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Vampire the Masquerade: Bloodlines => Bloodlines Tech Support => Topic started by: Wesp5 on May 20, 2020, 11:49:53 am

Title: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 20, 2020, 11:49:53 am
For all early adopters that are still bored and stuck at home, find it here: https://www.moddb.com/mods/vtmb-unofficial-patch/downloads/vtmbup107 (https://www.moddb.com/mods/vtmb-unofficial-patch/downloads/vtmbup107)
v10.7                                                  18.09.2020
-----
+Fixed Nines Chateau trigger and sweeper greeting Nosferatu player.
+Restored Potence and Celerity view particles and improved others.
+Corrected getting secret from Christopher and flirting with Nadja.
+Fixed second museum visit of Nosferatu and VV's lapdance slowing.
+Restored Obfuscator not appearing and repaired minor model issues.
+Fixed Arthur repeating his phone call and feed stuck in tutorial.
+Restored "TrueSight" for Bishop Vick, Blood Guardian and Cathayan.
+Improved Mercurio and Jenny sounds and made them plus patch only.
+Swapped Brujah clone with Damsel at the ending, thanks to DDLullu.
+Decreased chances of werewolf easter egg and prophet not ranting.
+Added safety measures to casting hand models, thanks EntenSchreck.
+Removed heat effect from fire and delayed Pisha leaving the city.
+Fixed being able to take Romero's zombie quest after pimpin quest.
+Moved Malcolm's black mail money from apartments into his office.
+Improved Giovanni trap section and circumvented Bruno not burning.
+Removed unfitting Humanity changes and added some missing sounds.
Added script and Skin Editor to SDK, thanks DDLullu and hlstriker.
Restored original music to the radio on the pier for basic patch.
Fixed reentering issues and door breaking at the Giovanni Mansion.
Added missing XP if you found Ginger Swan before meeting courier.
Corrected ground stutter and sarcophagus key drop, thanks Norrwin.
Fixed possible ways to get stuck in tutorial and big warrens map.
Added missing solidity of sewer and temple models, thanks Norrwin.
Corrected tutorial MAC-10 loudness and minor map and text issues.
Repaired an auto-locking door and stuck fanblades at Fu Syndicate.
Fixed blocking Confession barkeeper and sewers Ash talking early.
Corrected posters staying in SM haven and improved Empire dancing.
Added and changed dropping sounds of some items, thanks Psycho-A.
Fixed several maps so that new dropping sounds don't mess them up.
Corrected Boris dialogue problem after he survived fighting Dema.
Stated Auspex and Divine Vision amplification and fixed Ming aura.
Added story pitch in page_text.ttz to transcripts, thank to IanW.
Fixed talking with Heather after you dealt with McFly in two ways.
Made Glaze Masquerade area and Fu Syndicate start as combat area.
Fixed teleporting SWAT and crossguy Humanity loss at Fu Syndicate.
Restored black monitors and case for Milligan, thanks endthewars.
Disabled Mass Suicide for zombies and fixed a Giovanni ragdolling.
Fixed stripper and girl off work leaving Vesuvius' dressing room.

Title: Re: Unofficial Patch 10.7 released!
Post by: Zer0Morph on May 20, 2020, 07:48:23 pm
Great news for those of us under lock down orders! Thanks Wesp!
Title: Re: Unofficial Patch 10.7 released!
Post by: No_Mercy on May 20, 2020, 09:05:14 pm
Looks like there's not much left to do. Fixed a few bugs. Ok .. the road has been long so far.

Good work. However, I am sure that I will find a few little things in the next test (only with the german Version).

I think at the latest with version 11.0 the end has been reached. Unless there are new things to add.
Title: Re: Unofficial Patch 10.7 released!
Post by: DDLullu on May 25, 2020, 05:17:10 am
I have try to make the female animation with flunky3 as the girl. Since i dont have a save for the wolf ending, i cant test it.

So it's up to you to try it. If it's good, i will make the male, if you want flunky4 for the girl i will do it.

I have decompile it and test it in blender, it seem to work so!
Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on May 25, 2020, 08:35:21 am
I have a suggestion for the next rc, concerning Pisha and the guy she kills when you enter the first time. It certainly is a good idea to keep the body during the first encounter. But I think you should remove it the next time the player comes down there. Maybe you could even put Patty and /or Milligan on the table, depending on who the player sent down to her, and how soon after sending them revisits Pisha.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 25, 2020, 11:56:12 am
I have a suggestion for the next rc, concerning Pisha and the guy she kills when you enter the first time. It certainly is a good idea to keep the body during the first encounter. But I think you should remove it the next time the player comes down there.
I already did that, the corpse should be gone the next time you enter the hospital.

Quote
Maybe you could even put Patty and /or Milligan on the table, depending on who the player sent down to her, and how soon after sending them revisits Pisha.
Uh, nice idea, but especially with Patty this might be looking cruel ;). I'll see if their models can do this...
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 25, 2020, 12:20:44 pm
I have try to make the female animation with flunky3 as the girl.
Sorry, but it doesn't really look good. Also Skelter looks weird in this version too! If you want to test it, use the following console commands and then just talk to LaCroix:
map sp_endsequences_a   G.Story_State = 125
Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on May 25, 2020, 01:47:12 pm
I have a suggestion for the next rc, concerning Pisha and the guy she kills when you enter the first time. It certainly is a good idea to keep the body during the first encounter. But I think you should remove it the next time the player comes down there.
I already did that, the corpse should be gone the next time you enter the hospital.
I'm still on 10.6. Either that's the reason the corpse doesn't vanish or there is something wrong in my installation.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 25, 2020, 02:10:21 pm
I'm still on 10.6. Either that's the reason the corpse doesn't vanish or there is something wrong in my installation.
According to the readme I added this already in 10.6! Here is the connected script in vamputil.py:
#HOSPITAL: Called when Pisha leaves, added by wesp
def pishaGone():
    if (__main__.G.Pisha_Know > 0 and __main__.G.Pisha_Corpse == 0):
        corpse = Find("corpse1")
        if corpse: corpse.Kill()
        __main__.G.Pisha_Corpse = 1

Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on May 25, 2020, 02:17:19 pm
Then you have changed this later. 10.6 still has this version
Code: [Select]
def pishaGone():
    if (__main__.G.Story_State >= 85 and __main__.G.Pisha_Know == 1):
        pisha = Find("Pisha")
        if pisha: pisha.Kill()
        book = Find("book")
        if book: book.Kill()
        corpse = Find("corpse1")
        if corpse: corpse.Kill()
where the corpse only vanishes when Pisha leaves.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 25, 2020, 03:47:27 pm
where the corpse only vanishes when Pisha leaves.
No, that script is called each time you enter the map! I only named it thus because this was the first thing it checked for...
Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on May 25, 2020, 04:44:18 pm
where the corpse only vanishes when Pisha leaves.
No, that script is called each time you enter the map! I only named it thus because this was the first thing it checked for...
Sure, but in the version I have quoted, all the kill functions happen only if Story State is at least 85. But it doesn't really matter because it is fixed in the recent version.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 25, 2020, 05:30:26 pm
Sure, but in the version I have quoted, all the kill functions happen only if Story State is at least 85. But it doesn't really matter because it is fixed in the recent version.
Yes, this is a rather recent change. I thought you were running 10.6 final...
Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on May 27, 2020, 09:48:47 am
In E's dialog you should change the "Sabbat" back to "Sabbath". I checked the sound file, he definitely sais Sabbath, and I'm quite sure this is intended. It illustrates that the thin bloods know even less about vampire society than the fledgling does.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 27, 2020, 10:40:00 am
In E's dialog you should change the "Sabbat" back to "Sabbath".
Done! I thought this was just a typo. BTW, I will also restore TrueSight to some of the enemies in the Plus Patch, like Bishop Vick, as has been discussed here recently...
Title: Re: Unofficial Patch 10.7 released!
Post by: DDLullu on May 28, 2020, 06:41:06 am
That's my new try, pretty please with it. First, i make the female using a new technic.

I use the Bip01 (the player skeleton) and transfert the datas bones from Bip01 to Bip03 except for the position x,y of the bip03 (first bone of bip03).

Test it and it's look perfect except for the neck i found a little long for Damsel, so i load it into blender reduce the distance (to .75) and try again. For people who want to know how, i export a smd of the mdl and put the new neck position found in the smd into the mdl with an hexeditor.

I have a picture of the neck below, after is left and original is right.

I have some pictures of the animation and what it look like in blender when the change is made and decompile(use that for the neck).

Well since it was easy to do, i have decide to make the male player with the same female mdl, keeping Damsel skeleton but changing the female player skeleton with the Bip04 (a male skeleton) with the same procedure.

I test it with the new mdl and the old and only Damsel was deform with the old. For the male player, he look the same to me.

I just hope that you find them ok as i do. For Skelter, i dont know why he should be worst, i have not touch the bones Bip02(nines) and Bip04(flunky4), Damsel is flunky3 by the way.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on May 28, 2020, 03:20:36 pm
I just hope that you find them ok as i do.
It's great! At least as great as Bloodlines cutscenes look ;). Damsel seems rather big there, but that isn't really important. Many thanks!
Title: Re: Unofficial Patch 10.7 released!
Post by: thewarsend on May 28, 2020, 07:12:41 pm
DDLullu you never cease to amaze me. Great work. Damsel looks a bit off. It looks like she put on some weight and her legs have a weird U shape if that makes any sense.

Title: Re: Unofficial Patch 10.7 released!
Post by: Wilhelm-Streicher on June 09, 2020, 07:57:15 pm
I am confused because of the change of Venus laptop. So is Venus a ghoul or some with Sabbat knowledge working for Isaac now?
Or why are the Chateau emails now on Venus laptop?

I know that they originally came from Venus laptop but Troika clearly scrapped the Venus Sabbat quest. So why restoration or this Wiki entry false?
https://vtmb.fandom.com/wiki/Venus_Dare%27s_laptop (https://vtmb.fandom.com/wiki/Venus_Dare%27s_laptop)
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on June 09, 2020, 10:07:03 pm
Or why are the Chateau emails now on Venus laptop?
They are not. That entry was done by someone else and I only added the info that the laptop is a plus patch feature. I added some more about the emails now...
Title: Re: Unofficial Patch 10.7 released!
Post by: Wilhelm-Streicher on June 09, 2020, 10:16:21 pm
They are not. That entry was done by someone else and I only added the info that the laptop is a plus patch feature. I added some more about the emails now...
Thanks for the clarification and Wiki edit.  :smile:
But i am still confused because this wiki entry was weird.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on June 10, 2020, 07:34:54 am
@DDLullu, if you ever want to fix another game sadly broken by meshes, there is a unity game (shadowrun returns hong kong) which managed to break the previous game armor meshes (Shadowrun returns Dragonfall), although they exist there. They changed the meshes of the 'troll', 'ork' and 'dwarf' races (more the first than the later) and the rigging for the meshes for the old armors no longer fit the new race meshes.


More specifically these outfits: https://shadowrun.gamepedia.com/Shadowrun:_Dragonfall_outfits

Of special interest are the 'disguises' which can actually crash the game because they're apparently not just broken but completely missing meshes, which 'ends badly' when the engine attempts combine meshes in prefabs such as in here: https://github.com/ledeir/srrreboot/issues/2#issuecomment-641708132

This:
https://shadowrun.gamepedia.com/Modding_(very_advanced)
especially the section 'add new core outfits', explains how to add new meshes to a unity project and make HK recognize them.

There are also bugs in some custom troll heads for Dragonfall (for instance, there is what is supposed to be a massive troll in the dragonfall hub, in the north of the hub, and the mesh has the head sunk into the chest in the new race meshes).

Technically, you're not 'supposed' to be able to run dragonfall missions in hong kong, but it's very possible if you copy them  over and sometimes fix the missing dependencies - i have a sort of mod to help with that, but the symptoms are obvious, the fog not clearing among them (which can be avoided with the mod i mentioned and adding it as a dependency or just by enabling the debug menu with ctrl+f1 and clicking draw and clicking fog if you don't want to bother).
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on June 10, 2020, 04:51:47 pm
(https://media.tenor.com/images/73c9ad4cdb095d006ac07db206cbac1a/tenor.gif)
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on June 10, 2020, 06:25:56 pm
mesh artists willing to actually fix games are few and far between in modding.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on June 12, 2020, 09:16:22 am
I released the RC2 today, here is the changelog:
v10.7                                                  12.06.2020
-----
+Fixed Nines Chateau trigger and sweeper greeting Nosferatu player.
+Restored Potence and Celerity view particles and improved others.
+Corrected getting secret from Christopher and flirting with Nadja.
+Fixed second museum visit of Nosferatu and VV's lapdance slowing.
+Restored Obfuscator not appearing and repaired minor model issues.
+Fixed Arthur repeating his phone-call and prophet stop preaching.
+Restored "TrueSight" for Bishop Vick, Blood Guardian and Cathayan.
+Swapped Brujah clone with Damsel in an ending, thanks to DDLullu.
Corrected warrens strand and sarcophagus key drop, thanks Norrwin.
Fixed possible ways to get stuck in tutorial and big warrens map.
Added missing solidity of sewer and temple models, thanks Norrwin.
Corrected tutorial MAC-10 loudness and minor map and text issues.
Repaired self-locking door and stopping fanblades at Fu Syndicate.
Fixed blocking Confession barkeeper and sewers Ash talking early.
Corrected posters staying in SM haven and improved Empire dancing.
Added and changed dropping sounds of some items, thanks Psycho-A.
Fixed several maps so that new dropping sounds don't mess them up.

Title: Re: Unofficial Patch 10.7 released!
Post by: IanW on June 18, 2020, 01:08:40 am
Minor issue but someone pointed it out on a stream I was in last night.


In prince2.dlg, on line 601, LaCroix's line "From the anomy, we resurrect a new order."


The word is properly spelled "anomie (https://en.wikipedia.org/wiki/Anomie)".
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on June 18, 2020, 10:23:34 am
In prince2.dlg, on line 601, LaCroix's line "From the anomy, we resurrect a new order."
The word is properly spelled "anomie (https://en.wikipedia.org/wiki/Anomie)".
According to several translation sites it is correct, maybe British to US english?
Title: Re: Unofficial Patch 10.7 released!
Post by: IanW on June 18, 2020, 03:37:22 pm
Looks like you're right. Anomy is still valid, although it looks like the preferred spelling is anomie. Wiktionary just lists anomy as "alternative spelling of anomie". :)


So nevermind, I guess!
Title: Re: Unofficial Patch 10.7 released!
Post by: Talyn82 on August 07, 2020, 07:50:03 pm
First Wesp5 I want to say thank you for making a great game greater.  Now unto my question and problem.  Does the latest unofficial patch contain retextures?  The reason I ask is because some npc's like the security guard and Knox are reskinned.  My problem is some characters like the Sabbat thugs with machine guns, and Knox have a pale white face, and their bodies remain the same color as vanilla VTMB.


Anyway I uninstalled the game and reinstalled it with the previous version of the unofficial patch.  I do use character reskins for Strauss, LaCroix, VV, Jeanette, Nines, Beckett, Heather, and Jack and they have never caused a problem.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on August 07, 2020, 09:08:17 pm
There are no reskins in the Unofficial Patch.
Title: Re: Unofficial Patch 10.7 released!
Post by: Talyn82 on August 07, 2020, 10:49:19 pm
There are no reskins in the Unofficial Patch.


Okay no problem.  Must've been a problem with the installation of the game itself.  Thanks for the reply!
Title: Re: Unofficial Patch 10.7 released!
Post by: gx240 on August 16, 2020, 06:13:19 am
Last time I installed the Unofficial Patch a few versions ago there was an option remove the casting animations and to keep the old disciplines. (For example Dominate would get Suicide at rank 3 and Mass Suicide at rank 5.) But I didn't see that option in this new version?
Is there an easy way to restore Dominate in particular? Can I just install the basic patch and then copy this file from the Basic patch to the Plus patch and have everything work?

\VTMB\Unofficial_Patch\vdata\system\disciplinetgt_002.txt

Is there anything else that the discipline depends on that I might break if I do that?
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on August 16, 2020, 09:05:47 am
Is there an easy way to restore Dominate in particular?
You can try copying that file over, but you would also need the stats.txt file for the description which might include plus stuff that isn't compatible. I removed the options because the basic disciplines were too buggy!
Title: Re: Unofficial Patch 10.7 released!
Post by: gx240 on August 16, 2020, 10:45:02 pm
Ah OK, I understand. Is it the same story with the casting animation too? Is that also necessary to fix bugs, or is there a way to safely remove that? It really slows me down when I'm trying to hit multiple targets with disciplines in rapid succession.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on August 17, 2020, 08:35:08 am
Casting could be turned off in those files, just search for it and comment it out.
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on September 18, 2020, 09:35:25 pm
Good evening to everybody
I have a small question: there will be other rc for the patch 10.7 or it's pratically ready for a final release? Thanky
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on September 18, 2020, 10:13:21 pm
I have a small question: there will be other rc for the patch 10.7 or it's pratically ready for a final release? Thanky
It's final and I already wanted to upload it today, but the ModDB servers were not working. I will try it again next week!
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on September 19, 2020, 02:15:34 am
Wonderful news (except for the servers down)
For the moment you can still upload it on other sites like Nexus or here  :razz:
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on September 19, 2020, 03:10:46 pm
ModDB is working again, so I uploaded 10.7 final there. It should be on Nexus Mods soon too! As for the changes see first page of this thread...
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on September 20, 2020, 12:30:09 am
You got lucky, I still can't upload neither 15kb files....  :facepalm: :rofl:
Title: Re: Unofficial Patch 10.7 released!
Post by: Acleacius on October 01, 2020, 06:30:55 pm
There seems to be something wrong with the installer. I can't choose which directory it installs to anymore, it's requiring to see the vampire.exe.
I don't want the installer overwriting any edited files. I always install to a patch folder (10.7.1 currently).
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 01, 2020, 07:57:47 pm
There seems to be something wrong with the installer. I can't choose which directory it installs to anymore, it's requiring to see the vampire.exe.
This is intended as too many people installed the patch into the wrong folder and then complained that it didn't work. Just copy vampire.exe to whereever you want the patch to be!
Title: Re: Unofficial Patch 10.7 released!
Post by: Acleacius on October 01, 2020, 10:19:17 pm
OK, thanks again for all the hard work!    :rock:
Title: Re: Unofficial Patch 10.7 released!
Post by: ArchmageJoda on October 02, 2020, 06:19:03 am
So, in my most recent playing, I found I was unable to sell skill books to Trip in the pawn shop, the sell button was greyed out entirely. Is this a bug, or an intentional change/fix/nerf introduced in the UP?
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on October 02, 2020, 09:28:34 am
Intentional, people were exploiting a bug where you could sell the book, buy it twice and use it twice....
Title: Re: Unofficial Patch 10.7 released!
Post by: Acleacius on October 02, 2020, 03:57:59 pm
So, in my most recent playing, I found I was unable to sell skill books to Trip in the pawn shop, the sell button was greyed out entirely. Is this a bug, or an intentional change/fix/nerf introduced in the UP?

Intentional, people were exploiting a bug where you could sell the book, buy it twice and use it twice....
That sucks, ArchmageJoda if you need help with it send me a PM.
Title: Re: Unofficial Patch 10.7 released!
Post by: Malkav on October 03, 2020, 03:44:05 pm
Intentional, people were exploiting a bug where you could sell the book, buy it twice and use it twice....
I don't see that as a bug. After all, in vanilla you can buy some of the books from Trip.
For my games I make the books sellable again. But for a higher buy price and a drastically reduced resell price.
Title: Re: Unofficial Patch 10.7 released!
Post by: Acleacius on October 03, 2020, 05:24:04 pm
I agree and do the same Malkav. ArchmageJoda PM'd me and I told him how to fix it.I haven't been in the forums lately, so I'm guessing someone complained so much to Wesp5 he changed it.   :facepalm: :vampwink:
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 03, 2020, 05:36:23 pm
I have always seen this as an exploit, otherwise Troika could have made it that the books do not disappear after reading. They obviously only wanted each book to be usable once and the exploit circumvents this...
Title: Re: Unofficial Patch 10.7 released!
Post by: IanW on October 11, 2020, 04:45:44 am
Request:


From the Hollywood hub map (hw_hub_1), the gates to the cemetery do not have a sign.


However, from within the cemetery (hw_cemetery_1), both the front and back gates do have a sign (although since you're inside the gate, you can't see what it says).


No-clipping, you can see what the sign looks like:


(https://i.imgur.com/EMcIbgjl.jpg)

(Click to embiggen (https://i.imgur.com/EMcIbgj.jpg))


(The original says "Hollywood Eternal" but I've changed it here to say "Hollywood Forever (https://hollywoodforever.com/cemetery/)," which is both a real location, and how it's referred in the Celebrity Database computer.)


Anyway assuming we get a 10.8, I'd like to request that the sign be added to the exterior gate in the Hollywood hub map to match the cemetery map.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 11, 2020, 09:21:53 am
Nice find, I will see what I can do. But I will keep the original name and only change the database, which is easier! After all in Bloodlines most real locations got a small name change, like e.g. the Hallowbrook Hotel...
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 11, 2020, 10:28:50 am
Sadly there is no way to do this correctly as the whole gate model and size is different and we can't edit the hub maps because of the water in the sewers! I tried turning it into a decal, but the form is bad and it's too dark there anyway. Also I fear that a sign there would rather help players to notice that the gate is different! I'll change the name in the computer file though...
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 11, 2020, 11:38:46 am
Okay, I've gone ahead and have done it anyway ;).
Title: Re: Unofficial Patch 10.7 released!
Post by: Pumma on October 11, 2020, 12:50:07 pm
As I understand you removed the posters staying in SM haven when the PC received another haven but it would be nice if the posters return to SM haven in the final part of the game after Griffins Park. Sorry if that is the case but I didn't play version 10.7 and I may suggest something that is already implemented.
Title: Re: Unofficial Patch 10.7 released!
Post by: thewarsend on October 11, 2020, 12:52:59 pm
Sadly there is no way to do this correctly as the whole gate model and size is different and we can't edit the hub maps because of the water in the sewers! I tried turning it into a decal, but the form is bad and it's too dark there anyway. Also I fear that a sign there would rather help players to notice that the gate is different! I'll change the name in the computer file though...
You could edit the cemetery map to look more like the hub version and just add a sign (as a static prop) to hub one, so the two will closely match.
Not really worth the effort, in a perfect world we would be able to just merge the two maps together and get rid of any inconsistencies along the way but no such luck.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 11, 2020, 05:52:15 pm
You could edit the cemetery map to look more like the hub version and just add a sign (as a static prop) to hub one, so the two will closely match.
That isn't possible either, as the cemetery gates are unique models including deformation that can't be replaced by the simple smaller hub version.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 20, 2020, 05:49:35 pm
Wesp if you're still on contact with the people that made the executable hacks, can you ask them if it's possible to setup some hooks into the dialog engine without editing the dlg files (which is very messy)?

Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.

This requires 4 things:
1. to know when you're on a dialog and when not. A simple cvar could do this.

2. to know how many player responses are displayed, so you can cycle through them and pick one with 'dialogpick "#"'

3. to setup a 'contextual' keybinding that triggers only on dialog (you can use a hack like the companion mod does of rebinding some predefined keys like mousewheel up/down to call your function in addition to whatever the player bound them to, but i'd prefer something that wouldn't get nuked on a player binding change until the next restart.

4. to actually display the 'selected' response. Ideally this would be something neat like changing the color of the '1., 2., 3.' or show a icon besides the selected response, in the dialog player responses but it could be the ugly 'say "selected 1"'.


This is problematic because the hacks i've seen that could do this require some kind of dialog preprocessor just to count the number of lines in dialogs. And now with the new modloader i'm not even sure all dialogs are uncompressed anymore.

Of course all of these requests could be done as a whole opaque package that just allows binding some keys contextually to dialogs, displays a user feedback and doesn't expose anything else.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 20, 2020, 07:09:55 pm
Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.
I understood only half of the things you wrote, but I actually have a programmer looking into a way to select the lines with the mouse at the moment!
Title: Re: Unofficial Patch 10.7 released!
Post by: Acleacius on October 20, 2020, 08:42:42 pm
Iirc, Wesp5 you play Elder Scrolls and Fallout RPGs. You know Script Extender, that all those games use and makes modding easy? I'm pretty sure, that's what SCO is asking.

Edit: Haha nm, looks like I was a bit off.   :vampwink:
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 20, 2020, 10:05:41 pm
Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.
I understood only half of the things you wrote, but I actually have a programmer looking into a way to select the lines with the mouse at the moment!

That's good news. I gave up on trying to show a cursor and select the lines that way, but who knows what someone that can actually hack the c++ executable can do.


The solution i'm trying is very annoying. I add a few functions on vamputil:


Code: [Select]
#called in the dlg files on the npc lines and 'start condition' (just in case they point to player responses)
def LR():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_lines = 0 #number of lines to pick
    mouse_mod_line = 0  #current pick
    return 1

#called in the dlg files on the pc lines, autolink lines included
#because sometimes they only autolink depending on gender and are normal pc responses otherwise
#this assumes that auto-link will only link to npc lines again
def LI():
    global mouse_mod_lines
    mouse_mod_lines = mouse_mod_lines + 1
    return 1

def dlgPickLine():
    global mouse_mod_line
    consoleutil.console("dialogpick \"%s\"" % mouse_mod_line)

#dialogs without audio may show a phantom response (LI wasn't called) so guard the modulus against div by zero
def dlgLinePrevious():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_line = ( mouse_mod_line - 1 ) % max([1,mouse_mod_lines])
    consoleutil.console("say \"response %s\"" % mouse_mod_line)
   
def dlgLineNext():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_line = ( mouse_mod_line + 1 ) % max([1,mouse_mod_lines])
    consoleutil.console("say \"response %s\"" % mouse_mod_line)

As well as a function that every time vamputil is started (on start of the game) remaps 'mousewheel' up and down and mouse 1 to call those functions.



Then on each and every dialog file if its a NPC line call LR (line reset), if it's a player line, call LI (line increment) in the conditions line as the last 'and LR()' or 'and LI()'. Since the lines only display once all conditions are checked, the functions only execute once a line is to be displayed. Then when the player uses the mouse1 button, if he's in a dialog the dialogpick will activate, and if  not, dialogpick does nothing.


I believe this is possible, but it completely edits all the dlg files - thus the need to also code a dlg file preprocessor - and it doesn't even look that good with the 'say'.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 21, 2020, 09:28:32 am
I think now I get it. Can you provide me with some sample files to test this out? Maybe my programer can simulate something like this easier than adding complete mouse support. I have already send him an email about your idea!
Title: Re: Unofficial Patch 10.7 released!
Post by: Barabbah on October 21, 2020, 01:29:00 pm
Tawni Apt.
Sneaking inside the bedroom.
The bodyguard enter the room and answers the phone, except that's a gun he's talking to.
It reminded me of this scene (https://youtu.be/flEt1Q5OM8U?t=33)
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 21, 2020, 03:51:07 pm
I suggest not giving up on hacking the executable if you can because a hack like that can be made much cleaner and more usable if you can swing it.
Simply because such a hack doesn't touch the keybindings and can use the mouse cursor as a pointing device/get better feedback that 'say' statement.
The keybindings are a real problem, and i already kind of gave up on 'overloading' a existing keybinding to do the things i need and the things it already does. I think it's possible with a variation of what dheu shows in the mod guide but it's way too fragile because you need to edit at runtime both kb_act.lst and config.cfg (this second is to keep showing the shortcut as 'mapped' in the options so the user doesn't reflexively 'remap' and then ruin the double binding).

Instead i'm just adding 3 new shortcuts unmapped by default in kb_act.lst (pick dialog, next line, previous line).
This has the disadvantage of not being use without unbidinding a already mapped key but the advantage of not needing to programatically mess with config.cfg, or kb_def.lst and kb_act.lst.


In short, it's more usable if you have a 'gamer mouse' with extra keys. I'd prefer to be able to override key mapping 'just for dialog' but the game doesn't make that possible without internal access - though it actually does it in dialogs, for instance in a dialog, 'MOUSE1' becomes 'toggle the dialog subtitles' instead of '+attack'.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 21, 2020, 04:12:57 pm
I found a new problem too.
Whichever method you attempt, if you try to bind a key that the game dialog system already overrides (for instance, MOUSE1 toggles subtitles), it will not work in the dialog.

The game is turning off the 'normal' keybindings while in dialog and hardcoding 'now this key only does this and everything else does nothing'. What the 'ideal' hack should do is add some hardcoded keys to that list plus good feedback (like a icon instead of a 'say') OR not a key but a mouse cursor that can select lines.

I'm going to keep working on what i have though, but i suggest keep exploring a executable hack. It wouldn't need invasive keybindings or dlg files edits that will add a lot of noise.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 21, 2020, 06:58:52 pm
A more serious problem: how do you check the '!dialogpartner' entity that dheu says in the mod guide that is only active when in dialogs?
I can't seem to get a valid pointer out of it with __main__.FindEntityByName("!dialogpartner") or __main__.FindEntitiesByName("!dialogpartner").
In dialog or not. Did this ever work? Can you check Wesp? Just go talk to any npc, open the console and write __main__.FindEntityByName("!dialogpartner").

It would be completely stupid if this could only be accessed on a python function called from inside a dialog file, not when 'a dialog is open' as the mod guide implies.
And if so, i have no clue how to check i'm inside a dialog for the keys callbacks - that are not called from the dialog engine. Any ideas? This is just to prevent the pc from 'Player says: response 1.' when not talking to a npc if the user presses the key.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 21, 2020, 08:45:31 pm
He does not find anything on my system too and I honestly never even heard about that name or used it. Try contacting Dheu himself!
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 21, 2020, 08:58:16 pm
It's in the mod guide alongside !player (which works).

It's also inside vampire.dll if you grep inside it.

This section:

Code: [Select]
  B) Reserved Entity Names



      "!player" <- refers to the (potentially unnamed) player.



      "!playerController" <- refers to the (potentially unnamed) player
                             controller if one exists. (There are used by cut
                             scenes)



      "!dialogpartner" <- When you begin a conversation with someone, this
                          refers to the person you are talking to. It only
                          remains valid while the conversation is active.

Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 29, 2020, 09:16:45 pm
Wesp, i got veeery far on this, and in fact made a program to do it, before realizing that the 'say command' does not in fact show during the dialog camera.

The infobar_message command *does* show in the dialog camera but you can add a new one, so i'd have to cannibalize one of the lockpicking messages (that can take a string/int).
Now i may in fact do this for my personal use (though it would be useless for the mod because the message is used on lockpicking automatically), but does your 'programmer' have a better solution? I'd expect, from the people that enabled the mod system, that a way to display any kind of information / extend the infobar_message system so i doesn't need hardcoding would be a priority.

I tried infobar_message 42 (which is supposed to be a number of hits) but it's not active. If this message that takes a string was active, mods could just have


"Name42"    ""    // How much damage the player inflicted on a target

in the strings.txt and build the string in python 'infobar_message 42 "Lockpick of difficulty {}".format(number)'
The only problem would be the style.



The program also finds and corrects some problems in dialog files (because it needs to parse and edit them). Though i didn't find anything significant on your mod (there is a stray ^ in the gary.dlg file but it has no effect.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on October 29, 2020, 09:40:43 pm
Now i may in fact do this for my personal use (though it would be useless for the mod because the message is used on lockpicking automatically), but does your 'programmer' have a better solution?
I think he is following this thread, but he is not yet firm with Bloodlines modding so you need to explain better, what you would want him to do. I already said to him that I will not accept a solution in which all maps and dialogue files have to be changed and he thinks this could be circumverted with some new Python stuff.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 29, 2020, 09:56:31 pm
My program is changing all the dialog files (and strings.txt) because i have no access to a useful output for the 'selected line' (strings.txt, now that 'say' is known not to work) and a way to count the number of lines active and when the dialog is active (the dialog parser/transformer).

I think i ok method of attack for the output as 'real hacking' would be to either new strings to infobar_messages or activate a disabled one and use it for a 'generic string'. For instance, infobar 42 is supposed to take a string like the lockpick messages but doesn't display -> is not active / hooked up. Then after hooking it up infobar_message 42 'My short single line text' in python would appear at the top as a 'generic' info. I can already do this by editing the lockpick lines but...

I'd prefer something prettier, like making the dialog line selected fade in and out (you can see this effect when the engine encounters a npc dialog line without audio and with a auto-end after, it turns on subtitles and forces the user to input '1' to be able to read the text), but that sounds a bit harder (or maybe not, if he can hack the engine dlls). But the first method would be useful for other mods too, a generic info_bar message that you can pass any string sounds useful, and even more if it was extended to play any sound/use any icon.
For the keybindings i'm doing the major hack of reading the config, and overriding selected actions during the dialog only. Since the user can't save during the dialog and can only reload, the keybindings should be renabled on new game/game load by the copy on the the file because i don't write to it.
Well unless i'm wrong things and reload doesn't reload the cfg. Got to test that too.


Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 29, 2020, 10:37:51 pm
Well, i was wrong, this weird engine does make a 'bind' command on the console write to the config.cfg file. What the hell.

I have to test this to see if its a side effect of the bind or of the console.cfg not being deleted after use.

edit: it's when quitting the game or loading a save. Annoying.
Title: Re: Unofficial Patch 10.7 released!
Post by: Entenschreck on October 30, 2020, 10:01:21 am
Quote
I'd prefer something prettier, like making the dialog line selected fade in and out (you can see this effect when the engine encounters a npc dialog line without audio and with a auto-end after, it turns on subtitles and forces the user to input '1' to be able to read the text), but that sounds a bit harder (or maybe not, if he can hack the engine dlls). But the first method would be useful for other mods too, a generic info_bar message that you can pass any string sounds useful, and even more if it was extended to play any sound/use any icon.
For the keybindings i'm doing the major hack of reading the config, and overriding selected actions during the dialog only. Since the user can't save during the dialog and can only reload, the keybindings should be renabled on new game/game load by the copy on the the file because i don't write to it.
Well unless i'm wrong things and reload doesn't reload the cfg. Got to test that too.

An infobar_message like that would be great, please tell me if you manage to pull this off!
Alternatively, you could also mess around with the game_sign entity. It can be created dynamically with python and it has an input called "ChangeFile()". You can use it to display pretty much everything on screen. Might be worth giving it a try.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on October 30, 2020, 10:11:51 am
Aren't game_sign entities pretty much always paused unless embedded into maps and with a property set off? That's what Dheu indicates.

Anyway, now i have something more or less working i'm finding the limitations of the approach for rebinding the dialog picks.

1. dialogpick # is not exactly as polished as pressing 1. 2. 3. 4. For one, it has a ugly effect of only showing '1.' instead of the line you selected when used (i have no idea why this happens, a clue is maybe it doesn't happen in the last choice before a exit - ie maybe the incoming options/text is nuking the selection fadeout).

2. dialogpick # can't interrupt a currently speaking npc line like pressing 1. 2. 3. 4.! This is major.

3. Even replacing the lockpick infobar_message it's not quite good enough. Namely it takes too long to fadeout to be confortable scrolling through the line options.


Seems like this will require someone hacking the dll to look and function well. Ideally 4 hacks are done:

1. A generic infobar_message that can be positioned, fadeout selected or not, time displayed, maybe icon. OR a way to make a line of pc dialog flash (like it can flash if the line is inserted by the engine after a npc line before a autoend when there is no audio (ie: the npc was saying something and the engine had to wait to make sure the player read it).

2. find out what the functions pressing '1. 2. 3. 4.' are doing and replicate that on dialogpick or make the functions available for modders. I think those functions are in vampire.dll because if i use a hex editor and search i find 'dlg_pick_1, dlg_pick_2, dlg_pick_3, dlg_pick_4' on the strings there, seems blatant. Also next to those names (among others available in the normal console) is 'dlg_interrupt' (maybe the skip ahead function?). I tried calling them directly, but it didn't work.

3. make a hook to find out the number of dialog lines currently available and if you're in a dialog (though i kind of 'solved' this with a python dlg file pre-processor / parser). This is for not needing to change dlg files.

4. find out how the engine is overriding the binds during dialog and hook into that, maybe even nuking completely the bindings for the 'mouse1 activate history, mouse scroll up go up history, mouse scroll down go down history'. Or even better something generic that could be remapped even on gamepads, but never interfered with the other bindings and could be mapped in the keybinder without unmapping other settings using that bind.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on November 02, 2020, 07:21:52 pm
Why did you disable the subtly insane malkavian history in the unofficial patch Wesp?
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on November 02, 2020, 08:14:39 pm
Why did you disable the subtly insane malkavian history in the unofficial patch Wesp?
I don't know what you are talking about, of course this history is still in there!
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on November 03, 2020, 07:18:48 pm
Ugh, i was depending on my memory of my last UP playthrough a while ago. Sorry about that.
It's just that i never realized until recently that some histories have prominent mechanical effects like that so it probably didn't stick until i found out in the other mods.
Title: Re: Unofficial Patch 10.7 released!
Post by: Wesp5 on November 03, 2020, 08:11:30 pm
It's just that i never realized until recently that some histories have prominent mechanical effects like that so it probably didn't stick until i found out in the other mods.
Sadly, the prominent mechanical effect of having no Malkavian dialogues was never implemented.
Title: Re: Unofficial Patch 10.7 released!
Post by: SCO on November 04, 2020, 10:30:00 am
Wut? Misguided again by LACK of malkavian dialogs in the WW2 mod sometimes i guess.
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