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 Super populated streets in TFN 1.1

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Zer0Morph
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PostSubject: Super populated streets in TFN 1.1   Tue Dec 13, 2011 10:13 am

Well it’s almost done, phew! The new pedestrians walking around the hubs look natural and vanilla, I’m proud to say. (What the hell is Zer0 talking about?)

Well, I went ahead and super populated the streets of the main 4 hubs in TFN. Hunting just became extremely dangerous due to the amount of bystanders watching and milling about. Suddenly the secret Seduction feat became more important than ever. While the Followers of Set and the Ishtarri who choose to invest in Seduction won’t have too much trouble finding blood, but the other clans, especially those who ignore Seduction will have it a little tougher finding blood.

I went through each main hub and added anywhere from 6-10 extra pedestrians to the “barren” areas. You know, the places where it was easy to feed on mortals who stray away. I gave these new pedestrians full animations and walking patterns that are timed randomly so you never know when they will turn around or where they will walk too. It makes the streets feel a lot more “random”. I also adjusted some of the animation spots of the vanilla pedestrians to compliment this. It’s a lot more rare to find pedestrians wandering off on their own now.

Why did you do this Zer0, you son of a bitch!? Because, I can Muahahahahaha! Just kidding… No, I did this to raise the importance of Seduction and yes, to make the game a little harder. Feeding and getting away with it will feel much more gratifying now, of course most of you may notice a few more Masquerade Violations, Muhahahaha! (Of course we’re designing something to help you out with that too). Stay tuned…
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ThePhilosopher
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Dec 13, 2011 11:34 am

Will feeding without seduction still be possible? And i'm not talking about a 1%, maybe 10-20% so it can be viable.

It's no use making the streets crowded to FORCE the player to use seduction. Also, my computer was always a bit laggy/ crashy with TFN, now with this pedestrians i fear it might be impossible to run...
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Dec 13, 2011 12:05 pm

Well I monitored the movements of the pedestrians and found I could still feed freely on occasion. It's not as bad as you're thinking but it's definitely more difficult. As far as performance goes, I haven't noticed any FPS lag what so ever, but then again I also didn't notice any lag with the Wraith boss either.

Time to upgrade your ancient calculators kiddies!
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Feral
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Dec 13, 2011 2:05 pm

Sounds interesting... Even if it would be that hard, Philosopher, you could always suck rats. Oh, Animal Succulance and overindulging on mere few rats... Sweet thing. Too bad none of TFN Clans have Animalism.

But more pedestrians is good. It will give more in terms of big city life and crowded streets.
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Dec 13, 2011 2:28 pm

The thing I love about Gangrel is that they always have Zer0's back! Smile I love you
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Claudia
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Dec 13, 2011 2:38 pm

Intimidate a hooker, then run after her until she gets in a dark alley Very Happy
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Childe of Malkav
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PostSubject: Re: Super populated streets in TFN 1.1   Wed Dec 14, 2011 12:24 pm

Zer0Morph wrote:
The thing I love about Gangrel is that they always have Zer0's back! Smile I love you
Yep, they are definitely on your heels Twisted Evil

The idea, especially random movement patterns is good. But remember, it is the middle of the night, so don't add too much people. Some humans do sleep at night, I think.
Perhaps some of these extra humans could also do business in dark corners. Drug dealing, guys doing what a dog does at trees, the funny action that is done next to confession. You know, the girl praying in front of the bored looking boy Laughing

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PostSubject: Re: Super populated streets in TFN 1.1   Wed Dec 14, 2011 12:53 pm

Claudia wrote:
Intimidate a hooker, then run after her until she gets in a dark alley Very Happy

You can also punch her in the face when nobody is looking and get the same result. You only get a criminal violation if a second NPC sees the assult. Note: if your Unarmed is too high, punching her may be fatal. But if your Ranged feat is low you can instead shoot her with a weak gun and she'll merrily run off into a nice dark alley just the same. Twisted Evil

Childe of Malkav wrote:

Perhaps some of these extra humans could also do business in dark corners. Drug dealing, guys doing what a dog does at trees, the funny action that is done next to confession. You know, the girl praying in front of the bored looking boy Laughing

If he looks bored, she can't be praying very well. Wink

Maybe some of the NPCs could have prostitutes pray in front of them? Seeing some of the girls actually do their job for once would help make the game world seem more belivable.
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PostSubject: Re: Super populated streets in TFN 1.1   Wed Dec 14, 2011 2:13 pm

I actually put a little of all the animations in there. There's some smoking, chatting, drug dealing, cell phone talking, etc... I didn't set up any "Praying" seeing that there already are some in Santa Monica and Downtown, however I suppose I could look into putting that into Hollywood and Chinatown.
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Dragatus
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PostSubject: Re: Super populated streets in TFN 1.1   Wed Dec 14, 2011 2:37 pm

Actually I've seen some praying in Chinatown, in an alley to the side of Johnny's club, but I didn't know there ws any in Santa Monica.
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PostSubject: Re: Super populated streets in TFN 1.1   Wed Dec 14, 2011 2:50 pm

Oh yeah I forgot about that!!! In Santa Monica a boy and girl meet up in the alleyway between the Aslyum and the Bloodbank and.... "pray". And there is some praying going on behind Confession... naturally... Very Happy
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Jad.3
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PostSubject: Re: Super populated streets in TFN 1.1   Sun Jan 08, 2012 11:30 am

Good work Zer0.
Whose idea was that again?
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Childe of Malkav
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PostSubject: Re: Super populated streets in TFN 1.1   Sun Jan 08, 2012 11:40 am

Zer0Morph wrote:
Oh yeah I forgot about that!!! In Santa Monica a boy and girl meet up in the alleyway between the Aslyum and the Bloodbank and.... "pray". And there is some praying going on behind Confession... naturally... Very Happy
Good for preying as well... Laughing

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PostSubject: Re: Super populated streets in TFN 1.1   Sun Jan 08, 2012 2:31 pm

Jad.3 wrote:
Good work Zer0.
Whose idea was that again?

Haha actually I'm not sure, I didn't program it. Smile
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Kienkaro
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PostSubject: Re: Super populated streets in TFN 1.1   Mon Jan 09, 2012 1:23 pm

I don't know if this idea has been posted but wouldn't it be cool if there were vampire models walking around you know you could encounter another vampire feeding (probably nosferatu) and then poof disappear.
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PostSubject: Re: Super populated streets in TFN 1.1   Mon Jan 09, 2012 2:57 pm

I think there already is a vampire lurking about the streets of Santa Monica. I keep seeing this guy in the shadows of the little alley on the other side of Trip's Pawn Shop, but every time I approach, he vanishes in a puff of smoke. Despite all my playthroughs, I've never found out who or what that is supposed to be, but I assume it's Bertram or Gary. That, or the Kuei Jin you fight early on for Knox. Like I said, I still have no idea.
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PostSubject: Re: Super populated streets in TFN 1.1   Mon Jan 09, 2012 3:03 pm

Voraxith wrote:
I think there already is a vampire lurking about the streets of Santa Monica. I keep seeing this guy in the shadows of the little alley on the other side of Trip's Pawn Shop, but every time I approach, he vanishes in a puff of smoke. Despite all my playthroughs, I've never found out who or what that is supposed to be, but I assume it's Bertram or Gary. That, or the Kuei Jin you fight early on for Knox. Like I said, I still have no idea.

NOP ! Chuck Tesla.

Actually, it's a UP plus add, it's the sabbat that is killed by Nines once you leave Santa Monica for the first time.


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PostSubject: Re: Super populated streets in TFN 1.1   Mon Jan 09, 2012 9:18 pm

Claudia wrote:
Voraxith wrote:
I think there already is a vampire lurking about the streets of Santa Monica. I keep seeing this guy in the shadows of the little alley on the other side of Trip's Pawn Shop, but every time I approach, he vanishes in a puff of smoke. Despite all my playthroughs, I've never found out who or what that is supposed to be, but I assume it's Bertram or Gary. That, or the Kuei Jin you fight early on for Knox. Like I said, I still have no idea.

NOP ! Chuck Tesla.

Actually, it's a UP plus add, it's the sabbat that is killed by Nines once you leave Santa Monica for the first time.



I suppose I shouldn't expect much being that he's a Sabbat, I'm guessing they're sort of the kobolds of the vampire world - always underfoot, and annoying as hell, but about as much of a serious threat as a mime at a Led Zeppelin concert.

Anyway though, if he's following you, wouldn't it make more sense for him to kill you before you blow up the warehouse, rather than waiting to whack you with a bat afterwards (ok, it's his buddy with the bat, but still...)?
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PostSubject: Re: Super populated streets in TFN 1.1   Mon Jan 09, 2012 11:17 pm

I think he's just there to creep you out.
Ask wesp ;-)
At some point and if you're fast enough you can see him hanging around the trash contained next to your haven, and walk in the direction of the alley where he disappears if you attack or approach him. I drained him dry while h was walking and lost humanity :-(
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 12:10 am

Haha I've never seen that guy, kind've a cool idea though. Wonder how Wesp did it?
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 3:18 am

A couple of screenies I was able to snatch right as he vanished. I was using high level Auspex at the time.

Spoiler:
 

Spoiler:
 
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 12:16 pm

Never seen this guy... Will have to check it out.
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 3:31 pm

Tssk tssk bad photographer you are !

It's an add by the Plus version of the UP (I'm not sure of the version). The first time I noticed him was while beta testing Clan Quest Mod 3.0 (I usually don't go to that alley ^^)
I was quick enough to catch him right as he was idling around, then going on to the alley, where he disappears if you approach/attack. But if you catch him while h's walking, he's a normal pedestrian, and you can drain him (which makes you lose humanity, fck !)






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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 5:01 pm

Huhn. Interesting. I'll have to pay a little more attention. Now that I think of it, I don't think I ever noticed him in TFN. I just confirmed him in both CE 1.5 and in vanilla with just Wesp's patch. I don't have a TFN installed to check right now.

For the record, this was the first time since about November that I've actually loaded up Bloodlines at all, and I've gotta say -- I have been spoiled by Skyrim. Very Happy
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PostSubject: Re: Super populated streets in TFN 1.1   Tue Jan 10, 2012 10:03 pm

Voraxith wrote:
For the record, this was the first time since about November that I've actually loaded up Bloodlines at all, and I've gotta say -- I have been spoiled by Skyrim. Very Happy

Why, no arrows to the knee in Bloodlines?

(Sorry, couldn't resist.)
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