One of the first things you may notice in the title is that the "B" is missing from VTMB, this is not an accident. The Final Nights is an expansion to an otherwise flawless video game built upon the success of the Camarilla Edition series of mods. The "B" has been removed because this expansion can no longer bare the name Bloodlines as it is so far removed from the original game as to warrant the name change. The idea behind this expansion is, and always will be the notion of a completely new experience unlike we've seen so far. With 7 completely brand new clans, 5 new disciplines, extra quests, new NPCs, new game mechanics and new music, the features seem endless. All of this is being built upon the Camarilla Edition series incorporating such things as the blood timer system, pedestrian blood dolls, and the new combat system. Combined we feel the name Bloodlines must be removed from this game, and thus we now simply have "The Final Nights".

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News about the official change log for The Final Nights 1.5 HD.

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TFN Fans,

An official change log has finally been created and released for TFN 1.5 HD. These are the final changes and bug fixes that will be included with 1.5 HD on the release date. Feel free to browse at the latest changes and ask questions on ModDB or my Youtube channel. Note that a new official game manual reflecting these changes will also be released with this latest version.

Lastly, I will be releasing a "How To" install video close to the release date which will be featured on my Youtube channel though I can also release it here. Less than 2 weeks left before release, are you as excited as I am?!? :D

Bug Fixes
- Prevent Baali Humanity cap going past 6 through Ash dialogue
- Vandal dialogue bug when player does not have enough money to end his operation
- Check for the Fang of Vukodlak in the Ash Sewer map
- Changed recovery time for Silence of Death to 30 seconds
- Setites can't hit Hardcore button or game will crash
- Selling Elder/Blueblood bags caused a model error to the vendor
- Brother Kanker's Potence particles disappear when he does
- Added rain/thunderstorm sounds to Oceanhouse map
- Reduced amount of XP given throughout game (especially for Baali)
- Significantly reduced amount of money for online bank hacks
- Ishtarri clan weakness slightly more difficult
- Lowered damage against supernaturals for the following disciplines; Conflagration, Infernal Servitor, Taste of Death, Breathe the Sandstorm, and Compress
- Slight overall buff to all Hunters
- Haggle feat importance reduced, less money granted overall throughout game
- Doubled length of Rain/Thunderstorm sound in Santa Monica
- Skelter and Serial Killer now have appropriate Gangrel eyes
- Removed shaded backgrounds for tutorial pop ups (still misaligned, but looks better now)
- Audience walks out at the end of the opening scene in the theater; removed Mitnick and Imalia

New Content
- Changed Main Menu, Clan Histories, Character Sheet, Clan icons, Masquerade icons, buttons, Barter window, and loading screen to support 1080p resolution
- Changed Main Menu and Character Sheet music
- Changed Airport Greeter history to The Grandmaster
- Changed Creepy Curator history to Med School Dropout (Samedi Only)
- Changed Tenacious Gumshoe history to Forensic Investigator (Samedi Only)
- Incorporated "Eye Replacer" mod by Niveas
- Incorporated (a modified version) Silver Interface mod by 3Dell
- Changed Character Sheet animations to ones more fitting for the clan (Thanks to DDLullu & Wesp)
- Created new discipline icons for HUD
- Created HD teeth and tongues
- Created progressive particle effect for Blood Buff
- Beckett's Wolf Form has been changed to dark brown w/ red eyes
- Changed Gary's eyes to yellow and Bertram's eyes to yellow/red
- Changed Serpentis ring with the Eternal Struggle icon
- Reskinned Male Salubri Armor 3 and corresponding inventory images
- Gave Male Salubri a real beard
- Reskinned Fists of Vukodlak inventory image
- Made main menu particles smaller and a darker red
- HD touch ups on the Samedi face
- Reskin Apep's Semblance skin with snake scales and normal mapping
- Character Sheet animations for Apep's Semblance form
- Reworked the Steyr Aug, slower rate of fire, scope less zoom
- Elizabeth Dane computer now requires Hacking 6 to access the cameras


Thanks for keeping this mod alive. I thought you were kinda burnout after 1.4. Shame that VTMB is such a bitch to mod.

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Zer0morph Author

You're very welcome. Yeah, I got burned out on it a few years ago but after I saw that we were going widescreen, it really got me excited to begin developing again. :)

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Any chance for a full auto Glock 18 in the future? I remember modding it myself, but due to my lack of expertise it was rather painful, though it came out well. If not, maybe you could tell me if there's any way to add a fire mode to it with proper animation, I couldn't figure it out, so the gun was floating a little in first person when switching to secondary fire mode.

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Zer0morph Author

You should be able to go into the item file with notepad and change it to automatic. I don't know what that would do with the animation but you can change the firing rate.

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Enjoying TFN 1.5HD. Really excellent work... but why are all the cops everywhere always out to get me? Is this a bug?

They basically shoot on sight now. My weapon is holstered btw. I hide but the signal that police have stopped searching never appears.

I'm a Salubri... I think the issue started right after I beat up those thugs for Jimmy Reed and triggered a Criminal Violation. Police attended the scene in a matter of seconds and started shooting me. I fled down the stairs to the beach but it seems the police followed me and/or the police on the beach became hostile. Same thing in the sewers.

Oh yeah, there is a cop just standing at the top of the stairwell of the stairs leading down to the beach. It's a tight well-lit space but this guy is totally oblivious and I go around him quite easily. So... accidental blood doll? I guess I can't complain about that.

So besides Office BloodDoll, at any time there are at least two officers patrolling the beach, at least one in the Santa Monica sewers, and at least one in that tunnel leading to the beach. All shoot on sight.

You'd think that with a serial killer on the prowl, the cops would have better things to do than to be endlessly hunting some random guy who beat up some thugs.

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Zer0morph Author

Sounds like a bug, that shouldn't be happening. When you leave the beach and go to the main hub or gang house, then come back, do they leave? Did you install over a clean version of Bloodlines or over a version that had another mod installed first?

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Ok, I was hoping there would be a console command to trigger the "police given up searching" state.

Well it's annoying but not unplayable. It just becomes an extreme stealth game. If all else fails there's always notarget.

Before installing TFN 1.5 I had wesp's Unofficial Patch v10 installed, which uses the mod loader so I figured I might get away with leaving it alone and installing TFN. So I have Unofficial_Patch in its own directory and TFN in its directory. Using the appropriate shortcut I can start whichever flavor of the game I want to play.

Edit: oops, sorry for double post. I forgot to login.

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And no, transitions don't make them go away

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Zer0morph Author

Something you can try would be to start out a new fresh copy of Bloodlines without any mods at all. That's where I would start. I'm playing 1.5 HD on top of a retail CD of Bloodlines which is 1.0 but I'm getting positive feedback from those playing on a Steam copy which is 1.2, and GoG's copy which already has Wesp's 9.6 UP installed. All 3 versions seem to work fine. Try installing on a clean copy and see what that does.

Are you playing as a Samedi by any chance? Because you're mere presence will trigger a violation. Also, make sure you put your weapons away while around kine, they will report a dude walking around armed.

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