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Claudia
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 6:17 am

Fuuuuu sion !

The thing is that, like I've explained in about each page of this topic, modding and patching is about overwritting files completly.

If the bvasic vanilla file says AAA, and CE changes it to AAB, but CQM changes it to CAA, your new file will be either AAB or CAA, but it can't be CAB, since files overwritte themselves, they don't fusion to include all changes.
What our guy at CQM does, is that instead of modifying vanilla files for his mod, he uses CE files. Therefore, his vanilla file is AAB, which he changes to CAB. But if the new edition of CE changes again AAB into AAC, you'll have to wait until next version of the mod so that BG works on this new AAC file to become CAC ;-)
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Childe of Malkav
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 7:13 pm

And that is the easy part of it. Then, there is the limited list of items. Burgermeister took out the poster quest, and changed the items used there to change them for his special quests. I have swapped some items from the poster quest, and used them in quite different ways. So the map files and python scripts can be merged, which is possible, but a sh***load of work. Then you have to decide for every conflicting item, which use is more important for the whole thing.
It just leads to conflicts. There is this guy on PV, who claims to have made a compilation of CE, CQM, and the CompMod. I have explicitly asked him to stop calling it CE, because the changes were too much to pretend, this still can be CE.

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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 11:12 pm

Ya that guy pissed me off with that. Actually anyone who takes our work, makes even the slightest change, then continues calling it CE (or TFN) really upsets me. In fact anyone who takes our work and re-releases to the public whether they made changes or not upsets me. I mean I understand that the community wants an "All-In-One" mod, but the only way to truly make that happen is for the original developers to sit down together and decide what goes and what stays, because the simple fact is, the community CAN'T have it all, you have to pick and choose.

Ok I'll get off my soapbox now. Rolling Eyes
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PostSubject: Re: Clan Quest Mod Information   Mon Aug 30, 2010 11:42 pm

Yeah I read the exchange, I could feel you quite upset yes and I can understand.

Once overcome the thing that this guy somehow appropriate your long and tough work, he is simply answering a wish from the community. I personally find the idea of the companion mode great even though I do not want to play it at all, the idea is good but this is not what I want to experience in such a game as VTMB. Thus Clan quest? yes why not, Companion mod? no go, combined, no go.

Some people like prostitutes, some people do not and what this guy is proposing in his fusion is a prostituted CE. I think the amount of new people on the board here is a good sign that you are still attracting the other customers Wink
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PostSubject: Re: Clan Quest Mod Information   Tue Aug 31, 2010 8:54 am

2 thumbs up Kelben!
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PostSubject: Re: Clan Quest Mod Information   Tue Aug 31, 2010 9:57 pm

I read through those posts concerning the bastardized version of what he was calling CE. I couldn't even see how he could get all of that to merge correctly, without losing what made each individual mod good in it's own right. I lost interest in that almost immediately, and it was cool to see both Z and Malkav give the guy a good, cordial, verbal "talking to".

I was much less composed...I was ready to go Ninja on him Razz Well...almost clown
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aqui
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PostSubject: Re: Clan Quest Mod Information   Wed Sep 01, 2010 7:59 am

Which brings me to the dilemma of either having Jeanette on the walls of my haven or the mysterious malkavian quest from CQM.

Oh, the pain of having a choice!
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PostSubject: Re: Clan Quest Mod Information   Wed Sep 01, 2010 9:12 am

It’s funny you mention choices and having to make one between the Malk quest and having the posters. I never put a lot of stock or appreciated the CQM Clan-specific quests mainly because so much work went into something that unless you were playing that clan, and made it that far in the game, you would never see it or appreciate it. I mean I really respect what BM did making those quests and he did a great job, but if I were going to work that hard on 7 brand new quests I would do it in a fashion that everyone could enjoy regardless of clan.

I never said anything to him about it but this is how I’ve always felt. I guess if I had to choose on not having the option to play the “Malk Only” quest, or open up the posters for my haven, I’d probably choose the posters because I would never miss the Malk Only quest unless I was playing a Malk.
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PostSubject: Re: Clan Quest Mod Information   Wed Sep 01, 2010 1:32 pm

Zer0Morph wrote:
...I’d probably choose the posters because I would never miss the Malk Only quest unless I was playing a Malk.

Jeanette's dementation at work, haha!
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PostSubject: Re: Clan Quest Mod Information   Fri Dec 10, 2010 7:51 pm

Claudia wrote:
Fuuuuu sion !

The thing is that, like I've explained in about each page of this topic, modding and patching is about overwritting files completly.

If the bvasic vanilla file says AAA, and CE changes it to AAB, but CQM changes it to CAA, your new file will be either AAB or CAA, but it can't be CAB, since files overwritte themselves, they don't fusion to include all changes.
What our guy at CQM does, is that instead of modifying vanilla files for his mod, he uses CE files. Therefore, his vanilla file is AAB, which he changes to CAB. But if the new edition of CE changes again AAB into AAC, you'll have to wait until next version of the mod so that BG works on this new AAC file to become CAC ;-)

Depending on what your saying you might be right on. The combinations I made for CQM 2.0 were basically done like this:

ok two mods change the same file. If I just do an overwrite I'd have to pick and choose which mod to use, which wouldn't be a combination at all, just one mod overwriting the other. It would bastardize the mods involved to the point they would be unrecognizable to the originals, which I wouldn't do. Of course that means doing it the hard way. So to keep both mod's features, I'd have to edit the code within the file to include both of the changes in both mods. Sometimes mod's would change different lines of code in the original file, which would make the combination simple. But sometimes, namely for disciplines, they'd change the same discipline. So what I did for the two difficulty mods in CQM is keep both changes to disciplines. Since both made each discipline more powerful, I used the best of both worlds...er.. mods. This I justified because both mods made the game harder in different ways, so a player would need more powerful disciplines to even hope to beat the game. Of course in testing I found 'nightmare mode' one of the most difficult gaming experiences in a long ass time and in retrospect, after all that work, I wonder if I should have done that combination at all. In the end, it was already finished, so yeah, might as well give the option to players.

Zer0Morph wrote:
I mean I really respect what BM did making those quests and he did a great job, but if I were going to work that hard on 7 brand new quests I would do it in a fashion that everyone could enjoy regardless of clan.

I see where your coming from, but I actually liked this. One of my biggest complaints as a gamer about VTMB is every character regardless of clan ends up being cookie cutter. While this is still true, at least unique quests between clans gives me a reason to play as different clans other than just to try out different disciplines, which gets old halfway through the game.
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Childe of Malkav
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PostSubject: Re: Clan Quest Mod Information   Sat Feb 05, 2011 5:23 am

Just for your info: Clan quest 2.1 is out!

It includes Wesps patch version 7.3, CE 1.4, and some other mods.

You can download it from the Patches Scrolls:
http://dlh.net/cgi-bin/dlp.cgi?lang=&sys=pc&file=vtmb-clan-quest-mod-v2.1.zip&ref=ps

Other sites will follow, but weren't yet active when I got the announcement.

If you have problems that are specifically related to CE, you can ask me about it. But there shouldn't be many problems. Burgermeister and I have been in contact while he was merging CE into CQM.

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PostSubject: Re: Clan Quest Mod Information   Sat Feb 05, 2011 2:41 pm

Great news, I will definitely try Very Happy
I'm really happy that you participated in the merging of the mods Smile
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PostSubject: Re: Clan Quest Mod Information   Sun Feb 06, 2011 12:07 am

Yes very cool. Also I updated the first post in this forum so it directs you to CQM 2.1 instead of 2.0.
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PostSubject: Re: Clan Quest Mod Information   Sun Aug 21, 2011 8:14 pm

Childe of Malkav wrote:
Just for your info: Clan quest 2.1 is out!

It includes Wesps patch version 7.3, CE 1.4, and some other mods.

You can download it from the Patches Scrolls:
[edited out the URL due to my new member status]

Other sites will follow, but weren't yet active when I got the announcement.

If you have problems that are specifically related to CE, you can ask me about it. But there shouldn't be many problems. Burgermeister and I have been in contact while he was merging CE into CQM.

- geek

Hey,

I'm trying to install UP 7.7, but every time I install it it seems to break the CE/CQM-package. Is there any way to play the CE-CQM-package with UP 7.7?

Regards,
Belharkar
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Claudia
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PostSubject: Re: Clan Quest Mod Information   Sun Aug 21, 2011 8:23 pm

http://camarillaedition.darkbb.com/t883-patching-how-to


You cannot multiple patch ! Because files over-write themselves !
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Belharkar
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PostSubject: Re: Clan Quest Mod Information   Sun Aug 21, 2011 8:27 pm

Claudia wrote:
http://camarillaedition.darkbb.com/t883-patching-how-to


You cannot multiple patch ! Because files over-write themselves !

I wasn't aware that the CQM/CE-package and a newer UP version collide so hard. Guess I've to wait for a new package then.

Thanks!
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PostSubject: Re: Clan Quest Mod Information   Sun Aug 21, 2011 8:33 pm

Newer UP means new files which replace the CQM-modified ones... Different file = broken game :-)

No problem ! BG is working on a new package yes :-)
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PostSubject: Re: Clan Quest Mod Information   Mon Sep 12, 2011 1:14 pm

sneak past him very carefully... Stick to the shadows. It is not exactly CQM forum, but what the hell.

Ah, it was your first post. Welcome to the forum Voraxith! We like fresh blood here Laughing
You have very optimistic avatar, btw.
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PostSubject: Re: Clan Quest Mod Information   Mon Sep 12, 2011 4:43 pm

Fresh blood? That's mine Twisted Evil

I think you have installed cqm with Camarilla Edition? Then, the discipline really is useless for combat. As Feral said, just activate it to make the game happy, and then sneak or obfuscate past the guard. If you have other questions concerning the CE part of cqm, your're on the right forum for that.

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PostSubject: Re: Clan Quest Mod Information   Sun Sep 18, 2011 8:00 am

Voraxith wrote:
Thanks for the help. And yes, it IS very optimistic, isn't it? Fresh blood? Uh oh! *Runs away very quickly, his hand covering his neck.*

lol! lol! lol!

*frenzies and stats chasing Voraxith*

@Claudia: what animalistic features have I got, revered ST? Laughing
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PostSubject: Re: Clan Quest Mod Information   Sun Sep 18, 2011 8:12 am

*rolls the table for animal traits for Gangrel frenzying*

White Whiskers !


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PostSubject: Re: Clan Quest Mod Information   Sun Sep 18, 2011 11:31 am

Claudia wrote:
*rolls the table for animal traits for Gangrel frenzying*

White Whiskers !



Cute... lol! It will add to my looks. Nondescript Flaw goes away, it seems.


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PostSubject: Re: Clan Quest Mod Information   Mon Sep 19, 2011 5:52 am

Claudia wrote:
*rolls the table for animal traits for Gangrel frenzying*

White Whiskers !


How boring!
My first thought was a nice waggy tail Laughing

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PostSubject: Re: Clan Quest Mod Information   Mon Sep 19, 2011 12:18 pm

Childe of Malkav wrote:
Claudia wrote:
*rolls the table for animal traits for Gangrel frenzying*

White Whiskers !


How boring!
My first thought was a nice waggy tail Laughing

- geek

I already have that. I have been wagging at you folks for quite some time. Laughing

Voraxith wrote:

Gangrel? I like Gangrel, that's actually my favorite clan-- erp! *Is tackled by frenzied Gangrel.* Woops.

You are quite to my taste, young one Twisted Evil *slurps*
*Ferals's Frenzy ends*
Oh s*it! Nah, he is only pale...

Wait... Haven't I just entered partial Bond?


Last edited by Feral on Mon Sep 19, 2011 12:20 pm; edited 1 time in total (Reason for editing : Beaing briliantly challenged)
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PostSubject: Re: Clan Quest Mod Information   Mon Sep 19, 2011 12:23 pm

*pats Feral*
Good boy !
Wanna nice bone with no rituals and else ? Wink
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