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 Progress on TFN 1.1

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Zer0Morph
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PostSubject: Re: Progress on TFN 1.1   Sun Jan 08, 2012 2:26 pm

Why does Rebecca Black remind me so much of Tawni? Anyways, back on subject people!! Smile
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PostSubject: Re: Progress on TFN 1.1   Sun Jan 08, 2012 3:26 pm

Subject? There was a subject? Oh yeah! So any more progress on TFN 1.1? Razz
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PostSubject: Re: Progress on TFN 1.1   Sun Jan 08, 2012 7:24 pm

Voraxith wrote:
Subject? There was a subject? Oh yeah! So any more progress on TFN 1.1? Razz

HAHA! What were we talking about? Oh yeah... the progress. Yes, these Silvia Black lip files are killing me. I've been working on them for a solid week and it looks like a couple more weeks will be required to finish. Sad

Why couldn't face poser work? Blah...
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Maxus Corvin
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 09, 2012 7:15 pm

Damn my curiosity, and the fact that I am not a feline. Who the hell wants to listen to such a mundane, trite, and annoying song? Bloody kids.


Anyway...about the changes to VV's first quest - should she really make a fuss about it, if you only killed the hunters(Chastity included) with a sword? Also, maybe there should be an option to persuade/intimidate Flynn, so he doesn't hear, or care about what you do down stairs? Maybe you could persuade him to close the place down for the night, and obviously leave. Then it would make more sense if you have to take out three hunters downstairs, and avoid VV throwing a fit.

Hm...maybe now that I think about it, having an option for Kerri to simply leave might be better too.
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PostSubject: Re: Progress on TFN 1.1   Tue Jan 10, 2012 12:27 pm

Maxus Corvin wrote:
Damn my curiosity, and the fact that I am not a feline.
So what is your beast form? Wolf I assume, unless you are a fellow Gangrel.

Maxus Corvin wrote:

Who the hell wants to listen to such a mundane, trite, and annoying song? Bloody kids.
Not so bad as it could get. She is still no Bieber. She is too masculine for that. Laughing

Maxus Corvin wrote:

Anyway...about the changes to VV's first quest - should she really make a fuss about it, if you only killed the hunters(Chastity included) with a sword? Also, maybe there should be an option to persuade/intimidate Flynn, so he doesn't hear, or care about what you do down stairs? Maybe you could persuade him to close the place down for the night, and obviously leave. Then it would make more sense if you have to take out three hunters downstairs, and avoid VV throwing a fit.

Hm...maybe now that I think about it, having an option for Kerri to simply leave might be better too.

Good idea actually. Persuading Flynn to take a sudden sick leave is perfectly rational solution to the witnwss/innocents problem. No sidelosses could only make some Tori girl happy. Although it is quite funny to kill everyone and tell her just that. Especially if you were to play a Baali Twisted Evil
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PostSubject: Re: Progress on TFN 1.1   Tue Jan 10, 2012 4:20 pm

Good evening Zer0.
Here's a question: Are you going to mutilate lethal weapons as much as you enhanced firearms?
Looking forward to hearing from you,
Yours truly
Jeagger the Dog, Agent of Noiad.
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Childe of Malkav
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PostSubject: Re: Progress on TFN 1.1   Wed Jan 11, 2012 9:48 am

Feral wrote:
...Good idea actually. Persuading Flynn to take a sudden sick leave is perfectly rational solution to the witnwss/innocents problem. No sidelosses could only make some Tori girl happy. Although it is quite funny to kill everyone and tell her just that. Especially if you were to play a Baali Twisted Evil
Usually I keep that kind of fun to my Malks: Kiss her shiny ass on every bend of the road, and then, just before I leave, I mention "Oh, by the way, the Hatter's head came off" Twisted Evil

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PostSubject: Re: Progress on TFN 1.1   Wed Jan 11, 2012 12:23 pm

Jad.3 wrote:
Here's a question: Are you going to mutilate lethal weapons as much as you enhanced firearms?

Oh Jad, I know that you feel the guns are overpowered in TFN. But to answer your question, no. What I did was increase the damage of blunt weapons slightly and lowered the damage of lethal weapons slightly. I did this so that blunt weapons are more effective against mortals and lethal weapons are more effective against supernaturals.

Because supernaturals (kindred) get an automatic 50% reduction in damage to all blunt weapons, but not lethal weapons, it only made sense to do this. This way allows blunt weapons to still serve a purpose. While the knife is deadly to vampires, the baseball bat can take out humans quicker than the knife. In other words it's good to hold on to 1 blunt and 1 lethal weapon if you plan on going melee.

I play tested it quite a bit and so far I really like the change. We'll see in the end how it fares however. Smile
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mouser9169
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PostSubject: Re: Progress on TFN 1.1   Thu Jan 12, 2012 9:29 pm

You could just go all the way with guns and make them do the same damage when fired by an NPC as when fired by the main character.

For those that didn't know, as it's set in vanilla, and pretty much every mod I've seen, NPC's only do 1/4 damage - before soaks, disciplines, or vampire damage reduction is applied.

I've tried that. You know the security guards with the colt anaconda's? Fear them...
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PostSubject: Re: Progress on TFN 1.1   Fri Jan 13, 2012 6:10 am

mouser, I know about this, but I didn't want to force the added damage for npcs on every user of CE.
I think, when I play another game, I'll have to try.

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PostSubject: Re: Progress on TFN 1.1   Fri Jan 13, 2012 9:18 pm

Yeah, I was tired when I posted that I didn't put an appropriate smiley at the end to show the humorous tone.

It will make the game quite challenging though, for people who want to go there, and you can do it without really messing anything up (other than your Kindred's soon to be short unlife), no matter what mods you have installed.
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 12:07 am

It's been nearly 2 weeks since I've posted an official update on the progress of TFN 1.1 so here it goes.

My video card is still not back from PNY but fortunately I've had my old GTX 275 to keep me company, so modding hasn't been halted by any means. I was massively sick last week though. I took off last Tuesday, Wednesday, and Thursday and stayed in my apartment the entire weekend too. This actually proved fruitful for TFN because there was nothing else to do BUT mod, so I've made huge gains on Silvia's lip files.

In fact, I've only got a few more lip files to do and I expect those to be done for next weekend thankfully. I still need to rebalance her sound volumes, add facial expressions, reskin her, and setup the dialogue trigger and the gunshot FX when you first walk through the door. (I won't spoil the fun but it will make sense when you play it).

I hope to have most of that taken care of this weekend or the week after. Once that is done then I can finish up the Salubri PC model and TFN 1.1 will be darn well completed. I REALLY wanted to get Jimmy Reed's character in 1.1 but it doesn't look like that will happen until 1.2. I really wanted to make February's release date and if I keep Jimmy out of it then I can. We'll see...

I've already got some strong ideas for additional quests for 1.2 and of course I'll be reskinning and releasing a new PC model as well, but we'll touch on that after 1.1 is released.

Cheers! cheers
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Jad.3
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 1:30 pm

Thanks for info Zer0, I guess it makes sense. We'll see, anyway.
Well would you care to lower the gun damage a tinsy tiny bit? Wink

Please do it all in one streak. If you keep adding stuff, I won't ever play it again; I like my cookie with all the raisins.
Wish you a lot of bad health clown
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 2:12 pm

Jad.3 wrote:
Thanks for info Zer0, I guess it makes sense. We'll see, anyway.
Well would you care to lower the gun damage a tinsy tiny bit? Wink

Please do it all in one streak. If you keep adding stuff, I won't ever play it again; I like my cookie with all the raisins.
Wish you a lot of bad health clown

Jad, if you really want to lower gun damage, you can do it all in one sweep by editting a single text file: skills1.cfg in the /cfg folder under /vampire.

By default, after every gun you'll see a number for PC damage and then one for NPC damage: 8 for PC, 2 for NPC, meaning your PC does four times as much damage as an NPC with the same gun. You can change it by lowering the PC damage, say to 6, so you're only doing three times as much damage as an NPC, or by raising the NPC damage (or both). You do the adjustments gun by gun: cops, for example tend to use glocks, so you could up the damage on the NPC side for a glock to four. Now they're doing half as much damage as you are, and you may find yourself paying a bit more attention to those "criminal violations".

In your case, I would start by changing all the 8's to 6's If that's not enough go down to 4's. That would keep the NPC's doing the damage they do now, but you would be doing a little less damage with each round. If you have a mod that ups the damage of a gun - like the arsenal mod or whatever - it still goes through this file so you're doing less damage than whatever that new mod-enhanced total would be.

It doesn't matter what other mods you have installed, changing these numbers will not break the mods (as long as you remember to close quotes and keep the syntax right). This file is also read at runtime, so you can change them in the middle of a game. Close the game, make your changes, and they take effect the next time you start (even from a saved game). That's the really nice thing about working from the text files.

At the very end, you'll see entries for "generic" guns/rounds. I'm honestly not sure what uses these, but they're there if you want to be complete. You also set the max number of rounds you can carry for each gun here, so if you want to be able to carry more/less, you can do that. Just make the number a multiple of the clip size and you should be fine (don't know what would happen if you say set the max number of rounds for a .38 to nine - remember it holds six). If you make the number too big the display sort of "wraps around" as you're buying ammo, but I think it keeps track ok.

I've got a post in the mods section malkav was kind enough to sticky that explains most of these files (at least the simple ones). Try it out - you'll be able to make every mod "your own" by putting your own personal tweaks to them without having to worry about breaking anything (just back the files up before you go messing around so you can always put them back).
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 2:14 pm

Jad.3 wrote:
Thanks for info Zer0, I guess it makes sense. We'll see, anyway.
Well would you care to lower the gun damage a tinsy tiny bit? Wink

Please do it all in one streak. If you keep adding stuff, I won't ever play it again; I like my cookie with all the raisins.
Wish you a lot of bad health clown

For now I'm going to leave the gun damage as is until I can really sit down and play w/ it. I'd like to see for myself if I feel guns are OP. What you can do in the meantime is go into the items folder and drop each gun's damage by 1 or 2 until you feel a good balance. When I do get a chance to play 1.1 I will pay special attention to gun damage and see if it's OP for me too.

I would love to release all of my ideas at once, problem is production would take years and we'd never get to play it so I'd rather chop it up and release my ideas one at a time. Another problem is that the community and myself keep coming up with great ideas to add to TFN which is why this expansion is always a work in progress.
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 2:25 pm

[quote="Zer0Morph"]
Jad.3 wrote:

I would love to release all of my ideas at once, problem is production would take years and we'd never get to play it so I'd rather chop it up and release my ideas one at a time. Another problem is that the community and myself keep coming up with great ideas to add to TFN which is why this expansion is always a work in progress.

Then TFN is like a sausage: it comes in slices. Doggies like sausage Laughing
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 2:35 pm

And cookies.

\o/
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 3:45 pm

Cookies? *Begs.*
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Jad.3
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 4:35 pm

I like my modders.
Thanks guys. Problem is I don't want to play the game having it easier than the next fledgeling Wink Nevertheless, valuable info!
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 4:37 pm

Cookies!?
*looks up at Claudia with adorable puppy eyes, oblivious to half of the fur being matted by dried blood (don't ask whose)*
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 16, 2012 6:34 pm

Jad.3 wrote:
I like my modders.
Thanks guys. Problem is I don't want to play the game having it easier than the next fledgeling Wink Nevertheless, valuable info!

You could always cheat on your stats during character creation, LOL.

Honestly, I think when most people download a mod they tend to tweak it at least a little, I know I do. It's rare that a modder thinks 100% like you do, so I think it's natural for fans playing the mod to make a few minor adjustments. Back in 2009 when I first downloaded the Blood Loss mod (which wasn't mine by the way), I reduced the time from 30 seconds to 5 minutes. It was a great mod but was WAAAAY too fast.

Can you imagine your blood falling every 30 seconds? Sheesh yeah right!! affraid
(I still get messages asking how to give even more time than 5 minutes)
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 23, 2012 12:14 pm

This weekend was a huge step forward for TFN 1.1 so I wanted to pop in and talk about it.

First off, my new NPC ‘Silvia Black’ is finally complete along w/ her new side quest, ‘Obstruction of Justice’. She has been reskinned, all of her lip files have been synchronized to match her mouth, and all of the audio has been enhanced to sound loud, crisp, and clear. I’m incredibly excited about this new NPC and how she turned out, especially because of all the loose ends in her story I left so I can add to her later. Once again, Mindy Owen did an excellent job w/ the voice and personality of Silvia and I can’t wait to show her off.

Not only did I finish Silvia this weekend but I was able to spot a few bugs and get them patched as well. The first bug was the music played when you entered the sewers. Whenever you went down into the sewers of Santa Monica the ambient street music would stop but then would start back up again which I didn’t like. Now it stays off until you leave the sewers and head back up to the streets. Also whenever entering 1st person with the male or female Salubri PC you would see text floating around looking for the hand models. I removed that bug as well and made sure none of the other clans would do it either.

I also took care of some smaller updates like changing the main menu to reflect “1.1” instead of “1.0” and did the same for the character generator. Just little stuff like that. I still need to add Mindy’s name to the list of credits and fix a small typo in Silvia’s dialogue. Also I need to touch up the new pedestrian's walking routes to avoid collisions and setup better Hunter routes before I can release 1.1. Once I knock out those little tweaks and finish the male Salubri PC model, I will be looking for Beta Testers and shortly after, a public release.

So you’re first question is most likely, “When is the release of 1.1”? I can’t give you an exact date just yet but I’m pretty sure we’re looking at the 2nd or 3rd week of February, and absolutely no later than the 4th week. I can guarantee a February release and will most likely announce the release 2 weeks before releasing it, so expect a release date in early February.

Here is a list of the new additions and I’ve updated the list on the 1st page.

Bug Fixes (Completed and Ready)
- Santa Monica Hub 1 ambient sewer music fades properly
- Missing Salubri hand models displaying in first person

Other Changes (Completed and Ready)
- Updated main menu and character creator for TFN 1.1
- Created new NPC 'Silvia Black'
- Created "Obstruction of Justice" side quest for all clans
- Swapped chinatown blood doll model w/ chinese pedestrian to avoid duplicates

If you have any questions about TFN 1.1 please post them here. Thanks!
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 23, 2012 1:59 pm

we all know that you will disapear when the skyrim construction set is released this or the next week Very Happy
(i won't blame you for wanting to mod skyrim)
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 23, 2012 2:17 pm

Honestly FallenRaven, I don't see that happening this time. I'm having too much fun modding Bloodlines right now to think about Skyrim and Skyrim needs ALOT of help so it's going to be a huge undertaking, something I'm just not interested in right now.

I still have some ideas left in my nugget for TFN 1.2 so I think I'm going to continue w/ Bloodlines. Skyrim will have to wait, besides Skyrim still has a few DLCs to release which could break any potential mods I make anyways. So, I'm planning on waiting until all of the DLCs are released before diving into Skyrim which could be a year or more. Plus I don't wantt to play it until I can get my hands on a GTX 580 video card or better, which will take me a year to save up for.

The only game that I see that could steal me away is Diablo III, otherwise I'll be around here for awhile after 1.1 is released. Smile
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PostSubject: Re: Progress on TFN 1.1   Mon Jan 23, 2012 3:37 pm

would like to see you do a vampire mod for skyrim as bethesda never gets it right
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