Unofficial Bloodlines Patch 6.0 ready for release!
Unofficial Bloodlines Patch 6.0 ready for release!
The latest unofficial patch version 6.0 should be available this evening from its home at Vampire: The Masquerade - Bloodlines : Patches, Updates, Addons, Downloads (The Patches Scrolls)
Because the official Activision website for Bloodlines and download of the official 1.2 patch has been closed, it was suggested that I integrate all the official 1.2 files into the unofficial patch as most of them were updated already. This has been done, so now the unofficial patch should work for any release and version and patch state of the game!
I also searched all the maps for unused content hidden on purpose and found a new NPC at the Skyeline Apartments, a surprising encounter at the Ocean House hotel, a small sequence at the warehouse and erotic situations on all hubs! Furthermore other fans again helped me with this release: Voerman with some subtitles, MooCha with some models and ellipsis_jones and gothemasticator with the radio transcripts. The whole changelog is listed below, have fun!
v6.0 12.02.2009
----
+Added Tremere Dominate tutorial info and repaired all clan CD email.
+Repaired Heather remembrance dialogue and Gary's poster quest bugs.
+Made Ventrue enemies use disciplines and SWAT in armor not biteable.
+Added quest logs for Giovanni candidates and for the final endgame.
+Restored security guard and a sequence into the Skyeline Apartments.
+Made Romero pimpin quest available after zombie and fixed firearms.
Set the date of the game to 22.10.2004 and fixed minor text issues.
Added option to pay Vandal in case you can't find him a replacement.
Restored two Asylum emails and added Johansen to Empire suite list.
Swapped an unique quest car at Giovanni's and repaired it's texture.
Restored erotic situations for the downtown, Hollywood and SM hubs.
Moved library card to locked Empire room and fixed Chunks attacking.
Added subtitles for the remaining conversations, thanks to Voerman.
Stopped Copper from leaving for infusion and improved selling order.
Repaired Nadia's "c'mon" sequence, speaker names and a door handle.
Restored Ventrues to tower using females and Toreadors as variation.
Swapped wrecks on Blood Hunt map and added missing bar-break sound.
Fixed quest log update and xp gain on reaching Ming's inner sanctum.
Made sweeper and Bertram Tung use disciplines if they are attacked.
Restored censored blood for intro and added some to the Hallowbrook.
Fixed pony tail of Kerri and glasses of Mandarin, thanks to MooCha.
Removed not working blood return when fighting against the Tzimisce.
Prevented gaining surplus xp by spoiling multiple Giovanni secrets.
Restored Dima and clinic guard text and removed a model at junkyard.
Fixed several bad particle files for magic fires and other effects.
Made Leatherface and Drifter player histories more likely to frenzy.
Added radio transcripts, thanks ellipsis_jones and gothemasticator.
Restored two Ocean House ghosts and Hellcat plus forklift sequences.
Removed Fu Syndicate lobby keypad code to avoid breaking the level.
Included official patch 1.2 files because official VTMB site closed.
Because the official Activision website for Bloodlines and download of the official 1.2 patch has been closed, it was suggested that I integrate all the official 1.2 files into the unofficial patch as most of them were updated already. This has been done, so now the unofficial patch should work for any release and version and patch state of the game!
I also searched all the maps for unused content hidden on purpose and found a new NPC at the Skyeline Apartments, a surprising encounter at the Ocean House hotel, a small sequence at the warehouse and erotic situations on all hubs! Furthermore other fans again helped me with this release: Voerman with some subtitles, MooCha with some models and ellipsis_jones and gothemasticator with the radio transcripts. The whole changelog is listed below, have fun!
v6.0 12.02.2009
----
+Added Tremere Dominate tutorial info and repaired all clan CD email.
+Repaired Heather remembrance dialogue and Gary's poster quest bugs.
+Made Ventrue enemies use disciplines and SWAT in armor not biteable.
+Added quest logs for Giovanni candidates and for the final endgame.
+Restored security guard and a sequence into the Skyeline Apartments.
+Made Romero pimpin quest available after zombie and fixed firearms.
Set the date of the game to 22.10.2004 and fixed minor text issues.
Added option to pay Vandal in case you can't find him a replacement.
Restored two Asylum emails and added Johansen to Empire suite list.
Swapped an unique quest car at Giovanni's and repaired it's texture.
Restored erotic situations for the downtown, Hollywood and SM hubs.
Moved library card to locked Empire room and fixed Chunks attacking.
Added subtitles for the remaining conversations, thanks to Voerman.
Stopped Copper from leaving for infusion and improved selling order.
Repaired Nadia's "c'mon" sequence, speaker names and a door handle.
Restored Ventrues to tower using females and Toreadors as variation.
Swapped wrecks on Blood Hunt map and added missing bar-break sound.
Fixed quest log update and xp gain on reaching Ming's inner sanctum.
Made sweeper and Bertram Tung use disciplines if they are attacked.
Restored censored blood for intro and added some to the Hallowbrook.
Fixed pony tail of Kerri and glasses of Mandarin, thanks to MooCha.
Removed not working blood return when fighting against the Tzimisce.
Prevented gaining surplus xp by spoiling multiple Giovanni secrets.
Restored Dima and clinic guard text and removed a model at junkyard.
Fixed several bad particle files for magic fires and other effects.
Made Leatherface and Drifter player histories more likely to frenzy.
Added radio transcripts, thanks ellipsis_jones and gothemasticator.
Restored two Ocean House ghosts and Hellcat plus forklift sequences.
Removed Fu Syndicate lobby keypad code to avoid breaking the level.
Included official patch 1.2 files because official VTMB site closed.
- Crenshinibon
- Posts: 2665
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Great job on the patch and congratulations on reaching version six.
When I go to the site, the latest patch I see is 5.9.
When I go to the site, the latest patch I see is 5.9.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- darksfallen
- Posts: 14
- Joined: Wed Nov 01, 2006 4:44 pm
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I'm not sure if it's just because it's very recently been posted, but both of the links off the above link are pointing to the 80m update from 5.9 to 6.0.
Thanks so much for all the work you all do it's really great, I wish I could do something to help out, I will of course pass on any oddities I might encounter.
Thanks so much for all the work you all do it's really great, I wish I could do something to help out, I will of course pass on any oddities I might encounter.
- darksfallen
- Posts: 14
- Joined: Wed Nov 01, 2006 4:44 pm
- Contact:
Also, it's really minor, but on Vista 64 the game installs by default to C:\Program Files (x86)\Activision\Vampire - Bloodlines while your wonderful patches default to C:\Program Files\Activision\Vampire - Bloodlines I'm not sure if there's a way to make it smart to point correctly, it's not that big of deal but people might mistakenly install it to the wrong place and run into some issues.
Crashes when trying to leave your haven in Santa Monica the first time
Hi!
First of all: Thanks for all the great work, i'm a big fan of Vampire Bloodlines and especially the unofficial patches you made.
I installed the PLUS Version 6.0 and started a new game.
Everything worked fine, until I wanted to leave the haven in Santa Monica the first time. The loading screen appears and when the bar is completed and you can already hear the backgroundmousic (Santa Monica Theme), vampire.exe crashes.
Thanks for helping out!
Hi!
First of all: Thanks for all the great work, i'm a big fan of Vampire Bloodlines and especially the unofficial patches you made.
I installed the PLUS Version 6.0 and started a new game.
Everything worked fine, until I wanted to leave the haven in Santa Monica the first time. The loading screen appears and when the bar is completed and you can already hear the backgroundmousic (Santa Monica Theme), vampire.exe crashes.
Thanks for helping out!
- darksfallen
- Posts: 14
- Joined: Wed Nov 01, 2006 4:44 pm
- Contact:
I bet you thought I had finally wandered off permanently
Found one .dlg bug again: hollywood/romero.dlg line 632 does "G.Romero_Whore = 0 and G.Romero_Quest != 4", that single "=" should be something else ("==" or "!="). Pretty sure what is there will not do what you want, not so sure what will actually happen.
Also found something weird: there is a "main characters/knox.dlg" as well as a "santa monica/knox.dlg". The two are almost identical: line 422 of the "santa monica" version has "Continue" instead of "(Auto-Link)" (you changed this based on an earlier scan from me) and line 13 links to a different target (41 in "main characters", 31 in "santa monica"). Which one is used? pack101.vpk has "santa monica/knox.dlg" but not "main characters/knox.dlg" so I'm assuming that one?
Found one .dlg bug again: hollywood/romero.dlg line 632 does "G.Romero_Whore = 0 and G.Romero_Quest != 4", that single "=" should be something else ("==" or "!="). Pretty sure what is there will not do what you want, not so sure what will actually happen.
Also found something weird: there is a "main characters/knox.dlg" as well as a "santa monica/knox.dlg". The two are almost identical: line 422 of the "santa monica" version has "Continue" instead of "(Auto-Link)" (you changed this based on an earlier scan from me) and line 13 links to a different target (41 in "main characters", 31 in "santa monica"). Which one is used? pack101.vpk has "santa monica/knox.dlg" but not "main characters/knox.dlg" so I'm assuming that one?
I had already fixed that for 6.1 !mzz wrote: Found one .dlg bug again: hollywood/romero.dlg line 632 does "G.Romero_Whore = 0 and G.Romero_Quest != 4", that single "=" should be something else ("==" or "!=").
Yes, I must have copied an earlier version into the wrong directory. I will remove it for 6.1, thanks!pack101.vpk has "santa monica/knox.dlg" but not "main characters/knox.dlg" so I'm assuming that one?
And two more:
main characters/jack.dlg the npc.SetDisposition call should be one field to the right, I think. Caught that one before, did that slip through the cracks or am I missing something here and is it actually correct?
santa monica/cal.dlg: Cal_Quits should be G.Cal_Quits (342 and 343)
And a question: are calls to pc.CalcFeat always equivalent to the corresponding non-python-syntax stat check, and what are the rules for uppercase/lowercase characters in that call, or does it not matter? So is 'pc.CalcFeat("Persuasion") < 7' equivalent to 'Persuasion -7' and why is it pc.CalcFeat("Persuasion") (uppercase P) but also pc.CalcFeat("haggle") (lowercase h)?
Oh, and I'm assuming 6.1 only exists on your hd, so I cannot check if I'm catching things already fixed in 6.1? Or do you have the work-in-progress changelog online somewhere or something? Just checking if I can stop reporting stuff you've already fixed
main characters/jack.dlg the npc.SetDisposition call should be one field to the right, I think. Caught that one before, did that slip through the cracks or am I missing something here and is it actually correct?
santa monica/cal.dlg: Cal_Quits should be G.Cal_Quits (342 and 343)
And a question: are calls to pc.CalcFeat always equivalent to the corresponding non-python-syntax stat check, and what are the rules for uppercase/lowercase characters in that call, or does it not matter? So is 'pc.CalcFeat("Persuasion") < 7' equivalent to 'Persuasion -7' and why is it pc.CalcFeat("Persuasion") (uppercase P) but also pc.CalcFeat("haggle") (lowercase h)?
Oh, and I'm assuming 6.1 only exists on your hd, so I cannot check if I'm catching things already fixed in 6.1? Or do you have the work-in-progress changelog online somewhere or something? Just checking if I can stop reporting stuff you've already fixed
No, but I think the missing expression hasn't be noticed. Fixed.mzz wrote: main characters/jack.dlg the npc.SetDisposition call should be one field to the right, I think. Caught that one before, did that slip through the cracks or am I missing something here and is it actually correct?
Fixed!santa monica/cal.dlg: Cal_Quits should be G.Cal_Quits (342 and 343)
Actually I don't really know the answers to these. But I think the CalcFeat does not include the special fonts compared to the normal expression. I hope uppercase or lowercase isn't important.And a question: are calls to pc.CalcFeat always equivalent to the corresponding non-python-syntax stat check, and what are the rules for uppercase/lowercase characters in that call, or does it not matter? So is 'pc.CalcFeat("Persuasion") < 7' equivalent to 'Persuasion -7' and why is it pc.CalcFeat("Persuasion") (uppercase P) but also pc.CalcFeat("haggle") (lowercase h)?
Indeed, but no problem there. I just like to state if I fixed something already !Oh, and I'm assuming 6.1 only exists on your hd, so I cannot check if I'm catching things already fixed in 6.1?
I was bored and ran pyflakes over the "python" dir in the patch tree. Unless the embedded python bloodlines uses does something really weird or the functions they're in are never used the following are bugs:
- bradbury/bradbury.py:173: shadowList should be G.shadowList.
- giovanni/giovanni.py:260: guest should be guests (or the loop below it is over an undefined variable, see line 189)
- giovanni/giovanni.py: there are two functions called cutscene, one on line 548, one on line 124.
- tutorial/tutorial.py:316: "pc" is undefined ("pc = Find('pc_0')" missing?)
- tutorial/tutorial.py:486: "FailDisc3Nodisc" is undefined. Not sure what that should be.
- warrens/warrens.py:19: "point" is undefined. Again not sure what that should be.
If these are useful consider getting rid of the "from __main__ import *" used in many files: pyflakes cannot detect undefined names in files using "import *".
- bradbury/bradbury.py:173: shadowList should be G.shadowList.
- giovanni/giovanni.py:260: guest should be guests (or the loop below it is over an undefined variable, see line 189)
- giovanni/giovanni.py: there are two functions called cutscene, one on line 548, one on line 124.
- tutorial/tutorial.py:316: "pc" is undefined ("pc = Find('pc_0')" missing?)
- tutorial/tutorial.py:486: "FailDisc3Nodisc" is undefined. Not sure what that should be.
- warrens/warrens.py:19: "point" is undefined. Again not sure what that should be.
If these are useful consider getting rid of the "from __main__ import *" used in many files: pyflakes cannot detect undefined names in files using "import *".
That's probably a bug that I will fix.mzz wrote: - bradbury/bradbury.py:173: shadowList should be G.shadowList.
I don't know much about python but I think this is okay.- giovanni/giovanni.py:260: guest should be guests (or the loop below it is over an undefined variable, see line 189)
This is correct because they are on different maps.- giovanni/giovanni.py: there are two functions called cutscene, one on line 548, one on line 124.
This might be a bug too, I will check it out.- tutorial/tutorial.py:316: "pc" is undefined ("pc = Find('pc_0')" missing?)
No idea, maybe something not implemented?- tutorial/tutorial.py:486: "FailDisc3Nodisc" is undefined. Not sure what that should be.
I will copy this over from fusyndicate.py...- warrens/warrens.py:19: "point" is undefined. Again not sure what that should be.
I wouldn't know how to do this, I'm not a python programmer.If these are useful consider getting rid of the "from __main__ import *" used in many files: pyflakes cannot detect undefined names in files using "import *".
I don't know what you mean with this, but as a python programmer I can assure you that unless troika did something extremely weird to their embedded python interpreter only the second definition of the function "cutscene" is used (so you could remove the first one, but it doesn't break anything if you don't, it's just really confusing). They're in the same module and no code is executed between the two definitions, there's just other function definitions.Wesp5 wrote: This is correct because they are on different maps.
Edited to add another oddity: hollywood/ash.dlg:171 has G.Ash_Know == 0 in a weird place (on an npc line). I don't think it actually does anything there. Should this be G.Ash_Know = 0? Or is that simply redundant and could it be removed? Not really a bug in the latter case, it doesn't break anything sitting there, I'm just pretty sure it's not doing anything (good or bad) either. Just mentioning it in case it wants to be "=" instead of "==" in which case it's a bug
And edited to add another question: Are there any rules on what goes in the first block of script (which runs before the line is spoken?) and what goes in the second (which runs after it has been spoken?) for npc lines? And the same goes for the second block of script for npc lines versus script on the pc line they link to. I am already picky about the first block of script for a pc line (the requirements to display that line) but I'm assuming the other three are pretty much equivalent, so it only matters for animation/camera effects that should happen either before or after a pc line plays to make sense? If there are any known gotchas in that area I would love to hear about them
Ah, I think I understand now. I will try and remove the first one. Maybe this is the reason of the random bug with LaCroix not acknowledging the sarcophagus!mzz wrote:I don't know what you mean with this, but as a python programmer I can assure you that unless troika did something extremely weird to their embedded python interpreter only the second definition of the function "cutscene" is used
Should be removed and that's what I did.Edited to add another oddity: hollywood/ash.dlg:171 has G.Ash_Know == 0 in a weird place (on an npc line). I don't think it actually does anything there. Should this be G.Ash_Know = 0? Or is that simply redundant and could it be removed?
As far as NPC lines goes, I think it doesn't matter. The first one is normally used for expressions and the second for scripts, but I think both can be exchanged. For the answers the first one has to contain the conditions and the second the scripts.And edited to add another question: Are there any rules on what goes in the first block of script (which runs before the line is spoken?) and what goes in the second (which runs after it has been spoken?) for npc lines?
I doubt it: the second definition always overwrites the first, so it should not cause random behavior. It's just confusing since you may end up editing the wrong function if you don't spot that there are two.Wesp5 wrote:Ah, I think I understand now. I will try and remove the first one. Maybe this is the reason of the random bug with LaCroix not acknowledging the sarcophagus!
(feel free to slap me around with a trout or something if I should have edited the previous post, I'm not sure how forum etiquette works here)
Found a few more while digging through npc script:
Found a few more while digging through npc script:
- main characters/regent.dlg:421: "G.Regent_Gargoyleasked == 2" but this is an npc line so I do not think it does anything. Could be removed?
- santa monica/chunk.dlg:51: "Chunk_Feed = 1" should be "G.Chunk_Feed = 1"?
Yes, I think so and I did.mzz wrote: [*]main characters/regent.dlg:421: "G.Regent_Gargoyleasked == 2" but this is an npc line so I do not think it does anything. Could be removed?
No, that's another unused one like above that does nothing, but which I will remove it anyway.[*]santa monica/chunk.dlg:51: "Chunk_Feed = 1" should be "G.Chunk_Feed = 1"?