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5 comments by Mv.c9 on Feb 3rd, 2015

Hello and Greetings,

We (Lenuska and Me) would like to thank you all for sticking around this long, we have finally decided to release the mod with most main promised features. Although this version of the mod will not include all the features we initially promised. The mod was taking too long to make, and you were waiting too long for it so the logical step is to give you what we have now.
What will not be included in this version:

  • New Dialogs and NPC Interactions (Intended to be released for Version 1.1in a few months)
  • New Main Quest with the New Ending (Intended for a later version after dialogs are fleshed out)

Note that the main reason we removed the Sabbat ending was due to the lack of proper dialogs and texts, such things would have take a long time as they are time consuming and tedious, but with the mod released we will have time and the help in terms of voice acting and dialog writers to make those changes happen. Here is the list of what it will be included in the Version 1.0:

Antitribu Version 1.0 Major Changes:

  1. New gameplay:
    • 7 new major clans (Lasombra, Follower of Set, Old clan Tzimisce , Samedi, Tzimisce, Nagaraja, Giovanni)
    • 8 additional "clans" available through companions (brujah, nosferatu, toreador, malkavian, thinbloods, humans, demon hunter and gargoyle)
    • 11 new disciplines with a completely new gameplay (Animalism, Dominate, Obtenebration, Serpentis, Koldunic Sorcery, Thanatosis, Necromancy (3 variations), Vicissitude, Nihilistics) also all the rest disciplines have little different application...
    • Additional new gameplay elements: blood loss (does not damage health), kick, player equipment...
    • Completely reworked combat system: new enemies, semi-bosses, bosses (also new battles with old bosses);
    • new npc active and passive new disciplines; all new weapons, diverse damage system, etc.
    • All enemies (especially standing near) have different models, weapons and equipment, enemies use passive and active discipline, also unique characteristics, some enemies are especially sensitive to certain types of weapons and vice versa resistant to other types of weapons, and so on...
    • new item system: all books and artifacts completely redesigned and moved. All artifacts have both bonuses and disadvantages, also some can be equipped. Skill Research is also needed to get information about all main items. All added new elements highlighted by Inspection skill so that it is now more necessary than ever.
    • Increased many levels difficulty of game: enemies become smarter, stronger, more flexible, more varied and terrible; also random variables - such as passwords on new computers or the effects of domination ...
  2. Atmosphere / Visualization / Diversity:
    • More than 600 new models
    • More than 1500 new textures
    • More than 2000 new sounds
    • Replacing many common models such as pedestrians, clubbers, goths, dancers, the waiters, security guards, cops, gang members, etc. So no longer see "clone attack." Many npc's have combinational clothing and gear. Many companions have new and / or alternative models and textures (Heather, Yuki, Jeanette...) Also added new models and textures vehicles (some of which are interactive).
    • Added many new sounds. All disciplines, weapons, new npc's, all main maps have new sounds and music. All clubs now have different soundtracks playing when you enter the club.
  3. Maps and Quests
    • As the main quest for Sabbat not ready, we disable all sabbat maps and quests. So while we have only 2 new semi-main quests and 4 new maps along side a very a large number of random events and sidequets.
    • The walkthough of all major and some side quests have changed. On all major maps the geometry or the order of walkthrough is changed; added doors, locks, computers, traps, explosions, new logic puzzles or physical objects or other interactive items. Also added some new cut-scenes.
  4. Additional Trivia:
    • new main menu, intro, load screens, HUD, descriptions...
    • New particles and blood stains make the game more realistic and scary.
    • Added some adult only content
    • a reference to the famous products of modern culture (movies, games, etc.)
    • a bit of dark humor
    • and respecting application of WoD setting...


Antitribu contains Companion Mod with all of its features. All the rest big mods, like Clan Quest Mod, Final Nights, Camarilla Edition also latest Wesp's unofficial patches are not compatible with Antitribu. If you install any of the mods over Antitribu, it will inevitably lead to bugs and crashes. You can only install graphical and textural mods.

License Agreement:

As it has always been the case, anyone that needs anything and wants to reuse in his mod it is free to do so. We believe in a big and healthy community and that is only achievable through sacrifice and selflessness. We learned from the best - Dheu (the creator of Companion Mod) whom completely devoted himself to bloodlines modding without asking for anything in return. Also from other modding communities such as Skyrim and Mass Effect that have a healthy and helping community working together. We hope to have something like that one day in Bloodlines. and that everyone can be friends and colleagues working Towards a singular goal.

The following games and movies inspired us to make the mod. Their images and materials were used in the mod:
Games with vampiric themes:

  • Vampire The Masquerade - redemption
  • Bloodrayne
  • Bloodrayne 2
  • LoK: Blood omen
  • LoK: Blood omen 2
  • LoK: Soul reaver
  • LoK: Soul reaver 2
  • LoK: Defiance

Games on Source:

  • Half-life 2 + ep1 +ep2
  • Sin episodes: emergence
  • CS: source

Other games:

  • Condemned: criminal origins
  • Call of cthulchu: dark corners of Earth
  • Heroes of might and magic III
  • Disciples 2
  • Disciples 3
  • Fallout: new vegas
  • Resident Evil 4
  • Nosferatu: the wrath of malachi
  • Clive Barker Jericho
  • Blade of darkness
  • Mass Effect 2
  • Mortal Kombat III

Other Mods:

  • Cry of Fear
  • No More Room in Hell
  • Nightmare House 2


  • Mad Max 2: Road warrior (1981)
  • Revenge of the Ninja (1983)
  • Terminator (1984)
  • Highlander (1986)
  • Aliens (1986)
  • Terminator 2 (1991)
  • Bram Stoker's Dracula (1992)


Main Creators of the mod:

  • Lenusk@
  • Mv

Testers and Helpers:

  • Nasty Wet Smear
  • Malachite
  • GenericUsername
  • Flinx

Also Special Thanks to:

  • Dheu
  • burgermeister01

Whom we owe so much for selflessly helping us and the community of modders. They understood the core concept of making a mod and share it with the world. They thought us so much in terms of mod ethics and technicality and we thank them. Specially Dheu which without him, this would have been impossible. Wherever they are, I wish them a healthy and happy life. and special thanks to the community for sticking around with us for so long. Thank you. You made all of this possible.

Bloodlines Antitribu Version 1.0
Bloodlines Antitribu Version 1.0

Bloodlines Antitribu Version 1.0.9 Hotfix
Bloodlines Antitribu Version 1.0.9 Patch

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Bloodlines Antitribu Version 1.0.9 Patch

Bloodlines Antitribu Version 1.0.9 Patch

Feb 27, 2015 Patch 35 comments

You don't need older patches - fixes most game breaking bugs and crashes.

Bloodlines Antitribu Version 1.0.5 Hotfix

Bloodlines Antitribu Version 1.0.5 Hotfix

Feb 7, 2015 Patch 11 comments

You dont need older patches - just apply this over the main mod and it should be fine. It fixes several small issues and makes some new modifications...

Bloodlines Antitribu Version 1.0.2 Quick Fix Patch

Bloodlines Antitribu Version 1.0.2 Quick Fix Patch

Feb 6, 2015 Patch 1 comment

A quick fix patch that fixed the discipline names issue in the character creation. and mercurio dialog.

Bloodlines Antitribu Version 1.0

Bloodlines Antitribu Version 1.0

Feb 6, 2015 Full Version 54 comments

The most anticipated expansion and modification of the cult classic "Vampire the Masquerade: Bloodlines". Adding 7 new clans with over 10 new Disciplines...

Post comment Comments  (850 - 860 of 1,391)
Skalle Jul 3 2010, 7:22am says:

This looks like a very promising mod :)

I would like to ask (and sorry if this question was already asked), that will the original NPCs have new things to say according to the new storyline, and if it will be so, then how will you accomplish it?
I mean will you recruit semi-professional voice actors like at clan mods, or will you paste together lines using the original voices like in the companion mod or you'll contact the original voice actors and ask them nicely to do some additional lines? :)

+1 vote     reply to comment
Mv.c9 Creator
Mv.c9 Jul 3 2010, 8:54am replied:

to be Honest, we havent got to that part of the Mod yet. now we only have our Own unique voice actors that will voice act according to our NEW npcs, the old npcs will have new dialougs but its a little hard to remove old and add new, so we are still working on it.

know that those parts will come in the new Version, and a job Ad will be posted when we get to that part. any who, there is alot to consider first. and in the first release we wont have the remastered game dialogs, but we will have everything else.

+1 vote   reply to comment
IceCubeClown Jul 4 2010, 9:24pm replied:

Adding new lines to existing NPCs with new voices is tacky. An idea bouncing around is to make significant dialogue changes be expoused by new NPCs (i.e Tremere talking about Salubri).

The original VAs would not help out. They are professionals who did a job for money. We cannot and will not pay them or try to secure them. Such would be absurd. At best it seems we need to find people willing to work for free who are capable (I may end up doing multiple voices since I can).

The voice splicing from existing VA lines may work for a few things. There are unused lines that we could use as well for NPCs like Andrei.

+1 vote     reply to comment
krsi3 Jul 1 2010, 4:01pm says:

coll a new mod

+1 vote     reply to comment
supersmooth Jun 29 2010, 9:34pm says:

hey i just had a great idea for antribu. perhaps a band playing on stage in the first club i got this idea from this its pretty cool.

+1 vote     reply to comment
Mv.c9 Creator
Mv.c9 Jul 1 2010, 2:18pm replied:

good idea, i see IF its Possible, but they wont be playing any guitars or drums, unless you saw anyone doing that somewhere in the game.

+1 vote   reply to comment
supersmooth Jul 2 2010, 9:17pm replied:

or maybe just a singer since they cant have instruments

+1 vote     reply to comment
Mv.c9 Creator
Mv.c9 Jul 2 2010, 11:22pm replied:

Done :)

+1 vote   reply to comment
supersmooth Jul 3 2010, 2:56pm replied:

really? cool! glad my idea is getting adopted!

+1 vote     reply to comment
supersmooth Jul 2 2010, 12:09am replied:

yeah thats what i thought but maybe u could take the closest possible animations in the game to match band playing there instruments. like someone throwing their arms all around could be made to look like drumming animation. does that make sense? im not always the best at explaining things.

+1 vote     reply to comment
rjppunk Jun 28 2010, 8:19pm says:

I wonder if anyone has thought to make VTMB in the morrowind TES builder, I know you can completely make your own games. It would lack in voice acting but you'd have a full world to almost seamlessly explore. Be able to make your own classes and a much better spell system than obivion.

+1 vote     reply to comment
Mv.c9 Creator
Mv.c9 Jun 29 2010, 12:50pm replied:

its a cool game, but i rather go for games with better graphical resolutions.

and in the other hand, currently graphical enhancements have reduce game functionality. just compare morrowwind vs oblivion and youll know what i mean. as soon as i find a good engine having it all, ill go for it.

+1 vote   reply to comment
Keedo420 Jun 29 2010, 6:22pm replied:

There are actually quite a few mods out that improve the graphics of Morrowind, making them closer to Oblivion. Everything from world and building textures, higher resolution face textures, Oblivion style hair, even better body models and smoother animations. But personally I don't think Morrowind is right for a VTM mod. Unless you set it in the Dark Ages, you'd have to make a whole bunch of modern building models and textures, not to mention custom firearms models as well as firing animations. And to top it off, you'd have to create your own biting/feeding animation. The way it is now, playing a vampire in Morrowind is nowhere nearly as satisfying as in Bloodlines, even if you use the Vampire Embrace and Vampire Hunger mods.

+1 vote     reply to comment
Mv.c9 Creator
Mv.c9 Jul 1 2010, 9:10am replied:

but also consider that Bloodlines can support Only Vampiric Forms and not magi or kin. Morrowind and Oblivion are whole lot better in many point. the most important is MODDABILITY ! something that has me going crazy for a long time. What we accomplish in Bloodlines in a month, will take a Oblivion modder a week Max ! the mod would have finished 5 months ago considering all those facts.

+1 vote   reply to comment
Keedo420 Jul 1 2010, 9:57pm replied:

True. Morrowind is extremely moddable. I've done a little bit of modding on Morrowind. Not enough to say I'm experienced or anything, but I can say this... The biggest challenge to making a VTM mod, in my opinion, would be the biting animation. The Vampire Embrace mod used existing animations to give the illusion that you move towards your victim and bite them. It still looks rather awkward though, especially when you're used to the biting animation from Bloodlines, but people with strong imaginations can easily get past this. One advantage to playing a vampire in Morrowind (using the Vampire Embrace mod) is the ability to create thralls (ghouls) and fledglings from any npc (fledglings higher level than you can be made forcefully but will not follow or obey you and will resent you). So yeah, the potential for a VTM mod is there, but it just wouldn't feel right unless it was done VERY WELL. :)

+1 vote     reply to comment
rjppunk Jul 2 2010, 12:44pm replied:

In a total conversion mod you would completely remake the world, allowing yourself to put in modern day structures and such. The ability to make it your own and use pre existing mods would make it so you wouldnt have to spend much time with making fire arms as many people already have done that. I remember when I played steadily back when agp cards were standard, even then they had good looking dwemer rifles all made up. Between Marc's mod, vampire realism, and vampires embrace mods you wouldn't have too hard of a time setting it up. If you got MJY to make models for you then the hardest part would be making the story line and quests.

+1 vote     reply to comment
Keedo420 Jul 2 2010, 6:27pm replied:

Vampire Realism wouldn't be a good fit for a VTM mod/conversion since VTM kindred do not follow the "traditional" vampire rules (they are not killed by a stake through the heart, for example). Vampire Embrace is the only one that would work with VTM without requiring any major changes to make it fit the lore. But for a total conversion, I think it would be best to do all of the scripts from scratch instead of relying on existing mods. It is sometimes less troublesome to create a brand new script than it is to try integrating existing scripts from other mods.

+1 vote     reply to comment
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Vampire: The Masquerade – Bloodlines Icon
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Released Feb 5, 2015
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56 votes submitted.

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Ratings closed.

Highest Rated (12 agree) 10/10

All of you whose are giving bad ratings maybe should look a single video first.

This is a many years expected work. A mod from a 2004 game.
If you played this game before, i suggest you to play this mod, because it´s a entirely new experience, very replayable, and will grant you many, many hours of fun. I´ll do it as well.

If not, maybe it´s time to play the game and the mods. Will run very smooth in actual computers.

Feb 6 2015, 8:35am by richardtubbs

Lowest Rated (6 agree) 4/10

+ New PC & NPC models, really well made + Enhanced graphics & music (love the blood stains) + New quests with professional-level voice acting + New/different bosses that require you to use your head - Random crashes - Balance issue (Giovannis are underpowered, Setite are overpowered) - Artificial difficulty (random groups of vampires in various locations) - No blood buff/blood heal customisation - Koldunic magic is tricky to customize and lacks spells descriptions - Some new mechanics are wonky/glitchy…

Feb 6 2015, 7:13am by ThisModIsShit

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