Page 1 of 1

Would anybody be interested in a multi-mod package?

Posted: Sat May 23, 2009 12:52 am
by HK00
I've always been fond of playing a game just as the developer made it. Then modding the hell out of it and playing a second time through.

For Vampire: Bloodlines I combined the latest plus unofficial patch, Pop's Difficulty Enhancement mod, and Histories Revised. There were some slight changes I had to make to make them compatible, plus I restored Blood Buff's original overpowered state and investigations use (don't know why Pop decided to delete that), and so far have played the game halfway through Hollywood with no bugs whatsoever.

It occurred to me that maybe some other folks might be interested in this, especially if I could make it compatible with the companion mod and the clan quest mod (once it comes out). I would like to add the P&P mod as well, but it would have to be the extra clans version only, Pop's Difficulty Enhancement mod and the P&P mod together would make combat damn near impossible. Anyway, before I get to work and start asking every VTMB modder in town permission to do this and distribute it, I just wanted to know: Would anybody be interested?

Posted: Wed Jun 03, 2009 9:47 am
by Sir Twist
I personally wouldn't mind having a multi-mod. I think it would be interesting to be able to just have one thing that would put all the mods I want in the game.

Posted: Thu Jun 04, 2009 4:01 am
by FiendishlyChaos
Multiple mod

it'd be interesting to se a clan mod that'd work with Wesp's patches, since I use Wesp's 6.0 (I haven't downloaded the 6.2 yet) but I don't know what other mods are there. Is there a list that I could look at somewhere? (I apologise for going a bit off topic) But your idea does look interesting, :)

Posted: Thu Jun 04, 2009 3:04 pm
by Dheu
There aren't many (compared to other games like NwN or HL). There is the companion mod, the quest mod, the plus patch, the PnP Mod (that adds the clans) and a weapons mod that changes most if not all the weapons.

Posted: Fri Jun 05, 2009 2:47 am
by Wesp5
FiendishlyChaos wrote:it'd be interesting to se a clan mod that'd work with Wesp's patches, since I use Wesp's 6.0 (I haven't downloaded the 6.2 yet) but I don't know what other mods are there.
I resolved one critical compatibility issue between the unofficial patch and the PnP mod in 6.2 so hopefully these two should work out if you install the PnP mod on top of the patch.

Posted: Sat Jun 06, 2009 2:13 pm
by Phil1988
First time I hear about that quest mod, but seems to be very interesting. I would appreciate a mod combination, allthough personally I wouldn't use the companion part.

Posted: Sun Jun 07, 2009 8:29 pm
by HK00
I appreciate the feedback, everyone. I almost scrapped the idea when I wasn't seeing replies in this forum and others, but I guess I just needed patience. This brings about another question- what mods should be included?

This probably isn't a complete list, but all the mods I've found are: The Pen and Paper Clans Mod (adds lots of extra clans and tweaks disciplines, mostly making them use less blood and last longer), Pop's Difficulty Enhancement Mod (basically makes every enemy have more health, balancing that out by strengthening disciplines, thus making combat last longer, more strategy, but not necessarily tougher), Histories Revised (in my humble opinion, improves all histories immensely), The Unofficial Patch (a no brainer to include this- only question is which version- regular or plus? Regular fixes bugs, plus tweeks gameplay), Companion Mod (makes it possible for multiple nps already in the game to join your party), Clan Quest Mod (adds special quests with dialogue unique to each clan- currently in testing phase and not even released, but this mod just sounds awesome, and I would love to include it when it comes out), Pen and Paper Combat mod (makes all weapons, both yours and your enemies', more lethal), and I believe that's it.

Let me know which ones you'd like included, the only big compatibility issues I can see would be between Pop's Difficulty Enhancement Mod and both the Pen and Paper Clans and Combat mods, the first because both tweek disciplines, so I would have to choose which tweeks to take and dump the other, and the second because more lethal AND longer lasting combat together would make combat a bit too frustrating.

Edit: This is the only forum I've posted this idea in that got gamer replies, but I just can't see doing this mod between school and work with so little interest in the idea. You guys are pretty much the only ones who said anything!

Posted: Sat Sep 05, 2009 4:43 am
by Phil1988
That's a pitty but I understand you totally. The Clan Quest Mod seems to be compatible with Wesp's patches already, so everyone should be able to use it without special efforts :) Gonna give it a try, eventhough it'll be a long time 'till I can confirm the compatibility because the Malks get theirs not until China Town :)

Posted: Sat Sep 05, 2009 10:08 am
by Sir Twist
I use a variety of mods, not including Wesp's patch, and a few others. I think it would be great to have an all-in-one type mod where you can pick and choose what goes into the game or not.