The Unofficial Patch is not really a mod, but while the default basic patch mostly only fixes bugs, the optional plus patch, that can be choosen at installation, is like a restoration mod adding a lot of unfinished content, including new quests, maps, weapons, items, characters, dialogue, graphics, models, sounds and music!

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Version Changelog:
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v9.7 28.12.2016
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+Restored Chateau Hotel to ending, thanks EntenSchreck and Psycho-A.
+Swapped clone Brujah at solo ending with Toreador for male Brujah.
+Made Gary gift different bloodpacks and fixed missing Kathayan bug.
+Stopped shaking Malkavian lines in Ocean House and at observatory.
+Made crypt ghosts vanish and added missing door to Chinese Theatre.
+Fixed map details, cleaned files and updated SDK, thanks Psycho-A.
+Removed Lotus Blossom patron with bad shadow and fixed green drips.
Switched badly fixed missing Tommy line with better fitting float.
Fixed Kilpatrick's line making it possible to restart Carson quest.
Recreated floats and subtitles, thanks miracle.flame and Psycho-A.
Fixed four level holes at the Ocean House and one in Venture Tower.
Mirrored SM area maps and improved details of others, thanks IanW.
Fixed unbalanced XP of Bad Luck Farmer quest and minor text issues.
Corrected Luca, Damsel, Bertram, Gary and Skelter dialogue issues.
Removed confusing left over corpse and gone cars in parking garage.
Fixed Zhao exploit and walkthrough errors, thanks to sunsmountain.
Corrected lip-sync of prostitutes in cemetery and her dialogue bug.
Improved Empire Hotel mafia TV room sound switch and music radius.
Disabled bump mapping option because of issues with improved water.
Fixed Nadia sequence, frozen zombies and Ming endgame camera shot.
Repaired bad icons and flickering for upper Venture tower elevator.

A new second beta of 9.7 has been released and can be downloaded from The Patches Scrolls. Beside recompilation of all new maps with the updated SDK which might change the lighting a bit, only very minor issues have been fixed except for:

Made Santa Monica blueblood return after Domination, thanks Malkav.
Corrected and improved Linux Wine loader script, thanks Wrzlprmft.
Disabled low poly model LOD in engine.dll, thanks Drog Black Tooth.
Fixed weird camera after endgame Cabbie discussion and a cut line.

Update for the third 9.7 beta:

Repaired museum combat area and added model tutorial, thanks Icicle.

Update for the fourth 9.7 beta:

Repaired broken Asylum door music and two Blood Hunt Asylum holes.
Improved Sabbat issues in the tutorial and restored one Chunk line.
Put 4GB patch in Patch_Extras/Player Mods, thanks Daniel Pistelli.
Fixed invincible burning Lasombra and signs and curtain at theatre.
Corrected freeze during Beckett's "Wait" cutscene when Obfuscated.

RSS Files
Bloodlines SDK

Bloodlines SDK

SDK 1 comment

This is an unofficial SDK for Vampire: The Masquerade - Bloodlines by Psycho-A (and Fire64 and Behar).

Comments  (0 - 10 of 1,387)
OldBait
OldBait

Hey, I installed the patch correctly but the game isn't loading up the patch it only displays vanilla version of the game.

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Wesp5 Creator
Wesp5

You need to start the game from the patch shortcut or if you use Steam, append -game Unofficial_Patch to the launch options.

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Cybolic
Cybolic

Thanks for your continued work Wesp!
I just installed the 9.7 beta 4 patch using Wine and I'm a bit confused. The installer/readme mentions a Linux launcher script, but I can't seem to find it anywhere in the install directory. Also, has the widescreen patch been removed? I can't seem to find it either and the game is not picking up my 3440x1440 resolution.

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Wesp5 Creator
Wesp5

You need to install the Patch_Extras/Player mods to get these as they won't be of any interest to the majority of users.

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Cybolic
Cybolic

Where can I find these? Is it something for download somewhere else or is it somehow included in the patch and I just can't find it?

EDIT: Never mind, I'm apparently blind and missed the toggle switch during install :P

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JonH4und4ctor
JonH4und4ctor

Great Work Wesp

One thing I wanted to mention.... there is still a random bug go around griffith park regarding the wolf. I think it is common where the wolf glitches out at random times.... Also would it be possible to add diablerie based combat regarding the sabbat?

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Wesp5 Creator
Wesp5

The werewolf is a very dirty trick by Troika and I don't think I can do anything about it. The same goes for diablerie. You can't feed on other vampires, that is hard-coded...

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JonH4und4ctor
JonH4und4ctor

Got It! How come the zombies have the same mechanic? BTW is the pier area going to be extended?

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GL.Serg
GL.Serg

First of all, great work you've been doing recently, Chateau Hotel just nails it in terms of fitting in with the narrative.

Some minor nuisances I noticed pop up recently (tested several times on Steam and GOG versions) are (as of 9.6) disappearance of Beckett museum skill raise (regardless of how weak Scholarship may be up to that point) and (since 9.7) almost every NPC around constantly... yawning XDD. I mean civilians in SM, Anarchs in LR, even Sheriff does that while prince is talking. They're doing it so often and so convincingly I even started going to bed earlier and am getting close to having a life :D.

I'm fairly certain those two bugs weren't there in 9.5, but hey, the patch is still the bees knees, considering all the stuff that keeps being added.

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Wesp5 Creator
Wesp5

I don't think I changed anything about Beckett's behaviour, can you give me more details about that? Also what do you mean by yawn? Actually giving a yawing animation or just making a sound?

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GL.Serg
GL.Serg

The dialogue in the end of museum ends with PC being able to ask about how Beckett knew so much. Usually after his answer ("...any thoughts?") a Scholarship raise would follow, up to 3 in earlier versions and all the way up to 5 in newer ones I think. Now this skill raise is absent even though as a test I even lowered my scholarship to 1 with a console and tried walking in a room with Beckett again.

And yeah, by yawning I meant just the sound:). More than 4 or 5 stock sounds, different for male and female NPC.

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Wesp5 Creator
Wesp5

The condition to get a Scholarship raise is < 3 in basic and < 4 in plus and the stat must be lower before you enter the map! Any later changes are not recognized I'm afraid.

As for the yawning, I don't notice this on my system and don't think I changed anything there, certainly not for the sheriff. I did raise the float frequency of a lot of hub NPCs though, so if yawning is one of their lines, they might do it more often once you are nearby. Before many of them were completely silent which I didn't like.

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GL.Serg
GL.Serg

Ah, that explains it with Scholarship. Guess I outwitted myself. Thanks for your replies!

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Wesp5 Creator
Wesp5

P.S.: I managed to cut down the yawning and sniffing a bit for the next 9.7 beta :)!

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GL.Serg
GL.Serg

That's great news! Thanks!

As an afterthought, I also suspected vampire NPC (e.g. random Brujah in Chateau) shouldn't do that at all since they don't tire like humans and have no such bodily functions, but I haven't yet found an in-lore statement, that would clarify that:))

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Wesp5 Creator
Wesp5

Even if I would knew if they do, I think I can only disable this for all NSCs or none...

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Vampire: The Masquerade – Bloodlines
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Highest Rated (9 agree) 10/10

Honestly, there isn't much that can be said that can give this impressive amount of hard work enough credit. The dedication put in by all of the people working on this patch is incredible, and I truly appreciate all that is done with every single update. Wesp5 and the VTMB unofficial patch crew, thank you. Honestly, the only reason I continue to play this game is to see just what you folks put in or restore next. I have never been disappointed. Keep up the good work! To give more of an explanation…

Feb 8 2013 by LordHemlock

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