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VTMB: Camarilla Edition Ver. 1.x Download Here

This forum is to be used for all discussions pertaining to Troika Games' Vampire: The Masquerade - Bloodlines.
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fable
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Post by fable »

- Overhauled the tutorial, it is now possible to convince Jack to let you keep his gun, along with MANY other surprises.
Sweet. :)
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Zer0Morph
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Post by Zer0Morph »

VTMB: Camarilla Edition 1.1 Released Today (10/16/09)

Camarilla Edition is now available for download. You may visit our forum and download it from there in our Downloads Section or you can download it directly from the link below. Included in the Installer is a Game Manual (.pdf) which would be wise to read for all the following changes.

We feel we found most of the bugs however if you run across anything we missed, please register on our forum and create a thread so we can fix it. We have a section specifically for Bug Reporting.

Know that this is version 1.1 and we will continue to make improvements. In fact we would like to hear your ideas for future updates so again please register on our forum so you can post your ideas and suggestions to make this wonderful overhaul even better!!

Direct Download: http://www.filesend.net/download.php?f= ... aba0d0e53d
Official Forum: http://CamarillaEdition.DarkBB.com

Thanks,
-Zer0Morph

Download Instructions

CE 1.1 has been succesfully merged with Unofficial Patch 6.5 so all you need to do is install a fresh copy of Bloodlines, then install CE 1.1 over it. That will not only get you Official Patch 1.2 AND Unofficial Patch 6.5, but also Camarilla Edition 1.1. No need to download anything else to make CE 1.1 work properly!

VTMB: Camarilla Edition Ver. 1.1 Features

Unofficial Patches
- Wesps Unofficial Patch 6.5 is included with this install, which also includes Official Patch 1.2.

Bug Fixes
- AI Disabled / Node Graph is out of Date error has been fixed, thank goodness!

Weapons Re-Balance
- Fists damage decreased a little, All ranged weapons now do about 25% more damage. Melee weapons remain the same.

Dialogue
- Overhauled the tutorial, it is now possible to convince Jack to let you keep his gun, along with MANY other surprises.
- Tremere can now use limited Dominate on the weak minded.
- Minor changes to prostitue dialogue.

New Disciplines
- Every clan now has Bloodheal as an upgradable 4th Discipline. You will now see Bloodheal on your character sheet and can be upgraded like any normal Discipline. See Game Manual for details...

Disciplines / Game Balance
- Most of the tier 5 discipline timers were drastically reduced. They are no longer infinite, instead reduced to 90 - 180 seconds respectively.

Discipline Graphical
- Removed all graphical effects from Presence except for the slight yellow glowing aura that still surrounds the player. Graphical effects on NPCs remain the same.

Blood Timer
- Blood Timer was increased to lose 1 blood point every 5 minutes instead of 3.

Regeneration
- Feeding no longer helps regeneration what so ever.

Histories
- Several new histories have been included reflecting the new Bloodheal Discipline. These histories include...
Heart of Stone
Vagabond
Disconnected
Tzimisce Blood
Zen Master
Child of Saulot
Adrenaline Junkie

Bashing Description
- The Bashing description on the character sheet better explains how bashing damage works.

Skins/Eyes
- Ventrue Male Armor01 now wears a red shirt, black pants, red lipstick removed, and back of arms have veins.
- Brian's eyes are now dark blue instead of light green.

Music
- New Music was added to Asp Hole.

Game Manual
- Updated to reflect the changes, and now explains how to change the Bloodtimer for bloodloss.
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BloodyIvy
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Post by BloodyIvy »

I just finished VBL, playing as a Malk. I'm using Wesp's 6.5 patch and your Camarilla mod 1.0. (Wich by the way is exellent guys) I just encountert one little snag: even though Nines gives me his Granade, it does not turn up in my inventory also i can't get the Dragon's Breath from Mercurio. Can some one shed some light , please?
Also, as hinted before, love the mod, but i have real trouble playing as a Ventrue on time consuming quests what are low on blooddolls, like 'Find the Nossies!' But that will probably less of a problem with 1.1, i guess.
Thanks in advance!
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BloodyIvy
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Post by BloodyIvy »

Mod 1.1 problems

Me again.
I installed the new mod yesterday, per instructions. For some reason i did not get the new character sheet or the new histories. Blood is still reduced every three minutes. But i did get the new dialog for the tutorial, ( by the way , you should check out the last awnser you give Jack, where is a little three letter word missing :mischief :) so i'm pretty sure i installed the right mod.
Also, if the 6.5 patch is integrated into ce 1.1, is it the basic version or the + patch? Is there any possiplity to run ce 1.1 with wesp's 6.6 patch? Assuming i get your mod running as it should.
I'm really a bit disapointed, i'm always looking forward to new histories and thought that adding Blood Heal as a fourthed disciplin was is a great idea.
Hope i'm not to much of a bother
Thanks in advance, guys (again) ;)
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Zer0Morph
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Post by Zer0Morph »

Hey Blood,

Sorry for the delayed response, I've been so busy getting CE 1.2 ready for release. As far as not seeing the new character sheet and such, that happens when files get crossed unto an old version of CE or Bloodlines.

My suggestion would be to completely start over from scratch by uninstalling Bloodlines, then manually deleting the Activision (or Steam) folders to make sure everything is gone.

Next I would reinstall Bloodlines, then CE 1.1. You don't need anything else from that as we merged CE 1.1 with UP 6.5.

Just an FYI CE 1.2 is coming out in a week so you can hold tight if you want and just wait for that, it fixed a ton of broken stuff in CE 1.1 and added a crap load more awesome features. Your call, either way good luck!

-Z
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Zer0Morph
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Post by Zer0Morph »

VTMB: Camarilla Edition Ver. 1.2 is set for release on Friday, Dec. 18th 2009!!

Here is a list of Features included with CE 1.2
Bug Fixes
- Fixed issue with "Theft of Vitae" Discipline.
- Fixed Frenzy effect so it finally works right.
- Fixed so PC No longer gets Protean claws when Frenzy.
- Fixed Discipline Presence so it actually has mez effects on NPCs.
- Fixed Blood Guardian issues.
- Fixed Junkyard fire not starting. (Thanks Wesp)
- Fixed Pinball player at "The Last Round" (Thanks Wesp)
- Fixed Gangrel female hair, textures reach to the bottom now.
- Fixed Heather dialogue not matching the clothes she's wearing.

Game Infrastructure
- Tutorial is setup for new Blood Buff, Animalism, and Dementation disciplines.
- Removed Rainfog FX for performance enhancement during storms.
- Added thunder/lightning FX to Santa Monica Hub and Pier.
- Opening Scene changes; Ventrue always stakers unless PC chooses them.
- Opening Scene changes; Nosferatu sires are now goth kid models.
- Opening Scene changes; Gary was added to the crowd to replace Ventrue.
- New Main Menu Logo and Vampire sound theme.
- Added alot of extra hidden "High Inspection" items to various maps.
- Added more movement to Anarchs in "The Last Round".

Dialogue
- Fixed Tutorial with Jack and added additional lines.
- Added Wesp's "Save Heather" option.
- Gallery Noir Quest, if you agree to stealing the money you will lose humanity.

Hookers and Blood Dolls
- Hookers can be fed on the street with a high Dominate or Seduction.
- Added Hooker and Pedestrians to the Santa Monica Pier arcade.
- New Pedestrian Blood Dolls can be fed on the street with a high Dominate or Seduction.

CE Blood Doll Listing...
Santa Monica - 1 Female (Hangs out in front of the Asylum)
LA - 1 Female (In the Last Round) 1 Male (Outside Hallowbrook)
Hollywood - 1 Female (Outside of Vesuvius) 1 Male (Outside Abrams)
Chinatown - 1 Female (Outside Tongs)

Game Balance/Disciplines
- Raised ALL Attributes, Abilities, and Feats Max to 20.
- Updated occult items "Bloodstar" and "Mummy Fetish" for better game balance.
- Overhauled Histories for the new disciplines.
- Added new sound effect for Protean.

Clan Weakness
- Brujah clan weakness; -4 to frenzy checks.
- Gangrel clan weakness; Costs more to raise social attributes.
- Malkavian clan weakness; +1 Inspection instead of +2.
- Nosferatu clan weakness; Removed +3 blood to rat feeding.
- Tremere clan weakness; Cannot raise physical or Blood Buff above 3.

Blood Timer
- Default Bloodloss rate set to 4 minutes.
- Stamina now determines Bloodloss rate; updated Stamina description.
- Added a Bloodloss tip to the Loading Tip rotation.

UI/Interface
- Updated loading tips and tutorial popups.
- ALT is now bound for Auto-Walk/Run.
- Pause can be mapped by user in game, Toggle/Auto Walk/Run cannot.
- Pause, Toggle Walk/Run, and Auto Walk/Run now show up in Keyboard Options.
- Disabled permanently the Auto-Renew Discipline feature. (It was broken)

Skins
- Minor changes to Brujah Male Armor 3 skin.
- Minor changes to Toreador Male Armor 3 skin.
- Minor changes to Toreador Female Armor 1, 2, and 3 skin.
- Changed all non-vanilla PC armor set icons to match their parent skins.
- Cleaned up Tremere Female Armor 1 and put the glasses back on Armor 1-3.

Music
- Added "God Module - Submission" after "Lunatic Calm" in Asylum.

Game Manual
- Updated to reflect the changes.

Discipline Overhaul
Animalism
- Animal Succulence (Replaced Nightwisp Ravens, New Sound/Graphics)
- Song of Serenity (Replaced Dung Beetle, New Sound/Graphics)
- Beckoning (Replaced Summon Wolfie, New Sound/Graphics)
- Pestilence (Replaced Communion Bats, New Sound)
- Free the Beast Within (Replaced Pestilence, New Sound/Graphics)

Auspex
- Auspex (Now costs 1 blood, new discipline effects)

Blood Buff
- Blood Buff (Is now a 5 Tier Upgradable Discipline, New Sound/Graphic)

Blood Heal
- Blood Heal (Faster regeneration per level, New Graphic)

Dementation
- Hysteria (Minor Tweaks)
- Insight (Replaced Mass Hallucinations, New Sound/Graphics)
- Babble (Replaced Vision of Death, New Sound/Graphics)
- Shattered Minds (Replaced Voice of Madness, New Sound/Graphics)
- Lingering Malaise (Replaced Bedlam, New Sound/Graphics)

Dominate
- Trance (New Graphics)
- The Forgetful Mind (New Graphics)
- Tyrant's Gaze (Replaced Suicide, New Sound/Graphics)
- Chain the Psyche (Replaced Enslave, New Sound/Graphics)
- Still the Mortal Flesh (Replaced Mass Suicide, New Sound/Graphics)

Download the NEW Game Manual for Camarilla Edition 1.2 TODAY!
VTMB: Camarilla Edition Download Center
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Zer0Morph
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Post by Zer0Morph »

VTMB: Camarilla Edition 1.2 Released Today (12/18/09)

Camarilla Edition is now available for download. You may visit our forum and download it from there in our Downloads Section or you can download it directly from the link below. Included in the Installer is a Game Manual (.pdf) which would be wise to read for all the following changes.

We feel we found most of the bugs however if you run across anything we missed, please register on our forum and create a thread so we can fix it. We have a section specifically for Bug Reporting.

Know that this is version 1.2 and we will continue to make improvements. In fact we would like to hear your ideas for future updates so again please register on our forum so you can post your ideas and suggestions to make this wonderful overhaul even better!!

Direct Download: FileSend - VTMB Camarilla Edition 1.2.exe
Official Camarilla Edition Ver. 1.2 Game Trailer on YouTube: YouTube - Camarilla Edition 1.2 Trailer
Official Forum: VTMB: Camarilla Edition Official Forum

Thanks,
-Zer0Morph

Download Instructions

CE 1.2 has been succesfully merged with Unofficial Patch 6.5 so all you need to do is install a fresh copy of Bloodlines, then install CE 1.2 over it. That will not only get you Official Patch 1.2 AND Unofficial Patch 6.5, but also Camarilla Edition 1.2. No need to download anything else to make CE 1.2 work properly! (Note: Some of the bug fixes found in UP 6.6 were also used in CE 1.2)

Here is a list of Features included with CE 1.2
Bug Fixes
- Fixed issue with "Theft of Vitae" Discipline.
- Fixed Frenzy effect so it finally works right.
- Fixed so PC No longer gets Protean claws when Frenzy.
- Fixed Discipline Presence so it actually has mez effects on NPCs.
- Fixed Blood Guardian issues.
- Fixed Junkyard fire not starting. (Thanks Wesp)
- Fixed Pinball player at "The Last Round" (Thanks Wesp)
- Fixed Gangrel female hair, textures reach to the bottom now.
- Fixed Heather dialogue not matching the clothes she's wearing.

Game Infrastructure
- Tutorial is setup for new Blood Buff, Animalism, and Dementation disciplines.
- Removed Rainfog FX for performance enhancement during storms.
- Added thunder/lightning FX to Santa Monica Hub and Pier.
- Opening Scene changes; Ventrue always stakers unless PC chooses them.
- Opening Scene changes; Nosferatu sires are now goth kid models.
- Opening Scene changes; Gary was added to the crowd to replace Ventrue.
- New Main Menu Logo and Vampire sound theme.
- Added alot of extra hidden "High Inspection" items to various maps.
- Added more movement to Anarchs in "The Last Round".

Dialogue
- Fixed Tutorial with Jack and added additional lines.
- Added Wesp's "Save Heather" option.
- Gallery Noir Quest, if you agree to stealing the money you will lose humanity.

Hookers and Blood Dolls
- Hookers can be fed on the street with a high Dominate or Seduction.
- Added Hooker and Pedestrians to the Santa Monica Pier arcade.
- New Pedestrian Blood Dolls can be fed on the street with a high Dominate or Seduction.

CE Blood Doll Listing...
Santa Monica - 1 Female (Hangs out in front of the Asylum)
LA - 1 Female (In the Last Round) 1 Male (Outside Hallowbrook)
Hollywood - 1 Female (Outside of Vesuvius) 1 Male (Outside Abrams)
Chinatown - 1 Female (Outside Tongs)

Game Balance/Disciplines
- Raised ALL Attributes, Abilities, and Feats Max to 20.
- Updated occult items "Bloodstar" and "Mummy Fetish" for better game balance.
- Overhauled Histories for the new disciplines.
- Added new sound effect for Protean.

Clan Weakness
- Brujah clan weakness; -4 to frenzy checks.
- Gangrel clan weakness; Costs more to raise social attributes.
- Malkavian clan weakness; +1 Inspection instead of +2.
- Nosferatu clan weakness; Removed +3 blood to rat feeding.
- Tremere clan weakness; Cannot raise physical or Blood Buff above 3.

Blood Timer
- Default Bloodloss rate set to 4 minutes.
- Stamina now determines Bloodloss rate; updated Stamina description.
- Added a Bloodloss tip to the Loading Tip rotation.

UI/Interface
- Updated loading tips and tutorial popups.
- ALT is now bound for Auto-Walk/Run.
- Pause can be mapped by user in game, Toggle/Auto Walk/Run cannot.
- Pause, Toggle Walk/Run, and Auto Walk/Run now show up in Keyboard Options.
- Disabled permanently the Auto-Renew Discipline feature. (It was broken)

Skins
- Minor changes to Brujah Male Armor 3 skin.
- Minor changes to Toreador Male Armor 3 skin.
- Minor changes to Toreador Female Armor 1, 2, and 3 skin.
- Changed all non-vanilla PC armor set icons to match their parent skins.
- Cleaned up Tremere Female Armor 1 and put the glasses back on Armor 1-3.

Music
- Added "God Module - Submission" after "Lunatic Calm" in Asylum.

Game Manual
- Updated to reflect the changes.

Discipline Overhaul
Animalism
- Animal Succulence (Replaced Nightwisp Ravens, New Sound/Graphics)
- Song of Serenity (Replaced Dung Beetle, New Sound/Graphics)
- Beckoning (Replaced Summon Wolfie, New Sound/Graphics)
- Pestilence (Replaced Communion Bats, New Sound)
- Free the Beast Within (Replaced Pestilence, New Sound/Graphics)

Auspex
- Auspex (Now costs 1 blood, new discipline effects)

Blood Buff
- Blood Buff (Is now a 5 Tier Upgradable Discipline, New Sound/Graphic)

Blood Heal
- Blood Heal (Faster regeneration per level, New Graphic)

Dementation
- Hysteria (Minor Tweaks)
- Insight (Replaced Mass Hallucinations, New Sound/Graphics)
- Babble (Replaced Vision of Death, New Sound/Graphics)
- Shattered Minds (Replaced Voice of Madness, New Sound/Graphics)
- Lingering Malaise (Replaced Bedlam, New Sound/Graphics)

Dominate
- Trance (New Graphics)
- The Forgetful Mind (New Graphics)
- Tyrant's Gaze (Replaced Suicide, New Sound/Graphics)
- Chain the Psyche (Replaced Enslave, New Sound/Graphics)
- Still the Mortal Flesh (Replaced Mass Suicide, New Sound/Graphics)
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SpiceAndNeko
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Post by SpiceAndNeko »

This mod seems really neat, but is there a way to make an option to turn some of the features on or off when installing it? I'm rather put off by the regeneration thing, it's already pretty hard to find blood sometimes (especially in combat zones), and I often play characters with low humanity, so I'd frenzy every time my blood pool is low, and nerfed regeneration would make the gameplay even harder for me. Maybe you could make a .rar archive or something so people could choose things they want to instal :)
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Tricky
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Post by Tricky »

I agree. I would try this mod if it wasn't for that bloodloss. It's one thing to stick to the PNP RPG setting, but it's another to push the player around so much it turns into an action game. A player who would walk rather than run is penalized because he wants to roleplay.

I offer an additional alternative. Bloodloss is 'officially' only to occur once per day. While that is too hard to incorporate into a game that doesn't have a night/day cycle, some of the main quest missions do take place in what could conceivably be one, full night. The attack on the Santa Monica warehouse for instance. You could script a little bloodloss here and there.

I still think you'll want to give players at least the option to go through the entire game without losing blood all the time, but the upper solution is one I could personally live with. Perhaps you could provide an installer option that lets players choose between this and other tweaks?
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
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BloodyIvy
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Post by BloodyIvy »

Zer0Morph wrote:Hey Blood,

Sorry for the delayed response, I've been so busy getting CE 1.2 ready for release....

-Z
Just wanted to say thanks for taking the time, i'll try that.
Merry X-Mas every one :angel:
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Zer0Morph
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Post by Zer0Morph »

SpiceAndNeko wrote:This mod seems really neat, but is there a way to make an option to turn some of the features on or off when installing it? I'm rather put off by the regeneration thing, it's already pretty hard to find blood sometimes (especially in combat zones), and I often play characters with low humanity, so I'd frenzy every time my blood pool is low, and nerfed regeneration would make the gameplay even harder for me. Maybe you could make a .rar archive or something so people could choose things they want to instal :)
Though I can't setup an option on what files to install, I can tell you where you can customize how regeneration is setup during feed and natural regeneration. There is a file located in \vampire\vdata\system\ called rules.txt.

In this file you will find an entry that will look exactly like this...

VampHeal_Info
{
"Rate" "2.0" //"1.5" //Seconds
"Percent" "1%" // See below values for what this is a percentage *OF*

// Note: ONLY *1* of these should be true!!
"Percent_Is_Of_Max_Health" "1"
"Percent_Is_Of_Cur_Health" "0"
"Percent_Is_Of_Cur_Damage" "0"

"Aggravated_Heal_Delay_Percent" "220"

VampFeedingHeal_Info
{
"UsesRatio" "1"
"BloodToHealthRatio" "0" // So 1 blood point == 10 Health
}
}

Change the "Percent" ration "1%" to anything you want, higher regenerates faster naturally.
"BloodToHealthRatio" "0" sets the regeneration during feeding. Bump that number higher than 0 to allow regeneration during feeding like in Vanilla.

That should help you out! :)
Tricky wrote:I agree. I would try this mod if it wasn't for that bloodloss. It's one thing to stick to the PNP RPG setting, but it's another to push the player around so much it turns into an action game. A player who would walk rather than run is penalized because he wants to roleplay.

I offer an additional alternative. Bloodloss is 'officially' only to occur once per day. While that is too hard to incorporate into a game that doesn't have a night/day cycle, some of the main quest missions do take place in what could conceivably be one, full night. The attack on the Santa Monica warehouse for instance. You could script a little bloodloss here and there.

I still think you'll want to give players at least the option to go through the entire game without losing blood all the time, but the upper solution is one I could personally live with. Perhaps you could provide an installer option that lets players choose between this and other tweaks?
#1. There is an instruction manual in .pdf format that comes with all of the CE series. In CE 1.1 we put explicit instructions in the game manual on how to dictate how fast you lose blood along with a way to turn it off completely.

#2. I am playing as a female Ventrue in CE 1.2 and I walk from place to place without problems what so ever. Females walk incredibly slow and I do not feel rushed at all and still get that "RPG" feel you were talking about. It's all about building an effective character, put a little time and thought into it and you will be fine. Not to mention that the higher your Stamina is, the slower you lose blood.

Example: Level 1 Stamina = 1 Blood loss every 4 minutes, Level 5 Stamina = 1 Blood loss every 6 minutes.

It's not a hard concept to get used too but if the player still feels it's too tough, they have the option to change the bloodloss rate or turn it off completely.

Enjoy!
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SpiceAndNeko
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Post by SpiceAndNeko »

Thank you so much, I didn't know you can change how regeneration works by yourself :) Now I have to try it out A.S.A.P. :)
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Zer0Morph
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Post by Zer0Morph »

VTMB: Camarilla Edition Ver. 1.3 is set for release on Monday, May 3rd 2010!!

Here is a list of Features included with CE 1.3
Bug Fixes
- Poster Quest has been fixed
- Skelter's eyes are now Gangrel
- Mr. Ox's eyes are changed back to vanilla
- Fortitude description typo was fixed
- Tawni Quest description corrected to make more sense

Quests
- A miniquest, that gives Nosferatu the chance to get the Sewer Haven sooner

Game Balance
- Email College, Night courses your character can take online to increase their stats
- If characters Humanity is 4 or less, Masquerade Violation level 1 will summon hunters

Items
- Quest/Magic items were restored to mimic the PLUS Unofficial Patches

Possibility for more upgrades from now until May 3rd, stay tuned!
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Tricky
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Post by Tricky »

How is that bloodloss effect working out in the current version? At the time I thought it forced the player a bit much too action.
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
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Leveld
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Post by Leveld »

about disciplines

it kinda bugs me that this mod adds more disciplines to a total of 5 per race and some of the are useless i prefer adding desciplines trough the console however u can only hawe up to 5 disciplines without the key binding option [the k key on keyboard] crashing :mad: in short if u want to hawe the disciplines key binded on numbers the u got to hawe max 5 disciplines so i wonder is there a way to remove some disciplines trough the console ?
sorry for my bad englisch

i just want to hawe more superpowers :D
thanks in advance
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Kendrel
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Post by Kendrel »

Does this mod works with Wesp5's 7.5 patch? :confused:
This is cat right? are you feeding me cat? :mad:
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TheInvoker
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Post by TheInvoker »

Nobody replies to him??? i was just going to ask the same thing (ok not 7.5 anymore but it's the same question)

Please Camarillas! :)

And is it possible to uninstall it or i must uninstall the entire game?
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TheInvoker
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Post by TheInvoker »

Zer0Morph wrote:Attributes/Abilities
- We made these change for better game balance and felt the synergy between the Attribute or Ability worked
better with the appropriate Feat.
Wits -> Defense
Intelligence -> Hacking, Research
Manipulation -> Haggle, Intimidate
i just installed 1.5 and it's not this...it's
Wits -> Defense, Hacking
Intelligence -> Research
Manipulation -> Haggle, Intimidate

I suppose you have changed it but i think it was better before.
Another thing

Blood bluff is too powerful......5 points to have 1 strenght 1 stamina and 1 dexterity for huge duration! Who is so stupid to spend points in physical abilities now? :D
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