Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You need Persuasion > 2 for Copper and $20 for Rosa.
You need to come back to her between each big main story events for interactions.
You get XP if you do the quest voluntary. If you pissed her off, that's the penalty!
I guess this is just a figure of speech...
The gun should be gone, but her only dialogue then is from both personalities.
Can you be more specific?
LOL! I have no idea how that could happen. Outside on the street yes, but inside, no.
I never touched those.
That has already been fixed for 9.3!
I can't find the lights you refer to in Venture Tower, where are there? Everwhere else I looked it is handled like in the library.
Known but unfixable as the model was created from scratch.
I'll see what I can do...
What is the value of G.Regent_Family?
Same issue as with the lights, a lot of the lighting is static and can't be changed.
I'm rather thinking to do the same to the Empire Hotel TV to hide the issue above :)!
Nothing I can do, the model doesn't support it.
Not possible without modifying and recompiling the whole map which I won't do.
Done!
No, you can ask about "somebody" else or "something" else!
I don't know what you mean by this, but I noticed another walk-through door frame.
Known random bug, that I already tried to fix in vain.
You need very high Persuasion for that, I think 8 or 9!
You need to have the right stats and choose the correct answers for that.
There are no monitor version models of these, so no way.
Sadly we can't change model animations at all!
Troika actually planned something like did, but didn't have the time to do it. No way for me to do it either!
Not possible because a lot of the lighting is static and calculated while compiling the map.
That could be done using cameras and similar like in the cab, but again not without decompiling whole levels which I am not going to do, because most don'r recompile.
Another feature indeed planned by Troika and discarded. I don't know how I should make this possible with my limited resources.
No work for no raisin :)!
Vampires don't eat and drink. Only some clans can emulate it which costs blood!
I guess it was moved there via crane through the windows.
Never ;)!
I guess they have already left at the time or are inside the building.
No models that could be used for this.
See above. I would do this if I could!
Nothing I can do about this, in fact the whole inventory system is hard coded.
go to "C:\\Program Files\Steam\steammaps\common\Vampire the Masquerade - Bloodlines\Vampire\cfg\" AND create a new file called: autoexec.cfg. Then add this in it:
mat_drawwater "0"
Not only will this disable the buggy water-reflection animation that is caused by the alpha Source engine this game uses... but it will also give you a huge performance increase across the game because the shader is no longer being used. It seems not to work well on newer PCs and has nothing to do with Wesp's patch whatsoever.
* This is typically encountered in the Sewer section of the game.
Wesp - maybe you could include this as an optional fix somehow in your patch?!
I fired up my earliest save and went to the beach. First time speaking to Copper, my Persuasion is 2, and no dialog options to sell him the stake (even though it was in my possession). Which, ya know, when I think of it, shouldn't the stake be findable BEFORE getting to the beach? You could totally blow through conversations with all of the peeps there without venturing down to the pier and finding the stake. Or the gum, which I can't even remember where I found that, but even once I had it the dialog option never materialized.
I would also mention that I bumped persuasion throughout the game. By the time I made it to Downtown it was 5, Hollywood it was 7, end of game it was 9.
I honestly thought Rosa needed alot more than $20.
The Heather thing happened early game. She left before I had tackled Hollywood, which was not my experience in previous playthroughs.
There is a quest you can get, though I didn't - so it's probably my fault for choosing the wrong responses, where after you save the vampire held by Randall in the clinic - you can find a girl at one of the clubs who is looking for a "real" party and you can send her to the clinic and Randall will turn her into the new blood doll. I know I've done it in at least one of my previous playthroughs.
Finding the guard in the Skyline apartment lobby face down dead was hysterical. I was like "WTF..." ...I assume he partied too hard.
It's possible I did get 1 xp from the magazine quest. I was nice to Imalia. Though, it's possible i didn't - I may have suggested exfoliating to her once. I was otherwise nice to her.
What about lockpicking atms, vending machines, arcade machines, and payphones for cash?
Loading up and putting G.Regent_Family in console returns with a value of 0. I would like to reiterate that when I played I was NICE to everybody and I did ALL known quests. I was never upgraded a haven.
Is it possible to reskin the face of the grandfather clock so you cannot see the pendulum stuck to one side?
Regarding the Lacroix texture/brown mark: When in dialog with Beckett, for instance, you see the wall behind him which has a repeating texture that wraps the room. There is an anomolous brown mark on the lower right (as you face it) side that is distracting. Replacing it with the predominant surrounding color would eliminate it. I can provide a screenshot, if you like.
There are cubicles in the Ventrue building when you have to make your way up the tower late game that have flourescent lights. You can turn those lights on and off. They look the same as the flourescent lights in the library.
I know there are conversions of models from Bloodlines to Redemption; is it possible someone on Planetvampire could provide the skill to make/convert models for bands, etc.??
What about replacing heavy weapon guns in-game to be handgun variants (silenced? hallow points? etc.) ???
Thanks again.
No no... you still have water :) The sound effects and splashing are still there :>
Just the animation/reflection of water is disabled with the process I showed you. And yeah -- it gets really bad in the Nosferatu warrens from what I remember.
Doesn't this remove the water completely? I won't do this. Rather bad water than no water ;)!
That is correct, you need at least Persuasion 3.
You can always talk about the items later too.
Some of this would work, you can already open the ATM machine in the Sin Bin. But I still don't know why I should do this. There is cash enough in the game already...
Then you must have done or said something wrong. Are you of clan Tremere?
Done! The pendulum and everything inside was just off-center.
Please do, I don't know what you mean.
I know, but this is different and not synched to the light flickering. Also I don't have flickering lights in the library anyway, except for when you enter it from the sewer.
Sadly model editing is the one thing that is very limited in Bloodlines...
...and while new weapon models can be done, old weapons need to be replaced!
...maybe that could be added to the next patch? The water in the sewers still has issues in first-person, but in third-person it looks fine.
The (flourescent) lights above the bookshelves in the library flicker - at least the bookshelves do. There are flickering flourescent lights in the Nosferatu warrens, but the model themselves don't change as they flicker either. I guess a modeler would be needed to change them to do so.
I was playing as Tremere, yes. I think I rushed to deal with the gargoyle without first consulting Strauss. If so, my bad.
I know there is enough cash in the game, but I was thinking - you don't pay for the cab driver to drive you around, and you don't pay a cover charge to go into the clubs, but maybe you should. That would add a bit of realism, more concern for cash, and even a reason to want to break into atms and such. Just a thought.
Speaking of cash... I think you should have to pay to make a criminal violation go away. When the cops go hunting for you for a ciminal violation, I think even after they call off the hunt there should be a danger that cops will be looking for you. So, for instance, you have a criminal violation - you run and hide, the cops call off the hunt. You creep out of your hiding spot and go strolling down the street only to run into a cop who begins another hunt for you because the violation stands. The only way to make it go away would be to pay someone, like Mercurio, to make it go away. Just a thought.
I'm probably alone on the heavy-weapons thing anyway, but it's the one thing that really bugs me about the game. That and the fact there are no stealth weapons (no tranquilizer dart guns or silenced weapons). There is the crossbow, but even that sends AI on alert when fired, which I don't understand.
I know there are no animations for carrying bodies, or probably even AI alerts for finding bodies, but if a body could be made permanent and interactable then it could be picked up and set in down in the manner that other inventory items are. While carrying the body you could suffer a penalty to movement. If a body is discovered the AI goes nuts - calls for backup (maybe calls the cops). Just ideas. I like the concept alot.
Anyway, thanks for "listening", Wesp5.
Thanks, I'll add that in the next patch update. The sewers look fine for me right now!
Ah, they flicker because of the custom made shelf model itself.
Hm, I like it better as it is right now. Also you would need a contact on each hub then...
It shouldn't if you are far enough away. Unless you mean others seeing the body falling.
I like the idea too, but I can find no way to pull this off :(!
What do you think about having to pay for taxi rides and cover fees for the clubs?
I also think humanity loss should be greater. I can run around killing everyone in downtown and after a few kills, humanity loss just stops - no matter how many I kill. Honestly, I think a kine kill should cost two humanity points. If I do a quest that causes me to suffer humanity loss - maybe it could cost two points, as well. I can't recall ever frenzying because of my humanity level.
Masquerade violations are another thing that bugs me. I've never had more than 2, possibly 3, Masquerade violations, and because you get redemptions, I've never had to be concerned with Hunters.
I've been thinking about the Fu Syndicate when they have you in the UV lamp room - I think the UV light should do something; maybe drain your blood or stamina a little bit.
The Sabbat are supposed to be pissed at the player, but except for that one scene after the warehouse, they never come looking for the player. I think it'd be cool to have Sabbat assassins try to corner you in places. For instance, a great place for the Sabbat to come en force at the player would be the parking garage mission. After the mission is over - all the gang members are dead... what if as you head back up you find packs of Sabbat? ...or maybe you could randomly run into them in alleyways and sewers?
All of those are great ideas but would be more suited for a mod other than Wesp's patch.
Then again, I'm not entirely sure what Wesp's policy is on adding things that the game originally didn't have (the only thing he added that was not in the game or can't be found in the game files was the Sabbat ending AFAIK).
While this would be possible on principle, as 3x4Lu@ky already wrote, there are no hints for that in the game files so this would mean leaving patch territory even for the plus patch. Besides that there are no effects or graphics for that and it would need a lot of work too...
Again, there are no dialogues for this and the cabbie driver is surely driving you for free :)'!
This is a condition of th PnP game on which Bloodlines is based. Normal killing can't get your Humanity down completely, also when it gets down to zero, you loose all control.
I never tested this out but at high masquerade violations hunter should appear in the hubs!
I think this too is a rule from the PnP game.
Why should the Sabbat kill the player? I already added some more encounters which show that they observe you and finally you can even join them in the plus patch :)!