Vampire: The Masquerade - Bloodlines Unofficial Patch 11.5
v11.5 01.05.2024
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+Improved hunter campaign quest logs and disabled chants at temple.
+Added free roam modus ending and restored Isaac and Regent lines.
+Fixed inventory full casting message without getting second fists.
+Restored old Trance and renamed Veil of Madness back to Hysteria.
+Fixed Crumb body appearing in morgue and computers, thanks _xMAX_.
+Locked doors if McFly is present and made him react to Nosferatu.
+Made all area Disciplines not affect friends but targeted ones do.
+Fixed SWAT rifle ammo box model and made whisper distance larger.
+Added option to always pay Vandal and fixed Romero zombie problem.
+Corrected dog's barking animation, two newspaper icons and model.
+Added some more restroom areas and made Larry's truck look unique.
+Corrected many hand model problems for all clans, thanks to Ilex.
+Made Jack kick you to the menu if you admit using histories cheat.
+Added tunnel from alpha to Warrens Shortcut, thanks EntenSchreck.
+Made downtown hub parking lot guard reappear after finishing Igor.
+Improved maze, shortcut, pier and Vesuvius and fixed level holes.
+Removed Skyeline guard's self defense Humanity loss and whistling.
+Made several computer entries and emails not magically disappear.
+Changed Beckett warehouse transformation and restored him leaving.
+Restored printers to museum and several more maps where they fit.
+Lowered fire axe selling prize and removed dead bomberman trigger.
+Corrected hunter campaign stat exploit and Obfuscate description.
+Improved Malkavian Maze note and added some notes for last victim.
+Replaced photo on item in SM medical clinic with Brian Mitsoda's.
+Made moving cables only happen for the Completely Batshit history.
Fixed spiderchicks in warrens ignoring player after loading save.
Reverted clinic hidden door, area change and fixed museum manhole.
Prevented jumping over holes in Oceanhouse Hotel that breaks map.
Swapped ring models names and fixed one texture, thanks TheKraken.
Fixed problematic physics prop at Ocean House and many hub fades.
Added Fu Syndicate glass breaking sound and blood pack point info.
Fixed bug of Mitnick Nocturne quest failing without notification.
Made Carson taking things and Grout reel swapping plus patch only.
Fixed inspection nodes for museum money and Giovanni crypt traps.
Removed duplicates and fixed minor text problems, thanks Psycho-A.
Made Dema waiting outside plus only and fixed minor level issues.
Fixed Oceanhouse Hotel ghost and Beckett's wolf form Auspex auras.
Added Non Latin Windows Extras folder to fix diacritics problems.
Fixed stealth killing guards at Giovanni Mansion triggering panic.
Made Giovanni backdoor guard diversion with Disciplines possible.
Improved overlays for Grout's Mansion and King's Way on worldmaps.
Fixed many model details, thanks MooCHa and also Strawberry_milk.
Included pdf copy of manual and fixed many issues in rtf document.
Fixed Masquerade triggered hunters not appearing in downtown hub.
Added inspection nodes to door at temple to hint at stealth route.
Fixed and added wrong and missing DX7 bone files for many models.
Unlocked Skyeline and Chantry haven bathroom doors in basic patch.
Restored original opening and lever for secret door at SM clinic.
I've been enjoying your work on this patch with a playthrough of the game, everything is great. Until the mission Explosive Beginning. I saw that you put in your patch notes for 11.5 that "+Changed Beckett warehouse transformation and restored him leaving." That's the exact issue I am having.
No matter what, in combat/out of combat, as soon as I reach the train platform during the countdown there is a cutscene with sound effects and visuals of it all exploding, but I do not see any characters on screen until the game places me in a static pose that I have no control over. I can't move, use abilities, attack, jump, etc. I can control my camera.
This is the exact issue I was having last night. Did you, by chance, try to install the new version of the patch over an old version? I did, and when I deleted the patch and reinstalled it, started the game over, and got there it worked.
Probably not the answer you want to hear, "Start the game over," but it worked for me.
If you go this route, just to be safe, it might be a good idea to verify the game files, or even reinstall the game if you wanna be safe. Backup your saves, of course.
It's a completely fresh install w/ 11.5. Tried reloading several saves, even from the very beginning of the mission, same end result. I'm playing the GOG version if that matters.
Are you playing the basic patch or the plus patch? Also what do you mean by you don't see anything? When you reach the platform is the screen getting dark or what happens? Can you maybe upload a video?
I am playing the plus patch. I see everything except Beckett. Also I noticed, while trying to use all the keys on my keyboard, I hit my quicksave key and the game said "Unable to save during a cutscene". So I'm guessing that's what state the game is stuck in.
Video ... files (dot) catbox (dot) moe / 49xe12 (dot) avi
Can you please test the map I uploaded at the link below? Just copy it into the Unofficial_Patch/maps folder.
Drive.google.com
I appreciate your willingness to troubleshoot this issue! I've uploaded a new video ... files (dot) catbox (dot) moe / nc9998 (dot) avi
A little progress, as you'll see, but still broken.
Did you start from a save before you enter the warehouse? And can you open the console and check for any possible errors, please? Also can you please try another time after the ain file has been build?
I don't have my save before the warehouse anymore since I overwrote my quicksave :(.
Console snippet:
no anims, pc moving
no anims, pc moving
no anims, pc moving
no anims, pc moving
******************** timeing exploding boxes **********************
SV_StartSound: debris/bustcrate1.wav not precached (0)
******************** exploding boxes **********************
SV_StartSound: debris/bustcrate2.wav not precached (0)
no anims, pc in combat
no anims, pc in combat
no anims, pc near npc
no anims, pc near npc
These messages are normal, but if you start from a save in the warehouse the new map can't completely fix the problem. Let's hope it fixes it for new playthroughs...
Hi, in the safehouse after the tutorial the door to the bathroom is invisible with only the door handle being visible
GOG version with patch 11.5
Thanks, I will fix that!
@Wesp5
How many RC versions do you think are still happening before UP 11.5 will be finally complete?
I don't know. I would like 11.5 to be the final patch, which means it could go on forever as long as people find issues! Right now there is nothing which merits a new version number.
Can the latest patch be installed successfully on top of older patched games (even ones from ver 11.4 or even 11.3)?
Yes, if you start a new game afterwards. Old saves are not compatible...
Hi! I'm trying to reinstall the 11.5 unofficial patch. I've also tried downloading it on Vortex as well as a manual download from this site, and I keep getting this error message:
"Vampire.exe can not be found in that folder. Please select the correct folder on the correct drive."
I have tried putting this patch into the Steam library in Program Files x86, I've tried it on my hard drive where I have my Steam ggames saved, but no matter which one I select, it doesn't work and won't let me continue the installation.
Any directions to follow or any tips to help get this patch on? Thank you in advance!
Just check that vampire.exe is in the folder you point the installer at.
Found the folder, thank you! I installed the patch, and when I chose to play as a Hunter and went on to character creation, I noticed something bizarre.
When I click the Dexterity dot in Attributes, if I click the dot while it's not filled, it gives me skill points rather than taking them away. I can get an astronomic amount of points to spend this way. I got it up to 93 points and filled out my Strength and Stamina before the game told me I needed to spend all of my skill points in order to move on.
Nice catch, I will fix that!
Hello, hope I'm in the right place to put these, not really necessarily bugs, more aesthetic corrections:
1. screeen shake when I'm trapped in the container in Ocean House should be bigger, somewhat similar to the Grout mansion explosion, to make it clear that the Bobcat (Hellcat) just hit it.
2. the Elizatbeth Dane swaying in the waves is very cool, but I think about half as much amplitude should suffice, after all it is not in high winds in open seas.
3. VV's photo description says "tide you over", should be "tie you over".
4. the ghouls in Grout's mansion now say the same "hold it" lines as security guards. I think this kind of destroys the immersion, it was way spookier when all they did was crazy laughs and crying desperately over the loss of their master. With these lines they just sound like security guards trying to do the job they are paid for.
5. Obfuscate 5 description says "you will be revealed if you touch anyone or containers", the containers part should be removed, as it isn't true and this is the difference between levels 4 and 5.
6. In my Malk playthrough quite a few lines seemed to be missing in dialogues, not sure if these have been tied to lower humanity maybe, or did I do something different? All these were duplicates as I recall, in the sense that they wouldn't change anything at all if I choose one line over the other, it just seemed strange, as I did quite a few runs as Malk and remembered they shoud be there. If you know what this could be about, great, if not, I'll try to do some more investigating.
Hope I helped, apprecite all the work you put into this gem of a game. Peace!
1. I believe the current shake is big enough for a small bobcat.
2. In my opinion the swaying of the Dane is fine to show the effect.
3. According to the Oxford Dictionary "Tide me over" is correct.
4. I'm not aware of this, în which of the maps did this happen?
5. You are right, I will correct that!
6. Please point me to where there are no Malkavian lines. We added any we found missing but might have overlooked some.
2. You're right, I might not have noticed it or though it to be intentional if it was smaller.
1. I'm hoping to still convince you on this one, also due to above, but I won't press it :)
3. You're right, I never heard it in this form.
4. I started a new run, mainly because of 6., also tested from older save, could not reproduce it in Grout's mansion, but I think it was the second map with the freezer, or both the first and the second maps. On my new playthrough however, Bishop Wick also shouted "Freeze! Can't hide from me! Hey!" on the security guard voice, so maybe not tied to the map, but some sort of inheritance issue with the npc classes? Just wild guessing on my part though.
5. Cheers!
6. In my new run I'll note down and let you know what I found. Thanks!
4. I suspect the game falls back to these common lines if it tries to use some that does not exist. And we don't know what this non existing line is called...
Yeah, makes sense. My other guess would have been that the same jumble happens as with the art assets when the game ran for too long. Also I started the fight with clearing the zombies, so maybe their gurgles were scripted, but couldn't be assigned to zombie npc, and thus reverted to those default taunts.
You are right about the memory hole, this could be the reason why I don't hear it when I just jump into a map to test it!
Regarding 6, false alarm, sorry. I didn't realize / remember how many times other clans have 3-4 responses, but Malk only has the one. The answer is lots. And then some :) I checked everything I found during my runs against the dlg files, all of them were like this, Malk responses explicitly separated. Probably the devs didn't feel like translating every inconsequential duplicate line into Malk as well. And apparently it's been too long since I last played the game :)
As far as I know Brian Mitsoda basically wrote all Malkavian dialogues in one long night!
Geez... I heard they were in a crunch for the release, but this is taking it to a new level. Must have been one helluva night!
Originally they had slots for special answers for all clans but only the Malkavian is used.
Yeah, who knows what else they would have come up with if they didn't have to rush it through the door...
Speaking of rushed development, the modding comunity always seemed to run into engine limitations/quirks/bugs that are not fixable, or a pain to work around. Do you know if anyone looked at the feasibility of porting the VtMB assets to a more mature version of the Source engine? Or is the idea too far out there?
Atrblizzard tried that years ago with the Alien Swarm engine, but nothing came out of it.
Hi. I've been experiencing a bug in the last few iterations of the patch (I've tried both basic and plus versions), where in level 4 of the Warrens the large spider-like creatures don't attack me, despite the fact that I am not in stealth mode or obfuscating and standing right in front of them. I can attack them with no reaction. Sometimes if I stand in front of them for an extended period they will attack. They didn't use to behave like this. Any ideas?
Thanks.
That does not happen on my system. Do you get an AI Disabled message when entering those maps?
Hi Wesp5. I don't see that message, but I think I've possibly identified the issue. The bug seems to arise when I save the game while in the vertical shaft with the fans at the start of level and then reload the save and play from there. If I just play through the area without saving it doesn't happen.
Then I sadly can't fix it, because there are a lot of issues caused by save/load and we never figured out how the saves are structured.
P.S.: I found a way to fix this without touching the saves :)!
Thanks Wesp5. It's amazing that you are still finding fixes for things after all this time!
Yeah, I don't know if this will ever stop ;)!
Not sure if this is an old issue or if it arises from using the recent version of unofficial patch+, but whenever I change my history, it gives me all my stat points back that i've already spent, and keeps the benefits of the stat points that I spent. This is easy to avoid obviously, just don't change stat points until you decide to choose a history, but a lil annoying if you forget or just don't know.
Regardless, just thought i'd point it out! Appreciate the work you do!
This is an old well known bug that can't be fixed. If you use it to cheat, I made Jack comment on it at least :)!
hi quick question how can i change the timer when Grünfeld Bach starts the detonation timer at the end of Society for the Preservation of Professors quest? because 1 min is not exactly enough to save yourself and Johansen
You would need to edit the map file itself with VPK Tool and 1 min should be enough...
Thank you!
Have fun!
very good mod
Thanks!
System update causes the game to crash。
What system update?
Hey Wesp! I think the update changed around some of the lines in the dialogues in Santa Monica at least. From what I gathered:
1) Trip only gives you the clinic quest after you talk to him about SM and weapons, and that means you have to start three conversations,
2) Knox lost his Inspection check when giving you the Asian quest, there is no way to catch on to him using you for Bertram
3) when I dealt with Dennis through Persuasion, Mercurio doesn't mention having visited Dennis for payback later on when met on the beach
1) This change was necessary because he gives you early access to a Glock now, which wouldn't make sense if you didn't know he sold weapons.
2) This check was restored to the original condition which uses Perception.
3) He should mention this regardless of whether you used Persuasion, main condition is that Dennis and his goons were not killed by you.
Hello!
Ive been meaning to ask - the current version patch description says:
"Fixed Oceanhouse Hotel ghost and Beckett's wolf form Auspex auras"
Does that mean Auspex will not work on them anymore completely?
Also may I make a suggestion:
The plague fighters in uniforms in Downtown hub are impossible to feed since they use biohazard suit no?
A vampire should be able to tear through that biohazard suit no problem, but it will ofcourse leave evidence, no?
So how about making it possible to feed on those, but with the consequence of masquerade violation?
P.S. May I make a few more suggestions here?
About the auras, the ghost auras were visible before the ghost itself, so I fixed that. And Beckett's wolf form didn't have the vampire aura.
As for the biohazard suits, I don't know what kind they are supposed to be. If these are full plastic it would be quite hard to get through.