This is an add-on for Vampire the Masquerade: Bloodlines that adds a series of quests to the game, including one quest specific to each of the playable clans and a quest designed specifically for evil characters. Each clan quest exemplifies the ethos and operations of the clan!

Additionally, this mod integrates several other mods available for Bloodlines, including:

  • Arsenal Mod: Which modifies all the existing weapons to be more interesting and dynamic and even includes throwable hand grenades! Read more here
  • Camarilla Edition 1.4: This mod overhauls most of the game play elements, including revised disciplines, blood loss over time, new character models, sound effects, an in-game online college, and more.
  • Comp Mod Lite:A modified version of the Companion Mod, this adds Heather and Yukie as traveling companions.
  • Weapons Sounds Mod: This mod changes the sounds for all the original guns to make them more realistic and interesting. Read more here
  • Histories Revised Mod: This mod tweaks some of the histories, and adds a few additional rules, including more difficult stealth encounters, increased falling damage, and greater frenzy probability.
  • Unofficial Patch 7.9: Clan Quest Mod, is built ontop of the latest version of the Unoffiical Patch, and includes the ability to toggle the patch's "plus version" mode, which includes enhanced features and game play. Read more here
  • Music Mod – Revamps (hah!) the entire game's soundtrack to something a little more eclectic. Read more here
  • Pop's Difficult Mod – Increases the difficult of all enemies, making them stronger, faster, and tougher. Also enhances the player's disciplines as you must rely on them more heavily.
  • PnP Combat Mod – Captures the spirit of the combat system of the game's PnP equivalent. A great combo with Pop's, to create a truly harrowing game experience, i.e. “Nightmare Mode”. Read more here

You can download Clan Quest Mod at any of the following mirrors:

Download Here!

Patches-Scrolls.de
Planet-Vampire
Strategy Informer
Moddb.com

The download includes self-extracting, menu based installer, and all related documentation. For install instructions please visit the official website of Clan Quest Mod at Planet-Vampire.com:

Clan Quest Mod at Planet-Vampire.com

If you encounter problems or find any bugs, you can report them here, or at this forum setup specifically for Clan Quest Mod. New quest ideas are welcome, too!

Clan Quest Mod Forums


Known issues are also documented here:

Known Issues


Highlights of Clan Quest Mod


  • 12 totally new quests - one for each clan, two quests for evil players, a quest giving more context to the Kuei-Jin, and two other special scenarios! Each quest is written and constructed to match the clans' ambiance and feel; dig up dirt with the Nosferatu, work deals with the Ventrue.
  • Several Brand New Cut Scenes - Each one fully voice acted
  • A fully functional achievement system with 36 achievements. Track your progress in-game with an easy to use menu!
  • A new cut scene featuring VV's never before seen strip show.
  • Over 1,000 new dialogue lines, with main characters voiced by
    semi-professional voice actors!
  • The new quests feature genuine WoD lore and facts; learn more about
    the Masquerade than ever.
  • Learn more about the most influential NPCs through new dialogue and quests
  • Revisit some of the more neglected locations in the original game,
    such as the Asp Hole and the Empire Hotel, now infused with new
    content
  • Meet 20 new NPCs including a members of the dreaded Assamite and
    Lasombra clans.
  • Powerful new quest rewards, including stat increases and even
    learning a fourth discipline!

Quest Highlights

Brujah
Talk to Damsel after joining the Anarchs for a chance to stir things up.

Gangrel
Listen to Beckett to help him do a little research.

Kuei-Jin
Find Kalliyan, the new NPC, in Chinatown after speaking with Ming-Xiao.

Malkavian
Pay Tourette a visit after making it to Chinatown for a chance to start a conspiracy. Also look for other Easter Eggs hidden around town, just for the lunatics.

Nosferatu
Talk to Tung after meeting Gary for an opportunity to dig up some dirt

Tremere
Council with Strauss once you’re his apprentice for a reconnaissance mission

Toreador
Talk to Isaac after you’ve paid tribute for a chance to work on one of his film projects

Ventrue
Look for a special email from the prince for a power meeting with a hit man

Evil
Talk to the corrupt CDC worker to spread the plague around L.A.

Complete Fat Larry's quest, to get intertwined in L.A. Gang politics.

Vigilante
Look for opportunities in the city to use your vampire powers for some good

Image RSS Feed Latest Screens
Laundromat Kalliyan Prototype Map
Blog RSS Feed Report abuse Latest News: CQM is Back, 3.1 is on the Way!

6 comments by burgermeister01 on Jun 23rd, 2015

Well, it's certainly been a long time since I've been active on here. And while I'm sure a lot of people declared this project dead, and while they would have been right for awhile ... I am back! I left Bloodlines for awhile to pursue other interests, but something about this game always calls me back to it.

That said, I've been quietly working on the next edition of Clan Quest Mod, version 3.1. Here's what can you expect to find in this new version:

Integration with Unofficial Patch 9.2

Many players always wish to be using the latest version of the Unofficial Patch. While CQM 3.0 was using 7.9, the UP has grown in size and scope over the last several years. CQM 3.1 will include these new changes and improvements ... with a few exceptions.There's a few things you won't find, specifically:
- The werewolf is not fightable. One big change the UP made was the ability to actually damage and kill the werewolf. While it's still nearly impossible to kill the lycan, it's my opinion that this changes the dramatic purpose of that scene. The player is meant to outrun or ourwit the werewolf, and making him killable changes that. It's also confusing for new players that don't realize how impossible it is to fight him toe-to-toe.
- No Sabbat ending. Another big change in the UP is the ability to tell Andrei that you wish to join the Sabbat, and in the game's final scene he'll show up to coup LaCroix. However, in my opinion the ending is poorly executed. There's no real new dialog for any of the NPCs, and the shift in allegiances doesn't really affect the game's story at all.
- No use of Scholarship to identify occult items. UP+ changes how occult items work, in that you need a high enough Research feat to use them. While playtesting the new UP, it became apparent to me that this dramatically shifts the game balance towards putting points into Scholarship, an ability which is already overpowered as it's needed to read books and use persuasion. In the interest of keeping some game balance I removed this feature. Additionally, as the game has only a discreet number of items in the game, this new feature monopolizes many of them which could be used for another new quests and content.
- No turnstile in the Confession club! Anyone that has played the newer UP knows how difficult this makes it to get in or out of the club!

Just to set the record straight, I am not making these changes to criticize Wesp, the man that has tirelessly maintained the UP for years, but simply because I have a difference of artistic opinion in regards to the above points. The Unofficial Patch is a masterpiece and a laud his efforts to keep the game bug free and up to date.
Additionally it came to my attention that the UP+ was never properly integrated into CQM in previous editions, so some of the features of UP+ would bleed into a standard installation. This has been fixed; that means no more blood heal in UP, standard.

Easier to Install

Since dusting off this mod, I've come to find out leaps and bounds have been made in the community which mods this game. One such major advancement is the ability to actually install the mods as mods! CQM 3.1 will implement this new technique for installing the mod. What does this mean for the player? For one thing, you can install CQM alongside other mods that use this technique without them overwriting each other - a problem that has plagued Bloodlines fans for years! Additionally, if you make changes to the base game, such as installing custom music, those changes may be preserved.

Trimming the Fat

The CQM installer in previous versions was a little .... complicated. There was perhaps an overabundance of options available when installing the mod. UP? UP+? PnP mod? Dozens of custom skins? While a lot of options is nice for more advances users, it's also very confusing for more casual players. Many of the integrated mods didn't work very well together, either. The next edition will remove the Pen and Paper mod, the Music Mod, Pop's Combat Mod, Histories Mod, as well as most of the custom skins and models that came pre-packaged. In that same vein...

Camarilla Edition Lite

In the next version of CQM, the Camarilla Edition mod will still be available, albeit a bit slimmed down. It will include changes from the most recent version of CE, but the only feature that will be part of CQM are:
- The blood loss timer
- New skins and models for PC and NPC characters
- New disciplines, histories, and rules for abilities


Now you might be wondering what's up with these changes. If anything, this seems like there's less things being added in this subsequent edition, right? Well, you might not be wrong, but I guess you could say that I am taking a different approach to Clan Quest Mod, philosophically. In the past, besides making my own additions to the game, I've tried to take all of the amazing work other modders have done and make it all function together. While this is all well and good, there's a number of issues with this. For one thing, the additions don't always work well together. It's also a logistical nightmare to coordinate. What one modder changes might affect what another modder has also changed, and you find yourself spending a lot of time tracking down weird bugs on account of the fact that two mods are trying to do two mutually exclusive things to the game. Finally, and most importantly, it distracts me from what I really enjoy about working on Bloodlines: having creative input! If I spend time making sure CQM is up to date with the latest version of the Unofficial Patch or trying to make all the things in the newest version of Camarilla Edition work with UP and CQM (even when players have only a subset of those installed), it takes away from the time I could spend making actual new content for the game.

With that in mind, in addition to announcing my return to working on Bloodlines, and a forthcoming release date for CQM 3.1, I'd take this opportunity to highlight the fact that you can expect more new and exciting things ahead! As I'm no longer binding myself to keeping CQM up-to-date with UP or the other mods, I will have a lot more energy to put towards making new content for Bloodlines. Check out the preview picture on this news item, a teaser picture of a new map I'm building as a token of good faith that I'm working on something new and exciting. I don't want to say too much about what's to come just yet, but I have also started a twitter account that you can subscribe to to keep up to date on the kinds of things I'm working on and also that ... I'm still alive and engaged!

New Twitter account here: Twitter.com

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Clan Quest Mod 3.0.1 - Bug Patch

Clan Quest Mod 3.0.1 - Bug Patch

Jan 25, 2012 Patch 9 comments

Patch release for version 3.0 of Clan Quest Mod, fixes some major bugs.

Clan Quest Mod 3.0

Clan Quest Mod 3.0

Jan 13, 2012 Full Version 50 comments

Full release for Clan Quest Mod 3.0. Includes executable installer, readme, and all packaged mods' documentation. And, a condensed feature list here below...

Clan Quest Mod 2.1

Clan Quest Mod 2.1

Feb 4, 2011 Full Version 9 comments

Clan Quest Mod is an add-on for Vampire the Masquerade: Bloodlines that not only adds several new quests, and an achievement system, but also integrates...

Clan Quest Mod 2.0

Clan Quest Mod 2.0

May 24, 2010 Full Version 9 comments

This is version 2.0 of the Clan Quest Mod. Changes include updates to UP and CE, more mods integrated into the installer, and two new quests / cut scenes...

Clan Quest Version 1.2.1

Clan Quest Version 1.2.1

Nov 14, 2009 Full Version 0 comments

Complete download for version 1.2.1 of Clan Quest Mod. This includes various enhancements, including integration with Camarilla Edition, UP 6.5, and a...

Clan Quest Version 1.2

Clan Quest Version 1.2

Nov 6, 2009 Full Version 0 comments

Complete download for version 1.2 of Clan Quest Mod. This includes various enhancements, including integration with Camarilla Edition, UP 6.5, and a new...

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Belzelga
Belzelga Jun 25 2015, 1:04am replied:

Not sure, really. And you probably already tried it by now, but I think it is entirely possible. Not sure how would you do that, anyway.

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Belzelga
Belzelga Jun 25 2015, 1:01am replied:

It is possible. However, it will TOTALLY mess up your game. Don't even think about it. But an update is comming out soon, which will include the latest UP patch.

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Zer0morph
Zer0morph Nov 25 2014, 3:14pm says:

I just watched the "Death of Bertram Tung" video, I've never seen it before. HAHA! Great job BM on creating that cut scene!

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Pietroschek
Pietroschek Dec 20 2014, 12:52pm replied:

Use console by attaching -console to the shortcut of the *.exe (to start the game)

write :
vstats get automatic_str_successes 5 then press ENTER
vstats get soak_pool 25 then press ENTER

Some people must press Escape-Key twice, to close console and get back to game. Smart is to click the X of the grey console box, and then save a just-in-case file? ;-)

Numbers for strength can be 1 to 5. Numbers for soak_pool or automatic_soak_successes range (accidentally) from 0 to 50 instead. Henceforth 5 points are like 1 dot fortitude in Pen & Paper... with Arsenal MOD soak_pool 20 is rarely tough enough btw.

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Developed By
burgermeister01
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Release Date
Released Aug 2009
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