7 comming out, I imagine it will just get worse. (And then you have torrent users who dont even know what the original version of their game was).
 
 To address each scenario, I would need a readme for each OS/distribution possibility. That is like 9 to 12 readmes. Now the question is, when a user is presented with a directory full of readme's will they read the right one. And with so many readmes, there is the new possibility of me forgetting to update all of them when I need to add a new step to all of them. I used to have 2 sets of directions for steam and non-steam... and even with just 2 versions of the readme, I forgot to update segments between the 2. That is why I combined into 1 document. Forget user error... I'm a slacker =)
 
 In truth, the size of the readme is simply a reflection of the games lack of mod support. IE: How many games out there do you have to uninstall/reinstall just to install a mod or patch? And it is in fact the uninstall/reinstall steps (With all the various paths and distro scenarios)
 that make the readme so large. If VTMB had a mod or override directory, I could just tell people to unpack the zip file to that directory and the readme would be like 4 lines. Oh well...
 
 The red glow is intentional... it means you are possessing.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 09, 2009, 11:15:00 PM
                PsychoticDamien : If you read the VTMB Mod Developers guide, it will talk about MDL files and how they link to .vmt files which in turn list the texture to use.
 
 (see VII.2 MDL File Details)
 
 .vmt files are more than just a redirection. They also add game details to the texture like is it invisible, does it glow, is it semi-transparent. I made Nyx hat disappear by clobbering the hat texture with an invisible texture... however I had to also let the game engine know that it was invisible by adding:
 
 "$alphatest" "1"
 "$translucent" "1"
 "$nocull" "1"   
 
 to the VMT texture properties associated with my invisible hat. I'm guessing if you are seeing a white hat, this is your issue.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on August 10, 2009, 06:31:00 AM
               
Dheu posted:
In regards to 7zip... the real issue is that Winzip sucks. CompMod is just shy of 700 MB. Winzip only compresses it down to 301... 7Zip gets it down to 182 MB.

 
 Have you thought about using a installer that compresses to similar sizes and takes all the work connected to choosing add ons and such as well? I use Inno Setup for the unofficial patch, which is free, powerful and easy to use...                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Scrobes on August 10, 2009, 10:15:00 AM
                Hi. I haven't installed the CompMod yet, nor downloaded it, but I definitely intend to. I'm getting an impression of how extensive the mod is by reading all the posts, and I just wanted to post to say thank you for such outstanding work and dedication Dheu. This goes for Wesp's work too. I just started playing Bloodlines again after what is probably four years, and am really loving all the work that's gone into 6.4 (ironically, I think I chose a good time to start playing again!). Kudos to both of you. Dheu, I will install CompMod soon and if I notice anything untoward or whatever, I will surely reply again and report it for you. happy  Thanks again for putting so much effort into these updates to an awesome game.
 
 Edit: I realised I had a query. I have 2 HDD, and my current game is on C: with patch 6.4. Am I able to install to D: and put the CompMod on that one and run either as I wish? Thanks in advance.                        

 

-----signature-----
           "No one expects the Malkavian Inquisition."
   
                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] PsychoticDamien on August 10, 2009, 03:36:00 PM
                Let me rewrite what I written. I took Nyx. I used vpktool to get tga texture. I edited it in photoshop. I saved it as dds, and then used vpktool to change texture to that format Bloodlines use. No edits in vmt file. And I have white hat (and that lower part of coat).
 
 From what I read your post, only thing you've done and I didn't was that "invisible texture" part. How to do that?
 
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 10, 2009, 09:19:00 PM
                So, you extracted Nyx, converted the textures to tga, opened them with Photoshop exported to dds and then converted the dds back to tth/ttz as the exact same name. You didn't edit the mdl or the vmt. So the vmt is pointing to your new "clobbered" texture and already has the transparency metadata.
 
 If this sounds like the situation, then my guess is that Photoshop is not maintaining the transparency info when you save to dds. It may have been lost when you converted the texture to tga, but somewhere in the process the transparency info is getting lost. If you see transparent regions in the texture when it is open in Photoshop, then it would seem the problem would be with Photoshops DDS exporter. (Or maybe there is an option in the save dialog to maintain transparency that you dont have checked?)
 
 Personally, I save the texture as a 32 bit TGA from photoshop and then open/convert to dds using Gimp. I know the area is transparent because gimp does a checkered overlay in transparent regions. (I think photoshop does too). I do this partially as a sanity check since any mistakes made during the save process will be exposed when I re-open the texture in Gimp.
 
 If the region is not transaparent, it is probably white. To make the region transparent, I just hi-light the area with the selection tool and hit delete. Sometimes I have to add a transparent layer to the bottom of the layer stack and after I am done, "flatten" the image. You should be able to do this in either PhotoShop or Gimp.
 
 Good luck. But might I also add that this is not a CompMod question. So if you have futher questions, I would suggest starting a new thread in the modding area. THen other modders will read the thread and may offer other experience and suggestions. (Most Model and Texture artists aren't going to read posts made to this thread).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] PsychoticDamien on August 11, 2009, 03:49:00 AM
                Thx for your help. I would never think that just deleting part of texture will be enough, and no "alpha channels" fun will be needed. All's working like it should. I wanted to ask about that in PMs, but here you must make some posts before being able to PM. Happy bloodsucking.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] mobbmann on August 12, 2009, 04:23:00 PM
                any idea on how to increase how many npcs you can "embrace" and turn into vampires?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on August 12, 2009, 10:33:00 PM
                In CompMod, I took a logical approach: LaCroix beheads your sire at the beginning because they embraced without permission. So in CompMod you can only embrace 1 child and not until after LaCroix gives you permission. Once the option becomes available, you can of coarse attempt to embrace others... and you will pay the consequences. Later in the game, if you side with once of LaCroixs enemies you can embrace more companions without penalty. However, even then, the number of people you can embrace is limited by the number of Embrace options I have taken the time to create.
 
 To embrace someone requires new Vampire models of the NPC with pale skin, fangs and even a nosferatue version incase the PC is Nos... I only currently have models made up for Heather and Yukie. With 2.0, I will add 4 more embrace options (3 of which will be male), so in 2.0, in theory you could embrace as many as 6.
 
 Point is, embracing requires models. I have already stated in other threads that if someone will get me a quality model of an existing Companion Option, I will add an embrace option for them (though the dialog may be silent).                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on August 15, 2009, 06:06:00 AM
               
Dheu posted:

 To embrace someone requires new Vampire models of the NPC with pale skin, fangs and even a nosferatue version incase the PC is Nos... I only currently have models made up for Heather and Yukie. With 2.0, I will add 4 more embrace options (3 of which will be male), so in 2.0, in theory you could embrace as many as 6.
 

 samantha would be a great 3rd option for a female embrace,espescially because she's your friend\girlfriend and her model looks great,also if you need new good model for vampires just ask lenuska,she's great with those
 
 also could you make beckett or someone else teach you vicissitude and\or obtenebration discipline?
 
 also,what about king's way night club haven?
 that was a great idea                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] YamiRaziel91 on September 13, 2009, 07:48:00 PM
                Hey guys, how's the mod going ? Anything new ?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on September 14, 2009, 04:46:00 AM
                Not yet.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] brujahfolife on September 28, 2009, 07:46:00 PM
                hey dheu long time no talk
 whats going on with the mod???
 
 are you still making ahzra an embraceable character??
 get back whenever you can                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] CorporalCharles on September 29, 2009, 01:06:00 AM
                How are things going with the MOD.  I am hungry for any new details. Are there any plans to merge the clan specific mod with the companion mod?                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on October 29, 2009, 04:32:00 AM
                I would love to merge clan quest mod with compmod, however many of the companion options are also key players in the clan quest mods quests. For example, if a quest involves killing one of the primogen, it might be odd if that primogen is also a companion (even if you enslaved them). I'm not saying it is impossible, but it will be complicated and will require lots of special conditions and checks. Definitely a merger is on the back burner for now.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] LordRivenDaMari on November 13, 2009, 06:08:00 AM
                Hey there,
 
 So far I read all the notes and posts about this Mod and wanted to try it out. I enjoy playing this game but it got boring with the same thing happening over and over. So I came here and looked for something fresh. I am late in getting this Mod, but hey it is worth it. I had some issues with all the patches from 5.7 and so on. even stopped at 6.0 and it still gave me issues. Well, I downgraded to the 5.6 which the Mod was based on. It works completely and I made sure that it also worked with the "-console" cheat. When I fired it up, nothing, no problems...except one. When you play you must choose a clan that already has "Dominate" in order to get companions. You cant play the other clans, such as Toreador and add Dominate with the console cheat. Not sure if this is an issue but I shrugged it off and began playing it with a Tremere.
 
 Other than that I see nothing else wrong with it until I play the game further. I am looking forward to the new update of this game that can use the new Patches 6.5 and on. Hopefully there will be no more issues.
 
 I also would like to let you know that there is an issue with merging the Companion Mod along with the Camarilla Edition Mod. seems that it does not work well at all. One of the first thing I notice is that the loading screen that gives you information and tips, is screwy in the background. Looks like your watching illegal cable TV, lol. The files are all changed based on the new artwork they used in fixing the characters such as the eyes and skins of the NPC's. But I installed it and it doesn't even work. Will this Mod work with the Camarilla Edition at all? I know they are working on a new 1.2 with extra BS, but it doesn't work well with the original 1.0 version.
 
 Other than that I will keep you posted on what is going on on my end.
 
 PS: I am using Vista 32 bit Home Basic edition and I had to re-name the original folder from "Vampire - Bloodlines" to "VTM - Bloodlines. Because when I uninstalled it the first time and re-installed the files somehow stayed. Not sure if this is because of Vista. Just thought you would like to know. Just remember to re-name the folder if you want to run it properly.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on November 25, 2009, 07:19:00 PM
                i wonder if there will be another version of this,i rally hope so                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] YamiRaziel91 on November 29, 2009, 02:41:00 PM
                Dheu does the animus consrupto come from the vanilla game or you made it yourself? If it is the latter than you've done really professional job.
 And those dialogues.. did you made them yourself (+ sound) or they were hidden somewhere in the game files.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on November 29, 2009, 04:35:00 PM
                hi dehu can you make possible to set haven in the asylum?
 can't wait for compmood 1.5,or 2.0 zero if that fits better                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on November 30, 2009, 10:32:00 PM
                I have decided that I will not release a 2.0 version of CompMod. Version 1.4 (which as of this post has been out for nearly 6 months) will remain the final release of CompMod. However, what I will do this weekend is release a 1.4 Full install version of CompMod to the file sites so that users no longer have to download and install two separate files.
 
 Q: Why?
 A: Because.... =)
 
 Q: No seriously, why?
 A: There are many "little" reasons. I don’t feel like listing them all, but most reasons fall under one of the three categories: Technical Limits, Game Age and Real Life.
 
 Q: What about support for Wesp's latest Patch?
 A: If Wesp wishes to perform a merge with the Patch, he is welcome too. For that matter anyone is welcome to steal CompMod's code and claim it as their own. I don't really care. It would be cool if Wesp (or someone else) merged CompMod into his latest plus patch but whatever happens, I will not be performing the merge. The nice thing about being an official "final" release is that other modders are freed to mess around with the code without fear of missing any new and cool features that might come out in later releases.
 
 Q: What about all those 2.0 features you talked about like the BlackBerry, new companion interface, new companion options, new havens....
 A: The first 6 months I worked on CompMod, it was my life. I spent 30 to 40 hours a week on it. However, over the last 6 months, the mod has been more of a weekend hobby. The end result is that I haven't made nearly the progress that some would expect. Most of my time has been spent trying to figure out how to get around the technical limits of the game, and I must say that most of those efforts have ended in failure. Part of the magic of CompMod is that it doesn't feel like a user made hack (even though it is). It feels professional and seamlessly integrated into the game (IMO anyway). Many of the features I wanted to add in 2.0 were feeling more and more like hacks when I actually implemented them. Some caused game instability; others didn’t work all the time. At some point you say to yourself : "Well if I can't get this to work and I can't get this to work... is it even worth releasing another version of the mod?". I would rather not release anything than release a "new" version of the mod that is more buggy and less stable than any previous version.
 
 Q: Will you continue modding in the VTMB scene?
 A: I will continue answering questions and providing installation and modding guidance when I receive emails or see posts here in these forums, (I did write the VTMB Mod Developers guide after all). I may do some additional modding in the future, but if I do, it will be under a totally new mod.
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on December 01, 2009, 05:44:00 AM
               
Dheu posted:
It would be cool if Wesp (or someone else) merged CompMod into his latest plus patch but whatever happens, I will not be performing the merge.
 

 
 Neither will I, because the CompMod goes far beyond what even I consider to be a "patch". But it seems as if burgermeister is already merging mod after mod into his Clan Quest Mod, maybe he will do it!                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Zer0Morph2000 on December 02, 2009, 01:36:00 AM
                Though a game's age has no meaning to me, I do understand the "technical limits" your talking about. Failure after failure to implement a good ideas does get very very frustrating in the least. I can also relate to putting 30-40 hrs per week into a project and one just gets burnt out over time.
 
 I know I don't know you personally Dheu as I got on the "Bloodlines" scene a little late, but I know of your knowledge, achievements, and what you did for the game of Bloodlines so I want to say "Farewell, you will be missed".  cry                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on December 04, 2009, 09:20:00 PM
                Truly sad news, I've really enjoyed playing with the Comp Mod installed and was looking forward to a new version. I take it there's not even a chance of a "reduced" new version? One that maybe adds new companion choices and other small changes that are within the limits of the game? Ah well, guess we can only hope that someone with the knowledge and skill volunteers to take on the task of keeping Comp Mod going.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on December 05, 2009, 02:47:00 PM
               
Dheu posted:
However, what I will do this weekend is release a 1.4 Full install version of CompMod to the file sites so that users no longer have to download and install two separate files.
 
 

 PLEASE MAKE THIS ONE                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] torgal363 on December 18, 2009, 10:11:00 AM
                will the full installer of compmod 1.4 ever be made?
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] YamiRaziel91 on December 29, 2009, 03:20:00 PM
                Dheu does the animus consrupto come from the vanilla game or you made it yourself? If it is the latter than you've done really professional job.
 And those dialogues.. did you made them yourself (+ sound) or they were hidden somewhere in the game files.
 
 If I didn't installed the mod myself, I would've thought it was all vanilla bloodlines.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Dheu on January 07, 2010, 10:40:00 PM
                I did it all myself. I have become rather good at voice sculpting thanks to this game. Thanks for the compliments.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Acleacius on January 22, 2010, 03:25:00 PM
                Well thanks for your work on this Dheu. happy
 
 I have yet to try it but looking forward to it and also have downloaded your DA mod Spell Shaping Skill hoping to try it soon too, when I get back to DA.
 
 
 Thanks again, here's hoping the Vampire in you can't stay away long. happy  
                       

 

-----signature-----
           Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.
   
                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Ericone11 on March 14, 2010, 03:51:00 PM
               
Dheu posted:
#1)
 Aside from the technical difficulty is the fact that modding IS a thankless job.

 
 Thank you.
 
 No, seriously.  I haven't played this game since launch (my previous posts in this forum date back to 2005), but I came back after the Escapist Article.  I'm over joyed to see that you've added these options to the game.  Thank you for taking the time and effort.  It is much appreciated.
 
 Eric
                       

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] jakusofnodnol on March 31, 2010, 04:24:00 AM
                hey I have another huge problem!
 the game will not load after I defeat the twins to get the sarcofagus, it crashed to the desktop - it said something about companions cannot be in seperate squads or something!,i have tried numerous things and each tme a different problem is found! now it says precache not found - models/sp_downtown_skelter/skelter or summin to that effect! if i use the map jump command to go back to the giovanni 5 and get the sarcophagus again it works just fine! but then i loose all my quest history, items , keys etc and cannot embrace even through lacroix has given it to me!:( any help please anyone?  
 i cannot continue my game otherwise! sad                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 01, 2010, 11:26:00 PM
               
jakusofnodnol posted:
hey I have another huge problem!
 the game will not load after I defeat the twins to get the sarcofagus, it crashed to the desktop - it said something about companions cannot be in seperate squads or something!,i have tried numerous things and each tme a different problem is found! now it says precache not found - models/sp_downtown_skelter/skelter or summin to that effect! if i use the map jump command to go back to the giovanni 5 and get the sarcophagus again it works just fine! but then i loose all my quest history, items , keys etc and cannot embrace even through lacroix has given it to me!:( any help please anyone?  
 i cannot continue my game otherwise! sad

 Had this happen a couple times. Not too sure as to the exact cause, but I think it's connected to using "Dominate Rank 4: Possession" on anyone in Giovanni Mansion. I prefer to complete Giovanni Mansion solo and avoid using any of the Dominate disciplines. I'll usually "recruit" Mira and Nadia then send both of them (and any other companion) back to my haven. Because Nadia takes you into the crypts before you can "recruit" her, after sending her back to my Haven I go back upstairs to take out Bruno and clean out the whole ground floor, as well as the grounds outside. After that I return to the Crypts and complete them as normal.
 
 So, my suggestion would be to load a save from just before you go to Giovanni Mansion, send any companions to your haven, do not use Dominate while at the Mansion and then you should be able to complete Giovanni Mansion as normal.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] jakusofnodnol on April 06, 2010, 05:22:00 AM
                thanks alot! worked like a charm! thankyou very much! wink                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on April 06, 2010, 03:44:00 PM
               
jakusofnodnol posted:
thanks alot! worked like a charm! thankyou very much! wink

 Good news, happy to hear my solution works for someone else! wink                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] [TUR]3velopment on May 02, 2010, 10:24:00 AM
                HI,
 I Hava a problem. I think i must have missed the Animus Constupro ant the mansion. or was it something on grouts bed? i cound take any if these things.
 is there a way tho get it later (i altready did the museum). Maybe a console comand?
 
 thx for the help                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: [archive] Wesp5 on May 03, 2010, 06:26:00 AM
               
[TUR]3velopment posted:

 or was it something on grouts bed?

 
 Indeed, it was on Grout's bed and if you installed it with the latest unofficial patch you couldn't take it. This has been fixed for the next patch version but right now I don't know the console command to get it...                        

 

                                                  
Title: VTMB Companion Mod Version 1x
Post by: [archive] Grizzly_UK on May 03, 2010, 07:06:00 AM
                Someone else posted about problems picking up the Animus Constupro recently: problem at grout's mansion
 If you scroll down you'll find a reply by me that gives the console command to get the Animus Constupro. Just in case others come to this thread with the same problem though, I'll quote my post from that thread to hopefully save others from searching or starting a new thread:
 
 
Grizzly_UK posted:
From the CompMod forums, posted by Dehu (CompMod creator):
 "The console command "Cheat()" gives you the AC. It is case sensative."
 Don't know if that adds the book as well, but the book isn't really needed, it just gives some background flavour about the "Animus Constupro".
 
 Did you find the "easter egg" from the CompMod while you were in Grout's Mansion? If so, were you able to pick it up or did you have the same problem as with the items on the bed?

 That console command does NOT add the book as well, it just adds the Animus Constupro.                        

 

                                                  
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 15, 2010, 02:37:13 PM
I've a small question about Yukie's combat-skills  :holy:
Even after embracing Yukie she is goddamn weak with her melee-hits.
Fun fact: She's does even more damage with guns  :haw:

I wonder what's the cause of this.
According to http://sites.google.com/site/vtmbcompmodhome/spoilers (http://sites.google.com/site/vtmbcompmodhome/spoilers) she should deal some big amount of damage.
I already tested some weapon adjustments, making the Katana (which she uses most of the time) as deadly as it is in RL (trust me, I'm in that Kendo-stuff  :vampwink: )

Does she use a unique and yet weak weapon?
If so, I couldn't found it yet.
Title: Re: VTMB Companion Mod Version 1x
Post by: SoniMax on August 15, 2010, 03:11:45 PM
I've a small question about Yukie's combat-skills  :holy:
Even after embracing Yukie she is goddamn weak with her melee-hits.
Fun fact: She's does even more damage with guns  :haw:

I wonder what's the cause of this.
According to http://sites.google.com/site/vtmbcompmodhome/spoilers (http://sites.google.com/site/vtmbcompmodhome/spoilers) she should deal some big amount of damage.
I already tested some weapon adjustments, making the Katana (which she uses most of the time) as deadly as it is in RL (trust me, I'm in that Kendo-stuff  :vampwink: )

Does she use a unique and yet weak weapon?
If so, I couldn't found it yet.
I think that she used Shin-gunto ?
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 15, 2010, 05:05:54 PM
I think that she used Shin-gunto ?

Well this could explain a lot.
Is there a way, to let her use the Katana?  :cry:
Title: Re: VTMB Companion Mod Version 1x
Post by: SoniMax on August 15, 2010, 06:03:15 PM
I think that she used Shin-gunto ?

Well this could explain a lot.
Is there a way, to let her use the Katana?  :cry:

I don't know but i'm sure someone does.  :D
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 15, 2010, 09:29:11 PM
Dheu, are you around?` :razz:
I won't register to your board for only one question :(
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on August 16, 2010, 09:57:48 PM
Is there a way, to let her use the Katana?  :cry:

I don't know about the CompMod, but in the normal and patched game Yukie always uses a real katana.
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 16, 2010, 10:13:18 PM
I just wrote an eMail to Dheu about it D:
I checked the py-files with IDLE, seems to be everything as it should:

(http://img0841.paintedover.com/uploads/thumbs/0841/compmod.jpg) (http://paintedover.com/uploads/show.php?loc=0841&f=compmod.jpg)

Maybe Dheu will have the answer why Jumbles deals far more melee-dmg than an embraced Yukie :/


Just another question: Is it intended, that the henchmen won't assist the PC in the battles against Ming-Xiao and the Marauder?
Title: Re: VTMB Companion Mod Version 1x
Post by: Grizzly_UK on August 26, 2010, 10:11:05 AM
Dheu, are you around?` :razz:
I won't register to your board for only one question :(
I don't think Dheu has even visited these "new" forums, so you may be out of luck on getting a response from him.
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 28, 2010, 02:11:36 PM
Naw, I wrote him a mail about and got a very interesting info about the mentioned issue.
To cut it short: It's correct this way, to game limitations. Melee companions only work as supposed, if they already have protean or get it from the player/sire.

Anyway: I'm looking for the Spell of Phylax console command. Could someone help? D:
Title: Re: VTMB Companion Mod Version 1x
Post by: Grizzly_UK on August 29, 2010, 02:59:47 AM
Naw, I wrote him a mail about and got a very interesting info about the mentioned issue.
To cut it short: It's correct this way, to game limitations. Melee companions only work as supposed, if they already have protean or get it from the player/sire.

Anyway: I'm looking for the Spell of Phylax console command. Could someone help? D:
For the Spell of the Phylax:

give item_p_hacking
Title: Re: VTMB Companion Mod Version 1x
Post by: Luceid on August 29, 2010, 11:32:32 PM
Naw, I wrote him a mail about and got a very interesting info about the mentioned issue.
To cut it short: It's correct this way, to game limitations. Melee companions only work as supposed, if they already have protean or get it from the player/sire.

Anyway: I'm looking for the Spell of Phylax console command. Could someone help? D:
For the Spell of the Phylax:

give item_p_hacking

Couldn't stop laughing  :lolabove:
Title: Re: VTMB Companion Mod Version 1x
Post by: Warduke on December 20, 2010, 01:39:40 AM
Quick question about the outfit packs for companion mod which can be found here http://sites.google.com/site/vtmbcompmodhome/outfit-packs-1 (http://sites.google.com/site/vtmbcompmodhome/outfit-packs-1)

Anyways I was wondering if it was possible to overwrite some of them with other mod / skins.. lets say I really like a couple clan looks but want to use another for different clans.  Will it botch the game?  I dont see how it would considering its just dumping files into materials-models-pc-female-armor

Any insight into this? 

Also does this mod combine or incorporate any other mods into it? Such as wesps?

Sorry for the noob question, I have been out of the loop for 3 years.
Title: Re: VTMB Companion Mod Version 1x
Post by: Warduke on December 20, 2010, 09:05:56 AM
Quick question about the outfit packs for companion mod which can be found here http://sites.google.com/site/vtmbcompmodhome/outfit-packs-1 (http://sites.google.com/site/vtmbcompmodhome/outfit-packs-1)

Anyways I was wondering if it was possible to overwrite some of them with other mod / skins.. lets say I really like a couple clan looks but want to use another for different clans.  Will it botch the game?  I dont see how it would considering its just dumping files into materials-models-pc-female-armor

Any insight into this? 

Also does this mod combine or incorporate any other mods into it? Such as wesps?

Sorry for the noob question, I have been out of the loop for 3 years.

PS: The other question I had was if I could use this with wesps latest version mod?
Title: Re: VTMB Companion Mod Version 1x
Post by: Dheu on January 25, 2011, 08:29:26 AM
Question is a little old now, but I will go ahead and comment.

There are 2 ways of altering the way the PC looks. You can edit clandoc000.txt and point the games config to a different model, or you can leave clandoc000.txt alone and instead clobber the model files directly with the ones you want to see. In general, it is bad to edit clandoc000.txt because it breaks mods. When you go to sites like GamingVixenZone.com and download PC models for VTMB, sometimes the model installer will clobber your clandoc000.txt file. Not all of them do, but some of them do.  CompMod makes major changes to clandoc000.txt to support possession. So if you accidently install a PC model that clobbers clandoc000.txt, you would break CompMod (or any mod/patch you installed).

If you see a model that you really want to use with CompMod, the safe thing to do is extract it to your desktop first and ensure the file clandoc000.txt is not one of the files it extracts. If it is, you may have to manually rename their mdl files to match the names of the existing mdl files specified in the unaltered clandoc000.txt file.

That aside, there is nothing special about the outfit pack models, nor does CompMod depend on them in any way. The "outfit  pack" is primarily a recommended set of standards for packaging models so that they wont break ANY MOD when they are installed. NPC models must use the directory structure outlined in the documation in order for the outfit option to appear in the NPC's dialog.  But it really is not that complicated. You could throw the sherif's mdl model into Lilies directory and it would become an outfit option.
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkav on January 25, 2011, 12:11:17 PM
Playing about with clandoc000.txt has another disadvantage as well. Even if you do it yourself after installing your patch/mod. The new model/skin will only appear in a newly started game, and you can't change your mind about the character's appearance later.

Btw, Lilly looking like the sherif would surely be a laugh :rofl:
Title: Re: VTMB Companion Mod Version 1x
Post by: MooCHa on January 25, 2011, 01:06:28 PM
Playing about with clandoc000.txt has another disadvantage as well. Even if you do it yourself after installing your patch/mod. The new model/skin will only appear in a newly started game, and you can't change your mind about the character's appearance later.

Btw, Lilly looking like the sherif would surely be a laugh :rofl:

I've never had any issues with swapping  NPC/PC models via clandoc method and I certainly never had to start a new game ever.

The only thing I had to do is use my fists to attack thin air and the NPC/PC model swapped no problem and this is including using an old save point which initially loaded the previous model I'd been using.
Title: Re: VTMB Companion Mod Version 1x
Post by: 893kira on December 24, 2011, 06:25:41 PM
are there any new update in this mod

wish someone would fix the bugs in this mod
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkav on December 24, 2011, 08:18:27 PM
are there any new update in this mod

wish someone would fix the bugs in this mod
I'd say almost certainly not. Dheu has been out of vampire business for some years now.
Title: Re: VTMB Companion Mod Version 1x
Post by: 893kira on December 24, 2011, 08:58:35 PM
are there any new update in this mod

wish someone would fix the bugs in this mod
I'd say almost certainly not. Dheu has been out of vampire business for some years now.

oh that is so sad!
i guess i just playing this mod because of Yukie making her character much part of the story.
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on December 25, 2011, 03:56:53 PM
oh that is so sad!

Do not despair! Burgermeister is planning to include the best parts of the Companion Mod into his Clan Quest Mod soon. It may already be in the next upcoming release!
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkyjeff on December 25, 2011, 08:31:31 PM
Which I'm currently testing. :)
Title: Re: VTMB Companion Mod Version 1x
Post by: 893kira on December 25, 2011, 10:29:16 PM
That's so awesome wish that clan mod would fix some issues in comp mod like teleporting movement of comp would be removed if that is possible.

Also some scene that your companions are in the movies wish have been taking care of.

Also making harder to make companion or a bit regulating having comp seems a cheat in the game.
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkyjeff on December 25, 2011, 11:10:47 PM
In real life, it's easy to get people to follow you around and do your bidding. Malkavians and Ventrue already have a temporary companion ability...berserk/possession. :p
Title: Re: VTMB Companion Mod Version 1x
Post by: Palp on November 03, 2013, 07:57:38 PM
It would be nice if this mod would be separated as much as possible form the WESP patch and only contain the necessary mod files. So you could install the latest WESP patch first (and plus.) and then the mod, and not have the mod overwrite so much of the patch.
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on November 03, 2013, 10:42:01 PM
So you could install the latest WESP patch first (and plus.) and then the mod, and not have the mod overwrite so much of the patch.

Sadly this is not possible because both have to modify the same important files. Also this mod is rather dead and your best bet would be to wait for the next Clan Quest Mod release which kind of merges the Unofficial Patch with a basic version of this mod.
Title: Re: VTMB Companion Mod Version 1x
Post by: Palp on November 04, 2013, 02:10:34 AM
So you could install the latest WESP patch first (and plus.) and then the mod, and not have the mod overwrite so much of the patch.

Sadly this is not possible because both have to modify the same important files. Also this mod is rather dead and your best bet would be to wait for the next Clan Quest Mod release which kind of merges the Unofficial Patch with a basic version of this mod.

I see, yeah. I would like a more expansive version of it then the basic one though.
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on November 04, 2013, 09:59:05 AM
I would like a more expansive version of it then the basic one though.

Then discuss it with burgermeister. A new version of his Clan Quest Mod is in the works so the timing would be perfect ;).
Title: Re: VTMB Companion Mod Version 1x
Post by: Palp on November 04, 2013, 05:23:55 PM
I would like a more expansive version of it then the basic one though.

Then discuss it with burgermeister. A new version of his Clan Quest Mod is in the works so the timing would be perfect ;).

Ah yes...true..
Title: Re: VTMB Companion Mod Version 1x
Post by: Ryot on January 29, 2015, 12:26:21 AM
Is there a way to choose what weapon will companion use when supporting me? Not just choose melee or ranged, but actually choose the specific weapon for each. For example Jeanette has used the first revolver, the first shotgun, the one that drops from russian mob boss... I can't control what she uses...
Title: Re: VTMB Companion Mod Version 1x
Post by: Ouroboros on February 09, 2015, 02:13:24 AM
question:

If you save jeanette and therese, getting Tourette, when you gain her as a companion is there a way to choose either a therese or a Jeanette outfit/look or does she always have the half jeanette/half therese face and hair?

Sorry if that was a bit convoluted.
Title: Re: VTMB Companion Mod Version 1x
Post by: Ryot on February 10, 2015, 01:57:17 PM
question:

If you save jeanette and therese, getting Tourette, when you gain her as a companion is there a way to choose either a therese or a Jeanette outfit/look or does she always have the half jeanette/half therese face and hair?

Sorry if that was a bit convoluted.

The patch I installed comes with 2 Therese outfits and 2 Jeanette's, I didn't save Tourette, only Jeanette and she can change swap between the 2 Jeanette outfits and the second Therese, I believe Tourette will have all 4 outfits plus the Tourette one. But I can't confirm since I failed to save her.
Title: Re: VTMB Companion Mod Version 1x
Post by: Grizzly_UK on February 20, 2015, 01:32:12 AM
Is there a way to choose what weapon will companion use when supporting me? Not just choose melee or ranged, but actually choose the specific weapon for each. For example Jeanette has used the first revolver, the first shotgun, the one that drops from russian mob boss... I can't control what she uses...
Unfortunately not, assigning weapons was planned for a future version but sadly Dheu decided to stop further development after releasing v1.4. As per the CompMod read-me, found under "III. Companion System: C. Weapons":

Quote
As of CompMod 1.x, you can not assign specific weapons to your companions. You can only assign them to ranged or melee combat. This will change in version 2.0
Title: Re: VTMB Companion Mod Version 1x
Post by: Grizzly_UK on February 20, 2015, 06:36:39 PM
question:

If you save jeanette and therese, getting Tourette, when you gain her as a companion is there a way to choose either a therese or a Jeanette outfit/look or does she always have the half jeanette/half therese face and hair?

Sorry if that was a bit convoluted.
The simple answer is yes, Tourette retains access to both Jeanette and Therese default outfits, along with the Tourette default outfit of course, plus two other outfits, for a total of 5 outfit choices. Changing outfits is done via dialog, so you simply "interact" with her to begin a conversation and then select the relevent options. As I recall the "change outfit" option is on the second "menu", so when you start the conversation you'd select option "4. <More..>" and then option "3. Find a new outfit" (the actual wording may vary between companions). Repeat until she wears your preferred outfit.

May be worth mentioning that if you use any "skin" mod to replace the default outfits of Jeanette and Therese then those will be the outfits that CompMod will use.
Title: Re: VTMB Companion Mod Version 1x
Post by: Rosterius on March 06, 2015, 04:37:08 PM
I'm trying to create something like a little version Companion Mod.
No possession or fighting partners, only ability dominate females and send them to haven.
Unfortunately, I have a few problems with department mode from the unofficial patch.

Is there someone people who understand this and could help me?
Title: Re: VTMB Companion Mod Version 1x
Post by: Rick Gentle on March 06, 2015, 06:08:42 PM
No possession or fighting partners, only ability dominate females and send them to heaven.
Been watching that Fifty Shades of Grey movie, eh?
Title: Re: VTMB Companion Mod Version 1x
Post by: Rosterius on March 06, 2015, 07:05:11 PM
Been watching that Fifty Shades of Grey movie, eh?

Good gods, in no case.  :facepalm:
I just love the idea having dominated Jeanette or Damsel in my haven.
Anyway, fighting partners make game too easy.
Title: Re: VTMB Companion Mod Version 1x
Post by: Michael on March 06, 2015, 07:27:10 PM
Anyway, fighting partners make game too easy.

Really? I thought it made the game more annoying since most of the time AI followers just get in the way ... and they never die.
Title: Re: VTMB Companion Mod Version 1x
Post by: cheers12 on August 08, 2015, 05:33:10 AM
Is the full CM compatible with the unofficial patch v9.3?

Whats is the difference between the "light" version of the mod included in the clan quest mod vs the full mod?
Title: Re: VTMB Companion Mod Version 1x
Post by: Aloysius on August 08, 2015, 06:15:02 AM
No it's not. Too many maps and pythons change in both to be compatible.

If i am not miskaken, the light version in CQM allows you to have Heather as companion and even embrace her at some point. At least, it is what i remember from the few time i tried.
The full one allows you to have most female kindreds with you if you can trick them into it, i saw it on youtube videos. You could also trick some humans to come to your place and use them as your own personal bloodbank, i think.

Anyway, bloodlines isn't the best game to have companions, at least in most part of the game.
Title: Re: VTMB Companion Mod Version 1x
Post by: mouser9169 on August 12, 2015, 10:55:46 AM
Comp mod lite lets you have Heather and Yukie as companions. You can send them back to your haven or tell them to stand still if you need to be stealthy.

At one point in the game, you'll be given permission to sire one Childe. It is possible to sire both, but you have to think about when that would make sense...

Personally, it's one of my favorite parts of Bloodlines now.
Title: Re: VTMB Companion Mod Version 1x
Post by: Nigama on August 12, 2015, 05:24:00 PM
Comp mod lite lets you have Heather and Yukie as companions. You can send them back to your haven or tell them to stand still if you need to be stealthy.

At one point in the game, you'll be given permission to sire one Childe. It is possible to sire both, but you have to think about when that would make sense...

Personally, it's one of my favorite parts of Bloodlines now.

Yeah, I really enjoy this as well.

In fact, I also enjoy what Antitribu did in giving the range of options of who you wanted to ghoul or possess with the blood cup. Even though it wasn't possible to do on my first playthrough, just the idea of having Pisha and Vandal (sired) as companions while playing as a Nagaraja is awesome. The new gargoyle companion looks great, too. I'm sure if such a complete companion system had been in my original play throughs I probably would've had Jeanette and Bertram as companions.
Title: Re: VTMB Companion Mod Version 1x
Post by: Sinistar on January 07, 2018, 02:28:40 PM
I've been tinkering with Comp Mod 1.4 and have been adjusting some of the dialog for controlling companions to make it more "vampiric" in tone, especially for Malkavians.
But I have been trying to locate where in the mod I can adjust things to increase the companion limit past 7.

Has anyone done this before or know which file or files need to be adjusted?
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on August 04, 2018, 04:36:47 PM
Hello everybody! This is my first post here, hoping to be the first of many (and because I'm not english tell me of any grammar error) :)

However.... I've recently gave a look at the mod and I think I find out a way to put it in any patch/mod someone want.

It seems to be a rather easy task (not as easy as copy-paste files though).... but I will tell you how if you want (and if it's okay for the original creator of the mod. I know someone can think it's a silly thing to say about an old mod but you cannot be sure enough)
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on August 05, 2018, 10:39:41 AM
However.... I've recently gave a look at the mod and I think I find out a way to put it in any patch/mod someone want.

I find this very hard to believe. As far as I know the Companion Mod needs specific scripts on all maps, so unless you found a way to use e.g. the UP standard scripts unhidePlus() and IsIdling(), it should be a lot of work!
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on August 05, 2018, 05:14:58 PM

I find this very hard to believe. As far as I know the Companion Mod needs specific scripts on all maps, so unless you found a way to use e.g. the UP standard scripts unhidePlus() and IsIdling(), it should be a lot of work!

Then it's possible I made a noob of myself with all these premises  :rofl:

But my theory is this: the core of the mod (adding a companion by dialog, this appearing and following you in the levels, its AI) are text parts added INTO other files. Other "accessories" (possession, backpacks, haven posing, new costumes for companions, the new items) mostly are uncompatible or not important but are activated by dialogs so can be left over.

I took the UP 5.6 (which was built on) and removed identical files (not only by same name and directory but also by content) and then the "accessories" and confronted the remaining files. As an example: opening a .bsp map from the UP 5.6 with the VPKTool and adding the content from its relative addendum into the \maps\compmeta\ subfolder I got the same .bsp file in the Companion Mod folder.

These the files selected by this process:
\cfg\autoexec.cfg              LINES ADDED
\cfg\mods.cfg                   NEW FILE
\dlg\...                             THE PART I WANT TO REMAKE*
\maps\***.bsp                 SEE BEFORE
\materials\                       1 RELEVANT TEXTURE (the phrase CompMod 1.4 on the character sheet)
\python\                          SOME NEW .py ACTIVATED BY vamputil.py (WITH ADDED SOME LINES)
\scenes\                          NO IDEA
\sound\battlecries\           COMPANIONS BATTLECRIES
\sound\character\dlg\       NEW AUDIO FOR NEW DIALOGS

* I wanted also make a selection of NPC to add as companions instead of every human, vampire and hamsters. My initial choise was Yukie, Romero and the junkyard serial killer (and some others I later scrapped). Also my idea was to simplify dialogs (I'll just keep the modded .dlg as reference for the scripts and stuff).

I still have tested nothing: tell me if it's possible or if I should start putting a bag over my head :P
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on August 05, 2018, 06:09:00 PM
\maps\***.bsp                 SEE BEFORE

This is what I meant. You need to change every bsp file with VPKTool which is a lot of work...
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on August 05, 2018, 06:52:41 PM
This is what I meant. You need to change every bsp file with VPKTool which is a lot of work...

I was afraid that it was IMPOSSIBLE :D tomorrow or as soon as I can I will report this test :razz:

Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on August 07, 2018, 08:29:28 PM
I failed  :rofl: :rofl: :rofl:
The game crashed on the map I modified for the test.

Whatever, I gave you what I come up with:
I've put in this archive the new files of the mod* and .txt files containing what theorically must be attached to the existing files. Maybe someone who actually knows something about coding and stuff can make it work. I've also added my notes and ideas. Enjoy.

* actually I've removed the alternate companions dresses and the audio files of the new dialogs. It would have took 10 more MB.... if needed check the original mod on the net
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 29, 2019, 12:12:21 AM
Le sigh.  IF only I could get this to work with the GOG version of the game.  It seems to require a version of the game that has not been patched AT all, including with the official patches.  I am installing the Steam version just to see if I can get it to work with that.  Because otherwise, I have been playing with the GOG version.

Edit:  Nope.  Crashes on "New Game".  Is the Steam version pre-patched? If so, ugh. 

I'm kicking myself for losing my retail copy. 
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on April 29, 2019, 06:46:46 AM
Technically, in the gog forums, there is a command script which strippes the game from the up. But I don't like it since is not reversable (unless doing a clean uninstall + reinstall).

And, still technically, the companion mod can be adapted to work on the last patches and mayor mods.
Yes, I'm sorry to continue to tell is possible while knowing it's also possibly too complicated. Yes, I know many dreams to bring it back. I'm sorry to mess with all your expectation. But, it's possible. Despite being really complicate. And if I have some help we might have a chance....
Title: Re: VTMB Companion Mod Version 1x
Post by: Wesp5 on April 29, 2019, 08:15:23 AM
Is the Steam version pre-patched?

Not that I am aware off. But as you need at least the UP executables the problem is the same! I would guess the included Game Mod Loader handles Python code differently and this messes the CM up. But there is a description in the loader readme of what to change to support mods...
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkav on April 29, 2019, 09:11:43 AM
Afaik the main problem is that comp mod's fileutil.py tests for /vampire in the path. So you either have to edit fileutil.py or make it possible to install comp mod in /vampire.
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 29, 2019, 09:13:54 AM
Is the Steam version pre-patched?

Not that I am aware off. But as you need at least the UP executables the problem is the same! I would guess the included Game Mod Loader handles Python code differently and this messes the CM up. But there is a description in the loader readme of what to change to support mods...

Wesp, I would like to make it very clear that my "ugh" was NOT about the Unofficial Patch, just for the record.  Hopefully you know how much I love it and how grateful I am for it.  The Steam version does come prepatched (I checked) with the 1.2 official patch (which is what my "ugh" was about lol).  And the install instructions for the CompMod say that we cannot use any patches at all.  So I am wondering if this is why I cannot seem to get it to work even with the Steam version of the game.  But I will look at what you suggested about the description in the loader readme and see if I can manage to get it to work.  Thanks!

Afaik the main problem is that comp mod's fileutil.py tests for /vampire in the path. So you either have to edit fileutil.py or make it possible to install comp mod in /vampire.

Thank you for this piece of information.  It might come in handy. 

Edit:  So far I seem to have gotten it working.  I don't know if every step that I took contributed, but here is what I did. 

I used the CMD file mentioned by Barabbah (https://tinyurl.com/y6xk3ljc) to strip the game down to its basic 1.2 state.  Then I installed the CompMod, following the instructions, then I reinstalled the latest basic version of the Unofficial Patch.  Finally, I launched the game using the "Launch VTM Bloodlines" shortcut found within the installation folder.  This is what I am now getting upon character creation: 

(https://ist5-2.filesor.com/pimpandhost.com/2/0/5/1/20516/7/o/C/g/7oCgP/CompMod2_l.jpg)

I don't know if its going to work 100% just yet.  I will have to play it and see what happens and then I will return to this thread and report what I have found. 
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on April 29, 2019, 01:33:55 PM
The companion mod was built on the UP5.6 which included the official 1.2. It should work (except obviously if you have vista or newer and the 5.6 didn't still have the compability fixes for the newer windows os....).
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkav on April 29, 2019, 05:05:43 PM
Looks good. And since you have installed the latest up later, you should have the newer exe and dll files you need for running on a new computer and OS.
Just remember that you might get problems playing the UP or another mod with your current installation because compmod is installed in /vampire, not its own directory. But since most mods make changes to the same files, it probably won't cause trouble.
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 29, 2019, 06:32:13 PM
(except obviously if you have vista or newer and the 5.6 didn't still have the compability fixes for the newer windows os....).

Which is why I installed the latest basic version of the UP, I knew it was necessary to get the game to work on my Windows 10 machine as Wesp makes this clear both here and at the GOG forums.  I figured that it wouldn't interfere with the CompMod since it installs to its own folder and therefore wouldn't overwrite anything important and from what I have seen Wesp say in the past, I knew there was a special shortcut designed for legacy play-throughs.  I don't know if that's the shortcut I selected to use but it seems to be working! 

Looks good. And since you have installed the latest up later, you should have the newer exe and dll files you need for running on a new computer and OS.
Just remember that you might get problems playing the UP or another mod with your current installation because compmod is installed in /vampire, not its own directory. But since most mods make changes to the same files, it probably won't cause trouble.

I made sure to set aside a clean version of the entire VtmB folder to help with uninstalling the CompMod when I'm done with it and want to play other mods.  I think CompMod does add a handful of files to the bin folder and not just the Vampire folder. I don't know if UP overwrites these or not, but so far it doesn't seem to be breaking the mod if it does.
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 30, 2019, 07:03:11 AM
Well, I have certainly run into a snag.  The taxi cab to get to Hollywood after blowing up the Sabbat warehouse is not showing up.  Strange.  I don't recall that happening before with CompMod.  I am not playing as a Nosferatu.  I did try to see if the sewer map worked anyway but clicking on it did nothing, unfortunately. 
Title: Re: VTMB Companion Mod Version 1x
Post by: Malkav on April 30, 2019, 07:09:22 AM
Have you talked to Bertram after blowing up the warehouse?
In any case, use the console to check G.Story_State (should be 5).
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 30, 2019, 07:37:01 AM
Have you talked to Bertram after blowing up the warehouse?
In any case, use the console to check G.Story_State (should be 5).

I did talk to him.  OK I will check that. 

Edit:  Yep, the story state is 5.
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on April 30, 2019, 08:40:27 AM
Try to use the city map in the sewers (not the hub one)
If it works you can go to downtown
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 30, 2019, 02:46:15 PM
Try to use the city map in the sewers (not the hub one)
If it works you can go to downtown

I did try it, and unfortunately "clicking" on it did nothing.  Hopefully I can get to the bottom of this later tonight.
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on April 30, 2019, 04:50:35 PM
Clicking? You mean using the interact key (the one to talk or open doors)?
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on April 30, 2019, 06:21:16 PM
Clicking? You mean using the interact key (the one to talk or open doors)?

Yes.  lol
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on May 18, 2019, 03:18:13 AM
Can anyone teach me how to install this mod please ? I tried and it did not work

1. What version of Windows do you use?  2. Where did you buy your copy of Vampire the Masquerade Bloodlines?
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on May 19, 2019, 04:21:17 AM
Windows 7 and steam version

Then you *should* be able to play it. 

Did you make sure *not to patch*  the game after you installed it?  If you applied any patches such as the Unofficial Patch or the so called "True Patch" then you need to uninstall the game and reinstall a fresh copy.  The Companion Mod is already pre-bundled with an earlier version of the Unofficial Patch that works with it.  So uninstall the game and make sure there are no leftover files by going to C:\Program Files\Steam\steamapps\common\  If there is a Vampire The Masquerade - Bloodlines folder, delete it completely.

After you have uninstalled the game and then reinstalled a *fresh* copy of the game, do not apply any patches and do not add any mods.  Start the game, then once you get to the main menu, exit the game again.  This makes sure that Steam finishes extracting all of the game files as sometimes it doesn't do that til you start a game for the first time (as pointed out in the official installation instructions for this mod). 

Once you have started and then exited the game, unzip both Companion Mod version 1.0 archive and Companion Mod 1.4 Patcher archive some place on your PC.   You will have to unzip them twice actually, as they are each a compression archive within a compression archive. 

Once you have unzipped the archives, take all three folders from Companion Mod Version 1.0: "Bin", "Tools" and "Vampire" and move them directly into the Steam installation folder of this game which should be: C:\Program Files\Steam\steamapps\common\Vampire The Masquerade - Bloodlines unless you have a 64 bit version of windows, in which case it would likely be  C:\Program Files(x86)\Steam\steamapps\common\Vampire The Masquerade - Bloodlines.

Once you have moved those 3 folders directly into the installation folder of the game, take the "Vampire" folder from Companion Mod 1.4 and move it directly into the installation folder.  Overwrite everything if it asks.  Once that its done, the mod should be successfully installed and you should be able to play it. 

To know if it has been installed, at character creation it should look something like this: (https://ist5-2.filesor.com/pimpandhost.com/2/0/5/1/20516/7/o/C/g/7oCgP/CompMod2_l.jpg)

If you have "VTMB UP 5.6" in the upper left corner and "CompMod 1.4" in the upper right corner as shown in the above screen shot, you should be good to go.  Enjoy! 
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on May 20, 2019, 01:12:52 AM
Thanks ! where do i get patcher 1.4 ? i only have comp mod 1.0

You get it here:  https://sites.google.com/site/vtmbcompmodhome/files

Choose the second link and not the first as the first link is broken. 

I hope it works for you!  Its a great mod. 
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on May 20, 2019, 03:52:39 AM
I did all that on freshly installed game and it gives me "Avaible memory less than 15mb!!! -1" bug

This is probably because you have a PC with more than 3.5 gb of ram.  The best fix for that is the latest version of the Unofficial Patch, which unfortunately would break the Companion Mod. 

Instead, you can try running the game in Windows XP Service Pack 3 compatibility mode.  I would also select "run as administrator" as well.  Give that a try.
Title: Re: VTMB Companion Mod Version 1x
Post by: DarkZephyr on June 06, 2019, 11:57:06 PM
I just noticed that the dude I was trying to help with installing this mod deleted all of his posts that I was responding to.  Wow, thanks for making me look like a FishMalk blowing up this thread talking to myself, Zeppeli.  So glad I made the effort to try to help you.

At any rate, I will leave my posts up in case they might help anybody else that comes along with the same questions. 
Title: Re: VTMB Companion Mod Version 1x
Post by: Barabbah on June 07, 2019, 05:02:25 AM
GWAR - Fishfuck (official bandcamp page) (https://gwar.bandcamp.com/track/fishfuck)

What can I say, I really love these guys....

(http://oderus.com/graphics/gwar/gwar12.jpg)