I would like to know if it's possible to implement a parry mechanic into the game? That will give the game more skill. And for example, after 3 - 4 successful parries, I can finish him by feeding or just kill him with different animation!
This is a great mod, endorsed. I had a question, the description says that the companion mod core is integrated, what would I do to recruit a companion? For instance, to recruit Jeannette (all of the Santa Monica quests are completed), I don't see any dialogue options to recruit this character. Is there anything that I should do to recruit her?
the first response is "It is pleasure, I mean, a pleasure to see you again" my responses are 1. Are you lonely 2. Good to see you, as always, Jeanette. goodbye. 3. Don't ever change, you lunatic, goodbye
if I pick response 1, she says Oh, sweetheart, desperately, these nights. I'm just a lonely, little girl on a rainy day. Know and games we can play? my responses are 1.Got any board games? 2.I remember something we already did, is it possible again? 3.i'll give it some thought, bye jeanette
Edit I got Jeanette as a follower by using the command ScheduleTask(0.2,'companion.addToParty(FindEntityByName("Jeanette"))')
Weird, there should have been another line in the opening dialog which says "What's going on in Santa Monica?" (or "Anything new?"). That one would have lead to the "Sounds interesting. Want to follow me anyway?" option.
would ticking the Arsenal Mod option make the game harder for the player?
Both easier and harder, depends on the level and the enemies (since they have these different weapons too) My suggestion would be to use it on a second playthrough, just to spice things up.
Also, what does this FPS patch do?
Fixes a bug with doors without having to retort to capping the fps to 60
A really old version was adapted to CQ, it has even new bugs I have no idea how to fix, but if you want it you can find it here.
Is there also a way to remove the glowing eyes?
In Barabbah_Addon search for all files called Eyeball_L.vmt, Eyeball_R.vmt and similar, open them with a text editor and remove the line "$vampire" "1"
Hi, noticed a couple of lategame bugs during my playthrough before latest update, not sure if still a problem.
Prince did not give me right to Embrace after Giovani Mansion mission. Looking through dialogue: his "ecstatic" greeting links to the line skipping Embrace dialogue. Changing link to correct line allowed proceed as expected
Heather still appeared in Hallowbrook Hotel cutscene, despite me Embracing her. Maybe because I made her companion but never actually took with me? But Vampire Heather was still waiting for me in Haven anyway
Not sure, but I think Companion Mod used to do second Embrace during lategame (after Blood Hunt), I guess logic was that you are not beholden to Prince laws anymore? But maybe misremembering - it has been many years
Plus one more bug on fresh install on latest version:
Lawyer history for Ananke does not work. Checked all other histories - they are fine. Looking through traiteffects000.txt I found what looks to be Layer history going by effects, but it was linked instead to Zookeper history (which had 2 entries), manually changed line 2840 to "InternalName" "History (Lawyer)"
Not really bug, but the telyavs archeologist history priorities (mental, physical and social) is just the default character without any history (probably the same with other clans)
You have to navigate to: \Barabbah_Addon\XTRAS - 7 Further Clans addon\Barabbah_Addon\vdata\system\copy "traiteffects000.txt" and paste it in: \Barabbah_Addon\vdata\system\replacing the old file.
I tried playing the crows for a bit, and I didn't quite realize how insanely powerful the regeneration is. It is indeed lore-accurate regarding The Crow series, but it is very, and I mean VERY overpowered. I can't see a player character dying in combat without actively trying to do so. The kicker is it heals through aggravated just fine as well, so the game is effectively god-mode. What should I modify in the files to tone it down/disable it/transfer it to a higher Bloodheal effectiveness?
Thanks for the feedback. I suspected it was a bit overpowered but forgot to tune it
If you open [bloodlines installation directory]/barabbah_addon/vdata/system/traiteffects000.txt and scroll down to: "InternalName" "Clan (Gangrel2)" you should see just below this: "Trait" "VampHeal_Type" "Modifier" "Duration 5%" Higher that number, slower is the regeneration value. A few examples of regeneration speeds: 200% - common vampire 8% - bloodheal active 160% - vampire possessing the Mummywrap item If you find a better value I'll be interested to put it in the mod
Thanks for the reply - yeah... 1.4x bloodheal active at all times will break it.
Edited a paragraph out after some testing
(...)
Otherwise, my first instinct is to buff bloodheal to (spitballing numbers) 150% or 200% its effectiveness or so, maybe a bit more (not 400% or something because then we have a character that has no need to spend blood in disciplines), making the character full-on wolverine when s#*! hits the fan with blood supply being the bottleneck. Maybe it would encourage some interesting gameplay patterns. Idk.
Regardless, thanks for the reply! I'll try it out. It's great to see that you're still working on the mod!
Clan specific descriptions of the attributes and such are still describing the orignal clans on the character creation screen. Volgirre is based on Ventrue for some reason, I thougth that it would f*#@ up clan specific dialogue, but for the most part of my Volgirre playthrough it's fine, with the exception of the dialogue with Ming Xiao about Kuei jin's relationships with humans, where she speaks as if pc is Ventrue. And I don't think Isaac recognised me as a fellow Toreador either, but I don't remember for sure
176 comments
I would like to know if it's possible to implement a parry mechanic into the game? That will give the game more skill.
And for example, after 3 - 4 successful parries, I can finish him by feeding or just kill him with different animation!
Do you think you can take care of that? ^^
Thank you! <3
says that the companion mod core is integrated, what would I do
to recruit a companion? For instance, to recruit Jeannette (all of
the Santa Monica quests are completed), I don't see any dialogue
options to recruit this character. Is there anything that I should do
to recruit her?
What does she says when you start talking to her?
my responses are
1. Are you lonely
2. Good to see you, as always, Jeanette. goodbye.
3. Don't ever change, you lunatic, goodbye
if I pick response 1, she says
Oh, sweetheart, desperately, these nights. I'm just a lonely, little girl on a rainy
day. Know and games we can play?
my responses are
1.Got any board games?
2.I remember something we already did, is it possible again?
3.i'll give it some thought, bye jeanette
Edit
I got Jeanette as a follower by using the command
ScheduleTask(0.2,'companion.addToParty(FindEntityByName("Jeanette"))')
That one would have lead to the "Sounds interesting. Want to follow me anyway?" option.
Also, what does this FPS patch do? And is your addon compatible with Clan Quest Mod?
Is there also a way to remove the glowing eyes? Thanks in advance! :)
My suggestion would be to use it on a second playthrough, just to spice things up.
"$vampire" "1"
Plus one more bug on fresh install on latest version:
And it worked
You have to navigate to:
\Barabbah_Addon\XTRAS - 7 Further Clans addon\Barabbah_Addon\vdata\system\
copy "traiteffects000.txt" and paste it in:\Barabbah_Addon\vdata\system\
replacing the old file.Tomorrow I'll upload a new installer anyway....
How to update the mod? Did I just delete the old version and install the new version? Or I just run the installer?
It is okay to continue the game, or I need new game?
I tried playing the crows for a bit, and I didn't quite realize how insanely powerful the regeneration is. It is indeed lore-accurate regarding The Crow series, but it is very, and I mean VERY overpowered. I can't see a player character dying in combat without actively trying to do so. The kicker is it heals through aggravated just fine as well, so the game is effectively god-mode. What should I modify in the files to tone it down/disable it/transfer it to a higher Bloodheal effectiveness?
I appreciate your effort! Thanks!
If you open [bloodlines installation directory]/barabbah_addon/vdata/system/traiteffects000.txt and scroll down to:
"InternalName" "Clan (Gangrel2)"
you should see just below this:
"Trait" "VampHeal_Type"
"Modifier" "Duration 5%"
Higher that number, slower is the regeneration value. A few examples of regeneration speeds:
200% - common vampire
8% - bloodheal active
160% - vampire possessing the Mummywrap item
If you find a better value I'll be interested to put it in the mod
Edited a paragraph out after some testing
(...)
Otherwise, my first instinct is to buff bloodheal to (spitballing numbers) 150% or 200% its effectiveness or so, maybe a bit more (not 400% or something because then we have a character that has no need to spend blood in disciplines), making the character full-on wolverine when s#*! hits the fan with blood supply being the bottleneck. Maybe it would encourage some interesting gameplay patterns. Idk.
Regardless, thanks for the reply! I'll try it out. It's great to see that you're still working on the mod!
A quick question, will it compatible with any eye replacer mod?