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Offline [archive] Drathian777

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« on: March 31, 2010, 05:25:00 am »
                D/L link (Latest Version):
 Download Here
 

 
 Also Extender for those who want the old disciplines with the other Camarilla features:
 
 
posted:

 
 Version 0.3
 -------------------
 Includes fix from Utility patch 0.2
 
 Version 0.2
 -------------------
 Fixes BloodHeal as only new Discipline.
 
 
 Version 0.1
 --------------------
 Includes fix from Utility patch 0.1
 Camarilla Edition Minus Mod + Companion +Wesp 6.9
 (Camarilla features with old disciplines)
 
 ****NOTE Install after selecting and installing option "Companion + Camarilla Mod" in main integration installer
 

 
 Vampire the Masquerade: Bloodlines Companion & Camarilla Mod Integrated
 Integration by Drathian
 Release Notes
 Credits: Go to the Original Authors of these Mods
 
 Instructions: Install this over a fresh install of the 6.9 Unofficial Patch which can be found authorized only here:
 http://www.patches-scrolls.de/vampire_bloodlines.php
 
 You can select Plus or Basic Patch depending on what you want Before installing this mod.
 Next, select the version you want to install, if you want Companion & Camarilla mod features pick that one, if you only want and updated Companion Mod for the 6.9 patch pick that one (good for those that like the original powers).
 ***Don't forget to add -console to the vampire.exe shortcut, for default it would be:
 "C:\Program Files\Activision\Vampire - Bloodlines\vampire.exe" -console
 Install and play.
 **NOTE: Each mod's Original Bugs will still exist in this mod, Only let me know if there is anything new that doesn't work.***
 
 ********************
 Custom Music Info (Awesome feature of the Comp Mod)
 ********************
 You can place your own custom music in the Vampire\sound\custom
 and/or Vampire\sound\custom\combat
 It will play randomly but i suggest not adding more then 40 tracks and in mp3 format or loading all levels will freeze till you delete the additional songs.
 *Note* no music is included other then intro song changed should you select Camarilla Modification but the original is backed up as Vampire_theme.bak
 My Sire came up with a suggested music list based on TWOD factions that can be found in the folder Vampire\sound\custom\
 as VTMB - Suggested Listening.txt
 If you want this feature enabled  then first
 (there is a backup of the original files  in Vampire\sound\schemes_bak)
 copy all of the files from here:
 Vampire\sound\schemes_no_bg
 to
 Vampire\sound\schemes
 then edit the mods.cfg file with notepad or a smilar text editor
 and search and change (at least) the following:
 mod_music_manager_enabled = 0
 to
 mod_music_manager_enabled = 1
 and
 mod_music_use_custom = 0
 to
 mod_music_use_custom = 1
 and
 mod_music_autofix_MP3 = 0
 to
 mod_music_autofix_MP3 = 1
 and
 mod_autofix_acknowledge = 0
 to
 mod_autofix_acknowledge = 1
 If you wish to use the games original music
 delete the folder
 Vampire\sound\schemes
 and copy the folder
 Vampire\sound\schemes_bak
 and rename it to
 Vampire\sound\schemes
 ******************
 Companion Mod Custom Outfits
 ******************
 Can be found here with (Instructions):
 http://sites.google.com/site/vtmbcompmodhome/
 
 ******************
 Companion Mod Known Bugs
 ******************
 Ã¢â‚¬Â¢ Do not use the pose system from third person perspective (IE: when you can see the       Protagonist). If the companion you are posing comes into contact with the protagonists model, the PC may be thrown off map. Only pose from first person perspective.
 It is possible to use the "get behind me" companion command to teleport your companion through walls or around fences. If you then proceed to possess the companion through the fence, you can gain access to areas that the game developers never meant for you to enter. If you actually walk around and talk to people, you will likely break the game as you will be doing things out of sequence. You may even fall off the map. Do not possess through fences, walls or doors to gain access to unaccessible areas
 Ã¢â‚¬Â¢ If you hit anyone, your travelling companions will attack them. Unfortunately, this includes members of your party and even your fellow travelling companions. This is part of the game's AI and I cant stop or detect the behavior. Luckily, you can.
 
 Ã¢â‚¬Â¢ If you accidently hit a travelling companion and the other companion begins to attack them: Squat on the ground. Within 15 seconds both companions will go invisible (and stop fighting since they cant see each other). Talk to either one and tell them to "Find the other servant and bring them here". This will respawn the other companion and stop the fighting.
 
 Ã¢â‚¬Â¢ If you accidently hit a party member in your haven. You can either leave the haven and return (thus respawning both of your travelling companions) or you can talk to any of your haven companions (non-travelling companions) and tell them to "Round everyone up and tell them to return to thier starting positions". This will respawn everyone in the haven and thus stop the fighting as well. If you have spent any time posing people, you will probably want to use the "leave the haven" option.
 When posing NPCs, if you somehow manage to lose an NPC (ie, they fall off map and you accidently hit ENTER instead of Re-Center), you can approach any NPC in the haven and tell them "Round everyone up and tell them to return to thier starting positions". This dialogNPC in a location where you can not start dialog with them. (The most common place is the shower).
 Ã¢â‚¬Â¢ NPCs teleport behind you if they get too far away or remain idle for 15 seconds. I have found some issues when using elevators as an NPC may teleport behind you and block the elevator from going up/down. If you find yourself in an elevator that isn't moving, back up against a wall so that when your companion idle teleports, they get out of the elevators way. Alternatively, you can reload an auto-save.
 Some companions may act strangly when standing at idle. For example, arms stretched out and head looking at the ground. This is an engine bug that I can't fix, however I have found that the behavior often goes away when I quit/restart the game. A restart is necessary. Simply reloading a saved game does not fix the issue.
 ************************
 Camarilla Mod Known Issues
 ************************
 Q: Are there any known issues I should be aware of while playing VTMB: CE 1.2?
 A: Yes however they are extremely minor and shouldn’t decrease immersion, details below.
 #1. When first entering a zone you may see a tiny message that says “A.I. Disabledâ€? or “Node Graph
 is out of dateâ€? and it may take an extra few seconds to load. This is perfectly normal and nothing is
 wrong with your game. The first time I saw this I freaked out but it’s nothing to worry about. This is due
 to missing node/graph files and it only happens the first time entering a zone. The next time you enter it
 will load instantly. (This was fixed in Ver. 1.1)
 #2. You will notice when you finally get tier 3-5 powers from Disciplines like Dementation and
 Dominate, when you scroll through your powers with your mouse they won't be there. In order to use
 them you will need to hotkey them to any number key 0-9. To do this hit "K" to open up the hotkey
 menu (by default) and you can set them there.
 ************************
 Integration Known Issues
 ************************
 Sometimes the maps won't update automatically and you'll have people just standing there, in order to force an update, you can delete the graphs folder and its contents, a backup can be found in the tools folder with a few different graph versions to try, till a perfect fix is found.
 The graphs folder is found by default here (try deleting it if problems found):
 C:\Program Files\Activision\Vampire - Bloodlines\Vampire\maps\graphs
 
 ************************
 Companion Mod
 ************************
 Instructions are in the Main Vampire - Bloodlines folder as readme_CompMod.txt
 ************************
 Camarilla Mod
 ************************
 Information can be found in the main Vampire - Bloodlines folder in the associated CE 1.2 Manual.pdf and the VTMB CE Ver. 1.2 README.txt
 *************************
 Wesp 6.9 Unofficial Patch
 *************************
 Information can be found in the main Vampire - Bloodlines folder as vtmbup-readme.txt
 
 ---Enjoy, I'll keep this updated the best I can as the Wesp and Camarilla Mod are updated.
 ***Perhaps look for a future update as an addon for the Clan Quest Mod.
 --Drath (Drathian,  drathian777(at)yahoo.com, http://inverteddungeon.com/demoncastle)
 
 
 ***********OLD THREAD STUFF************
 Hey,
 
 I'm new to this board but not certainly to text modding.  I did some major modifications on the Lord of the Rings: Battle For MiddleEarth, just google it, I worked on it with Lord Arkaine and the Night Legion Clan, lot of our ideas were put in use in Rise of the Witch King and the battle for middle Earth 2. I've done some old school rom hacking even have a site generally about the Castlevania series.  Can be found here:  http://inverteddungeon.com/demoncastle
 
 Anyways, i managed to integrate a working mod built untop of wesps 6.8 patch with 1.2 Camarilla disciplines and the complete companion mod 1.4. FYI its ~520mb but i'm looking to trim some.
 
 I'd consider releasing (not just using for I and my close friends amusement) if two critera were met.
 
 1)  I got permission from all 3 modders, since it is their mods.
 2)  I need to update the maps, currently they are from the companion mod which is built on wesps 5.6 patch which is kind of old.  Also Camarilla mod had some map changes that i may want or be required to implement.   I need to talk with probably wesp to figure out what needs to be updated and best way of doing it.
 
 So let me know what the community thinks. I've even made an installer for it, so it should be simple to install ontop of a already 6.8 patched vtmb game.
 
 I would also be willing to maintain it if wesp or camarilla mods are updated, i know the companion mod is pretty much dead in development (tho still great) less something inspires dheu's renewed interest.
 
 I was also wondering after/if i have a release of this mod how difficult it would be to integrate clan quest into it if thats allowed option (need their permission too), or maybe work with them to make a super mod of some sort.
 
 I may not be the best coder, but I am great at integrating different features so long as it doesn't require any 2d/3d graphics modeling stuff, I leave that to someone that is a true artist. I'm also very good at finding and updating changed files and entries within.
 
 So yeah, hope this welcomed warmly.  Please don't bite, too hard. XD
 
 -Drathian
 
 *updated* for release of 6.9 wesp patch issued                        

 

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Offline [archive] Zer0Morph2000

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #1 on: March 31, 2010, 01:31:00 pm »
                Drath,
 
 Actually I think people have been asking for this sorta thing for awhile, so I'd think the reception should be pretty warm. Just so that we're on the same page, let me list the authors you will want to talk to for permission reasons...
 
 Unofficial Patch - Wesp
 Compmod - Authored by Dhea, but he posted awhile back that anyone can use his mod for anything, no permission needed
 Camarilla Edition - Me (Zer0Morph) and yes you have my permission to use CE 1.2 however you want, just give my team credit
 Clan Quest Mod - Burgermeister01 (He is actually in the process of releasing a CQM 1.3, but I don't think that comes with Compmod)
 
 Goodluck merging Compmod with anything, it's going to be quite an undertaking! happy                        

 

                                                  

Offline [archive] Malkav_666814

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #2 on: March 31, 2010, 02:35:00 pm »
                For your question about map changes for Camarilla Edition:
 You have to activate the bloodloss. That requires two things:
 -You need the 15 seconds logic timer on every map (except for the tutorial, as there is no bloodloss). It's usually the last block on any CE-map. Don't bother about the origin coordinates, they don't matter.
 -The function "OnBLEvent()" must be in Vamputil.py.                        

 

                                                  

Offline [archive] Drathian777

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #3 on: March 31, 2010, 03:21:00 pm »
                Well minus the map editing I did accomplish the merge.  It seems to be stable and doesn't crash after hours of play.  But I'm going to streamline it some and clean up the code a bit.  And I'll have to look at the maps too get them correct. barring any permission issues, should be doable for a release.
 
 Only two Technical issues i believe would slow clan quest merge is the possibilty of broken quests due to companions being a quest trigger taken away, and the clandoc000 file seems to be highly different and that i know will crash the game & or break the game if its not done correctly.                        

 

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 One Mod to bring them all, and in the darkness bind them
   
                                                  

Offline [archive] torgal363

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #4 on: April 01, 2010, 07:03:00 pm »
               
Zer0Morph2000 posted:
, and a cut scene

 we can makeeven those?are you kidding?                        

 

                                                  

Offline [archive] ZylonBane

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #5 on: March 31, 2010, 07:46:00 pm »
                This seems like about as good an idea (and about as likely to succeed) as trying to merge a peanut-butter and jelly sandwich with a pepperoni pizza.                        

 

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Offline [archive] guenthar

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #6 on: March 31, 2010, 11:52:00 pm »
                I hope this is real and not an April Fool's joke because this is what I have been waiting for to replay VTMB.                        

 

                                                  

Offline [archive] torgal363

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #7 on: April 01, 2010, 06:38:00 am »
                please make all the contnent optional so that we can decide what we want and what we don't want                        

 

                                                  

Offline [archive] Wesp5

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #8 on: April 01, 2010, 06:42:00 am »
               
Malkav_666814 posted:
For your question about map changes for Camarilla Edition:
 You have to activate the bloodloss. That requires two things:
 -You need the 15 seconds logic timer on every map (except for the tutorial, as there is no bloodloss). It's usually the last block on any CE-map. Don't bother about the origin coordinates, they don't matter.
 -The function "OnBLEvent()" must be in Vamputil.py.

 
 I permit to use the unofficial patch for your mega mod and I would recommend to start with it's map files first, because it contains the more subtle changes sometimes deep inside the maps. Restored content is usually appended at the end of the maps though, like with the CE mod and you can only hope that dheu and burgermeister did this in their mods too. You should talk to the latter one for sure because he was planning to do something similar all along...                        

 

                                                  

Offline [archive] Zer0Morph2000

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #9 on: April 01, 2010, 12:07:00 pm »
                To expand on what Wesp was saying...
 
 I spoke with Burgermeister a few days ago and he is done merging CQM 1.3 w/ CE 1.2. In fact I got to witness some of the new quests he's been working on and I was blown away. He created a quest where 3 gang members run into the Red Spot and stick up the guy behind the counter, it had full voice dialogue, lip movements, and a cut scene, ABSOLUTELY AMAZING!
 
 Anyways, he told me he was just waiting on the voice actor to submit the rest of the voice files and after that he would be able to release the new CQM. I still don't believe he's merging CompMod though, just CQM, CE, UP, and probably the others included in CQM 1.2.1.                        

 

                                                  

Offline [archive] YamiRaziel91

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #10 on: April 01, 2010, 05:00:00 pm »
                Dude I really hope you aren't making an April Fool's joke                        

 

                                                  

Offline [archive] Drathian777

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #11 on: April 01, 2010, 08:44:00 pm »
                Yeah i did pick the perfect time to start talking about it lol, forgot it was the beginning of April. Speaking of which I yet haven't had any pranks on me unless you count the people behind the wheel trying to make me guess what they are doing in traffic lol.
 
 I could release several versions of this compilation depending on what people want, since i have modulated and organized everything pretty well (reminds self to back it up).
 
 To save upload space/download time i could even make it so that people who already have the other mods won't have to download a huge file, or make several alternative ways to install.  It all depends on what you want. So keep the ideas flowing.
 
 I'm aiming for then end of this week for a release.  I could have it done earlier but i want to make sure i do the maps right, and keep it organized so that is a little time consuming.
 
 As far as clan quest goes, I'll see how this release goes, and I'll see if burgermeister would be interested in including this maybe in the future or like as an addon, which shouldn't be too hard since a great deal is modulated, and I could send him a blueprint of changes or even work on it myself if he lacks the time, but wants it.
 
 I don't plan on taking credit for the mods themselves as they are well scripted, I just hope people don't forget that it does take some work to integrate this, and maybe keep me informed so i can keep it up to date.
 
 BTW, I like to complement dheu besides constructing a cool mod he kept it quite organized like a good coder will do, makes this a lot more speedy.
 
 To clear up any confusion I have done this mod already, companions work and disciplines work, adding the bloodtimer from the CE mod will be very easy to do, already looked at it (thank you for helping me know easily where to look), the only time consuming part is the maps, and that is just because i'm trying to keep it heavily organized, so if i decide to leave (though not planning on it for a while, unless troika rises from its coffin and makes a vtmb2-- I wish), others can pick up where we left off pretty easily.
 
 Please keep up the prerelease feedback, already taking it into account what i've heard so far.                        

 

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Offline [archive] torgal363

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #12 on: April 01, 2010, 09:41:00 pm »
                since six point nine just came out can you use it instead of six point eight?                        

 

                                                  

Offline [archive] Drathian777

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #13 on: April 01, 2010, 09:50:00 pm »
                Sure thx for telling me I was literally just about to begin on 6.8 map extraction                        

 

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Offline [archive] Zer0Morph2000

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Re: Wesp 69 + Camarilla + Companion Mod Integrated Released
« Reply #14 on: April 02, 2010, 12:25:00 am »
                @Torgal,
 
 Ya man, he made a brand new cut scene for the Redspot robbery. When you go to the back of the Redspot and open the refrigerator door to grab the item, the cut scene begins and 3 thugs run in with guns and start yelling at the guy behind the counter, and a girl crouches down and screams. It's absolutely amazing, looks like it came with the game. They start demanding the money and then it goes back to you and you can deal with it how you choose.
 
 I've never seen anything like it, Burgermeister is officially the Lord of Python!!                        

 

                                                  

 

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