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Hello all,
I am Wallit I am currently working on a mod: LA Chronicle: Hecata that is a story around the Giovanni, it starts during the event of the game and - that's the plan - continue up to the Familly reunion in V5 lore.

We were discussing mods and so on on planet-vampire but the server seems to be down, so I give a try here as I have some question related to the devlopment:

I have a weird behavior with an intersting_place_conversation it is linked to 3 intersting_place that have conversation_wine as action type, when it is normal conversation it seems to be working fine, but with those interesting places, it play the conversation as high speed. The conversation wine is working as I use it in sequence and it play fine, so I think it is related to the intersting_place_conversation but I don't know why.

When using the whisper command in dialog but for all character, it doesn't look it play it, I didn't check if it is only for Malk so maybe it is.

I can't rememeber for now other questions (or I have find a way around) for the mod but I have another one:

I know wesp is using some item that are configured as monster weapon in the game, I don't know if it is possible to have a working werewolf? I have give some try long time ago but didn't have good result when attacking it was swithing back to normal human. I am just curious if it is feasable doable, I have read somewhere that a werewolf games was intended after this one and maybe they have implemented some sort of logic to have already inside this one, don't know that would explain the weapon.

Thank you.
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wallit: I am Wallit I am currently working on a mod: LA Chronicle: Hecata that is a story around the Giovanni, it starts during the event of the game and - that's the plan - continue up to the Familly reunion in V5 lore.
You might need to mention that this mod is for Bloodlines, as this GOG board is also for Redemption ;).

The conversation wine is working as I use it in sequence and it play fine, so I think it is related to the intersting_place_conversation but I don't know why.
Have you created a vcd file for your conversation?

When using the whisper command in dialog but for all character, it doesn't look it play it, I didn't check if it is only for Malk so maybe it is.
I never noticed that, but it can be that way. Domination in dialogue is also hard-coded to Ventrue!

I know wesp is using some item that are configured as monster weapon in the game, I don't know if it is possible to have a working werewolf?
What do you mean by a working werewolf? The UP already has a better Ganrel wolf warform and you could probably give this one very strong claws to make it a werewolf.
Post edited March 14, 2023 by wesp5

The conversation wine is working as I use it in sequence and it play fine, so I think it is related to the intersting_place_conversation but I don't know why.
Have you created a vcd file for your conversation?
No I didn't think it use one, i need to check

When using the whisper command in dialog but for all character, it doesn't look it play it, I didn't check if it is only for Malk so maybe it is.
I never noticed that, but it can be that way. Domination in dialogue is also hard-coded to Ventrue!
I need also to check this

I know wesp is using some item that are configured as monster weapon in the game, I don't know if it is possible to have a working werewolf?
What do you mean by a working werewolf? The UP already has a better Ganrel wolf warform and you could probably give this one very strong claws to make it a werewolf.
The werewolf model, the warform could be use as maybe ratkin, or something else, but the werewolf really look great.
If it is not possible that's ok, I guess I have already plenty of things to do

I came also accross other question:
When the mascarade hunter are triggered, is it a G.Variable store or is it something in map and if you leave the map you get rid of them.
If I want to change the area and split the map in 2 one sewer part that is not changed and one upper that could be changed, I just want to know how to deal with this case, that could be the only one that could be problematic.
I'm quite sure the "whisper" command only works for Malks.

Concerning hunters. Each time a hub-map is loaded or the player's masquerade level changes on a hub, the script "def checkMasquerade():" is called. This script makes the appropriate hunter makers spawn, unless a living hunter of this type is already on the map.
Hunters stay until killed, even if you leave the map or get a masquerade redemption. So you don't have to worry about leaving and reloading the hub map if you make the sewers a separate map.
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ludgerarnold: I'm quite sure the "whisper" command only works for Malks.

Concerning hunters. Each time a hub-map is loaded or the player's masquerade level changes on a hub, the script "def checkMasquerade():" is called. This script makes the appropriate hunter makers spawn, unless a living hunter of this type is already on the map.
Hunters stay until killed, even if you leave the map or get a masquerade redemption. So you don't have to worry about leaving and reloading the hub map if you make the sewers a separate map.
Thanks a lot at least I know I don't have to take care about that, I have wanted to redo a bit of the hub so I might give it a try,.

For the wxhisper there is this: pc.Whisper("Danger") but in dialog it appear like this: Whisper("Danger") and the call refer to pc.Whisper(soundfile), I am using the same so I guess it is hardcoded as it is in the command place and not in the malk place in the dialog.
But that could be fixed with sound so that's not a big deal would have been handy to have it, I will try a PlaySound("Danger") and see if it is working.
For a PlaySound() command you'll have to specify the soundfile. The whispers are sorted in groups and Whisper("danger") plays one of a selection.

Btw, does anybody know what's up (or rather down) with PlanetVampire?
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ludgerarnold: Btw, does anybody know what's up (or rather down) with PlanetVampire?
The main site administrator SamSpin died recently and the server was in his possession. A friend intended to keep it running but maybe this didn't work out...
So I came accross other question and problem:

Is it possible to add a new quest tab (like santa monica, downtown) and so on?

I came accross a weird behavior that took me long time to understand (if I might say so), I have updated the masquerade map to include the death by sun.
The map compile fine, if I do a map sp_masquerade_1 everything is working, the change of death included.
If I do a pc.ChangeMasqueradeLevel(5), the code execute but at the end the game crash, if I use the map with another mod (that I used previously) the map work fine and the game doesn't crash with ChangeMasqueradeLevel.
So I think I have messed up with my mod folders and I guess, it is using some old path (it is my guess not sure) due to the mixing of folders, I used the create a mod function in the sdk to create a clean mod, but each time it is missing things, what could be the best to have a clean install of a mod like a starting point?

I am pretty sure I forget something but it will come back later :)
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wallit: Is it possible to add a new quest tab (like santa monica, downtown) and so on?
I don't know, but check out the CQM. It added a new hub, so if it added a new tab too, it's possible! If it didn't it probably isn't...

If I do a pc.ChangeMasqueradeLevel(5), the code execute but at the end the game crash, if I use the map with another mod (that I used previously) the map work fine and the game doesn't crash with ChangeMasqueradeLevel.
This could be due to the map from which you trigger the level change. Normal changes need landmarks connecting the two maps! As the masquerade change is possible in several maps I don't know if a seperate way is used.

Is it possible to add a new quest tab (like santa monica, downtown) and so on?
I don't know, but check out the CQM. It added a new hub, so if it added a new tab too, it's possible! If it didn't it probably isn't...
Thanks I will have a look. => I have checked and there is a quests_main which is empty, I have tried to update it and give me a quest, but it doesn't trigger the quests added and it didn't also appear in the quest logs but it didn't crash, so the functionality might work if it is right setup.

If I do a pc.ChangeMasqueradeLevel(5), the code execute but at the end the game crash, if I use the map with another mod (that I used previously) the map work fine and the game doesn't crash with ChangeMasqueradeLevel.
This could be due to the map from which you trigger the level change. Normal changes need landmarks connecting the two maps! As the masquerade change is possible in several maps I don't know if a seperate way is used.
For example it work in a map created (the one that I replace sp_nines_intro), I hope it is not hardcoded somewhere.
I am going to try to create a mod from scratch if I have the same problem. => Ok I think it is unfortunately hard coded or something, because it depends on the map it is working with my domain as it replace sp_ninesintro, so I fear that if I want to use it I need to think about it, well fortunately, the few maps I add for now, should not call this in the story, so I guess I am a bit safe from this. Otherwise, I might try to use unused map name, see if it solve the problem.

For example it work in a map created (the one that I replace sp_nines_intro), I hope it is not hardcoded somewhere.
I am going to try to create a mod from scratch if I have the same problem. => Ok I think it is unfortunately hard coded or something, because it depends on the map it is working with my domain as it replace sp_ninesintro, so I fear that if I want to use it I need to think about it, well fortunately, the few maps I add for now, should not call this in the story, so I guess I am a bit safe from this. Otherwise, I might try to use unused map name, see if it solve the problem.
Ok i don't understand, so I guess it is something that is stuck somewhere and make it crash, if I am in the map and call the pc.ChangeMasqueradeLevel(5) I crash, if I do map the same map and then I do pc.ChangeMasqueradeLevel(5) it work.
So I guess I have something stuck in the code that make it crash somewhere, or I have something weird I don't know as it is as the starting of the game after few map, I am using sp_taxiride straight away after sp_genesis, so maybe there is something that I forgot to remove or change or something still stuck in the codeso maybe the problem come from this map.
Ok I found the problem....

The crash happen if you don't have the unarmed...
If you have the unarmed, it doesn't crash.
It happens on different map due to the fact that in my testing i never click on the fridge, therefore I never had the unharmed wich make it crash each time I tried.

At least everything is solve now so yes it is working on created map and forget all my previous assumption.
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wallit: The crash happen if you don't have the unarmed...
You probably know that the UP has a safety script which checks if you have the basic items (unarmed, fists, wallet, keyring and hands) and gives them to the player if he doesn't have them. You should do something like this as well!

You probably know that the UP has a safety script which checks if you have the basic items (unarmed, fists, wallet, keyring and hands) and gives them to the player if he doesn't have them. You should do something like this as well!
Yes and I have taken the same piece of code for starting the game, it is cast at the begining, but it seems that the unarmed is not provided in this part:
if not (pc.HasItem("item_w_fists")):
pc.GiveItem("item_w_fists")
pc.GiveItem("weapon_physcannon")
pc.GiveItem("item_g_wallet")
pc.GiveItem("item_g_keyring")
pc.GiveItem("item_a_lt_cloth")

I have even created a function to have this loaded when the game is saved. But each time I got the unharmed when using container.
So maybe it is elsewhere that this is setup, I really don't know even what could be the coresponding item.



Ok I find it and correct the piece of code I am using so I guess the problem won't happen.
I am just wandering why it is not included in this piece of code.
Post edited March 21, 2023 by wallit
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wallit: I am just wandering why it is not included in this piece of code.
Maybe you are looking at an old version, in 11.3 there is: pc.GiveItem("item_w_unarmed")