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bliebje
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PostSubject: Malkavians 'going crazy' moments   Wed Aug 18, 2010 11:02 am

is it possible to have the malkavian clan hear voices in the game no matter where they are? or for instance have some kind of ghost appear throughout the game...like a sort of tip-giving vision of a person that points out where you're supposed to go? something like that.. kind of the same as in the ocean house hotel but different models and voices, maybe give it some purple aura..
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PostSubject: Re: Malkavians 'going crazy' moments   Wed Aug 18, 2010 12:25 pm

Well, about the voices - you can always simply activate Dementation level 2 (I think it is) called 'Insight'. (Actually, I tend to keep it activated. Removes the feeling of loneliness a little bit... I've grown rather fond of this 'background babbling' for my Malk. Very Happy )
If you want it permanent, there's a mod on the interwebs called 'Malkavian Whispering Voices'. I've already posted the link to it once, but I can't remember where exactly, so here you go:
Scroll down to Mod # 4 - the one called 'Malkavian Whispering Voices' after clicking this sentence.
As I understand, this mod adds permanently whispering (talking?) voices to the game - and not specificly clan Malkavian, you'll hear them with every single character you play after installing it, but you better look into the ReadMe file for more details. It's been a while since I've used it, so... well.
I'm not able to answer your other questions, bliebje, but I'm fairly sure your idea would be a good deal of work... if it's possible to implement. Don't know that, though. *shrug*

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PostSubject: Re: Malkavians 'going crazy' moments   Wed Aug 18, 2010 12:55 pm

Eliza wrote:
I'm not able to answer your other questions, bliebje, but I'm fairly sure your idea would be a good deal of work... if it's possible to implement. Don't know that, though. *shrug*
It is a nice idea, though. Like extending the hallucinatory conversations with the TV and the stop sign.
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Childe of Malkav
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PostSubject: Re: Malkavians 'going crazy' moments   Wed Aug 18, 2010 5:11 pm

I have looked into it sometime ago. It simply adds some files to the \vampire\sounds\schemes subdirectory. So before you "install" it, make a backup of your original schemes subdir. Then you can change back, when you want to play another clan.
What it does is: it plays random whispers all the time. The choice of whispers is a bit different for different locations.
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Velvet
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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 1:28 pm

could you have the quest log, instead of as written test, play itself as a whisper, as a sound byte, on activating insight?
voices telling you what to do next, that is the definition of insight...
you already have "the lyrics", you only need voice actors, recording sound bytes, pasting them into files and inserting them on the appropriate directories...
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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 1:29 pm

when i read the title of this topic, though, what i was expecting to find was a kind of frenzy due to a high dementation, where you briefly loose control of the character and it goes off to do some crazy antics.
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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 2:31 pm

Velvet wrote:
when i read the title of this topic, though, what i was expecting to find was a kind of frenzy due to a high dementation, where you briefly loose control of the character and it goes off to do some crazy antics.

Or have some utterly odd conversation options when dementation hits. Such would then lead beyond one's imagination ;D
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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 2:39 pm

Velvet wrote:
when i read the title of this topic, though, what i was expecting to find was a kind of frenzy due to a high dementation, where you briefly loose control of the character and it goes off to do some crazy antics.
Now that's an interesting idea, too. Kind of like "Dementation Frenzy."
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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 4:38 pm

aqui wrote:
Velvet wrote:
when i read the title of this topic, though, what i was expecting to find was a kind of frenzy due to a high dementation, where you briefly loose control of the character and it goes off to do some crazy antics.

Or have some utterly odd conversation options when dementation hits. Such would then lead beyond one's imagination ;D
And who should script these dialogues, if they lead beyond imagination? Can you provide me with the "mystic mushroom" to do it? affraid What a Face alien drunken

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PostSubject: Re: Malkavians 'going crazy' moments   Thu Aug 19, 2010 9:18 pm

Childe of Malkav wrote:

And who should script these dialogues, if they lead beyond imagination? Can you provide me with the "mystic mushroom" to do it? affraid What a Face alien drunken

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Do this:
2 kg of marijuana
30 to 40 random pills of medicine
all mushrooms found in a 10 kilometer radio

put all in a blender and add booze

Drink it
start working rabbit
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 1:40 am

Anyone who drank that would have to start working because their liver would definitely stop working.

Livers are freakin' lazy bastards.
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 2:29 am

Childe of Malkav wrote:
And who should script these dialogues, if they lead beyond imagination? Can you provide me with the "mystic mushroom" to do it? affraid What a Face alien drunken

I'm quite sure you're just the right person for it without help from any substance ;]
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 8:43 am

Oh god I'm still recovering from my painkillers and 2 for 1 cocktail night with friends...

My liver is okay... I've knackered my poor kidneys though drunken
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 9:02 am

Hey Philosopher, your recipe sounds good, but I haven't figured out how to use blender yet. scratch

aqui, I feel honored by your trust in my abilities Rolling Eyes

So, perhaps I should shut down CE, and start a new "Mad Malkavian Mod" Question

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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 9:45 am

well, you already have frenzy, triggers that unleash you loosing control over your character and it acting on his own.
and you already have dialogues with unanimated objects triggered through sufficiently high dementate.
a simple starting point would be combine the two, say, when the character says to the stop sign "you have gained a powerful enemy" after that the character, upon ending dialogue, goes on a frenzy in which he attacks the stop sign...
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 12:32 pm

Velvet wrote:
well, you already have frenzy, triggers that unleash you loosing control over your character and it acting on his own.
and you already have dialogues with unanimated objects triggered through sufficiently high dementate.
a simple starting point would be combine the two, say, when the character says to the stop sign "you have gained a powerful enemy" after that the character, upon ending dialogue, goes on a frenzy in which he attacks the stop sign...
Or a scene where all the pedestrians, or just their heads, look like stop signs. geek
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PostSubject: Re: Malkavians 'going crazy' moments   Fri Aug 20, 2010 6:34 pm

Well, an interesting idea. But in in-game terms, one that would lead to Blood Hunt for the Masquerade sake, I am afraid. I don't think letting an ravaging Malk would be what a good Camarilla Princes does. Sorry to be againtst, but you wuld have to implement penaltis for getting obviously inhuman-ish mad in publick, and that would make plaing the Malkavian, say, difficult...
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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 3:08 am

8people wrote:
Oh god I'm still recovering from my painkillers and 2 for 1 cocktail night with friends...

My liver is okay... I've knackered my poor kidneys though drunken
Good thing humans have 4 kidneys.
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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 11:37 am

actually, feral, to me your arguments against i consider arguments FOR.

a malkavian is supposed to be hard to play, challenging to play.
it says so in the game hints in the load screen, malkavians can have bouts of homicidal rate.

and the game designers of CE and TFN are making it harder to force feed on city hubs, like making you being hunted by hunters on the second masquerade violation incurred this way, and even making swat teams appear at the second criminal violation incurred this way.

to me a malkavian would only become more enjoyable to play by becoming more challenging, and more... i want say realistic, but coherent with the idea of what is a malkavian.

malkavians should not be challenging to play only by their challenging dialogue, or funny to play through their funny delusions, they should also be hard to play through their dangerous delusional actions.
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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 12:05 pm

Velvet wrote:
actually, feral, to me your arguments against i consider arguments FOR.

a malkavian is supposed to be hard to play, challenging to play.
it says so in the game hints in the load screen, malkavians can have bouts of homicidal rate.

and the game designers of CE and TFN are making it harder to force feed on city hubs, like making you being hunted by hunters on the second masquerade violation incurred this way, and even making swat teams appear at the second criminal violation incurred this way.
Velvet, you're not completely accurate here. Even in vanilla, if you have two unredeemed violations, the first hunter will turn up. No matter what caused the violation. Well usually it is for feeding or discipline use in public. For CE 1.3 I have changed that to one violation, but only if your humanity is 4 or less. I don't know about Zer0's plans for TFN. And getting SWAT teams in, is an idea that was discussed, but nothing is implemented yet. At least not for CE.

Quote :
to me a malkavian would only become more enjoyable to play by becoming more challenging, and more... i want say realistic, but coherent with the idea of what is a malkavian.

malkavians should not be challenging to play only by their challenging dialogue, or funny to play through their funny delusions, they should also be hard to play through their dangerous delusional actions.

On this I completely agree. If there is a good idea for delusional actions, or some other good idea how to make the madness felt in the game, I'd love to bring them in.

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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 2:01 pm

Childe of Malkav wrote:
Velvet, you're not completely accurate here. Even in vanilla, if you have two unredeemed violations, the first hunter will turn up. No matter what caused the violation. Well usually it is for feeding or discipline use in public. For CE 1.3 I have changed that to one violation, but only if your humanity is 4 or less. I don't know about Zer0's plans for TFN. And getting SWAT teams in, is an idea that was discussed, but nothing is implemented yet. At least not for CE.

Yes we talked about possibly having SWAT show up the higher the Criminal Violations go but nothing was set in stone so right now it's just an idea (an idea I really like by the way). For TFN upon getting your first Masquerade Violation a single hunter willl show up and begin hunting you. A second and third violation will bring 2 hunters, and a fourth violation will bring 3 hunters. Obviously your fifth violation is death by LaCroix. This all happens regardless of Humanity in TFN.

Also in TFN the hunters have more resistance vs. Kindred Disciplines, especially Daimoinon, and some hunters also use Numina like Holy Sight and Mind Shield. If that wasn't bad enough the stats of the hunters have been increased a bit and now the Tier 1 and Tier 2 hunter are using fire based weapons (Flaming Crossbows and Torches).
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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 5:34 pm

I could see your point Velvet...
Does anyone have specific ideas for Malkavian madness? Through frenzy-like states it could go a little too mad, and end up with serial Masquerade violations and Humanity losses. It could end your game in a one long fit of madness. I think violations should be capped for those incidents of more than usual instability for Malks. Challengilg game is good, but let's try not to make it imposibly hard.
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PostSubject: Re: Malkavians 'going crazy' moments   Sat Aug 21, 2010 7:27 pm

Childe of Malkav wrote:
For CE 1.3 I have changed that to one violation, but only if your humanity is 4 or less. I don't know about Zer0's plans for TFN. And getting SWAT teams in, is an idea that was discussed, but nothing is implemented yet. At least not for CE.
I got attacked by a hunter last night when I had zero current Masquerade violations and a Humanity of 3.
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PostSubject: Re: Malkavians 'going crazy' moments   Sun Aug 22, 2010 5:22 am

Perhaps she was still on the map from a previous state when you had a violation. The hunters only get reset when you change hubs, and the hub map is reloaded.

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PostSubject: Re: Malkavians 'going crazy' moments   Sun Aug 22, 2010 10:46 am

the simplest suggestion is frenzy as already implemented in the game, only this time linked also to dementate instead of just say bloodloss or damage as it already is.
i repeat myself, in the game hints in the load screens it does say that malkavians are prone to homicidal rages, and what is frenzy but that?
you wouldn't have to change much, just intorduce a likelihood to frenzy based upon a level of dementate, a new trigger, besides those already existent.



but i had proposed another idea that "fell through the cracks"
how about instead of random whispers when you initiate insight, you get voices whispering the quest log, so that it works like when the malkavian character activates insight his voices whisper unto him what he should do next?
insight is supposed to provide well insight. guidance.
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