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Unofficial patch 2.7, released, please report problems here.

Posted: Wed Aug 09, 2006 2:12 pm
by Acleacius
Hey, if your trying 2.7 and experience a problem please post it here, so we can collect issues and get them fixed. :)

Thanks.

Posted: Wed Aug 09, 2006 7:48 pm
by Anaximander
Will do!

There was one thing in the patch notes I was wondering about. Why did they remove the scope from Jamie Sue? That struck me as being a little odd. Was there some bug with the gun's alternate fire mode or something?

Posted: Wed Aug 09, 2006 8:28 pm
by Acleacius
Well I haven't actually installed it yet so I am not sure.

The one thing I know is that there was actually no scope physically on the JS.
It may be that he got rid of the wierd scope funtion, i.e. the way it click out instead of scrolled/rolled out, not sure.

I have been trying to look over the files, I have a minor disagreement about the relocation of the 2 books in Tripps shop.
So I had to locate which files he used to change them and back up my current filles because at this point this will be one of a small number of changes I don't do.

For example I do not use a Humanity hit on sending Milligan back to the Hospital, only if you actually kill him.
Since he is a slime and could not be trusted, like say Julius or the Serial Killer to stop and not break the Masqurade again, he is not an innocent.
He also has a choice of not to go back, but chooses too and we don't force him.
Third he has escaped before.

Another one would be Becket's dialogue after you return the Sarcophagus, you can get one of two generic rewards, one is a Scholarship worth 12 points ( for having 4th level scholarship and asking about Lore) and the second is a 2 point xp reward (for finding out his name really isn't Becket).
Now most people will take the 12 points and never see the 2 points yet there is actaullly good story and funny lines (Malk) to enjoy, so I allow for the seond reward of 2 points to be available after the return from Society of Leopold.

Also Hitman impass, since you have to convience 2 different people in independent and seperate conversations, I view this as 2 different Humanity bounses.

Anyway this is getting long winded, appoligies. :)

Posted: Sat Aug 12, 2006 3:16 pm
by Lyrandel
can't go out Downtown by sewer

Global Sewer map for going back to Santa Monica is not actived with patch 2.7 (local map are OK).
It's a dead lock as I'm playing a Nosferatu, and can't use the taxi.

I delete the game and tried with a save (just after blowing out the warehouse) with the original game, patch 1.2 and 2.7 :
- With either original game or patch 1.2, sewer map works.
- With patch 2.7, sewer map are desactivateed as soon as arrived in downtown.

Neither original nor patch 1.2 correct a "corrupted" save. I had to start back from the warehouse :-(

Once arrived in dowtown with usable sewer map, it's possible to install patch 2.7, the map still works.

Posted: Sun Aug 13, 2006 12:42 am
by Anaximander
Okay, couple things....

There's a problem with the new skin they put in for the Tal'mah'Ra blade. When equipped, it appears with that weird purple checker board skin you see when the game can't render an object's skin correctly. It's possible to fix this and make the Tal'Mah'Rah look like a regular katana again, but you'd have to rename the katana skin files, copy them into the directory for the Tal'mah'Ra, and then edit the .vmt's. It's not hard to do, but somewhat tedious.

This time through the game, I held off on the plaguebearers until everything else in the downtown hub was finished and I was ready to head off to Hollywood. I've never done this before. Usually I take the plaguebearers down right away. Anyway, when the plaguebearers Damsel thanked me for it as always, but Strauss seemed to forget all about them. The "A Plague for the Angels" quest disappeared from my log, and Strauss behaved as if our entire conversation about the plague never happened. I'm not sure what's up with this. I have a save game right at the beginning of Downtown, so I'll play through it again and see if I can figure out what happened.

Lyrandel: There are two atlas maps in the downtown sewers that can be used to travel around the city. I believe the unofficial patches disable one (the one right next to your haven) and enable the other. Were both of them not functioning in your game?

Posted: Sun Aug 13, 2006 3:06 am
by Acleacius
Lyrandel, reported this and will try to find out more about it.

Anaximander that's odd about the Plague quest your right.

"I believe the unofficial patches disable one (the one right next to your haven)"

Are you serious, he disabled the one near your Haven, why the most convient map?

Posted: Sun Aug 13, 2006 9:44 am
by Lyrandel
Only on sewer map desactivated

I just check this .The one near the haven and entry F is desactivated. The 2nd one is usable.

I didn't remark there is two maps and unfortunately I always checked the bad one .
It's too bad, I did some quests in downtown and checked regularly as I thought it would deblock after a quest (first time I play) and I always checked this one.

Posted: Sun Aug 13, 2006 11:25 am
by Anaximander
I'm not sure why the sewer map near the Nosferatu haven was disabled. I'm not even sure it was intentional. It may just be a side effect of some change made to the map somewhere else.

Posted: Sun Aug 13, 2006 2:04 pm
by Anaximander
Tal'mah'Ra blade fix: I took another look at what was going on with the new skin for the Tal'mah'Ra. The problem is that the skin has been placed in the wrong location. This is fixed much more easily than I had originally believed. Simply go to the \Vampire\materials\weapons\ directory. Copy the katano folder and paste it into \Vampire\materials\models\weapons.

I've not yet been able to duplicate what happened before with the plaguebearers quest. Maybe it was a fluke....

Posted: Wed Aug 16, 2006 3:23 am
by Wesp5
Acleacius wrote: The one thing I know is that there was actually no scope physically on the JS.
That was one reason and the other one was, that people on the planetvampire board asked me to make ranged characters easier and I noticed that there was a huge difference between damage in not zoomed and zoomed mode while the later one was hard to use because of the swaying.
For example I do not use a Humanity hit on sending Milligan back to the Hospital, only if you actually kill him.
Now what is the Humanity difference between you killing him and him been eaten alive by Pisha ;) ?

Posted: Wed Aug 16, 2006 10:55 am
by Wesp5
Anaximander wrote:I'm not sure why the sewer map near the Nosferatu haven was disabled. I'm not even sure it was intentional. It may just be a side effect of some change made to the map somewhere else.
You are right. This map was usable by any clan so I just disabled it. I fixed it now to work correctly for 2.8...

Posted: Wed Aug 16, 2006 3:57 pm
by Acleacius
Man they let anybody post here. :p

"Now what is the Humanity difference between you killing him and him been eaten alive by Pisha ?"

Lol, clearly the difference is that You Don't eat him, not to mention I listed 3 very good reasons why. ;)
Humanity is based on killing innocents not, giving dirty slimmy humans bad advice which they could choose to ignore. :)

Posted: Wed Aug 16, 2006 4:58 pm
by mr_sir
Acleacius wrote:Humanity is based on killing innocents not, giving dirty slimmy humans bad advice which they could choose to ignore. :)
But by giving that advice you are effectively killing them, which is an inhumane thing to do :)

Posted: Thu Aug 17, 2006 2:13 pm
by Chripo
Hi there!

Thanks a lot for the unofficial patches! :cool: But maybe I found a bug in the Nosferatu Warrens (5):

Instead of the Galdjum, there is a Gold Ring inside the small storage room near Imalia's pad.

Since I have started my game with version 2.6 of the patch and upgraded to 2.7 in the middle of the warrens, it could also just be my problem.

Bye,

Chripo

Posted: Thu Aug 17, 2006 3:39 pm
by Acleacius
nr_sir
"but by giving that advice you are effectively killing them"
Not true, as I mentioned if we only choose to tell him it was a joke, we are not killing him, Pisha will if she can.
As I mentioned you can choose to kill him yourself and that is a legit hit to Humanity.
This was not a Humanity hit before Wesp changed it, he has every right too do so, though it's not based on Humanity unless you kill him. :)

All these apply if you tell him it was a joke.
First, he is not an innocent.
Second, he also has a choice of not to go back, but chooses too and we don't force him.
Third he has escaped before.

Chripo
Wesp changed this to make it more believeable, you now get it as a reward in Chinatown and left the ring there as a little loot. :)

Posted: Thu Aug 17, 2006 4:05 pm
by Wesp5
Chripo wrote:Thanks a lot for the unofficial patches! :cool: But maybe I found a bug in the Nosferatu Warrens (5):
That's no bug but is intended. I thought it was illogical for the Nosferatu to leave such a powerful item lying around in the dirt. So when I noticed that the Tremere get a special item as a reward for getting their special haven, I did the same with the sewer haven for the Nosferatu and you will find the powerup there.

Posted: Thu Aug 17, 2006 7:14 pm
by Acleacius
Wesp
Arent't you thinking of the Obfustae artifact in the Nossie haven, you moved the Galdjum to Mr Ox?

Posted: Sat Aug 19, 2006 11:32 am
by screeg
bugs

I've just installed the game, with the 2.7 patch, for the first time.

Bug-o-rama.

A big thanks to the community trying to clean this up. It's hard to imagine what it was like on release. I'm guessing just a black screen.

Couple of bad bugs: keys don't do ****. Both keys I found in the clinic don't open the doors labeled on them, PC just defaults to lockpicking. I tried to Equip them, didn't do anything.

Screen started flicking black, then back again, every second or so. Any workaround for that?

Posted: Sat Aug 19, 2006 12:21 pm
by screeg
continuing on...

The key to the sewer grate under the Oceanfront Hotel: same story. I was hoping a key handed to you by an NPC would work, but no dice.

Obviously I'm not going to get far in this game if all the keys are disabled.

Posted: Sun Aug 20, 2006 5:00 am
by Acleacius
They are not disabled, you will need to reinstall Unofficial patch after you install the Official 1.2 patch, start over you have a corrupted save.
The keys work automaticly.