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 Questions and suggestions about TFN 1.1

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YamiRaziel
Methuselah
Methuselah


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Join date : 2009-11-12
Location : Bulgaria

PostSubject: Questions and suggestions about TFN 1.1   Sat Nov 26, 2011 1:58 pm

The title is self-explanatory!

Zero, are you planning on upgrading TFN with the new features and bug fixes of CE 1.5 or Wesp's 7.9 patch?
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Zer0Morph
Caine
Caine


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Join date : 2009-09-10
Age : 37
Location : United States

PostSubject: Re: Questions and suggestions about TFN 1.1   Sat Nov 26, 2011 3:07 pm

I haven't had a chance to even look at what has been upgraded or fixed in either of those mods. Is there anything in either of those you guys think should be in TFN 1.1?
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Childe of Malkav
Beyond Caine
Beyond Caine


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Location : Bochum, Germany

PostSubject: Re: Questions and suggestions about TFN 1.1   Sat Nov 26, 2011 6:48 pm

Hm, you should have a look into bertrams dialog in CE. I have changed the reward for the meet Akeem quest, so that the pc will get 6 xp worth of teaching from Bertram. If the character already has 2 points in the chosen ability, there will only be the upgrade to the third one. If he only has one point, or none at all, there is a second choice now.
Most of the rest from CE 1.5 will probably be uninteresting for TFN, since it is mostly about the custom music and the college.
Wait. There is one more thing. I have written a nice little script to call on death of kindred in masquerade areas. If you kill a vampire in a masquerade area, and a human sees the corpse going up in flames, it will cause a masquerade violation. Mostly intended for the sweeper in Hollywood. But also useful for Akeem. I've written it after a discussion on that topic on PV. It's also in Wesps patch.

Wesp has unearthed quite a lot of as yet unused props for the maps. And he made a really good option to send Gimble to the bloodbank as replacement for Lily. (Plus patch only, of course)
Then he has done a really nice scene in the warehouse. When you enter the main building via the back door, and then go through the door to your right, between the door you came in, and the stairs, there is a guy who starts a forklift. And then it just drives forward, letting the guy standing there looking stuuupid. And in his readme he mentioned a Giovanni ghost. But I'm not yet there in my testplay.
With regards to bugfixes, Wesp has closed or covered quite a few holes in various maps.

Btw, playing without the bloodtimer really gets boring. I don't even know what hunger is any more...

That's about all I can recall atm, without looking into the readme files. scratch

- geek

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PostSubject: Re: Questions and suggestions about TFN 1.1   Today at 5:23 pm

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