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 CE Lite (CQM)

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XehutL
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PostSubject: CE Lite (CQM)   Mon Apr 25, 2016 1:39 pm

I know that I should ask Burgermeister primarily, but may it be that the Childe of Malkav or Zeromorph do know the answers for me? I.e. what has been kept in Burgemeister's CE Lite and what has been stripped down?

I understand that I could add email college in for myself (I do like it and so I very likely will do it), but what else have been cut out?
What about randomization for example? (items spawn/location, passwords etc)

Is somewhere complete list for the CE lite version?

-X-


Last edited by XehutL on Mon Apr 25, 2016 4:57 pm; edited 1 time in total
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Childe of Malkav
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PostSubject: Re: CE Lite (CQM)   Mon Apr 25, 2016 4:12 pm

Just the discipline changes and some of the changed models.

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XehutL
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PostSubject: Re: CE Lite (CQM)   Mon Apr 25, 2016 5:06 pm

Hmmm, it seems that there is more of it, at least the items:
http://www.gamefaqs.com/boards/914819-vampire-the-masquerade-bloodlines/58830935

-> the randomized passwords originates from Wesp's UP or your CE?
How hard would it be to implement the randomized passwords to CE lite?
(I do not know whether they are there on not, I presume not)
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Cretino
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PostSubject: Re: CE Lite (CQM)   Mon Apr 25, 2016 10:49 pm

Easily. It's a bit of grunt work though
See, there's a folder with all the computers, sorted by hub/map/haven whatever, and then a text file for each inside the folders. All you need to do is exchange the original for the ce lite counterpart.

Warning some problems may occour Wink
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XehutL
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PostSubject: Re: CE Lite (CQM)   Tue Apr 26, 2016 5:07 am

Which directory? You mean vdata/hackterminals? There seems to be no randomization..
-> I thought that it would be somewhere under respective python scripts?
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Zer0Morph
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PostSubject: Re: CE Lite (CQM)   Tue Apr 26, 2016 2:31 pm

XehutL,

I really don't know what Burgermeister took out of CE and what he left in, nor do I know how the Email College was implemented or the random items feature. Child of Malkav did all of this using his awesome magical powers of awesomeness. He may be able to help you restore these features but I'm sure it would take much of his time as many files, features, etc... would need to be manipulated, and I can't see him wanting to do this, but you never know unless you ask. Smile

GL!
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XehutL
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PostSubject: Re: CE Lite (CQM)   Tue Apr 26, 2016 5:47 pm

Hmm, after going through the py scripts and hackterminals files, I think I now understand the randomization mechanic (very clever, btw).

Unfortunately this will mean a lot of manual work (as it is not present within CQM), because the files cannot be simply "just overpasted". Damn. I curse you Burgemeister! :-)
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Zer0Morph
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PostSubject: Re: CE Lite (CQM)   Wed Apr 27, 2016 3:18 pm

XehutL wrote:
Damn. I curse you Burgemeister! :-)

This is probably the reason why BM didn't do it either, it just wasn't worth the time and effort compared to what people would get out of it. Every modder asks themselves, "Is this worth the time I'll be putting in to get this in return?"
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Childe of Malkav
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PostSubject: Re: CE Lite (CQM)   Wed Apr 27, 2016 4:40 pm

Zer0Morph wrote:
XehutL wrote:
Damn. I curse you Burgemeister! :-)

This is probably the reason why BM didn't do it either, it just wasn't worth the time and effort compared to what people would get out of it. Every modder asks themselves, "Is this worth the time I'll be putting in to get this in return?"
And he'd have to do it only for the people who want cqm with the ce extension, so it would be even more work for him to turn it on for cqm+ce players and keep it off for the others.

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Zer0Morph
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PostSubject: Re: CE Lite (CQM)   Wed Apr 27, 2016 4:48 pm

Exactly! It's just not worth it to him and I understand why.
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PostSubject: Re: CE Lite (CQM)   Today at 10:54 pm

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