| Inspection system and a new Auspex for 1.4 | |
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+11Childe of Malkav YamiRaziel Dragatus malak kyoden Cretino Zer0Morph MxM Feral Eliza neonedrid 15 posters |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 1:34 am | |
| - malak wrote:
- I thought the camera was supposed to be the sneaky way, and actually walking up to it for Brujah and Gangrel. Granted, the horn, or starting the engines should do SOMETHING, but meh.
You would think that police and security cameras would cause masquerade violations, but NOPE! There's also Obfuscate as the sneaky way. | |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 1:36 am | |
| - Zer0Morph wrote:
- I'll post when I've decided what I want to do about these quest items, then let you guys tear up my ideas.
Sounds like a plan. What are your current thoughts on randomizing the location of the quest items like I suggested? - Quote :
- Oh yeah, I forgot to mention, I hid the Gargoyle book in the chantry too, maybe I shouldn't have done that, LOLOLOLS. I hid EVERYTHING!!! HAHAHAHAHA!
That's fine. That quest can already be completed without the book, though the book does help. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 1:52 am | |
| Dragatus, I suggested that first. I even suggested it for everything else | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 2:04 am | |
| - Dragatus wrote:
- That's fine. That quest can already be completed without the book, though the book does help.
I just realized it's not the book that protects you, but the talisman. Okay cool, I can keep the book hidden then. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 3:35 am | |
| Why does the talisman and other items sound like anvils when they are dropped on the ground? | |
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Karavolos megalomaniac
Posts : 2744 Join date : 2011-12-27
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 4:32 am | |
| Maybe they're working part-time at a blacksmith? | |
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Eliza Antediluvian
Posts : 612 Join date : 2010-04-16 Location : Warsaw
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 8:44 am | |
| - Zer0Morph wrote:
- Oh yeah, I forgot to mention, I hid the Gargoyle book in the chantry too, maybe I shouldn't have done that, LOLOLOLS. I hid EVERYTHING!!! HAHAHAHAHA!
You sound like a passive-aggressive toddler whose plans for world domination (or just to get hold of the cookie jar) have been foiled, so now they take revenge by ... hiding stuff under the sofa. Perhaps we should go softer on your new mechanics ideas. | |
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wesp5 Ancillae
Posts : 55 Join date : 2015-02-03
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 11:40 am | |
| - Karavolos wrote:
- Maybe they're working part-time at a blacksmith?
I can provide the fix for that: Find the .py file of the item and then use a hexeditor to change the "surfaceprop" line to what is appropiate ! | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 11:47 am | |
| wesp is slytherin, and that is why he is proficient in python language. | |
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wesp5 Ancillae
Posts : 55 Join date : 2015-02-03
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 11:50 am | |
| - Cretino wrote:
- wesp is slytherin, and that is why he is proficient in python language.
Oops, it's supposed to be .phy, not .py! It's not a Python file, but a physics file for the item... | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 1:08 pm | |
| - Cretino wrote:
- wesp is slytherin, and that is why he is proficient in python language.
We're not tiny wand wileding little wannabe wizards. We are goddamned vampires. So if Wesp speaks python language, he is a Setite. And that goes for Zer0 and me as well. | |
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malak Antediluvian
Posts : 718 Join date : 2014-03-15 Location : off for a week.
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 1:44 pm | |
| - Childe of Malkav wrote:
- Cretino wrote:
- wesp is slytherin, and that is why he is proficient in python language.
We're not tiny wand wileding little wannabe wizards. We are goddamned vampires. So if Wesp speaks python language, he is a Setite. And that goes for Zer0 and me as well. There is an entire clan that throws that claim into the dirt, and a few that call it into question, sooo. . . | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 2:58 pm | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 3:51 pm | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 4:00 pm | |
| - Dragatus wrote:
- And if you did happen to be Setite you'd be the warrior subtype.
I guess I could handle that, I'd still have Potence which is all that matters anyways. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Inspection system and a new Auspex for 1.4 Mon Feb 09, 2015 5:49 pm | |
| And if he were a Setite, he'd never admit it. | |
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wesp5 Ancillae
Posts : 55 Join date : 2015-02-03
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 9:02 am | |
| - Zer0Morph wrote:
Can't we just change the sound file to something more appropriate?
You could, but then everything with the same properties would sound similar. Like dropping swords would then sound like dropping a ring or whatever you turned the sound into. Changing the .phy file is simple and there are several options already, like metal, wood, plastic and more... | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 8:10 pm | |
| I did some thinking about Pisha's items being hidden and I came up with something I think everyone will agree with. I made both Fetish items require an Inspection of 4 to be seen. Just a flat 4, nothing else. When you talk to Pisha and your Inspection is level 3 or lower, your response will be "I'm not very good at finding things, but if I do, I'll bring it by." If your Inspection is 4 or higher, your response will be replaced with "If I find it, I'll bring it by."
How does that sound? Fair enough right? | |
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Griff Ancillae
Posts : 63 Join date : 2015-02-09
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 8:28 pm | |
| - Zer0Morph wrote:
- I did some thinking about Pisha's items being hidden and I came up with something I think everyone will agree with. I made both Fetish items require an Inspection of 4 to be seen. Just a flat 4, nothing else. When you talk to Pisha and your Inspection is level 3 or lower, your response will be "I'm not very good at finding things, but if I do, I'll bring it by." If your Inspection is 4 or higher, your response will be replaced with "If I find it, I'll bring it by."
How does that sound? Fair enough right? Totally. 4 inspection is easy enough to fit in most builds before even leaving santa monica. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 8:57 pm | |
| - Zer0Morph wrote:
- I did some thinking about Pisha's items being hidden and I came up with something I think everyone will agree with. I made both Fetish items require an Inspection of 4 to be seen. Just a flat 4, nothing else. When you talk to Pisha and your Inspection is level 3 or lower, your response will be "I'm not very good at finding things, but if I do, I'll bring it by." If your Inspection is 4 or higher, your response will be replaced with "If I find it, I'll bring it by."
How does that sound? Fair enough right? And again, on the "are the item positions able to be randomize" topic, is it possible? That would be very cool and anti-playthroug (and P&P!) | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 9:04 pm | |
| I would say maybe even 5. You can spend the extra XP for an occult item if you have to. As long as it's not 7-8 or above, it's okay in my opinion. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 10:39 pm | |
| - Cretino wrote:
And again, on the "are the item positions able to be randomize" topic, is it possible? That would be very cool and anti-playthroug (and P&P!) Should be easy enough. I think 4 or 5 places for each item are possible. Scripting is easy, and we can even have a hint to the location on the museum computer, and change it accordingly. Then I'd say for the museum talisman: 5 inspection without referring to the computer, and if you read the mail "I put it in this lab." "It's in the office now"... it will be unhidden when you have 3. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Inspection system and a new Auspex for 1.4 Tue Feb 10, 2015 11:04 pm | |
| It was for every item he hid, so would need to search. But you said it's possible, then it is! | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Inspection system and a new Auspex for 1.4 Wed Feb 11, 2015 12:29 am | |
| As far as randomizing the locations, yes that's possible, and not really something I'm interested in doing right now. Malkav and I talked about it a few years ago and it was messy in my mind so I stuck with static locations.
If I ever run out of ideas for TFN and just HAVE to mod something, then I'll do it. | |
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