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 Animalism 5 Free the Beast

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Jad.3
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PostSubject: Animalism 5 Free the Beast   Mon Mar 19, 2012 1:47 pm

Is that CE or CQM?
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Childe of Malkav
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PostSubject: Re: Animalism 5 Free the Beast   Mon Mar 19, 2012 4:56 pm

I'm not sure, but it's probably CE. CQM uses the vanilla disciplines. I've never played a Gangrel or Nossie, so I'm not sure about Animalism, and what changes Zer0 has made there.

- geek

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Jad.3
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PostSubject: Re: Animalism 5 Free the Beast   Mon Mar 19, 2012 5:17 pm

It gives you benefits of frenzy, while controling the character; it's awesome for a Gangrel, with +5 strength, stamina and wits. But what good is it for a Nosferatu?
More of a Zer0 question, then Smile
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Dragatus
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PostSubject: Re: Animalism 5 Free the Beast   Mon Mar 19, 2012 5:21 pm

You could read the CE readme for an answer to the question. Razz

Yes, it's from CE.
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dkmode
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PostSubject: Re: Animalism 5 Free the Beast   Fri Jun 29, 2012 3:52 pm

Is it possible to play ce but with vanilla animalism? I miss the spirit wolfiiiie
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Feral
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PostSubject: Re: Animalism 5 Free the Beast   Fri Jun 29, 2012 4:28 pm

No problem, if you know how to edit 1001 files that affect Discipliness... Like sound, GFX, damage stats...
So unless your name is Zer0, no. Sorry.
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Childe of Malkav
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PostSubject: Re: Animalism 5 Free the Beast   Fri Jun 29, 2012 5:32 pm

I'm not sure about this, but it will probably suffice if you swap in disciplinetgt001. txt from the patch. The animations and gfx should still be available in CE, because the spectral wolves are used by the sheriff in the tut-cutscene. But I can't promise, it's that easy because I haven't edited disciplines myself yet.
If you do it, you should also reactivate the increased rat feed for Nossies. It's commented out in traiteffects000.txt.
Both files are located in \vampire\vdata\system. The number of the disciplinetgt file might be something else, but you will find it. Every one of them only contains one targeted discipline. And they are all plain text files, so any editor, even notepad will do. Just don't use something like word, as that will add formatting things to the file, and then the game will crsh...

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PostSubject: Re: Animalism 5 Free the Beast   Fri Jun 29, 2012 5:38 pm

Childe of Malkav wrote:
I'm not sure about this, but it will probably suffice if you swap in disciplinetgt001. txt from the patch. The animations and gfx should still be available in CE, because the spectral wolves are used by the sheriff in the tut-cutscene. But I can't promise, it's that easy because I haven't edited disciplines myself yet.
If you do it, you should also reactivate the increased rat feed for Nossies. It's commented out in traiteffects000.txt.
Both files are located in \vampire\vdata\system. The number of the disciplinetgt file might be something else, but you will find it. Every one of them only contains one targeted discipline. And they are all plain text files, so any editor, even notepad will do. Just don't use something like word, as that will add formatting things to the file, and then the game will crsh...

- geek

Thank you malkav, you are helpful as always! i'll see what happens and let you know. I really just wanted the spectral wolf back. I suspected there was a root of some sort, instead of manually swapping all the files like feral claimed
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Childe of Malkav
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PostSubject: Re: Animalism 5 Free the Beast   Sat Jun 30, 2012 10:15 am

Mybe if you don't change the whole disciplinetgt file, but just edit the part for level 5 by copying it out of the patch, and pasting it into CE...

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Zer0Morph
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PostSubject: Re: Animalism 5 Free the Beast   Tue Aug 14, 2012 6:54 pm

Free the Beast Within was something I made for CE 1.2. If you want the spirit wolfie back then you will definitely want to cut/paste the original Spirit Wolfie text back into the disciplinetgt001 file. However it may be more involved than that. You may have to touch the stats.txt file as well but I'm not sure, it's been so long so I've modded Bloodlines.
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PostSubject: Re: Animalism 5 Free the Beast   Today at 8:27 pm

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