Hello! I love this mod, it's made playing VTMB enjoyable! I booted the game up and installed this patch but I noticed the wires weren't wobbling for my Malk PC like they were in the previous patch version. Is this something I can toggle in the files? It was a nice touch for my previous runs
Thank you for your service and efforts in the modding community for one of the greatest games ever. I have a lot of respect and appreciation for what you did (and do) because without your work maybe I would've never even found this game. We spoke once when I was trying to fix some character sheet models. I didn't know I was even talking to the dev of the unofficial patch at the time. Anyway I was just thinking how sad it would be if you weren't around still updating and answering all these questions from so many players like the fate of lots of older games. So if you ever feel not appreciated or somethin dont because I think about you! Thanks <3
i installed the patch, but the warrens shortcut doesn't appear to be in the game? i installed the patch after entering the warrens area, and i checked both locations, but the laptop doesn't appear.
First of all the shortcut is only available in the plus patch and second you mustn't ever patch the game and then continue an old save. Changes won't be visible and worse the whole game might break later!
Hi, I'm writing from Argentina. Sorry if some of what I'm writing isn't clear. I've been playing for over two weeks, and I've had a bug where it freezes when I find the Ankara Sarcophagus. I'm also playing with an old version of the patch. I wanted to know if it's been updated and this bug is fixed. I'm also using a translation mod. Could that be the problem?
The game probably freezes when you find the sarcophagus and the two asian fighters. This was a bug in an very old patch version, but it could also be caused by the translation mod. The easiest way would be to noclip though the wall into the combat arena before the dialogue with the fighters is started.
Hello, this is going to sound a bit odd but I am working on creating a Wabbajack list of the game and the installer does not support exe's only archives.
I realize that there is some patching involved in the install but I was wondering if there was a way that an archive version of the patch could be released for the files that are not patched? This would let me build a version of the list that is easier for users of Wabbajack to use and prevent having to do a bunch of extra steps after the install. I understand if this is not something you wish to do but figured I would at least ask.
I don't even know what Wabbajack is, but I can tell you that the patch archive includes six folders out of which the installer exe creates the working patch.
Wabbajack is a tool for creating Modlists of games that people can then install on there system, think of it like Collections here on Nexus only you can do more with them.
The basic Process is you download Wabbajack, find the list you want - then install it, then it will install a copy of Mod Organizer 2 and all the mods and you can launch the game with out having to do all the work modding it yourself.
I love VtM:B and replay it at least once a year so I wanted to make a list so that when I wanted to replay the game I could just reinstall it. I can do that with the exe for a personal only list but I figured other people might want it so I was trying to make it so other people could use it.
I can still do that but people would have to install the patch separately, this is fine but its less of a one click install then.
Thanks for responding and I fully understand if this is not something you wish to do.
Hi, I want to start with: I don't want to pressure you into releasing something you don't feel comfortable releasing, but I want to explain the capablities of Wabbajack in a bit more detail and explain why in theory it could work with your mod. Not to change your mind but to explain it in case some features weren't known before.
I helped working on Wabbajack (out of habit shortened to WJ) and still do so occasionally. So that's why and how I know what it can do and the limits it has.
First cirtical part WJ can and usually does (when the curator configures it that way) copy the whole game folder to modify that with any modifications that can't be handled by simple modloaders. So renaming and deleting files in that copy of the game (and with mods) is part of its tool kit. Effectively WJ identifies files by their hash value for any cases where a file needs renaming. The only thing WJ can't do it rename AND alter the content of a file because then it considers the resulting file as a new file that needs a source.
Now as I understand it your installer modifies the original game to remove and move base game files around and replaces some of them with new assets that are part of your mod packed in the installer, right ?
If so the "Wabbajack Resource" that WJ would need to implement your mod would be an optional zipped package of all the assets inside your installer as a zip on this page and then WJ could download that archive and use it to replicate the post patch installation game files in the copy of the game it makes by identifying the before and after installation state when comparing the vanilla game and the patched game, in the "compilation step" (before a WJ list is published the curator needs to compile it where WJ compares and validates all the sources and generates a record of all the files that have been changed, deleted or moved so it can replicate that when someone else wants to install the setup).
If there are any other concerns please feel free to reply with them and I'll answer to the best of my ability. If you don't want to that would be fine by me as well but I thought that it doesn't hurt to explain the workings of WJ and how they would relate to this in a bit more detail.
I still don't see why people would suddenly need something like this. I patch and mod Bloodlines for 20 years and this is the first time I ever heard about Wabbajack. Is this just so some people get free credit from the work of others by just making a list here of what to install like with the Nexus collections? In that case I don't want to be part of it as Bloodlines doesn't need hundreds of mods anyway.
I mean it makes modding more accessible to less technically minded players and Wabbajack makes sure to source the mods each time a user installs a setup from the official sources, meaning modders on nexus get their donation points and download counts. Wabbajack is relatively young (~5 years) and was initially developed only with support for Bethesda games and only very recently WJ it has been updated to work with VtMB, because people were interested enough in having support that they commited the required code to the app. Which is the reason why people approached you about this now and not sooner.
Having a resources zip here would make it easier for people to implement the patch in fully modded setups for less technically capable players that otherwise might never touch the game.
Either way thank you for taking your time to respond to my inital message. I will not comment any further unless asked explicitly since it is your mod and your choice in the end.
DXVK is not Linux exclusive, DXVK works on Windows too tho it's not supported by the developers, all it does just like the dgVoodooCpl included is turning DX9 into another API, in this case Vulkan, any hardware that supports the Vulkan API will work and instead of translating the game to DX11 or 12 it translates it to Vulkan which has better performance depending on what hardware you use.
Yeah I did a test and linking from dgVoodoo to DXVK caused crashes, alone they both work fine but sadly they seem to be exclusive in use, you either use DXVK and Reshade or dgVoodoo and Reshade. Tried using dgVoodoo to DX11 and then using DXVK d3d11 alongside dxgi and it just crashes the game at launch. DXVK is compatible both with ENB, Reshade and SweetFX (ENB for Vampire is not recommended anymore tho since it's very outdated hence why people moved to Reshade which is a more advanced sweetfx suite)
Apparently dgVoodooCpl.exe has an a long history of false positive triggers with windows defenders. I've seen forum from up to 2022 talking about it. Not sure why it pops up now.
I just installed it for the first time and didn't get the warning.
Hello, I heard this is the go-to mod if I want to play VTMB. I am quite a novice at downloading mods (most i've done successfully is steam workshop). I got this game on steam and went to DL this mod but I do not think I did this right. Once downloaded I couldn't find it anywhere in my files. Is there something i'm missing? Is there a guide on how to properly install? Thank you!
If you download it manually it should end up in your browsers download folder. Start it there and point the installer to the directory into which you installed the game. It defaults to Steam default but this might be different on your setup. Then select basic or plus and let the installer do its thing. If you want to play Bloodlines directly from Steam add -game Unofficial_Patch to it's launch options.
Just check the readme, but if you mean about the latest version from today. Nothing sustantial has been added, only a dgVoodoo2 version that caused false Defender warnings has been replaced by an older one and the GUI has been improved some more!
1666 comments
I realize that there is some patching involved in the install but I was wondering if there was a way that an archive version of the patch could be released for the files that are not patched? This would let me build a version of the list that is easier for users of Wabbajack to use and prevent having to do a bunch of extra steps after the install. I understand if this is not something you wish to do but figured I would at least ask.
The basic Process is you download Wabbajack, find the list you want - then install it, then it will install a copy of Mod Organizer 2 and all the mods and you can launch the game with out having to do all the work modding it yourself.
I love VtM:B and replay it at least once a year so I wanted to make a list so that when I wanted to replay the game I could just reinstall it. I can do that with the exe for a personal only list but I figured other people might want it so I was trying to make it so other people could use it.
I can still do that but people would have to install the patch separately, this is fine but its less of a one click install then.
Thanks for responding and I fully understand if this is not something you wish to do.
I want to start with: I don't want to pressure you into releasing something you don't feel comfortable releasing, but I want to explain the capablities of Wabbajack in a bit more detail and explain why in theory it could work with your mod. Not to change your mind but to explain it in case some features weren't known before.
I helped working on Wabbajack (out of habit shortened to WJ) and still do so occasionally. So that's why and how I know what it can do and the limits it has.
First cirtical part WJ can and usually does (when the curator configures it that way) copy the whole game folder to modify that with any modifications that can't be handled by simple modloaders. So renaming and deleting files in that copy of the game (and with mods) is part of its tool kit. Effectively WJ identifies files by their hash value for any cases where a file needs renaming.
The only thing WJ can't do it rename AND alter the content of a file because then it considers the resulting file as a new file that needs a source.
Now as I understand it your installer modifies the original game to remove and move base game files around and replaces some of them with new assets that are part of your mod packed in the installer, right ?
If so the "Wabbajack Resource" that WJ would need to implement your mod would be an optional zipped package of all the assets inside your installer as a zip on this page and then WJ could download that archive and use it to replicate the post patch installation game files in the copy of the game it makes by identifying the before and after installation state when comparing the vanilla game and the patched game, in the "compilation step" (before a WJ list is published the curator needs to compile it where WJ compares and validates all the sources and generates a record of all the files that have been changed, deleted or moved so it can replicate that when someone else wants to install the setup).
If there are any other concerns please feel free to reply with them and I'll answer to the best of my ability. If you don't want to that would be fine by me as well but I thought that it doesn't hurt to explain the workings of WJ and how they would relate to this in a bit more detail.
Best wishes
Luca
Having a resources zip here would make it easier for people to implement the patch in fully modded setups for less technically capable players that otherwise might never touch the game.
Either way thank you for taking your time to respond to my inital message.
I will not comment any further unless asked explicitly since it is your mod and your choice in the end.
Tried using dgVoodoo to DX11 and then using DXVK d3d11 alongside dxgi and it just crashes the game at launch.
DXVK is compatible both with ENB, Reshade and SweetFX (ENB for Vampire is not recommended anymore tho since it's very outdated hence why people moved to Reshade which is a more advanced sweetfx suite)
Trojan:Win32/VBClone!rfn
C:\Program Files (x86)\Steam\steamapps\common\Vampire The Masquerade - Bloodlines\Patch_Extras\Player Mods\dgVoodoo\dgVoodooCpl.exe
I just installed it for the first time and didn't get the warning.