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 Simple Modding Techinques to Get You Started

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Childe of Malkav
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PostSubject: Re: Simple Modding Techinques to Get You Started   Sat Nov 16, 2013 4:36 am

Demon1198 wrote:
mouser9169 wrote:

You also set the disciplines the player has to choose from here, and the starting values for each (default 1). You can add more disciplines to a clan, but be careful taking disciplines away if the player might go through the tutorial, as there is one room for each of the clans default disciplines, and without the discipline the player won't be able to progress (without modding the tutorial, in which case we're out of the realm of "simple stuff").
I'm still not a great modder or anything, but couldn't you just set it so that instead of telling you to do your third discipline it would just repeat a previous discipline? Just set it up to repeat your first discipline and that should be it, right? I don't know if that would cause a problem in the game or if it would be easy even, but it just sounded simple at least.
tutorial.py, the "discroom" functions.

-geek 

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Demon1198
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PostSubject: Re: Simple Modding Techinques to Get You Started   Tue Nov 19, 2013 2:47 am

Can someone give me specific instructions on the "choose your starting items" thing? I've been trying to make it part of the Ex Cop trait, which I modified to Ex Sniper, changed the description of, and wanted a(you guessed it) Swat Rifle. I tried a few different ways of using the data from the Chica perk, but I couldn't figure it out. Oh yeah, I did that in the Clandoc000.txt obviously. I tried stuff with the history.txt, histories000.txt, and traiteffects000.txt but I couldn't figure it out. I don't think I screwed anything up in those folders either because I know to be careful with that stuff. Maybe I did. I just need to know the easiest way from someone so that I can play as my favorite role in any game-the sniper.Suspect 
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Demon1198
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PostSubject: Re: Simple Modding Techinques to Get You Started   Thu Nov 21, 2013 1:20 am

Alright, I was just being stupid again. I found out how to put items on histories earlier. Just do it through the items section, not the histories or anything. I would've found it out faster if I would have read the Items section of the first post in this topic.
 For other newbies looking here for info, obviously use the items section to do that stuff. Find the section that says Drifter or Chica, and then find this line:

"Item" "item_w_thirtyeight"

Change the "item_w_thirtyeight" part of it to the weapon you want. For example, if I wanted the scoped Remingtion M700 I'd put in:
"Item" "item_w_rem_m_700_bach"
If you don't know what the item code for it is, just use the "vendors" file as a reference. It has the names of all of the weapons in the game in one place or another. My finished history(I named it Sniper) looks like this in the
"items" folder:

StartingEquip
{
"Name" "Player Sniper"
"InternalName" "Player_Sniper"

"Money" "0"
Items
{
"Item" "item_w_unarmed"
"Item" "item_a_lt_cloth"
"Item" "weapon_physcannon"
"Item" "item_g_keyring"
"Item" "item_g_wallet"
"Item" "item_w_rem_m_700_bach"
"Item" "item_w_knife"
"Item" "item_w_fists"
}
}

I added the knife in for a more realistic experience as a Sniper. They have to have something in case of a close-quarters fight, and that knife fits the bill. Feel free to use this to give you a head start on making your own history or just copy mine, I don't care. Good luck with it either way.


Last edited by Demon1198 on Thu Nov 21, 2013 1:22 am; edited 1 time in total (Reason for editing : Improving.)
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Demon1198
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PostSubject: Re: Simple Modding Techinques to Get You Started   Thu Nov 21, 2013 1:38 am

Childe of Malkav wrote:
Demon1198 wrote:
mouser9169 wrote:

You also set the disciplines the player has to choose from here, and the starting values for each (default 1). You can add more disciplines to a clan, but be careful taking disciplines away if the player might go through the tutorial, as there is one room for each of the clans default disciplines, and without the discipline the player won't be able to progress (without modding the tutorial, in which case we're out of the realm of "simple stuff").
I'm still not a great modder or anything, but couldn't you just set it so that instead of telling you to do your third discipline it would just repeat a previous discipline? Just set it up to repeat your first discipline and that should be it, right? I don't know if that would cause a problem in the game or if it would be easy even, but it just sounded simple at least.
tutorial.py, the "discroom" functions.

-geek 
An even better way to do this, if it would work, is to just ask Jack where you can get some blood and you'll get out on your own. I don't get tutorial messages if I start the game that way, so that would be way easier than doing all of the Python coding stuff.
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Childe of Malkav
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PostSubject: Re: Simple Modding Techinques to Get You Started   Thu Nov 21, 2013 5:59 am

That's just because I have already done all the python coding and map editing necessary for it in CE...

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Demon1198
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PostSubject: Re: Simple Modding Techinques to Get You Started   Thu Nov 21, 2013 5:04 pm

Oh, sorry lol. Thanks for that, then. I've been wanting to customize what disciplines my vampire had for a while without having to add more disciplines. Having too many just ruins all of the fun.
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Dark_Ansem
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PostSubject: Re: Simple Modding Techinques to Get You Started   Tue Oct 28, 2014 5:54 pm

I still can't understand how to raise the tremere blood pool and health max values...
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Childe of Malkav
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PostSubject: Re: Simple Modding Techinques to Get You Started   Wed Oct 29, 2014 5:10 am

Dark_Ansem wrote:
I still can't understand how to raise the tremere blood pool and health max values...
That's quite simple. Open traitseffects000.txt and search for the tremere clan section. Then add this code:
Code:
         TraitEffect
         {
            "Trait"   "BloodPool"
            "Modifier"   "Max #"
         }
For health it's a bit different:
Code:
         TraitEffect
         {
            "Trait"   "Max_Health"
            "Modifier"   "Value ###"
         }
Default is 100.
And be careful with quotemarks and braces. One out of place can ruin half the game, and sometimes you don't even find the problem soon because the effects appear at some completely different place.

If you want to make these changes for all clans, go directly to stats.txt and change the numbers there.

You can also create a history, maybe "Low Generation" and put the changes there, possibly with a penalty to compensate.
For creating histories, you have to edit histories.txt and the history section of traitseffects000.txt. I think it's rather straitforward and easy to learn.

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PostSubject: Re: Simple Modding Techinques to Get You Started   Wed Oct 29, 2014 5:26 am

It is, thanks Smile I modified some other thing tho, I might have crashed the game lol
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Dark_Ansem
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PostSubject: Re: Simple Modding Techinques to Get You Started   Wed Oct 29, 2014 8:23 am

However, health and blood pool seem to be capped at a maximum value. how do I change the cap? or it's hardcoded?
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Childe of Malkav
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PostSubject: Re: Simple Modding Techinques to Get You Started   Wed Oct 29, 2014 2:15 pm

Dark_Ansem wrote:
However, health and blood pool seem to be capped at a maximum value. how do I change the cap? or it's hardcoded?
Maybe you have to set the higher values in stats.txt, and lower them for any clan that uses the normal ones.
For bloodpool, there is a table bloodpoolmax by generation (not sure exactly how it's written). You can activate and edit that, and set the player generation according to your needs in traiteffects.

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PostSubject: Re: Simple Modding Techinques to Get You Started   Wed Oct 29, 2014 2:21 pm

Childe of Malkav wrote:
Dark_Ansem wrote:
However, health and blood pool seem to be capped at a maximum value. how do I change the cap? or it's hardcoded?
Maybe you have to set the higher values in stats.txt, and lower them for any clan that uses the normal ones.
For bloodpool, there is a table bloodpoolmax by generation (not sure exactly how it's written). You can activate and edit that, and set the player generation according to your needs in traiteffects.

can I get a small tutorial on how to do all this? I checked the stickied guide but the bloodpool is absent and, while the game files are not counter-intuitive, I could still use a bit of help, if you have the time Very Happy
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mouser9169
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PostSubject: Re: Simple Modding Techinques to Get You Started   Tue May 05, 2015 5:47 pm

For anyone still wondering about bloodpool, for players it's in the stats file roundabout line 350. This might effect NPC's too, not sure on that - doesn't seem to make much of a difference to them, in any case. For high values the blood meter will rise outside the 'gauge' and an empty bubble will start to show at the bottom. That bubble will grow as your current bloodpool does. As Malkav said, you can then lower that value for specific histories or clans from there.

If you want to make a very "magic" intensive version of the game, you can have a lot of fun with this, but it is hard to balance. One way to try is by making healing harder (lowering the effects of bloodheal or feeding).

"Default" is the amount you start the game with. [Edit: and probably the amount for NPC's]

MOAR EDIT: Taking blood buff away entirely is another interesting choice (use clandoc). I do this to Tremere and it really keeps the "playing as a mage" thing going.
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PostSubject: Re: Simple Modding Techinques to Get You Started   Today at 10:20 am

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