Super jumps with potence
Super jumps with potence
Super jump increasing potence.
Is this possible? Can I increase jumping feat with Potence? Can you help to do this with a Mod?
Sorry form m english (I'm italian)
Is this possible? Can I increase jumping feat with Potence? Can you help to do this with a Mod?
Sorry form m english (I'm italian)
- TheInvoker
- Posts: 29
- Joined: Mon Feb 23, 2009 3:24 pm
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You can jump higher if you change the character "skills" in console....i sugest you see this thread...its on the first post...
http://www.gamebanshee.com/forums/vampi ... 53829.html
P.S- Its not skills the word i was looking for...but at the moment i didnt remenber what was the word ^^, like you, im not english
http://www.gamebanshee.com/forums/vampi ... 53829.html
P.S- Its not skills the word i was looking for...but at the moment i didnt remenber what was the word ^^, like you, im not english
"By The Clack-Smack Cracking Of My Thumbs Something Wicked This Way Comes"
Because I think it's very useful and funny! See this and try yourselfTheInvoker wrote:A cosa ti serve saltare di +?
Why do you need to jump higher?
http://www.gamebanshee.com/forums/vampi ... 84219.html
But I like to associate super jump with Potence discipline like in the pen&paper game but I don't know how to do this.
I'd like to know how I can modify a discipline like Potence.
Tank for answers!
That sounds like a feature I should add to the plus patch, if you don't mind! Or does it break the game because you are able to jump somewhere you shouldn't?Garrick wrote:Ok, I got it!
I have edited the file traiteffects000.txt in the vdata\system folder:
TraitEffectGroup
{
"InternalName" "Discipline (Potence)"
TraitEffect
{
"Trait" "sv_jump_boost "
"Modifier" "+100.0"
}
}
You can't break the game, but you must pay attention because you are still able to jump somewhere you shouldn't!^_^
The correct modification in traiteccets000.txt is:
TraitEffectGroup
{
"InternalName" "Discipline (Potence)"
TraitEffect
{
"DisplayOverride" "0" // Don't actually show this...
// Changed for TJ (via Steve S) 6/26/04 by JLR
// "Trait" "Automatic_Str_Successes"
"Trait" "Strength"
"Modifier" "+1"
}
TraitEffect
{
"Trait" "sv_jump_boost_immediate"
"Modifier" "Value 1"
}
TraitEffect
{
"Trait" "sv_jump_boost"
"Modifier" "+25"
}
}
Now you can increase you jump ability incresing your level in Potence! (+25 every level in potence, but you can change the value if you want).
You can jump wherever you want: over trains (->Astrolite mission), closed gates (->Santa Moica, near the Nosferatu's haven), ecc. You can escape during combat, dodge bullets verticaly or fire from hight places with your gun.
The effect automatically disappear at the end of Potence discipline.
Maybe super jump should cause masquerade violation?
The correct modification in traiteccets000.txt is:
TraitEffectGroup
{
"InternalName" "Discipline (Potence)"
TraitEffect
{
"DisplayOverride" "0" // Don't actually show this...
// Changed for TJ (via Steve S) 6/26/04 by JLR
// "Trait" "Automatic_Str_Successes"
"Trait" "Strength"
"Modifier" "+1"
}
TraitEffect
{
"Trait" "sv_jump_boost_immediate"
"Modifier" "Value 1"
}
TraitEffect
{
"Trait" "sv_jump_boost"
"Modifier" "+25"
}
}
Now you can increase you jump ability incresing your level in Potence! (+25 every level in potence, but you can change the value if you want).
You can jump wherever you want: over trains (->Astrolite mission), closed gates (->Santa Moica, near the Nosferatu's haven), ecc. You can escape during combat, dodge bullets verticaly or fire from hight places with your gun.
The effect automatically disappear at the end of Potence discipline.
Maybe super jump should cause masquerade violation?
Sorry, I've never really looked into Bloodlines' code (and I'm at work at the moment), I was just answering your question from a roleplaying point of view ^^
That said, since there are other disciplines (most disciplines, actually) that can cause Masquerade violations, I'd suggest taking a look at their code
That said, since there are other disciplines (most disciplines, actually) that can cause Masquerade violations, I'd suggest taking a look at their code
Was a bit bored at work, so DL'd Wesp's patch to take a look at a few game files. This is still my first look at Bloodlines, so take everything I say with a grain of salt ;-)
The traiteffects000.txt file seems to be describing everything that alters the various stats, so I doubt you'll be able to trigger masquerade violations from there (unless you want to change the masquerade level at *each* use of the discipline regardless of the context, which doesnt make sense).
On the other hand, in the rules.txt file, i found this within Jumping:
SupernaturalFallDist "500" // if the player survies a fall higher than this, it is a supernatural act
Cant tell whether this value is actually used or not, but you may try to play with it and see how the game reacts.
Any idea Wesp?
The traiteffects000.txt file seems to be describing everything that alters the various stats, so I doubt you'll be able to trigger masquerade violations from there (unless you want to change the masquerade level at *each* use of the discipline regardless of the context, which doesnt make sense).
On the other hand, in the rules.txt file, i found this within Jumping:
SupernaturalFallDist "500" // if the player survies a fall higher than this, it is a supernatural act
Cant tell whether this value is actually used or not, but you may try to play with it and see how the game reacts.
Any idea Wesp?
We could try that, but I see a more serious problem with the whole issue. Even if I lower the boost to 15 or 20 you are able to jump right from your haven door onto a ledge and surpass the trigger that makes the first cutscene work which leaves you with a broken Mercurio model on the street. You can also jump high enough to see that the diner has no roof which ruins the immersion big time. So either I fine-tune it so you can't do both, which results in not much of jumping boost being left, or we forget the idea.GuiOhm wrote: SupernaturalFallDist "500" // if the player survies a fall higher than this, it is a supernatural act
Cant tell whether this value is actually used or not, but you may try to play with it and see how the game reacts.
Any idea Wesp?
Well, maybe you can block jumping abilty (or potence) in Santa Monica or in not combat situation.
I think you can fix the problem with masquerade violation.
I also notised during combat with Asian man (-> Knox mission) that he made a very big jump so, why only enemies?
In any case, I think this mod is only for pen&paper lovers or for those who like something cool!
Can you tell me how to add Masquerade Violation?
I think you can fix the problem with masquerade violation.
I also notised during combat with Asian man (-> Knox mission) that he made a very big jump so, why only enemies?
In any case, I think this mod is only for pen&paper lovers or for those who like something cool!
Can you tell me how to add Masquerade Violation?
- Houston810
- Posts: 87
- Joined: Thu Aug 24, 2006 2:12 am
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- Houston810
- Posts: 87
- Joined: Thu Aug 24, 2006 2:12 am
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