It's a mod for Bloodlines that will allow you to continue the game
It's a work in progress mod, I would suggest to do a save before Sheriff fight but it's working even for after, the quests are not yet implemented this will be for the next release as well as some polishing before V1.0
The aim of this mod is to continue the game after the sarcophagus arc, as well as making some changes more inline with the V5 version of vampire settings (LA is Anarchs, Second Inquisition, Schrecknet hacked) and LA By Night show. It will add some new quests as well as some new areas.
This mod is not intended for the first play.
Thanks a lot to Wesp5 for the Unofficial Patch that solve so many bugs in the game.
INSTALLATION
Get the UP from Wesp5 available here: UP
Install it in your vampire folder don't forget to select plus version
Create a copy and paste it to the vampire folder
Rename it as you wish I have named mine LA_Chronicle
Create a copy of the UP shortcut patch
Right click on the shortcut -> property
On target change the last parameter to the name of the folder ie -game LA_Chronicle
Extract LA Chronicle mod to the folder you created (you might open it with an archiver just to be sure)
Launch the game
SANTA MONICA
Changes related to Therese
Change in some maps related to later on quests
DOWNTOWN
Added new la_hub_2 area linked to la_hub_1
Link is the parking garage close to the chantry
The sewer door (previously the Nosferatu haven) link both sewers
Nosferatu haven is now in la_hub_2 (Hub2) Mitnick finally manage to have the video working on tv
Added Toreador haven to be open after sarcophagus arc added dialog accordingly
Added Gangrel haven to be open after sarcophagus arc (will try to have it open before) added dialog accordingly
Added crackhouse in la_hub_2
Museum is linked to la_hub_2
By street end of the street without barrage
By sewer end of the sewer (not the one close to the Chinatown sewer map)
Come back is done by speaking to taxi
Renamed la_museum_1 to la_museum_2 to reuse the area later on
Change in la_hub_1
Added Malkavian haven to be open after sarcophagus arc
Added quests to be trigger after sarcophagus arc
Changes in some maps related to the quests
HOLLYWOOD HILLS
Added new area hw_609_1
Appear in the the map
Appear also in sewer map
Renamed hw_609_1 to hw_609_2 to use the area
Added Camarilla haven to be open after sarcophagus arc and quest
Changed Grout mansion to be linked to this new area
By taxi if the quest is available
By sewer if the quest is available
Renamed la_malkavian_1 to la_malkavian_0 to reuse the area later on
Change la_malkavian_2 to have the link working
Changed Kingsway map to be linked to this new area
By taxi if the quest is available
By sewer if the quest is available
HOLLYWOOD
Change in jewelry to link to the 609 map
Change Isaac dialog to open Kingsway House
Change in hw_warren_1 to link to hw_609_2
Change in chineese theatre to hide the gargoyle if in chateau
Change Gary dialog to open Chinatown
Change vamputil for the Library quest
Change vamputil and haven_pc for the poster quest to reuse 2 items
CHINATOWN
Renamed ch_hub_1 to ch_hub_2 area
ch_hub_2 area is linked to la_hub_2
By street end of the street under the bridge
By sewer end of the sewer (the one close to the Chinatown sewer map)
Come back is done by speaking to taxi
Or by using the sewer map
Changed all the maps to be connected to ch_hub_2
Changed Garyphone dialog to open Pasadena (not yet implemented)
PASADENA
Changed ch_hub_1 to be a new area called pasadena
Appear in the the map
Appear also in sewer map
Added a ventrue haven thanks a lot to Avadonica who create it
The sarcophagus is now in this area
Added few buildings for quest to be trigger later on
Changed Jack dialog to remove hint about Giovanni
BRADBURRY 2
Changed the level to drop the Pisha book
BRADBURRY 3
Changed the level to manage Heather death
GRIFFITH PARK
Changed the level to be able to come back later
Is this mod only add a new quest/content or modifield a old one ?
Hi,
Yes it add more content new area and new quest, but the quests will be available after the sarcophagus arc.
For now it is still in progress, I am updating it as I am advancing in the story.
Hello. Could you tell me if this mod is compatible with the newest version of Wesp5's unofficial patch? And +patch? Also, how much WIP is this? Is it reasonably playable as a normal game, or more like an early beta?
Hello,
Yes it is compatible with the version 10.5.3 of unofficial patch (if there is no update since I release it 4 days ago). For now it is done until the end of Chinatown, as I am working on a new area for the continuity of the game. Just make a save after Gary send you an email to continue the sarcophagus quest. I still need to do 2 areas (but one will be after the sarcophagus arc) and do some testing and quests implementation for after the sarcophagus arc so it could take few weeks to have the final version, I am still learning so I can't say too much how long it will take.
But normally (but I might have miss few things), it is bug free for what has been release. In case of problem just let me know.
I will probably wait out that few weeks, I've just finished a playthrough and I'm not overly eager to start another one right away, but later I'll gladly try out your mod, thanks for the quick answer.
This mod is my dream come true, i was trying to make similar mod myself but my game always crashed xD. Is it compatible with the latest Clan Quest mod though? Assuming maybe some changes have to to be made in your mod to be compatible with Clan Quest Mod, i can try to modify some settings or maps that are needed for this myself if you hint me which ones, or maybe you can add the support for Clan Quest? I'm assuming there also could be problem with East L.A. location hub, since it is only featured in Clan Quest mod?
Hello,
I am not sure that the compatibility will be easy to have but you might try, as a lot of the python have been updated to add more quests, but you might copy them in the clan quest mod as well as the things added in the map, I would suggest to start a new game in a dedicated folder after installing clan quest mod and include what I have done. Otherwise, on planet vampire forum, there is a V0.5 zip which have few changes (no quest added) but allow you to continue the game with few scripts and dialog change but it's not working for the Sabbat, you have to change this if you want to continue playing Sabbat.
For the East LA part, I don't know how it was implemented, If he has replaced one of the map to have the taxi link you may have a problem, if it is only a map linked with taxi, it should be fine as I am replacing some map to have the taxi link.
For information, this mod will have quests related to the Anarchs / Camarilla faction, but if you need you might add the same changes for the Sabbat.
If you need some help, please send me a message, I am still busy finalizing the Pasadena hub and advancing on the mod but it should be ok to give you a hand.
Enjoy.
Ok i downloaded that v0.5 version, and i have some idea what i need to do, folders "dlg" and "maps" i can simply copy over and it won't really break anything in Clan Quest, but i wanted to ask you what parts of the code in Python files exactly should i copy in the same files in Clan Quest mod? I mean what exactly you changed in them that i need to carry over to the same files in Clan quest mod? The same thing about .txt files in vdata/system folder, not sure what i should copy from them to the same files in Clan Quest.
For the python file, just do a search with wallit and you should see which function I have updated usually it's G.Story_State < 130, but it could also be some door.Lock() (for example the temple to avoid messing with the exit) you will see the differences. For the .txt, it's the quest to finish the sarcophagus (I can't remember if I have added a commentary with my name) but the quest is Prince and I have added a step 4 for completion, you should be able to find the rewards as well. Just do a save before the end dialog with the prince just in case. If you have other questions, just let me know.
Ok i realized i probs need not to replace but update .dlg files too, maybe you can help me out and say what you added to these 3 .dlg files prince2.dlg, tourette.dlg and therese.dlg?
prince2.dlg is for ending with Strauss I have added LeaveChamber() so not sure you need it. Tourette and therese I have added G.Story_State < 130 to avoid her speaking about camarilla.
Also you are saying it won't work with Sabbat ending in Clan Quest? But is it possible to somehow implement the changelevel to that sp_transition_1.bsp from Sabbat ending?
Yes as the Sabbat ending make you dead with the UP patch. I don't know how it is made in clan quest mod, if it is just a change_level to credit like the anarchs for example it's easy to replace it with the sp_transition, if it is the same as strauss ending like another short scene you need to use the leavechamber() or change the change_level in that short scene, well I will redo it better, but I am not yet here in the story ;)
Ok, thank you for all of that, i'm gonna test it out now, but i wanted to ask you one more thing, in maps .bsp files you only add landmark and changelevel to sp_transition_1.bsp right? Because i'm not sure why would you even need to edit sp_endsequences_a.bsp and sp_endsequences_b.bsp files? I'm just not that experienced in modding so that's why i'm asking why even edited these 2 maps and what you edited there.
I have edited those 2 to manage the 2 different ending (camarilla and anarchs) and go to a single map, which then change to la_hub_1 (downtown) to be able to continue the game. You need to have trigger_change_level in each map you link as well as the appropriate landmark, so basically, the transition link to the taxi in downtown.
Ok i'm not sure how to test it out though? I don't have the save files before the end of the game and if i just load a map sp_endsequences_a or sp_endsequences_b.bsp from your mod through console it's just a mess because Lacroix just gives me a bunch of quests including the one about Sarcophagus and i also can't leave the building, and if i load sp_transition_1.bsp i just get stuck in this transition room with mat_fullbright on and i can't move my character. Is the only alternative gonna be to actually replay the whole game before i can see if changes worked out and i can continue the game after?
You need to change before loading the map G.Story_State = 120 (For strauss ending for example) I don't know which one is used by the sabbat, you need to have a look in the Ventrue.py to know it according the clan quest mod. Have a look to prince2.dlg you should see the starting condition maybe it's in there. So I would suggest to load downtown, change the G.Story_State and then enter the ventrue building (try to have persuasion of 10, it will use the shortcut by convincing chunk), that's the only way to test it, I think. (Or maybe the changelevel is able to keep the G.Story_State, can't remember)
Ok thank you again it all really works almost perfectly well, even with Sabbat i managed to do it, for Sabbat it was G.Story_State = 105. But one more thing i want to ask though is why i can only travel in Taxi to Santa Monica after the ending? Is there any way to enable all previous locations to be able to travel to them? I don't really care if enabling them all might break some scripts i'll try to avoid it, i just want the whole map to be open after the end of the game. =)
P:S Is it possible to also enable on the map in Taxi locations that were only exclusive to some quests? Like that Mansion where we first meet Andrei and e.t.c.))
Normally they should open when you play the game normally that's why you can't have them if youjust test it, it's G.Kingsway_Open = 1 for example. Play the game and they will open.
Ah ok i got it, my bad, i think that really was because i just simply loaded maps and not playing through the game, that's why i only had Santa Monica there. Thx))
you are welcome. Enjoy!
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How is this mod progressing? :)
How is this mod progressing?