First-person roleplaying game, based on White Wolf's popular Vampire: The Masquerade pen-and-paper RPG. Vampire: The Masquerade - Bloodlines combines intense first-person action with an open, non-linear world, rich character development and an immersive storyline. The game plunges players into the dark and gritty vampire underworld of modern day L.A. as a creature of the night, interacting with and battling mortals and other creatures of darkness with an incredible array of vampire powers, skills and traits. Developed by Troika, Vampire: The Masquerade - Bloodlines runs on Valve Source Technology - the same game engine technology that powers Half-Life 2.

Post tutorial Report RSS How to change clans, part 1

I've been asked several times how to do this, so here's a guide....

Posted by on - Intermediate Starting a mod

Part 1: choose the clans/bloodlines

Limitations of this game you have to keep in consideration before making any plans

  • only 7 clans/bloodlines can be placed in a game (unless you do a weird trick which you can add a few more)
  • only 11 disciplines can be placed (unless you do a complicate trick which you can add a few more)
  • 4 of these can have five levels
  • the other 7 can only have one selectable upgradeable level
  • converting the clan's weaknesses into this game is up to interpretation of the game mechanics

Having that in mind, and considering the requests I've received over the years, for this guide I've considered Dominate Malkavian, Kiasyd and Lasombra

  • Others I've decided to add for the rule of "7 clans, 11 disciplines" are Tzimisce, Old Clan Tzimisce (no Koldun version), Noiad and Maeghar

A table is really helpful in such decisions, it will show you if your choices are compatible

whatever

I've no idea how Mytherceria should work on a mod so I'll wait for anyone with more knowledge on Changelings to explain what's best for it

Regarding the weaknesses I've thought to propose:

  • the Maeghar some kind of Caitiffs
  • the Noiad uncapable to drink from animals (meaning rats)
  • Dominate Malks, uh, Malks
  • the Kiasyd, being weak to cold iron, weak from most of melee weapons (also have a Masquerade- breaking appearance like the Nossies)
  • the two Tzimisces and the Lasombra use the weaknesses found in the Antitribu mod

I hope there's interest in modding this game, don't hesitate to ask anything (other clans, other topics of modding, etc....). Ok, I don't know anything but what I know I can teach :)

Have a nice night!

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Guest
Guest - - 690,277 comments

I wanna make my own mod, standalone lasombra to replace Brjah. I only need to invent a new discipline (oblivion/obtenebration).. and I have no clue where to start. I've attempted to port the existing Obtenebration discipline from Antitribu but good god I have no idea what I'm doing. Either I doesn't work properly or the game crashes. I figured it would be best to create a new discipline from cractch but idk where to start.

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LordUra Author
LordUra - - 381 comments

Sorry for the late reply, I saw your post only know....
Anyway, I remember Antitribu did a lot of unconventional modding stuff to implement disciplines like Obtenebration, lots of python code and elements on the map entities. So I would suggest to create your own version of this discipline.
Have you some ideas for your mod? What do you need help with?

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LordUra Author
LordUra - - 381 comments

My best advice anyway is to, once you have an idea on what you want to do, copy similar levels from other mods and start editing from there. Once you have more experience you can make new levels by yourself.

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LordUra Author
LordUra - - 381 comments

😕

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