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Unofficial Patch 4.2 released!

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Wesp5
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Unofficial Patch 4.2 released!

Post by Wesp5 »

Hello everybody, because mzz here helped me to find unused new dialogue I managed to include lots of new lines with patch 4.2 which I won't deny to you anymore! Also I'm curious to know what you think about them and whether I messed something up doing so many changes ;) . As usual you can get the patch first via Filefront (vtmbup42.rar - FileFront.com) and later from the Patches Scrolls and elsewhere. It would be cool to get this thread stickied as usual. This is the changelog (edited a bit since the first release):

v4.2 19.09.2007
----
Made Tawni quest show failure at once and added Tourette condition.
Reconstructed Bertram's pc and incooperated text of unused emails.
Added inaccessible Blood Heal and Blood Buff infos to loading tips.
Restored over twenty unused lines for several NPCs, thanks to mzz.
Translated russian words and fixed Boris' and Chunk's fight scenes.
Updated BSPEdit tool and fixed laser beams, thanks to RobinHood70.
Made Milligan leave after Intimidation and Pisha react accordingly.

Fixed clipping and blocking Venture Tower debris, thanks to MooCHa.
Removed last respawning at Giovanni mansion and alert state error.
Corrected clerk adressing women "Sir" and some badly placed decals.
Repaired possible syntax issues for many dialogues, thanks to mzz.
Corrected Mitnick's position, some subtitles and more text details.
Made SM blueblood stay dead and cop cars on pier vanish correctly.
Fixed some dialogue problems of Knox, Skelter, LaCroix and Heather.
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blackfirefox
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Post by blackfirefox »

Wesp5 wrote:Hello everybody, because mzz here helped me to find unused new dialogue I managed to include lots of new lines with patch 4.2 which I won't deny to you anymore! Also I'm curious to know what you think about them and whether I messed something up doing so many changes ;) . As usual you can get the patch first via Filefront (vtmbup42.rar - FileFront.com) and later from the Patches Scrolls and elsewhere. It would be cool to get this thread stickied as usual. This is the changelog (edited a bit since the first release):

v4.2 19.09.2007
----
Made Tawni quest show failure at once and added Tourette condition.
Reconstructed Bertram's pc and incooperated text of unused emails.
Added inaccessible Blood Heal and Blood Buff infos to loading tips.
Restored over twenty unused lines for several NPCs, thanks to mzz.
Translated russian words and fixed Boris' and Chunk's fight scenes.
Updated BSPEdit tool and fixed laser beams, thanks to RobinHood70.
Made Milligan leave after Intimidation and Pisha react accordingly.

Fixed clipping and blocking Venture Tower debris, thanks to MooCHa.
Removed last respawning at Giovanni mansion and alert state error.
Corrected clerk adressing women "Sir" and some badly placed decals.
Repaired possible syntax issues for many dialogues, thanks to mzz.
Corrected Mitnick's position, some subtitles and more text details.
Made SM blueblood stay dead and cop cars on pier vanish correctly.
Fixed some dialogue problems of Knox, Skelter, LaCroix and Heather.

This is my first post so I apologize for posting a bug with the unofficial patch 4.2 When I applied the patch all the moving pedestrians in the street stopped walking, this makes it rather inconvenient if I want some blood.

Thanks
BlackFireFox
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blackfirefox
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Post by blackfirefox »

Patch 4.2

Since I applied the patch I can no longer get to Tung in the oil tanker to complete the main mission in Santa Monica.

Ooops.

Thanks
BlackFireFox
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Wesp5
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Post by Wesp5 »

blackfirefox wrote:Since I applied the patch I can no longer get to Tung in the oil tanker to complete the main mission in Santa Monica.
You obviously updated a running game and then continued. This is always a critical issue and mentioned as such in the patch readme. To help you regarding Tung just use the "noclip" commando to get to him or start from a saved game where you were not on the Santa Monica main hub and hold your breath, because I changed that level in 4.2...
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Post by blackfirefox »

Moving Pedestrians

What about the moving pedestrians? I decided to start a new game since I patched and played an existing one, no biggie, but the pedestrians are not walking around like before?

Did I patch it wrong?
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Judaeus Apella
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Post by Judaeus Apella »

Sounds great! But I have just one thing on my wish list. For the love of gawd, please let the Malkavian use obfuscate against bosses. That is so gay. I invested in that throughout the whole game and then I couldn't even use it. LAME. That was such a HUGE let down for me, really it was. I was so pissed because I loved that skill so much. It should work against them if you've maxed it and you have the charm for it.

Anyway, great work! I'm sure this took a lot of time and effort. :)

Edit:
I also wanna see someone add some side quests to this game. :D Instead of someone making a single map or what ever, why not just add some side quests, then incorperate them into the patch if they're good enough? :)
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Wesp5
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Post by Wesp5 »

Judaeus Apella wrote:Sounds great! But I have just one thing on my wish list. For the love of gawd, please let the Malkavian use obfuscate against bosses.
I don't think that would be right. I'm sure all bosses would have Auspex or Holy Vision hight enough to see through your obfuscate.
I also wanna see someone add some side quests to this game. :D Instead of someone making a single map or what ever, why not just add some side quests, then incorperate them into the patch if they're good enough? :)
I tried this with the chewing gum but there are no more dialogues and items that would make such side quests worth the effort.
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Wesp5
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Post by Wesp5 »

blackfirefox wrote:What about the moving pedestrians?
Not moving pedestrians or invisible or vampiric ones are usual symptoms of continuing an older saved game. You may try deleting the two sm_hub_1 files in the graphs folder and see what happens...

P.S. I just checked the issue and the pedestrians were frozen for me too. I will try to get the patch updated, but for anyone already experiencing this just remove the two files sm_hub_1* in the maps/graphs folder as mentioned above and ignore the later AI-node message on loading the map..
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Post by blackfirefox »

[quote="Wesp5"]Strange, they move for me now. Did you enter the map from another level? Do others here have this problem or maybe it was just another random glitch?


I did not enter from another map, it is straight from the beginning leaving the apartment.
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blackfirefox
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Post by blackfirefox »

Patch 4.2

Wesp

I uninstalled, deleted the activision folder, reinstalled, patched and installed your patch. Same thing everytime, no moving pedestrians.

Weirdness.

Question, how did you bypass the intro scene?

Thanks for the help.
BlackFireFox
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Wesp5
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Post by Wesp5 »

blackfirefox wrote:Wesp
I uninstalled, deleted the activision folder, reinstalled, patched and installed your patch. Same thing everytime, no moving pedestrians.
Have you checked that they move before applying my patch? Or when you use the original SM level?
Question, how did you bypass the intro scene?
I test the levels directly with the console and the "map" command.
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Post by blackfirefox »

patch

[quote="Wesp5"]Have you checked that they move before applying my patch? Or when you use the original SM level?

Yes, I had tested prior to installing your patch, I have tested on two computers as well, same result.
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Judaeus Apella
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Post by Judaeus Apella »

Wesp5 wrote:I don't think that would be right. I'm sure all bosses would have Auspex or Holy Vision high enough to see through your obfuscate.
I disagree. I think if you have both obsuficate maxed AND you have the charm, it should outweigh their skill level. It sucks not being able to use your main skill against them. It really really sucks. I was looking forward to sneaking around bosses all the way through the game, and I was just heartbroken when I couldn't do it. :(
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Post by steeal »

Unofficial Patch 4.2

Thank you for your dedication to the VTMB community Wesp.
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Wesp5
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Post by Wesp5 »

Judaeus Apella wrote:I disagree. I think if you have both obfuscate maxed AND you have the charm, it should outweigh their skill level.(
I don't know enough about the real PnP rules but in the game several enemies have something called "True Sight" enabled. I could try removing it, but what would happen if you tried to stealth killed someone and he has no animation for it, e.g. Ming?
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Post by blackfirefox »

Wesp5 wrote:I don't know enough about the real PnP rules but in the game several enemies have something called "True Sight" enabled. I could try removing it, but what would happen if you tried to stealth killed someone and he has no animation for it, e.g. Ming?
Wesp,

Anything on the pedestrian issue? I posted a new thread on this with more detail.
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Post by Wesp5 »

blackfirefox wrote: Anything on the pedestrian issue?
As I wrote, removing the two files in the graphs folder worked for me and for others on the Planet Vampire forums too. I also updated the patch at "The Patches Scrolls" with the version that runs fine on my system so you may try downloading it from there again.
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Post by Judaeus Apella »

Wesp5 wrote:I don't know enough about the real PnP rules but in the game several enemies have something called "True Sight" enabled. I could try removing it, but what would happen if you tried to stealth killed someone and he has no animation for it, e.g. Ming?
I don't think there should be an animation for it. I think if you're up against a boss, then a stealth hit should have two effects.

The first would be a lot of damage but not near enough to kill them in one hit, but certainly a lot more than the standard 4x damage you get from an obfuscate hit. Maybe it could be random damage ranging from 6x to 9x?

Second, it should also stun the boss you're fighting so there’s a split second where they can’t move. But if you don't move away in time, the boss will react with a heavy damage strike. That would make the battle a lot more interesting and more challenging. You'd have to train your character so he/she can either move fast enough to get away in time, block the hit, or soak that kind of damage so they don't die. That way you can train your character for different types of play styles and strategies.

I love the kind of combat where you actually have to think and react, not just slash and hack away at something. Otherwise it gets lame and predictable.

BTW, I noticed a problem with the stock game with dexterity. I compared 1 exp point compared to maxed and there’s barely any difference in running speed and melee attack speed. Was this adjusted at all in your patches? If not, it really should be. :)
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Wesp5
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Post by Wesp5 »

Judaeus Apella wrote:I don't think there should be an animation for it.
The problem is that a stealth kill goes to full automatic the moment you are near enough and push the button and it includes the animation. I don't know what happens if there is none. Maybe I'll remove the True Sight and try it but I doubt that I can change the effects it is supposed to have. I wouldn't know where.
BTW, I noticed a problem with the stock game with dexterity. I compared 1 exp point compared to maxed and there’s barely any difference in running speed and melee attack speed. Was this adjusted at all in your patches? If not, it really should be. :)
I don't think any such effects were ever planned and again they would imply changed animations and the animations are the things we can't edit at all.
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Post by Judaeus Apella »

You read my entire post right? You understand why I don't think there should be an animation? Because it shouldn't be a one hit one kill.
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