About the worst problem, it looks like we managed to find the problem with downtown map crashes and will release a hotfix soon.
Is this something I can fix myself? Because these crashes are very annoying.
I think no... we have changed the map a bit, found a model with wrong vertex, and a leak. Even if I send you the new map, only can be used in a new game. WIll be released soon.
Okay, I have finished the mod in the meantime anyway. Here are my latest comments:
Pasadena: - The hub is too large, too many empty spaces, too long distances, I used noclip to speed up travel. - I don't like the building similar to the Chateau Hotel being at one end, players will expect to visit it. - The Technocracy guy at their headquarter has a noreply answer. I guess this side is still missing? - Several trees in front of that building fade in and out, in a large hub you need to set large LODs. - Junk near a bum at a burning barrel is fullbright and sunk into the ground as well (to hide this?). - The door in the hut near the bum above is too low for the player to enter without being crouched. - The loud train sounds in the background suck! Turn them off or make them only audible nearby. - The store window of the mall needs glass otherwise anybody like the player can just enter it. - You can see nothing behind the radio building door and a wall behind the mall door on opening. - A yellow trash container in the corner of the map with the bum and hut is floating in the air. - The yellow plant in the plant house is fullbright like at the abbey before. - There is a prostitute on the hub, but you can't talk to her.
Traditional compound: - Schehezerade from Prelude II is standing in the yard, did you ask EntenSchreck for permission? - You need to disable floats for both the Traditional guard and RamBam, both speak random thug lines. - RamBam's model is messed up, but you already know that. Also his room is much too large and empty. - I love all the cool new props in RamBam's room, but it would be better to remove the stairs section. - Only one side of the double door can make the level transition, you need to link all double doors!
Epitah club: - The frame rate tanked, maybe because Leila's, male stripper's and bodyguard's models are messed up? - Don't use the Sweeper model as DJ, you have enough new models to not use someone already known. - One spectator in the Cross room floats above the ground and I saw cigarette smoke with no smoker. - The swap between male stripper and female stripper is too quick, better use your usual fadeout/in.
Radio building: - There is fullbright junk in the corridor and a missing texture at the entrance of the vent system. - More fullbright junk in the room with the cat and I got a Masquerade violation there! From a cat? - The toilette in the same room is not solid and the sound does not fit as a technical background.
Mall: - In some areas suddenly the Nosferatu alarm popped up again. - Is it intended that some computers in the shop can be used?
Gas station: - The AIN node file is not up-to-date. - Why can I dementate the Shark guard as an Assamite? - The stop marking on the ground of the parking lot is flickering. - You can see a big hole in the background mountain behind the parking lot. - There is something wrong with the windows of the cars there, look through them. - At the bandit hut with the Dogs car a box is clipping much too deep into the turf. - While lockpicking the gate lock the players right side clips through the fence. - The hand track is floating and there is some flickering at the trailer with the car. - Again the LOD distances are too low for such a huge map, props turn half-invisible! - A lockpick is floating in the air and the boxes in the target trailer are fullbright. - The glasses of agent Johnson fighting you at the end are clipping right into his face. - Agent Johnson is an easy fight because he won't move and you can hide behind the car.
Techno building: - There are some ceiling lamps missing in the first room showing off missing textures. - In other rooms you can even look out of the map through several holes in the walls. - Again some double doors with unlinked doors on the way down to the mainframe room. - A lot of computers in the building can be used with nothing on them, turn them off. - The ladder in the mainframe room is not solid and what are the oil props doing there? - One mainframe computer rack is floating and one of the two agents did not use magic.
Ending cutscene: - This should not happen at the Chateau Hotel which is the Anarch hideout in the patch. - Even if people don't know the patch, it's deep in Hollywood and thus Isaac's territory!
Overall a very interesting experience! A lot of minor issues should be fixed for the full release and again I can offer to take a look at the text files. If you haven't changed anything there in the meantime, I would start with the questlogs and computers at first.
Okay, I have finished the mod in the meantime anyway. Here are my latest comments: - The yellow plant in the plant house is fullbright like at the abbey before.
If you play techno-quest side, you will know why...
Traditional compound: - Schehezerade from Prelude II is standing in the yard, did you ask EntenSchreck for permission?
Upss.. no, I only asked him to use "Aaron Cutter" for the Sabbat intro, where you can see the biships (also you can see victoria and Hazel for CQM, and others relevant sabbat character making their introduction. Nevermind, I will change her, was just a figurant.
Gas station: - Agent Johnson is an easy fight because he won't move and you can hide behind the car.
This shouldn't happen... happened to me in my early tests, but I though was solved.
Overall a very interesting experience! A lot of minor issues should be fixed for the full release and again I can offer to take a look at the text files. If you haven't changed anything there in the meantime, I would start with the questlogs and computers at first.
Thanks Wesp! If you didn't, you can reload from your arrive to Pasadena and side with the technocracy... they will offer another chain-quest line.
Last Edit: Jun 9, 2024 18:21:03 GMT by Wesp5: fixed quoting
Okay, so I finished the Technocracy quest line now, I must have missed the critical line. But boy, I
almost wish I hadn't because the end fight in the park is even more stupid than the Sabbat attack!
How are you supposed to do this on time with a ranged build and no ammo for the Colt, Remington
and flamethrower? I had to cheat and even with god mode and flamethrower it took ages, with the
madame teleporting away after one shot, the humans all being immune to feeding and the wolves
always getting in the way! This really leaves a bad aftertaste in my mouth. More comments here:
- The lamps lighting the Technocracy building are upside down. - The Technocracy mage skips the explanation of the last quest.
- The ashtray right beside the Technocracy door looks out of place.
- The skybox is clearly visible in the sky and as everywhere else all palmtrees are not solid.
- The greenhouse mission is too easy and doesn't explain enough why the model looks bright. - The voodoo shop mission made no sense at all, with no spectators and no Ouija board visible.
- The inside of Madame Liotta's shop looks not suitable to impress clients with half of it her room.
- You shouldn't use Madame Liotta at all because in Bloodlines she is alive and well ten years later.
I suggest to use another name, edit the sign and move the shop to the Pasadena hub. This would
also avoid forcing the player through six (!) loading screens and lots of walking to the pier and back.
Please keep consistency with Bloodlines and other mods instead of re-using all known characters!
Okay, so I finished the Technocracy quest line now, I must have missed the critical line.
Please keep consistency with Bloodlines and other mods instead of re-using all known characters!
OK, thanks for final report Wesp.
You're right about Liotta, I will find a workaround, I assure you that consistency with other mods is my main goal, I really like very long histories, like I think that could be done with Bloodlines. (I would like that Bloodlines 2 has some ties with the original, but I think it won't happen.)
BTW, I have a little of burn out of vampire lately, but when I will resume working on V2, I will ask you for help for the vendors. (story_state is present in v1 version, but I don't know why it doesn't work)
Last Edit: Jun 10, 2024 14:41:38 GMT by Wesp5: spellcheck
You're right about Liotta, I will find a workaround, I assure you that consistency with other mods is my main goal, I really like very long histories, like I think that could be done with Bloodlines.
Great that you will change Liotta! And yeah, I noticed that you like to include everybody with a name but sometimes it just doesn't work and other times it would be better to have their past a mystery.
BTW, I have a little of burn out of vampire lately, but when I will resume working on V2, I will ask you for help for the vendors.
Although the Technocracy ending disappointed me, making such a big and varied mod is a huge challenge and I applaud your effort and understand that you are burned out! So my offer still stands that I can take a look at the V1 texts in the meantime.
So my offer still stands that I can take a look at the V1 texts in the meantime.
Thanks! If you can check vendor tier3 and make him able to sell advanced weapons and armor, will be fantastic. He's the Elvis guy on the Pasadena Mall. He uses hollywood\slater dlg
So my offer still stands that I can take a look at the V1 texts in the meantime.
Thanks! If you can check vendor tier3 and make him able to sell advanced weapons and armor, will be fantastic. He's the Elvis guy on the Pasadena Mall. He uses hollywood\slater dlg
His barter command looks okay, but you need to make sure that the ammo is available at the G.Story_State the game is at that moment, which is set in vendors.txt! Like you only get rifle ammo from Slater at state 40 and flamethrower fuel at state 75. I don't know what states your mod has when you enter Pasadena but if it is lower than 40 you won't get any ammo for those weapons.
Also I found two barter lines in trip.dlg where you accidentally duplicated the command (npc.StartBarternpc.StartBarter) which probably doesn't work correctly and you entered a story state manually with Larry (npc.StartBarter(G.Story_State, *25*) which Troika never did so I don't what happens if you do. If you don't mind I will take a look at other text files if I find the time...
Thanks! If you can check vendor tier3 and make him able to sell advanced weapons and armor, will be fantastic. He's the Elvis guy on the Pasadena Mall. He uses hollywood\slater dlg
His barter command looks okay, but you need to make sure that the ammo is available at the G.Story_State the game is at that moment, which is set in vendors.txt! Like you only get rifle ammo from Slater at state 40 and flamethrower fuel at state 75. I don't know what states your mod has when you enter Pasadena but if it is lower than 40 you won't get any ammo for those weapons.
Also I found two barter lines in trip.dlg where you accidentally duplicated the command (npc.StartBarternpc.StartBarter) which probably doesn't work correctly and you entered a story state manually with Larry (npc.StartBarter(G.Story_State, *25*) which Troika never did so I don't what happens if you do. If you don't mind I will take a look at other text files if I find the time...
Of course, thanks! BTW... How did Troika enter the states? I added them manually on War Games, and it worked.
I checked the story state when I was in the Pasadena shopping mall and it was 2! Maybe something resets it? For example the Elysium loading screen sets it and this is always shown in your mod.
Social Media