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 Clan Quest Mod Information

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Zer0Morph
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PostSubject: Clan Quest Mod Information   Sun Sep 13, 2009 3:15 am

This is a mod for Vampire the Masquerade Bloodlines that will add a series of new quests to the game, one for each clan of playable vampires. Each clan's quest exemplifies the ethos of the clan and helps encourage the player to embrace his or her bloodline.

For more information on CQM click here

Download CQM Ver. 2.1

Official Clan Quest Mod Forum


Last edited by Zer0Morph on Sat Feb 05, 2011 12:43 pm; edited 3 times in total
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PostSubject: Re: Clan Quest Mod Information   Fri Oct 16, 2009 1:56 pm

Does this mod work with CE 1.1?
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PostSubject: Re: Clan Quest Mod Information   Fri Oct 16, 2009 3:02 pm

Burgermeister01 is in the process of merging CE 1.1 with CQM 1.3. Only a matter of time now. Smile
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PostSubject: Re: Clan Quest Mod Information   Fri Oct 16, 2009 5:09 pm

Nice! I'll be sure to check it out once it's ready. BTW have you heard about the Revival project? If not, checking out here : http://wiki.thedaedalus.net/mediawiki/index.php/Main_Page
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PostSubject: Re: Clan Quest Mod Information   Sat Oct 17, 2009 2:28 am

Celsius wrote:
Nice! I'll be sure to check it out once it's ready. BTW have you heard about the Revival project? If not, checking out here : http://wiki.thedaedalus.net/mediawiki/index.php/Main_Page

I just checked it out, sounds pretty cool but seems to be REALLY far off from release.
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PostSubject: Re: Clan Quest Mod Information   Sat Oct 17, 2009 10:55 am

Indeed. Frankly, I do not believe it will ever be finished, since it's a one-man mod. Anyway, it is a good mod (or would be).
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PostSubject: Re: Clan Quest Mod Information   Fri Nov 20, 2009 10:34 pm

How are the histories working when the mod combines Clan Quest and Camarilla Edition ?
Is it Camarilla Edition with the clan quest quests or is it clan quest with it's own stuff + some stuff from CE ?
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PostSubject: Re: Clan Quest Mod Information   Mon Dec 14, 2009 5:06 am

Raziel,

I spoke to Burger about this a few days ago. Turns out the Histories Mod overwrites all of the CE Histories and the Arsenal Mod overwrites all of the modified gun damages from CE 1.1.

For game balance reasons I recommend either playing CE + CQM or CQM + AM + History Mod but not all of them at the same time. The new weapon damage and histories could really upset the game balance for CE 1.1.
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PostSubject: Re: Clan Quest Mod Information   Sun Jan 03, 2010 4:20 pm

I always had this doubt about the quest for evil PCs, after you make it is the city affected somehow? (like there's still plaguebearers).
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PostSubject: Re: Clan Quest Mod Information   Wed Jan 20, 2010 12:14 pm

Hey everybody Smile
Does the CQM 1.2.1 work with CE 1.2?
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PostSubject: Re: Clan Quest Mod Information   Tue Jan 26, 2010 4:38 pm

Necrorubi wrote:
Hey everybody Smile
Does the CQM 1.2.1 work with CE 1.2?
CQM 1.2.1 has CE 1.1 integrated, haven't tested if it can be easily upgraded, but probably not.
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PostSubject: Re: Clan Quest Mod Information   Fri May 07, 2010 11:06 am

If I missed the answer to this question somewhere else, I apologize.

Will the Clan Quest Mod be integrated, or made compatible, with CE v1.3? Even if it doesn't have all the bells and whistles added; i.e., the new weapons and sounds. I am more interested in having the the quests added for each of the clans.
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PostSubject: Re: Clan Quest Mod Information   Wed May 19, 2010 11:06 am

it would be great to have CQM with CE 1.3
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PostSubject: Re: Clan Quest Mod Information   Wed May 19, 2010 3:09 pm

I'll ask burgermeister ^^
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PostSubject: Re: Clan Quest Mod Information   Mon May 24, 2010 10:43 am

Sorry for bugging you guys again but I saw that Clan Quest Mod 2.0 was released yesterday (via this post) and it states that CE v1.2 is included. It prompts me to ask again if there is any desire/plans to integrate the Clan Quest mod into the current v1.3 or a future version of the Camarilla Edition.
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PostSubject: Re: Clan Quest Mod Information   Mon May 24, 2010 11:08 am

Well, if anyone is to include something into something else, it would be CQM integrating parts of CE, not CE integrating parts of CQM.

I guess for the next "big release", CQM may take CE 1.3 (or parts of). But because between CE 1.3 and CQM 2.0 there were like 2 weeks... Well, BG had begun working on CQM 2.0 (using CE 1.2) before our camarists had finished working on CE 1.3 Wink
At least, that's what seems logical to me !

Because there is no merging, just overwritting of modifying existing files, BG has to take CE when it's finished to build CQM over it Wink If every week or so, a file of CE has a change, BG has to change that file, builg again the adds by CQM, remake an installation program, upload it and change all links to download the mod..
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PostSubject: Re: Clan Quest Mod Information   Mon Jul 05, 2010 6:38 am

2.0 has been released and it would be nice to update the first post then Smile

EDIT: Sorry but the forum linked in the first post is also very limited... can't even find the download the latest version option.
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PostSubject: Re: Clan Quest Mod Information   Mon Jul 05, 2010 8:40 am

http://www.patches-scrolls.de/vampire_bloodlines.php

Here Wink
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PostSubject: Re: Clan Quest Mod Information   Mon Jul 05, 2010 9:30 am

Thanks Claudia Smile
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PostSubject: Re: Clan Quest Mod Information   Sat Aug 07, 2010 11:49 am

Kelben wrote:
2.0 has been released and it would be nice to update the first post then Smile

EDIT: Sorry but the forum linked in the first post is also very limited... can't even find the download the latest version option.

Sorry about that Kelben, I just updated the link so it points to the 2.0 download on the first page.
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 23, 2010 10:08 pm

Here's some of burgermeister01's latest work
Link click

The new "Meet the Lasombra" & the achievement system are some serious stuff. Not to mention VV's lapdance Smile
He's truly doing an amazing job Smile
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 23, 2010 11:23 pm

That video was absolutely sick, especially when he used Shadow Step to vanish. I hate BM, but only because he won't join TCI to help us with TFN. Imagine the unlimited quests and NPCs we could do. He's pumping out those lip files too, I want to know if he's found a way to automate them.
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PostSubject: Re: Clan Quest Mod Information   Tue Aug 24, 2010 9:56 am

Well, you can ask him until he stops refusing, lol Very Happy I would really love to see him in the TCI. He's job is absolutely brilliant!
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 3:35 am

How about installing CE 1.3 over the bare CQM 2.0? Would that upset the game? Bugs, issues? What's your professional bet?
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 5:51 am

No way. If you copy one over the other you will certainly make it unusable. Both mods change the same files in different ways. It would require a complete merging, not just copy one over the other. While certainly possible, it would be a lot of work, and you'd have to know exactly what you are doing.

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