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Technical Support Topics => PATCHES => Topic started by: Tessera on May 09, 2011, 03:58:22 PM

Title: True Patch Gold: Enabling Clan Histories
Post by: Tessera on May 09, 2011, 03:58:22 PM
True Patch Gold Edition: Enabling Clan Histories


The various clan Histories are not enabled by default in the True Patch Gold Edition. There are two reasons for this:


(1) They were not enabled by Troika in the final release of the game, hence they are not enabled by default in the TPG, either.

(2) The clan Histories are not perfectly balanced and some of them might even make the player character be a bit overpowered.


However, I should point out that despite those two important considerations, we did indeed spend some time working on re-balancing -some- of the Histories. So if you are a player who would prefer to play with the Histories enabled... despite the two issues that I have mentioned above... then I will once again explain the very easy procedure for enabling them in your game.

First, it is assumed that you have already installed Bloodlines correctly and that you have also installed the True Patch Gold Edition, according to its instructions.


To enable the clan Histories, simply do the following:

(1) Look for a sub-folder within your Bloodlines installation named "\Vampire\cfg"
(2) Within that folder, there will be a file named "autoexec.cfg"
(3) Now open that "autoexec.cfg" file in a simple text editor, such as Notepad.

You will see a group of lines within that file which read as follows:

// Remove the two "//" marks from the beginning of the line below to enable the Clan Histories...
//vchar_edit_histories "1"
//

To enable the clan Histories, simply delete the two slash marks "//" which immediately precede the words vchar_edit_histories "1"
Removing those two slash marks will activate that command, the next time that the game is started.

(4) Save the file and exit.



That's all there is to it. Those two slash marks in your autoexec.cfg file simply "comment out" the line that enables the clan Histories. By removing the two slash marks, the Histories will thus be enabled... and all of them will available, the next time that you create a new character.

Happy vamping.  8)


PS -- for the record, I myself play with the Histories enabled. I always play a Malk with the "Ninja!" history and it's a lot of fun.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: anariel on May 10, 2011, 01:14:07 AM
I'd also like to add that, if you have the console enabled, you can activate the clan histories by typing vchar_edit_histories 1 in the console.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: suspiria_2 on May 10, 2011, 08:19:02 AM
wow, that was easy!

think i'll enable this today and play through Santa Monica again to verify the outcome of my experiment on the different experience during play between True and the other patch.

thanks~!

Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Jason on June 09, 2011, 05:21:02 PM
i like playing as completely bat-shit not only are dementia powers are more effective and last longer ;D
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: fchopin on July 25, 2011, 05:04:06 AM
I installed the unofficial patch last week but found changes from what i remembered of the game that i played about 2 years ago so i uninstalled the patch and have installed the True Patch Gold.

I also plan to enable the histories as i like them.

Thanks for the patch.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Schu on July 25, 2011, 01:29:00 PM
fchopin, I really hope you did a clean install, if you didn't you are going to have issues, because the TPG and the UP are not compatible.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: fchopin on July 25, 2011, 01:40:18 PM
Yes i did a clean install and everything is working fine, but thanks for the info.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 25, 2011, 09:54:58 PM
Quote from: fchopin on July 25, 2011, 05:04:06 AM
Thanks for the patch.


You're welcome.   8)
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Lothos on July 29, 2011, 01:31:44 PM
As someone new to VTMB, can you explain what Clan Histories are?  From the sound of it, they're clearly not just background info as the name would imply.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: anariel on July 29, 2011, 02:11:09 PM
They are like the merits and flaws of the P&P version of the game. Essentially, they change the prioritization of the attributes (most of them are this) or give some advantages in exchange for some disadvantages.
For example, Malkavians have, among others, Complete Batshit (increase effect on Dementation, but also increases the XP cost on Auspex or subterfuge, I don't remember which one), which is my favourite, or Tessera's favourite Ninja!, impressive for a melee-oriented Malkavian.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 29, 2011, 03:21:39 PM
Clan Histories change certain base stats for your character... hence the choice of a clan History is something which needs to be carefully considered. They also add a great deal of replay value to the game, since your character's abilities will be altered somewhat, depending upon which History you select. Troika did something similar in one of their previous games, called Arcanum. And actually, you can trace this sort of game mechanic all the way back to when the leaders of Troika (Anderson, Boyarsky and Cain) were on the development team for Fallout and Fallout 2.

Each of the Histories has certain pluses and minuses to it. Usually, you'll gain a boost in one area, at the expense of a deficit in another area. For example, Anariel mentioned that my favorite History for my Malk is the "Ninja!" History. If you select that History when you create a Malk, it gives you a substantial boost to your melee abilities... but at a significant cost: you can never raise your skill in Firearms, no matter what. It's a great History for a Malk brawler, but you'll need to adjust your overall playing style accordingly. I will say this much: a Malk using the "Ninja!" History is a seriously kick ass melee character, especially in the earlier parts of the game (when we normally tend to be weak in those skills). In fact, for the entire first act of Bloodlines, my "Ninja!" Malk uses nothing except her fists as weapons.

Anyway, Troika disabled the Histories, prior to releasing Bloodlines. They disabled them because most of the clan Histories are imbalanced. Some are overpowered, and others are underpowered. And since Troika was very rushed during the final days of development, they didn't have the time to play test all of the different Histories and work out all of the balance issues.

With the True Patch, we made a small effort back in version 5.04AT to balance *a few* of the Histories. But most of them we left untouched... hence, the Histories are not enabled by default in any version of the True Patch. Instead, we decided to leave it up to each individual player to decide whether or not to enable them manually, by editing one of the game's configuration files. We felt that this was the best way to avoid imposing any arbitrary changes upon the end user, which is something that should be avoided at all costs within a fan-made patch.  
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Arglaar on July 29, 2011, 06:54:54 PM
Quote from: Tessera on July 29, 2011, 03:21:39 PM
With the True Patch, we made a small effort back in version 5.04AT to balance *a few* of the Histories. But most of them we left untouched... hence, the Histories are not enabled by default in any version of the True Patch. Instead, we decided to leave it up to each individual player to decide whether or not to enable them manually, by editing one of the game's configuration files. We felt that this was the best way to avoid imposing any arbitrary changes upon the end user, which is something that should be avoided at all costs within a fan-made patch.  

Sounds like a good task for the Mega-Mod.  Add them back in and balance them.

Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 30, 2011, 01:29:15 AM
Well, saying "add them back in" makes it sound as if the True Patch did something to remove the Histories. It doesn't. The True Patch simply leaves them disabled by default... exactly the same way as it was in the plain-vanilla game. And enabling them is a no-brainer... just open up your autoexec.cfg file in Notepad and change a single number in that file from "0" to "1" and voila... all of the Histories will be enabled, the next time you play.

But yes, it might be fun to either "revamp" (pun intended) the existing Histories, or else construct entirely new ones for my VTMB Mega-Mod. But that is precisely the way to handle it: in a mod, not in a patch. I won't take it upon myself to second guess Troika within the True Patch. But in a mod, anything goes... so perhaps we can monkey around with the Histories in a future Mega-Mod update.

We gotta be careful with them, though... because it is very easy to give in to the temptation to create overpowered Histories, which give too much strength to the player. Wesp is guilty of doing exactly that within his horrible "unofficial patch." I would never make the same mistake. When you add ez-mode content to Bloodlines, the challenge decreases and as a result, the game's overall re-playability likewise decreases. That's a big no-no.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Curmudgeon62 on August 20, 2012, 02:40:53 AM
Hello from Japan. First, many thanks for all the work that went into making this fine patch for a great game.
I checked the latest version of the patch and found this little problem in Vampire\vdata\system\traiteffects000, specifically with the history, "Eerie Prescence".

What should be a bonus to the Mental traits, Perception, Intelligence, & Wits, is mistakenly assigned to the Social traits, Charisma, Manipulation, & Appearance.

Below is the section of code from the above file in the latest patch.

TraitEffectGroup
{
"InternalName" "History (Eerie Presence)"
// Mental Advancement Bonus
TraitEffect
{
"Trait" "Charisma"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
TraitEffect
{
"Trait" "Manipulation"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
TraitEffect
{
"Trait" "Appearance"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
// Social Advancement Penalty
TraitEffect
{
"Trait" "Charisma"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
TraitEffect
{
"Trait" "Manipulation"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
TraitEffect
{
"Trait" "Appearance"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
// Stealth Advancement Penalty
TraitEffect
{
"Trait" "Stealth"
Costs
{
"Raise" "Table: 3, 4, 8, 12, 16"
}
}
}


Below is what I suspect it should be.

TraitEffectGroup
{
"InternalName" "History (Eerie Presence)"
// Mental Advancement Bonus
TraitEffect
{
"Trait" "Perception"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
TraitEffect
{
"Trait" "Intelligence"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
TraitEffect
{
"Trait" "Wits"
Costs
{
"Raise" "Table: 2, 3, 6, 10, 12"
}
}
// Social Advancement Penalty
TraitEffect
{
"Trait" "Charisma"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
TraitEffect
{
"Trait" "Manipulation"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
TraitEffect
{
"Trait" "Appearance"
Costs
{
"Raise" "Table: 3, 6, 10, 16, 20"
}
}
// Stealth Advancement Penalty
TraitEffect
{
"Trait" "Stealth"
Costs
{
"Raise" "Table: 3, 4, 8, 12, 16"
}
}
}


Best, C.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Schu on August 20, 2012, 02:12:59 PM
Quote from: Curmudgeon62 on August 20, 2012, 02:40:53 AM
Hello from Japan. First, many thanks for all the work that went into making this fine patch for a great game.
I checked the latest version of the patch and found this little problem in Vampire\vdata\system\traiteffects000, specifically with the history, "Eerie Prescence".

What should be a bonus to the Mental traits, Perception, Intelligence, & Wits, is mistakenly assigned to the Social traits, Charisma, Manipulation, & Appearance.

Below is the section of code from the above file in the latest patch.

Cylnar and myself have done a re-balance of the Histories, and that is one that got fixed. Here is where you can find the re-balance beta.
http://www.tessmage.com/forum/index.php/topic,58884.0.html

If you have any comments, complaints or suggestions about the re-balance then please post them in that thread...thanks.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Cylnar on August 20, 2012, 04:47:37 PM
Quote from: Curmudgeon62 on August 20, 2012, 02:40:53 AM
I checked the latest version of the patch and found this little problem in Vampire\vdata\system\traiteffects000, specifically with the history, "Eerie Prescence".

What should be a bonus to the Mental traits, Perception, Intelligence, & Wits, is mistakenly assigned to the Social traits, Charisma, Manipulation, & Appearance.

What Schu said. ;)

The problem is not due to the patch, but existed in the game as shipped. The TPG disables histories by default, because that's what Troika did. The histories were incompletely balanced and Troika ran out of time before the Activision bean counters' deal with Valve forced Troika to declare the game "finished"...and then let it sit around for six months until Half-Life 2 shipped. >:(
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Curmudgeon62 on August 20, 2012, 05:38:21 PM
Schu & Cylnar

Thank you for your replies. I understand that the True Patch is not the problem.
Just thought that it was a bug that could be fixed. Anyway, I'll give your mod a try.
Best, C.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: dracconus on June 13, 2013, 07:17:39 AM
thank you for the true patch and the histories it has made the game more interesting each time i play
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Robutt on July 29, 2013, 09:37:23 AM
Are there any histories that are actually disadvantageous? Or make the game harder to play than without them? That's mostly what I'm worried about. ;D

I don't mind a challenge, I'd just like to be aware of it before I select it. :P
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 29, 2013, 01:41:56 PM
Quote from: Robutt on July 29, 2013, 09:37:23 AM
Are there any histories that are actually disadvantageous?

No. Or at least, none that I am aware of.

The clan Histories simply add a different "flavor" to your gameplay. In most cases, the Histories will make your character stronger in one area, at the expense of being weaker in another area. The devs at Troika were doing that sort of thing all the way back in Fallout II, as well as in Arcanum.

For example, I always play my Malk with the "Ninja!" history enabled. She's extremely potent with melee (both bare-handed and with melee weapons). But as payment for all of that extra melee power, she can never raise her Firearms skill above "0." Which in turn has quite an effect upon how I play the game... I basically never use guns at all during the course of the game, except in the two or three places in the late game where there really isn't any better option for a Malk (such as during the endgame fights with the Chiropteran Behemoth and Ming Xiao). For the majority of the game, my Malk attacks using stealth kills, Dementation, melee weapons, and good old-fashioned vampire brawling (forcibly feeding on an enemy and draining them dry).

So really, the purpose of the Histories are to induce the player to try different playing styles, instead of being locked into some boring and repetitive mode that would eventually become stale. They add some variation and so, they also add replay value to Bloodlines.

Bear in mind that many of the clan Histories were not fully balanced by Troika prior to releasing the game, which explains why they were left disabled by default. Hence they are also left disabled by default after installing the True Patch. I do recommend enabling them... but only if the player understands what I just said about game balance.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Robutt on July 29, 2013, 01:54:50 PM
Has anyone else tried making a mod that balances them? I saw someone else mention they made one earlier in the thread but their link is dead now.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 29, 2013, 02:22:20 PM
Several people have tried their hand at either re-balancing the Histories, or even creating new ones.

I have checked out a couple of those mods and I was not happy with them. More often than not, the problem is this: some modders... especially younger modders... are unable to resist the temptation to make their personal favorite Histories be overpowered. In Wesp's "patch," for example, that is most definitely the case with most of the Histories that were supposedly "fixed" within Wesp's junk.

A few years ago, a couple of our own Forum veterans were working on re-balancing the Histories. Cylnar and Schu started a joint Histories project... but I'm embarrassed to say that I have no idea whether or not they ever completed that project. I never really followed up on it myself, because in my case I always play the same character and she always uses the same history... so for me personally, there is little interest in any of the other Histories.

Back when Acrimonious and I were developing version 5.04AT of the True Patch, we decided that any attempts on our part to re-balance the Histories would, by default, include a certain degree of subjectivity on our parts. We were not comfortable with that fact, being that our primary goal was to produce a bona-fide patch... and not a mod. So in the end, we decided to leave most of the Histories alone and to also leave them disabled by default.

If you do decide to check out a Histories mod made by someone else, then please make sure that it is 100% compatible with the True Patch before installing it. I suspect that some of those mods may not be compatible with our version of the game.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Cylnar on July 29, 2013, 02:32:51 PM
Quote from: Tessera on July 29, 2013, 02:22:20 PM
A few years ago, a couple of our own Forum veterans were working on re-balancing the Histories. Cylnar and Schu started a joint Histories project... but I'm embarrassed to say that I have no idea whether or not they ever completed that project. I never really followed up on it myself, because in my case I always play the same character and she always uses the same history... so for me personally, there is little interest in any of the other Histories.

Well, originally Schu and I were working on separate projects to rebalance and add new Histories to the game. When we found out that we were both doing this, we decided to combine our efforts. I eventually became frustrated with the fact that if there are too many Histories (I had a lot of ideas) the game just gets stupid and won't load any, or something. So I gave my most current work to Schu and he completed his "VTMB Re-Balanced Histories Mod (http://www.tessmage.com/forum/index.php/topic,59158.0.html)" which can be found right here on tessmage.com by just following the link embedded in the name. 8)

Schu also made another mod which adds a whole new clan to the game (high difficulty): Schu's Oni Mod (http://www.tessmage.com/forum/index.php/topic,58333.0.html). These two mods are the only mods on the net that I know of that were specifically designed for use with the TPG (though they would likely work with vanilla 1.2 or the UPchuck). ;)

I may make another Histories mod someday, but if I do, it will replace the existing Histories. Most of the Histories in the original files are "stat shufflers" which change the starting priority of various stats, though the same effect may have different names depending on the clan and gender of the player. The ones I was thinking of were more extensive, and mostly clan-specific. :P
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 29, 2013, 05:55:08 PM
Quote from: Cylnar on July 29, 2013, 02:32:51 PMThese two mods are the only mods on the net that I know of that were specifically designed for use with the TPG

...

What about MY mods, you turd..?

How soon they forget...  :'(
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: beetle on July 29, 2013, 08:22:40 PM
I think it was implied that he meant mods not made by you. :P
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Cylnar on July 30, 2013, 09:04:06 AM
Quote from: Tessera on July 29, 2013, 05:55:08 PM
Quote from: Cylnar on July 29, 2013, 02:32:51 PMThese two mods are the only mods on the net that I know of that were specifically designed for use with the TPG

...

What about MY mods, you turd..?

How soon they forget...  :'(

Quote from: beetle on July 29, 2013, 08:22:40 PM
I think it was implied that he meant mods not made by you. :P

Yeah, that's what I meant. Mods that people other than you have made for the TPG. :P ::) :laugh: :angel: 8)
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on July 30, 2013, 01:21:16 PM
Oh, cut the crap and just come right out with it, Cylnar. You want me to get an abortion..!!!
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Cylnar on July 30, 2013, 02:45:29 PM
LOL :D :D :D
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: elanaahova on March 30, 2014, 08:51:14 AM
Quote from: anariel on July 29, 2011, 02:11:09 PM
They are like the merits and flaws of the P&P version of the game. Essentially, they change the prioritization of the attributes (most of them are this) or give some advantages in exchange for some disadvantages.
For example, Malkavians have, among others, Complete Batshit (increase effect on Dementation, but also increases the XP cost on Auspex or subterfuge, I don't remember which one), which is my favourite, or Tessera's favourite Ninja!, impressive for a melee-oriented Malkavian.

What is the significance / game play wise / in changing the priority of attributes?  Plz help me understand this.  Game manual is vague. 
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on March 30, 2014, 11:29:36 AM
No significance, really. Just a bit more variety. You can win the game with practically any combination of traits. The purpose of the Histories is mainly as a roleplaying choice. Some of them will have a subtle effect upon the course of the game, however... simply because they compel you to play your character a bit differently.

But that's pretty much all that they do. It's just another way to mix things up and add a little variation to the game.
Title: Re: True Patch Gold: Enabling Clan Histories
Post by: Tessera on May 09, 2014, 11:43:05 AM
Copied over from the members-only section of this board...




True enough. Troika did a lousy job on the clan Histories, probably because they were being rushed and they simply didn't have the time to play-test them all. In my estimation, about half of the Histories are working pretty good, but the other half are broken to varying degrees. So yeah... that's why Troika ended up disabling the Histories, when Bloodlines was finally released.

So... why didn't we "fix" the Histories with the True Patch..? The answer is somewhat complicated, but it boils down to a few reasons. The clan Histories are optional, for one thing. And they are largely subjective in nature. All of them involve boosting one or two stats, in exchange for crippling one or two other stats. So, which stats should we choose, when we're setting up one of the Histories..? Like I said -- it's largely subjective. Furthermore, every single History would require extensive play-testing, in order to be absolutely sure that none of them caused the player character to become overpowered or under-powered. The time involved would be prohibitive... which is no doubt the reason that Troika never finished tweaking the Histories in the first place.  

In the end, I decided that editing the clan Histories fell under the purview of a mod... not a patch. And since the True Patch is not a mod, but is indeed a bug-fixes-only patch, I felt that any changes to the Histories would be inappropriate. If anything is going to be done with the numerous clan Histories, then that work should be left to competent modders.