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You kind of can with the console, but i'm not sure how, wesp5 might know or browse the extras folder in your VTMB installation for the console commands. I know i did it, but at the end and it was too late to change anything.
As for sleeping with Janette, it's optional i think. You'll need seduction for that.
Indeed you can, the console commands are G.Jeanette_Seduce and G.Therese_Seduce. Both need to be >= 4 and they have nothing to do with the Seduction stat.
I have mixed feelings about how the systems work there. It would be cool if it were a bit more hand-holdy here, a little more obvious of how the conversation is going and how well you're doing in the previous encounters. Not saying to make it overly game-y and predictable, but trying to suss out how that final conversation was going + trying to account for previous conversations where you didn't even know those would have an impact on relationships like that is a bit much. I love complex CRPGs but those sections were obtuse even to me.
I'd say that having more ways to "atone" for previous conversations or choices could work, so you wouldn't essentially hit a dead end where one of them must die because of how you handled a choice a few quests ago. Also, a tutorial at the start of the game letting you know just how sensitive the conversation options are would have been great. I'm here thinking that even small details made a difference, like how you said goodbye to them in each encounter (i.e. if your response was overly nice/flirty, or dismissive, or just "normal" and slightly nice, etc..) Not sure if I'm being clear but that's just my 2 cents.
Yes but, that's essentially an "easter egg" type of resolution to the quest. Everyone knows about it now, but back then it was something to be discovered by more or less accident. No one was trying to get the both survive ending on purpose. And it's only a few more XP bonus, not a big deal if you miss it.
Well 2 extra XP at that point is pretty sweet. IMO, it should be a viable option rather than an Easter Egg. To me, since the quest already allows one to kill the other, and 99% of the solutions will be that, I think the 3rd solution should be there as well. If you're arguing that it was an Easter Egg back then, okay, but that seems like an odd choice to me. If the game released today it would no doubt be a viable 3rd option, that may be harder to get, but easier to get than simply stumbling on it purely by a very lucky accident. If that makes sense.
But it wasn't released today and that's how the devs did it back then. The unofficial patch doesn't change the core design logic of the game, even the plus patch, wesp5 tries very hard to keep all the additions true to the original. So i don't know what your point is... Yes, they design games differently now. Shocker.
Well maybe it was, probably is by today's standards but that's the beauty of those early games.
You didn't have to see everything in your first playthrough and some parts were really obscure. But to be fair, nothing really hints on them being the same person until the surprise reveal at the end. The cutscene is even designed that way to give you a surprise moment.
Hinting that you have to be nice to both sisters only means that "there's going to be something involving both sisters later" type handholding that ruins potentially good games today.
So i'd argue that it was a really good design choice.
As for the ending, you only feel that way because you know they can both survive, but other than that, what ending is a good ending in a world of darkness? No one is a saint there, not even the sisters, all vampires are monsters like Jack tells you, no matter how civilised and there are no happy endings whatsoever. That's the dark beauty of it all and why this game has such a great atmosphere.
Even if you save both sisters, what did you really do? For the remainder of the game they stay in split personality mode meaning they have no intention of being one or the other, and even if that's not a conscious desing choice, you just left them there doing nothing. Yay, they're both alive... In one body... In one room... Doing nothing... Happy ending!
I would just say that if you're going to go through the trouble of adding multiple resolutions like that, which in many cases would be the best resolution (since Jeanette misses Therese and needs her, and in the same respect Therese needed Jeanette's wild side as well. A sister dying is considered a bad ending) I'd hope that those other endings are actually reachable without need of a specific walkthrough or step-by-step guide. At the very least, several quests ago shouldn't have as large of an impact to land you in a dead end situation. There should be a little more wiggle room. I think there's a way to design it where it could be harder to achieve that ending, but also not 99.8% missable. That's an example where it could have had more of a middle ground IMO. But again that's just my take on it.
It's not just Therese and Janette. The whole game is huge with tons of secrets and because of those systems that allow for failure it feels the game world is alive which makes the game feel immersive.
The third resolution is the secret one. Adding wiggle room would spoil the secret most likely. Again. We only know that there's a thirs option of them both surviving because it's been covered to death everywhere and the game is old. The "true" ending to their quest line is the bad one, one of them dying. Them surviving is only a secret bonus, reflected by the extra xp.