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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Quick update, a third beta has been released mainly to fix the Chang brothers disappearing problem. As with all other new patch versions you need to start a new game though:


v9.6 06.09.2016
+Fixed warform-weapons bug, moved Yugo to pier and limo onto street.
+Adjusted some weapon damages and made crossbow fire burning bolts.
+Added shake to forklift hit and improved two friend emails timings.
+Changed Shin Gunto to look different to katana, thanks to Lenuska.
+Added door to SM haven bathroom and masquerade area outside museum.
+Mentioned Clan Lasombra in the world loading tips, thanks to IanW.
+Fixed museum areaportals and small texture issues, thanks Psycho-A.
+Added observatory inspections and fixed male blood doll get stuck.
+Increased cemetery gate's health more and fixed a coffee shop door.
+Made Chang brother's handle claws weapons usuable, thanks Lenuska.
+Restored six models to Society, Foxy Boxes, theatre, and warehouse.
+Made two additional options available for plus patch installation.
+Added dialogue lines to give some surplus items to Gary and Damsel.
+Sold crossbow ammo later and raised conditions to persuade Gimble.
Improved weapons, timings, ocean and widescreen cut of Ming ending.
Made crackhouse girl flee and hid two mirrored theatre door signs.
Removed restored weapons from basic and restored all the stats too.
Recompiled Kamikaze Zen map to fix vent without exit and lighting.
Corrected bad elevator light at Red Dragon and Jezebel's door lock.
Fixed decapitation shot and restored basic drugbox value and rain.
Unified keypad sounds and fixed wrong detection and sounds on Dane.
Fixed museum door not being locked and some minor dialogue issues.
Lowered Asylum music volume after loading and fixed minor map bugs.
Added original Japanese and Russian words to translated subtitles.
Fixed Society map hole and reduced artefacts and effects over pier.
Updated SDK and fixed audio loop at Fu Syndicate, thanks Psycho-A.
Made manholes in Venture Tower cellar and Ocean House sewers close.
Fixed bad Kerri dialogue start and delayed Jeanette and Ming ones.
Used autoexec.cfg to fix talk dsp sound and frame rate door issues.
Enhanced some areaportals at Leopold Society and Giovanni Mansion.
Recompiled Zhao's Warehouse to fix huge doors vanish at a distance.
Fixed Nosferatu causing Masquerade violations exiting Luckee Star.
Adjusted volume of some NPC lines and corrected NPC coughing loops.
Fixed some Ocean House rails, areaportals, shadows and a map hole.
Blocked way into closed junkyard and repaired Chunk sitting on air.
Made Chunk not attack you if you persuaded him during the endgame.
Fixed Givanni sound schemes and monitors in Skyeline and SM clinic.
Delayed Mercurio cutscene to make player move where he can see it.

Unofficial Patch 9.6 released!

Unofficial Patch 9.6 released!

News 2 comments

Find it as usual on The Patches Scrolls, the homepage mentioned to the right or below in the description.

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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 1,104)

I was planning on playing "Clan Quest" and I noticed it runs the older 9.2 "Unofficial Patch." Have the changes since that version been significant enough that it's not worth it to play "Clan Quest" until they update it with your 9.6?

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Wesp5 Creator

The new Clan Quest Mod is still some time off so I would suggest to play it now. The changes are not significant, if you already got to see the new UP content by playing 9.6 itself...

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Thanks for the response, and for keeping the game alive.

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Another thing. @Wesp5. Is there a way to have the restored disciplines without casting animations. The installer doesn't have this option, but maybe something can be done with manual file editting or whatnot. I'm asking mainly because of two things:

1) I find the animations a bit harmul to the flow of combat. You know, you can't interrupt them and must wait till they have played out before you can do anything else.
2) I don't think the covert disciplines like domination, dementation are supposed to have them at all. Those are supposed to be cast with just a thought, hence they can't be traced back to you. I mean if someone waves their hands in a specific and very "creepy" fashion I must add with those hands turning all ugly and then a bunch of people around that someone ends up having walking nightmares or histerilical cry laughter... Well, someone has to pick up on that sooner or later.

Lastly, I have a weird bug with these animations. It's hard to explain, so I'd also link you to a screenshot. Basically, my character ends up holding her right hand as if she's holding a sword of something but there's nothing in her hand. Only visible in first person.


Thanks for all your hard work! :)

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Wesp5 Creator

There are beta videos showing that the covert disciplines used casting animations too. Still you can easily disable them by changing "vm_discipline" to "vdiscipline_last" in the config.cfg file. As for the animation bug, the whole thing shows strange random issues which may be the reason why Troika didn't use it...

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Hmm, thanks for the reply but the trick seems to not do anything. I found the config.cfg file, ran a search for "vm_discipline" there, found it and it appeared to be in a key bind?? Anyway, I changed it to what you suggested, but there were no results in my game from that.

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Wesp5 Creator

Strange, maybe you should check that this hasn't been reverted or something by a default.cfg?

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Yeah, I reasoned along that line as well. Then, I changed things in default.cfg as well just to be safe. Nothing has changed regardless.

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Wesp5 Creator

Try to do the same within scripts/kb_act.lst...

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Didn't do anything.

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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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