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 Blood Buff and the Tremere

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Dreadlord
Fledgling
Fledgling



Posts : 3
Join date : 2013-06-02

Blood Buff and the Tremere Empty
PostSubject: Blood Buff and the Tremere   Blood Buff and the Tremere EmptyFri Jun 07, 2013 2:48 pm

Good afternoon, everybody!

I learned about the mod and, being a great fan of Bloodlines and V:tM in general, decided to give it a try. Thus far everything was great until a weird moment in the Downtown plaguebearer's sewers.

I have encountered a lock with the difficulty of 5. As I had all Physical attributes developed to 2 and Security 1, I could not open the lock with total Lockpicking of 3 and decided to use up my 5 experience points to increase Blood Buff to 2. I am supposed to have +2 to all Physical attributes and, with my own Dexterity 2 and +2 from Blood Buff I must get Lockpicking of 5. However, as you can see in the screenshot, my skill is 4 as all Physical attributes are somehow capped TOGETHER with Blood Buff at 3.

I remember that the Tremere cannot have Physical attributes and Blood Buff above 3 in the mod, but shouldn't they still be able to stack above 3? The mechanics at least must work this way, otherwise the whole Blood Buff ability for a Tremere will make absolutely no sense in the mod. What is worse, I am stuck at the damn door, because I know no other way to leave the sewers, and the rats are all used up.

Any assistance will be gladly appreciated.

I play CE Final, installed on Bloodlines 1.02.

UPDATE: Wow, I forgot that the door has nothing to do with the exit from this damn place. Nevertheless, the bug with the Blood Buff persists. I hope there is some kind of workaround or something, as otherwise I will have to get Security to 5 and pray that I will never encounter any locks with difficulty 9 or 10.

Blood Buff and the Tremere Vtm


Last edited by Dreadlord on Sun Jun 09, 2013 3:29 pm; edited 1 time in total
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Aluka
Fledgling
Fledgling



Posts : 14
Join date : 2011-05-14
Location : Germany

Blood Buff and the Tremere Empty
PostSubject: Re: Blood Buff and the Tremere   Blood Buff and the Tremere EmptySat Jun 08, 2013 2:44 pm

I confirm the problem, happened to me too. The clan info says that all physical attributes are capped at 3, same goes for Blood Buff. Using this discipline should, however, temporarily allow a Tremere to raise his stats above this cap - well, it doesn't.
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Dreadlord
Fledgling
Fledgling



Posts : 3
Join date : 2013-06-02

Blood Buff and the Tremere Empty
PostSubject: Re: Blood Buff and the Tremere   Blood Buff and the Tremere EmptySun Jun 09, 2013 3:50 pm

Aluka wrote:
I confirm the problem, happened to me too. The clan info says that all physical attributes are capped at 3, same goes for Blood Buff. Using this discipline should, however, temporarily allow a Tremere to raise his stats above this cap - well, it doesn't.

Yes, the mechanic allowed the Blood Buff to exceed the Tremere clan weakness in vanilla Bloodlines.
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Childe of Malkav
Beyond Caine
Beyond Caine
Childe of Malkav


Posts : 5204
Join date : 2009-11-05
Location : Gone for Good

Blood Buff and the Tremere Empty
PostSubject: Re: Blood Buff and the Tremere   Blood Buff and the Tremere EmptyMon Jun 10, 2013 4:14 am

yep there is a problem. Didn't notice because I don't play Tremere.

Can be easily fixed: Open -bloodlines\vampire\vdata\system\traitseffects000.txt with a texteditor. Scroll down to the disciplines section, and look for this code:

Code:
TraitEffectGroup
      {
         "InternalName"   "Discipline (Corpus_Vampirus)"
         TraitEffect
         {
            "Trait"   "Dexterity"
            "Modifier"   "+1"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Stamina"
            "Modifier"   "+1"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Strength"
            "Modifier"   "+1"   // added by wesp
         }
      }
Then expand it so you get this:
Code:
TraitEffectGroup
      {
         "InternalName"   "Discipline (Corpus_Vampirus)"
         TraitEffect
         {
            "Trait"   "Dexterity"
            "Modifier"   "Max 30"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Stamina"
            "Modifier"   "Max 30"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Strength"
            "Modifier"   "Max 30"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Dexterity"
            "Modifier"   "+1"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Stamina"
            "Modifier"   "+1"   // added by wesp
         }
         TraitEffect
         {
            "Trait"   "Strength"
            "Modifier"   "+1"   // added by wesp
         }
      }

- geek
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Dreadlord
Fledgling
Fledgling



Posts : 3
Join date : 2013-06-02

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PostSubject: Re: Blood Buff and the Tremere   Blood Buff and the Tremere EmptyTue Jun 11, 2013 4:35 pm

Yes, the solution works! Thank you!

I think it should be added to the "Known Issues" or whatever similar sticky topic we have here for CE Final.
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Blood Buff and the Tremere Empty
PostSubject: Re: Blood Buff and the Tremere   Blood Buff and the Tremere Empty

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