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Childe of Malkav
Zer0Morph
Maxus Corvin
Dragatus
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Childe of Malkav
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Childe of Malkav


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PostSubject: histories   histories EmptySat Jan 10, 2015 5:42 am

I'd like to go about histories in a similar way as Zer0 does for TFN. But I'm not good at this sort of thing.
So if someone feels up to the task, I would appreciate it a lot.
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Maxus Corvin
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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 8:08 am

I might be good at making these, so I'll definitely throw some up here.

I did re-write that Lesbian one I posted previously, although as the main effect might not work, I don't know about posting it. I did think about a second effect for it, where both Seduction and Persuasion get bonuses(possibility a +1 or +2) when talking to female characters, and a penalty when talking to male characters(likely the same -1 or -2). The only problem being that this might require more editing than one or two trait effects, so...
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Childe of Malkav
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Childe of Malkav


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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 8:51 am

Thanks for the offer. Just post your ideas and let me worry about implementation.
For compatibility with my character creation system and the learning books from Akeem, I don't want anything that changes the starting values of attributes, abilities, or disciplines. And the max levels and xp costs for abilities can't be changed.
On the other hand, histories that change the clan-disciplines, like City Gangrel, are ok.
This is because it's not easy to detect the history ingame, and every time I add or remove a history, I'd have to rewrite every history check. So I want to avoid the need for history checks.
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Maxus Corvin
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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 9:19 am

Well, that certainly makes this easier. Eh, at least if any ideas I have do work.

Hopefully I didn't make this too...is the word "flowery"? Plus, I think there might be a better name for this.

Lesbian

Main Text:
Spoiler:

Cut it off, mostly because I kinda spoil the opening already, and any more would just spoil it further. Most playing the mod might not care, though for the sake of immersion...

Hopefully this would work in some fashion. Although, really thinking about it, what gender are most of the hostile NPC's in the game? Male. Few female NPC's are directly hostile. So it is possible with this one to gain MUCH more blood in social situations, but much less in combat.

Effect Text(could be too vague...or is it?):
Spoiler:

Ideal Clan(s): Toreador, Ventrue


Last edited by Maxus Corvin on Mon Jan 12, 2015 4:13 pm; edited 1 time in total
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Zer0Morph
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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 12:37 pm

If you guys need any ideas or help with Histories, let me know, I've gotten pretty adept at playing with them lately. LOL
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Dragatus
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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 1:15 pm

Oh, so you're asking for history descriptions.
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Childe of Malkav
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PostSubject: Re: histories   histories EmptySat Jan 10, 2015 5:52 pm

Dragatus wrote:
Oh, so you're asking for history descriptions.
Yes, descriptions and effects.
Maybe some of the TFN histories might work for Camarilla clans as well. Zer0?

@Maxus: It seems your lesbian history needs a female sire for a female character. I'm not sure if I can get this to work. And what would be the effects in stats?
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Maxus Corvin
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PostSubject: Re: histories   histories EmptySun Jan 11, 2015 6:49 am

Childe of Malkav wrote:
Dragatus wrote:
Oh, so you're asking for history descriptions.
@Maxus: It seems your lesbian history needs a female sire for a female character. I'm not sure if I can get this to work. And what would be the effects in stats?

Eh, it certainly would fit a lot better if a female Sire was possible, but mostly it is written similar to the way most of the lorebooks seem to do it. It might not explicitly require a female sire, as I'd imagine trying to "fake" it, likely by a check that would switch the line used to the female one, and display a female model in the chair(alongside showing it in the Theater scene), might not be possible. If it is, then obviously using the same model as the female PC would use, wouldn't really work.

As for the effect, it would just raise the amount of blood gained when feeding on female characters, and either decrease or nullify the amount gained when feeding on a male character. If this wouldn't work, the other idea I had for it would be that when talking to female characters, a bonus to Persuasion and Seduction(possibly just the latter) would be gained, while talking to male characters would decrease the same stats by the same amount. Although this might not work either, I have no idea.

Also, eh...yep, I did that on the second one.

Crusader

Spoiler:


As for effects, all I can think of would be a decrease of discipline durations, which with what was said already, wouldn't work. Otherwise, no idea.

Ideal Clan(s): Brujah, Ventrue
Possibly Male Only.

FallOut Boy

Spoiler:

Ideal Clan(s): Malkavian, Nosferatu
Male Only.

Consort

Spoiler:

Ideal Clan(s): ???
Female Only.


Last edited by Maxus Corvin on Sun Jan 11, 2015 3:28 pm; edited 1 time in total
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Zer0Morph
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PostSubject: Re: histories   histories EmptySun Jan 11, 2015 12:49 pm

Childe of Malkav wrote:
Dragatus wrote:
Oh, so you're asking for history descriptions.
Yes, descriptions and effects.
Maybe some of the TFN histories might work for Camarilla clans as well. Zer0?

@Maxus: It seems your lesbian history needs a female sire for a female character. I'm not sure if I can get this to work. And what would be the effects in stats?

Feel free to use any of the TFN Histories that you want, though some of them won't fit, I'm sure the majority of them will.

You can change the sire model in vamputil.py but I'm not sure how you'd do that for just that one History and none of the others.
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Childe of Malkav
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PostSubject: Re: histories   histories EmptySun Jan 11, 2015 2:17 pm

Zer0Morph wrote:
Childe of Malkav wrote:
Dragatus wrote:
Oh, so you're asking for history descriptions.
Yes, descriptions and effects.
Maybe some of the TFN histories might work for Camarilla clans as well. Zer0?

Feel free to use any of the TFN Histories that you want, though some of them won't fit, I'm sure the majority of them will.
Thanks for the offer. Have you posted the full descriptions here on the forum or can you send them by pm or email?

Quote :
You can change the sire model in vamputil.py but I'm not sure how you'd do that for just that one History and none of the others.
I know how to change the sire model according to the clan. It should be possible to do the same for histories. The only problem is that there is no limit to the number of histories and that you can only address them with their number. So every time you add or remove a history, all references to histories in python scripts etc have to be checked and possibly rewritten. And I'm not sure in which order the game sorts the histories and applies the numbers. Is it the order in histories000 or the order in traitseffects000? Or even something completely diferent (alphabetic order or whatever)?
On a similar matter. Do you know if it's possible to set a G. variable in traitseffects or in charcreatewizard? That would make access to a certain history in python a lot easier, and maybe even allow for selecting your looks independent of the clan.

(I fear I go the way of Antitribu. Try this and that, and then implement the other thing, and never get around to actually releasing anything...)
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Maxus Corvin
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PostSubject: Re: histories   histories EmptyMon Jan 12, 2015 4:07 pm

Is the name too obvious? Or waaayyy to much of a hint? Eh, I don't know.

Blue Blood

Spoiler:

Ideal Clan(s): Ventrue

This second one could probably use a better name. Anybody else think so?

Perfection

Spoiler:


Ideal Clan(s): Toreador

And...yes, isn't this one OBVIOUS?

Tricked

Spoiler:

Yep, it is meant to be obvious. Rather than Dementation, one gets Dominate instead.

Ideal Clan: Malkavian
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Childe of Malkav
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PostSubject: Re: histories   histories EmptyMon Jan 12, 2015 5:16 pm

Sorry Maxus, I have no idea wht to make of this. Either I'm too much or not enough Malkavian. scratch
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Zer0Morph
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PostSubject: Re: histories   histories EmptyMon Jan 12, 2015 7:29 pm

Childe of Malkav wrote:
I know how to change the sire model according to the clan. It should be possible to do the same for histories. The only problem is that there is no limit to the number of histories and that you can only address them with their number. So every time you add or remove a history, all references to histories in python scripts etc have to be checked and possibly rewritten. And I'm not sure in which order the game sorts the histories and applies the numbers. Is it the order in histories000 or the order in traitseffects000? Or even something completely diferent (alphabetic order or whatever)?
On a similar matter. Do you know if it's possible to set a G. variable in traitseffects or in charcreatewizard? That would make access to a certain history in python a lot easier, and maybe even allow for selecting your looks independent of the clan.

I believe it goes by alphabetical order within Histories000.txt. I remember running into this because I wanted the histories in TFN to be in alphabetical order but the histories with multiple clans either had to be written more than once or I had to suffer with not all of the histories being in alphabetical order. I did the latter because it just wasn't that important to me.

I don't know if you can have G.variable added in either traiteffects or charcreatewizard but I doubt it. You can always try it though.

PS: The TFN 1.3 Histories are ready to download. I put them in a pdf file and made a link in the downloads section of TFN.
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Maxus Corvin
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PostSubject: Re: histories   histories EmptyMon Jan 12, 2015 8:28 pm

Childe of Malkav wrote:
Sorry Maxus, I have no idea wht to make of this. Either I'm too much or not enough Malkavian. scratch

You mean no idea what to have for their effects? The most I can think of are the obvious, which probably only work if they lessen the cost for certain skills.

However, "Tricked" is supposed to mean that the character is affected by the "Great Prank". Which I now realize that calling it "Pranked" would make even more sense, even if both might work.
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Jad.3
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PostSubject: Re: histories   histories EmptyTue Jan 13, 2015 5:23 am

Adrenalin Junkie

Quote :
You just feel so bored. You'd do anything to escape the dull and dreary everyday routine. From base jumping to free diving, it all stopped being enough. Swimming with sharks, literally. Russian roulette, been there. But before you could find your final thrill the afterlife came. And you found new exciting ways to amuse yourself. Expecially frenzy, oh yes that gets you going!
Given your addiction you find the effects of frenzy less severe, so you can control your actions. But everytime you frenzy, you loose a piece of your own self.

It is too early to be literary effective I guess.
There was a mod that allowed a Gangrel with five dots of Animalism to enter frenzy at will and to control it. It was f*ing killing machine. So the idea is to give the player control over frenzy at cost of losing Humanity every time. Seems fitting for a Toreador. Brujah, perhaps?

Mugshot'

Quote :
You're a known criminal and you should lay low!
Every time you violate law, more cops come after you and it takes more time for them to give up. On the other hand, given your background, you have a way with guns.

Fiercer cops, bonus for 'ranged'. Is that in compliance with your requirements?
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Childe of Malkav
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PostSubject: Re: histories   histories EmptyWed Jan 14, 2015 5:06 am

Jad.3 wrote:
Adrenalin Junkie

Quote :
You just feel so bored. You'd do anything to escape the dull and dreary everyday routine. From base jumping to free diving, it all stopped being enough. Swimming with sharks, literally. Russian roulette, been there. But before you could find your final thrill the afterlife came. And you found new exciting ways to amuse yourself. Expecially frenzy, oh yes that gets you going!
Given your addiction you find the effects of frenzy less severe, so you can control your actions. But everytime you frenzy, you loose a piece of your own self.

It is too early to be literary effective I guess.
There was a mod that allowed a Gangrel with five dots of Animalism to enter frenzy at will and to control it. It was f*ing killing machine. So the idea is to give the player control over frenzy at cost of losing Humanity every time. Seems fitting for a Toreador. Brujah, perhaps?
Yes, there was a mod... it's called Camarilla Edition. Zer0 did that before I took over. Cool
The idea sounds interesting. I'll have to see how it was done and if I can copy the effects without using a discipline. As for clans, Brujah and Toreador sounds good. Maybe Malk or Nossie too. But certainly not Gangrel, Tremere, or Ventrue. For a Malk it should be the same effect but with a different explanation...
And to be really effective, a character with this history should probably use the Gangrel frenzy effect instead of the normal one.
Quote :

Mugshot'

Quote :
You're a known criminal and you should lay low!
Every time you violate law, more cops come after you and it takes more time for them to give up. On the other hand, given your background, you have a way with guns.

Fiercer cops, bonus for 'ranged'. Is that in compliance with your requirements?
The idea is good, but it has the problem that I need history based conditions in the scripts. And as I mentioned before this should be avoided because I can't address histories by name, and the numbers change every time I add or remove a history.
On this matter: Zer0, how did you create the higher criminal level for openly carrying guns? Maybe this can be adapted for the history.
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Jad.3
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PostSubject: Re: histories   histories EmptySat Jan 17, 2015 6:00 pm

None

Once I start browsing histories, "None", aka main info, becomes unavailable on that screen. Can that be changed?
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ngppgn
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PostSubject: Re: histories   histories EmptyMon Feb 16, 2015 8:48 am

Are the histories names localised, or does the UI just print the code name? I assume the lather but if it's the former you can just add every new history at the end of the pre-existent list.

Or, create a bunch of placeholder histories and just modify them later?
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wesp5
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PostSubject: Re: histories   histories EmptyMon Feb 16, 2015 9:01 am

Childe of Malkav wrote:
Jad.3 wrote:

There was a mod that allowed a Gangrel with five dots of Animalism to enter frenzy at will and to control it. It was f*ing killing machine. So the idea is to give the player control over frenzy at cost of losing Humanity every time. Seems fitting for a Toreador. Brujah, perhaps?
Yes, there was a mod... it's called Camarilla Edition. Zer0 did that before I took over. Cool

This is indeed a feature of the CE? How do you trigger the Frenzy? Like in-game and in-code Wink!
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PostSubject: Re: histories   histories EmptyMon Feb 16, 2015 9:03 am

wesp5 wrote:
Childe of Malkav wrote:
Jad.3 wrote:

There was a mod that allowed a Gangrel with five dots of Animalism to enter frenzy at will and to control it. It was f*ing killing machine. So the idea is to give the player control over frenzy at cost of losing Humanity every time. Seems fitting for a Toreador. Brujah, perhaps?
Yes, there was a mod... it's called Camarilla Edition. Zer0 did that before I took over. Cool

This is indeed a feature of the CE? How do you trigger the Frenzy? Like in-game and in-code Wink!

The animalism power in question doesn't actually trigger a real frenzy. It just gives you claws and +5 to your physical stats.
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