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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Norrwin on Today at 02:39:14 AM »
I did try using BumpStat() and did confirm that ChangeClanToHunter() does work without problems on machine using the latest Prelude (v1.0).

I also made a video of some of the issues I encountered so far:

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Off Topic / Re: There is a Song/Video in Your Head...
« Last post by MooCHa on Today at 12:11:11 AM »
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Bloodlines Modding / Re: ghouls and change a characters clothing
« Last post by vududu on November 17, 2019, 09:36:51 PM »
Or you can play with the Clan Quest or Antitribu mods, both did include their versions of the companion mod and you don't have nothing to modify except for new outfits

those mods seem fun. About the outifts, i saw a guide about how to make an outfit and i didnt understand anything, seems complicated. is there a beginner's guide to that?
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Norrwin on November 17, 2019, 08:52:34 PM »
Wait, does the way Bloodlines Prelude changes the stats work on your system at all? If it doesn't I might rewrite the whole function, because in Prelude 2 stats are going to be imported via __main__.FindPlayer().BumpStat() and I think it's much more reliable than writing a string to console.cfg.  This causes the "Stats increased" message to show up on the screen, but I don't think people would mind that.

I think the Prelude ChangeClanToHunter() works (well virtually certain) but then I never payed close attention as that whole thing was confusing to me playing it.

I never tried using BumpStat() in my mod, I started out writing to the console and found out the /n characters wouldn't work.

I could try to see what BumpStat() does in my mod if it doesn't take rewriting my whole function... well maybe I should rewrite it anyway if it avoids writing to the console.
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Entenschreck on November 17, 2019, 07:16:43 PM »
Wait, does the way Bloodlines Prelude changes the stats work on your system at all? If it doesn't I might rewrite the whole function, because in Prelude 2 stats are going to be imported via __main__.FindPlayer().BumpStat() and I think it's much more reliable than writing a string to console.cfg.  This causes the "Stats increased" message to show up on the screen, but I don't think people would mind that.
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Bloodlines Modding / Request: Smaller Sheriff Sword?
« Last post by NateHevens on November 17, 2019, 04:45:11 PM »
(I fully understand if nobody decides to take this one on. I made an attempt, but given the fact that I've no idea what I'm doing, I failed miserably.)

I kinda love the sheriff sword, accept for one problem... it's huge. I think it'd be super cool if there was a smaller version of the sheriff sword that's more usable; of course by "smaller" I mean the size of a normal sword. I personally would replace the katana you can pick up in the Fu Syndicate with it. I thought that somehow they managed to figure out what the Sheriff's sword was made of and made their own version. It should deal the same level of (aggravated) damage. The only functional difference, really, should be the size.

At least, that's what I was going for...
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Norrwin on November 17, 2019, 01:14:50 AM »
I may have caused some confusion, the file I attached is from my mod and I posted as as an example of what I had to do to get my transform to work on my machine. Using embedded newlines in the string (as Prelude does) never succeeded and caused a different result every time so there is some edge race condition on my machine.

May never be important but if people start reporting strange transforms when Part II comes out might be something to think about.
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Wesp5 on November 16, 2019, 08:42:53 PM »
This is probably some old version of the ChangeClanToVampire(), since it actually belongs in bunker.py.

Well, there certainly isn't anything like this in the bunker.py that is included in the current version of Prelude I. Also shouldn't this rather be in the first map of Prelude II as in Prelude I you don't really ever become a vampire?
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Entenschreck on November 16, 2019, 05:51:41 PM »
Well, I guess I could post some new screenshots.
Work in Progress (obviously, since the map was compiled with "utlra-fast" settings and there're still developer textures in use)

Chase1 -> Vampire: The Mirror's Edge - Bloodlines
Chase2 -> My take on "The Jungle" from the Bloodlines 2 Demo
Chase3 -> Arena for the final fight on this map
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Bloodlines Modding / Re: Bloodlines Prelude
« Last post by Entenschreck on November 16, 2019, 05:44:18 PM »
Hey Norrwin,
thanks for the feedback. This is probably some old version of the ChangeClanToVampire(), since it actually belongs in bunker.py. At least my updated version is in bunker.py and I know that it's working, since I made sure that the whole character import script is working properly before starting to work on Prelude 2.
There's probably a lot of leftover trash in the files that doesn't belong there.
As Wesp said, ChangeClanToVampire() isn't important for Prelude 1 at this point, so it went unnoticed.
I still appreciate you paying attention to these details, though!
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