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 Is it possible to combine different Mods?

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Childe of Malkav
Beyond Caine
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PostSubject: Is it possible to combine different Mods?   Thu Mar 24, 2011 12:54 pm

Hello (blood)suckers out there! Laughing

It seems this question is popped up by every newly embraced kindred at one or another time.

And the answer is: no, it's impossible for technical reasons.
Bloodlines does not have a plugin system for user created mods, so the modders have to edit the gamefiles. And as every modder has his own ideas, every mod has different versions of the important game files. So if you install one mod, and then add another one, it leads to a mess that makes the maddest Malk look completely sane in comparison.
The limited inventory also adds to the impossibility to do it. You can't create new items for the game, you can only edit existing ones. So if a mod includes a new quest that needs a new item, an existing one has to go...

There have been some trials at building a compilation, but they generally change every mod involved so much, that it's not worth playing any more (IMO at least).
The only exception to this is burgermeisters clan quest mod. It does a rather good job of adding oteher content. But even that does change a lot of things.

You can usually add new skins without trouble. Things like the Arsenal Mod won't cause problems either, as no mod I know of uses weapons for something completely different. Music will be a problem with CE 1.4, but if you add the 1.45 patch, you'll have an easy to use option of putting your own music into the major clubs (Asylum, Confession, Asp Hole).

What you can do however, to avoid all this reinstalling stuff for different mods is using multiple copies of the game:
Install a fresh bloodlines game. Then copy everything from your bloodlines main directory (including subdirectories) to another folder. Install the mod you want to use into this copy and create a launcher on your desktop (vampire.exe in the base directory of the copy).

For most of the complete mods, you don't have to worry about patches to the game. They usually are based on Wesp's unofficial patches, usually in the version of the release time of the mod. And the unofficial patch also includes the official one that was released before Troika went buzz.

Hope this will explain most of your questions. If there are other things you want to know, just ask.
Remember, tere are nos stupid questions, only stupid answers, though we Antediluvians do love to give them Twisted Evil

- geek



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Childe of Malkav
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PostSubject: Re: Is it possible to combine different Mods?   Mon Mar 28, 2011 11:27 am

I got a trouble report from Feral. It seems, bloodlines doesn't work on external harddrives.
If I can get more info on this matter, I'll keep you updated.

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Feral
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PostSubject: Re: Is it possible to combine different Mods?   Mon Mar 28, 2011 2:42 pm

It works, but it can't be installed from them sometimes. At least not 1.45 patch.
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dkmode
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PostSubject: Re: Is it possible to combine different Mods?   Wed Jul 11, 2012 5:36 pm

Is it possible to use just the blood timer with other mods, like for example the latest unofficial patch?
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Childe of Malkav
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PostSubject: Re: Is it possible to combine different Mods?   Wed Jul 11, 2012 6:03 pm

dkmode wrote:
Is it possible to use just the blood timer with other mods, like for example the latest unofficial patch?
That is entirely possible. The difficulty, however, depends on the version of CE you have available.
In older versions, the function is dependent on a timer set on every map. If you have the 1.6-beta, you only have to copy the functions def OnBLEvent(): and def onOverfeed(): into the vamputil.py of the patch/mod you're using. And then you must activate both of them once. You can do that either manually via console, or automated, if you put the calls at a place where they are executed exactly once per new player. For example the first line of the Jack tutorial dialog.

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PostSubject: Re: Is it possible to combine different Mods?   Today at 1:46 am

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