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Unofficial Patch 4.1 released!

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Wesp5
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Unofficial Patch 4.1 released!

Post by Wesp5 »

I know it hasn't been a long time since 4.0, but it seems I accidentally broke Romero's quest while making him return to the cemetery afterwards and there is some confusion because at the moment the unofficial patch and the "true" patch have too similar version numbers. So for a quick fix to both issues download the latest version 4.1 from The Patches Scrolls : game updates, patches & addons - We have them first! or from:

vtmbup41.rar - FileFront.com

Changelog:

v4.1 28.08.2007
----
Put morphine into cs cabinet and fixed a Danielle Persuasion error.
Added a humane farewell line to Heather and fixed a Tourette loop.
Lowered hacking skill of Asylum computers and swapped Copper lines.
Made police investigate gallery crime independent of your actions.

Prevented Humanity from reaching zero and removed loss for pendant.
Fixed parking garage exchange and removed gum when sold to Copper.
Corrected a Vandal condition and several similar dialogue problems.
Repaired broken Romero quest return and several minor text issues.
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Shizz
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Post by Shizz »

Hey there,
Just noticed a small bug: Discipline timers don't seem to be working. Can anyone confirm this (or is it a known bug)? Or is it a problem on my side?
Thanks in advance :-)

Edit: Only seems to be the case during the tutorial; after that, it works fine. Weird. I'll try to reproduce it; maybe just a weird one-time glitch.
"While sanity provides a comfortable perspective of the universe, only through its absence one will be given a glimpse at what might lie beyond.
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
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Wesp5
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Post by Wesp5 »

Shizz wrote:Hey there,
Edit: Only seems to be the case during the tutorial; after that, it works fine. Weird. I'll try to reproduce it; maybe just a weird one-time glitch.
This is a know random glitch of Bloodlines.
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Post by Shizz »

I see; thanks. :-)

Another question: What are the requirements now for getting Knox to spill the beans? I found a line in the readme saying they've been made consistent to the Johanson requirements, but what exactly does that mean for both enounters?

Edit: Playing on, I've done the warehouse now.
SPOILER!

When escaping, you usually run into a vampire who kicks down the door you just want to go through and proceeds to try and put your character to Final Death. This, however, didn't happen this time around; the door just stayed locked with a level 10 lock and I had to use another way out. Tried it a few times without any door-kicking happening. Is that intentional, could it be a glitch or a problem on my end, or could it be a bug?
"While sanity provides a comfortable perspective of the universe, only through its absence one will be given a glimpse at what might lie beyond.
The question remains, though - Does insight remove sanity, or will insight be given to the mad?"
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Wesp5
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Post by Wesp5 »

Shizz wrote:I see; thanks. :-)
What are the requirements now for getting Knox to spill the beans? I found a line in the readme saying they've been made consistent to the Johanson requirements, but what exactly does that mean for both enounters?
You now need a Perception of > 1. Previously you needed inspection for Knox and Perception for Johansen which I think wasn't consistent.
When escaping, you usually run into a vampire who kicks down the door you just want to go through and proceeds to try and put your character to Final Death. This, however, didn't happen this time around;
I'm not sure which door you mean exactly but I think this is intentional. The vampire kicking in the door to the warehouse itself will only spawn if you were detected on your way into the warehouse. The door where the trains are stays locked now because otherwise you could return into the burning warehouse.
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Post by mzz »

Wesp5 wrote:I'm not sure which door you mean exactly but I think this is intentional. The vampire kicking in the door to the warehouse itself will only spawn if you were detected on your way into the warehouse. The door where the trains are stays locked now because otherwise you could return into the burning warehouse.
Ah, so that wasn't just me then. Are you sure about this? It's actually quite possible this was the first time I was not noticed at all, even on the way out after planting the astrolite, but I think it's a bit weird because I'm pretty sure I went *in* through that same door (and it was unlocked or at least less locked at that time). It only became level 10 locked on my way *out* and I just barely found a different way out before the warehouse exploded.

Is it possible that previously you were pretty much always noticed by a respawning enemy you removed?

Some other things I noticed:
  • milligan.dlg sets G.Mill_Dominated = 1, but pisha.dlg checks for G.Mill_Dom == 1, so if you dominate him pisha gets "stuck" (only option is "I'll go take care of it", which you can't 'cause he's not there).
  • gary.dlg line 212:
    (not IsClan(pc,"Toreador") or
    not IsClan(pc,"Ventrue")) and
    not IsClan(pc,"Nosferatu")
    the "or" should be "and" (I'm a ventrue and got two "What do you want"s).
  • The list of "restored stuff" in the readme lists chewing gum twice.
  • Some nadia dialog is unreachable: line 11 has a "Seduction 7 &
    pc.IsMale()" requirement, but some of the choices have F_Seduction
    requirements. Is this intentional?
  • Just nitpicking and almost certainly not caused by your patch, but probably fixable anyway: If you do not talk to Skelter between visiting Grout's and the Hallowbrook, then first talk to Damsel and then Skelter, the dialog is a bit weird (you first explain to Damsel that Nines is innocent, then tell Skelter that you "know what you saw" when Nines walked out of Grout's mansion). Perhaps that bit of dialog can go behind a Story_State check, hiding it if you already did the Hallowbrook?
I've hacked up a little script to check for glitches in .dlg files. It's not quite done yet, but some minor things that might be worth fixing:
  • Blank line around line 526 of wongho.dlg
  • boris.dlg: 75: 'Seduction 4 & Not IsMale(pc)', "Not" should be "not"
  • pisha.dlg is missing a newline at the end of the file
  • prince1.dlg has a couple of "G.Prince_Hardwarn == 0 pc.masquerade == 4" conditions that probably need either an "or" or an "and"
  • jack.dlg has "Humanity >= 5" and "Humanity < 5" checks, should that be "Humanity 5" and "Humanity -5"?
  • regent.dlg:613 does not start with a "{"
  • e.dlg:44 has "Humanity - 5" with a space between the - and the 5
There are also quite a lot of checks like "Seduction 6 and not IsMale(pc)". Do those work or does that need to be "Seduction 6 & not IsMale(pc)"? If that is a bug I can give you a list of those too (I guessed the rule for those lines was "one or more stat checks or python expressions separated by ' & '", but I'm not so sure anymore now).
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Post by Wesp5 »

mzz wrote: Is it possible that previously you were pretty much always noticed by a respawning enemy you removed?
No, that was concerning the other door. The newly locked was necessary otherwise you could reenter the burning warehouse.
[*]milligan.dlg sets G.Mill_Dominated = 1, but pisha.dlg checks for G.Mill_Dom == 1, so if you dominate him pisha gets "stuck" (only option is "I'll go take care of it", which you can't 'cause he's not there).
I was already made aware of this and fixed it for 4.2.
[*]gary.dlg line 212:
(not IsClan(pc,"Toreador") or
not IsClan(pc,"Ventrue")) and
not IsClan(pc,"Nosferatu")
the "or" should be "and" (I'm a ventrue and got two "What do you want"s).
Fixed, thanks for the tip,
[*]The list of "restored stuff" in the readme lists chewing gum twice.
Already found that myself and fixed it :) .
[*]Some nadia dialog is unreachable: line 11 has a "Seduction 7 &
pc.IsMale()" requirement, but some of the choices have F_Seduction
requirements. Is this intentional?
Probably not. I'll remove the pc.IsMale() condition.
[*]Perhaps that bit of dialog can go behind a Story_State check, hiding it if you already did the Hallowbrook?
Done.
I've hacked up a little script to check for glitches in .dlg files. It's not quite done yet, but some minor things that might be worth fixing:
Thanks for the infos. I hope most of these didn't make much of a difference but I fixed everything just to be sure. If you find more please state them here.
There are also quite a lot of checks like "Seduction 6 and not IsMale(pc)". Do those work or does that need to be "Seduction 6 & not IsMale(pc)"?
Please list all these cases. We fixed most but likely overlooked some and this may make a difference.
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Post by fable »

A post has been removed. Please remember that this thread is only about fixes in the Unofficial Patch 4.1. If you have a question about any quest, first use our search function to see if it's answered already in our forum. If it isn't, and doesn't show up in the walkthrough on this site, start a thread of your own.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Post by mzz »

Wesp5 wrote:Please list all these cases. We fixed most but likely overlooked some and this may make a difference.
Probably easier for both of us if I just hand you the current version of the script so you can run it on your local version of the patch yourself. I've put a copy on http://mzz.mine.nu/m/dlglint.py. It needs python 2.5 or up, which you can grab from Python Programming Language -- Official Website. Then just run it from a cmd prompt with something like "\python25\python \path\to\dlglint.py \path\to\vtmbup41\Vampire\dlg > \path\to\tempdir\output.txt" and it should (after a couple of seconds, it's not that fast) spit out a list of possible issues. There will be some false positives, and let me know if the output does not make sense or it doesn't work or whatever :)

Oh, also let me know if there are other files containing possible problems that could be checked for by a script.
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Post by Wesp5 »

mzz wrote:It needs python 2.5 or up, which you can grab from Python Programming Language -- Official Website.
Is the version included in Bloodlines valid? Otherwise it would be easier if you could do it, because although I edit the python files for the patch, I know nothing about Python itself :) .
Oh, also let me know if there are other files containing possible problems that could be checked for by a script.
If you have a script that checks for Python syntax you could check all the files in the python folders and maybe closed brackets and such in the vdata/system folder.
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Post by mzz »

Wesp5 wrote:Is the version included in Bloodlines valid? Otherwise it would be easier if you could do it, because although I edit the python files for the patch, I know nothing about Python itself :) .
Err, no, the version included in bloodlines is way too old and also not usable as a standalone application afaict :) it's not exactly hard to install though, just grab the latest "windows installer", install it somewhere (it has a pretty standard installer wizard), then run that command I gave you from a cmd prompt. No need to know anything about python itself really.

I've put up http://mzz.mine.nu/m/dlglint.txt which is the output for vtmbup41 (including the issues I mentioned earlier) if you really can't figure it out.
If you have a script that checks for Python syntax you could check all the files in the python folders and maybe closed brackets and such in the vdata/system folder.
Shouldn't be too hard, I'll see if I can hack something up later.
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Post by Wesp5 »

mzz wrote: I've put up http://mzz.mine.nu/m/dlglint.txt which is the output for vtmbup41 (including the issues I mentioned earlier) if you really can't figure it out.
That's easier for me and still hard enough as I don't know what criteria you were looking for ;) . Why e.g. is there an error in line 383 in lufang.dlg mentioned and I can't spot anything wrong? Is "|" the analogue to "&" for "or"? I think I figured all the other things out and corrected them just to be sure, although most of them probably didn't do anything. But I think I may have found an unused line or two as well :) . Would it be possible to write a script that checks for any lines never referred to to find other unused stuff? Anyway, thanks for your help and I will mention it in the readme of 4.2!
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Post by mzz »

Wesp5 wrote:That's easier for me and still hard enough as I don't know what criteria you were looking for ;) .
Yes, I made up most of the words used in the problem descriptions :p
Why e.g. is there an error in line 383 in lufang.dlg mentioned and I can't spot anything wrong?
Bug in the script. It assumes that there cannot be any choices after an auto-end "choice" (so after it sees line 382 it assumes it's done with that bit of dialog). I'll fix it in the script.
Is "|" the analogue to "&" for "or"?
I was not sure about that, so I did not add it to the script yet. Have you checked if that works?

Keep in mind that something like "Humanity -5 | Persuasion -6" is syntactically valid python, but does not do what you want ("|" is bitwise "or", not boolean "or" (just like "&" is normally bitwise "and", actually)). Wanted to check "|" is actually interpreted by the game and not just handed to python but haven't gotten around to it.
I think I figured all the other things out and corrected them just to be sure, although most of them probably didn't do anything. But I think I may have found an unused line or two as well :) . Would it be possible to write a script that checks for any lines never referred to to find other unused stuff?
I tried that but ended up with way too many false positives for it to be of much use. See http://mzz.mine.nu/m/dlglint-unused.txt (that's the output from the script with lines 280-282 re-enabled and with all the output you already have edited out by hand). There are quite a lot of lines that are not referenced from the .dlg file but are either referenced from script (python dir or triggers/whatever inside bsp files) or simply unusable (a few barks I cannot think of any remotely sane use case for, like "I'll send you an email" for a bunch of characters). I might try to catch some of the references from bsp/python code to make this more useful, but don't hold your breath :)
Anyway, thanks for your help and I will mention it in the readme of 4.2!
Glad to help. To help me help you:
  • Do you know what happens if there are start conditions but none of them apply? Does it jump to line 1 or can you not talk at all or what?
  • What if there aren't any choices (no auto-link/auto-end either, just nothing)? Does it handle that like there is an auto-link to the next available line or an auto-end, or is it an error?
  • Do python statements (instead of expressions) in the first script field for npc lines work? Specifically, do lines containing a ";" in that field work? Half of tourette.dlg uses "pc.SetCamera("tJeanette") or npc.SetDisposition("fear",2)" instead of "pc.SetCamera("tJeanette"); npc.SetDisposition("fear",2)" for (I assume) that reason, but not all of tourette.dlg does, and some other files don't either. I'm not sure if that's a bug or if they changed how that field works halfway through developing the game and didn't clean up those bits of tourette.dlg.
This kind of thing is not that hard to write if you know what the "rules" for the file are and what kind of problems to look for, but I'm not sure I know what the rules are yet :)

EDIT: what's the main reason you cannot run this thing yourself, problems installing python or lack of a gui frontend for the script? I can probably turn it into a standalone exe and/or add a very simple gui if you need one...
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Post by Wesp5 »

mzz wrote: Wanted to check "|" is actually interpreted by the game and not just handed to python but haven't gotten around to it.
I tested a case of "|" with Trip and it seems to work like intended.
I tried that but ended up with way too many false positives for it to be of much use. See http://mzz.mine.nu/m/dlglint-unused.txt
Thanks, I'll check these out in case we missed something. But there must be an error in your script because already in johnny.dlg line 81 is referred from line 192 and it is still listed. Or does the script only work forward and not backwards?
(a few barks I cannot think of any remotely sane use case for, like "I'll send you an email" for a bunch of characters).
I think these were included for additional quests to be added latter on.
[*]Do you know what happens if there are start conditions but none of them apply? Does it jump to line 1 or can you not talk at all or what?
I guess it jumps to line 1.
[*]What if there aren't any choices (no auto-link/auto-end either, just nothing)? Does it handle that like there is an auto-link to the next available line or an auto-end, or is it an error?
I don't know, but I think your script didn't find any of these anyway except for the unused lines.
[*]Do python statements (instead of expressions) in the first script field for npc lines work? Specifically, do lines containing a ";" in that field work? Half of tourette.dlg uses "pc.SetCamera("tJeanette") or npc.SetDisposition("fear",2)" instead of "pc.SetCamera("tJeanette"); npc.SetDisposition("fear",2)" for (I assume) that reason, but not all of tourette.dlg does, and some other files don't either.
I don't know. Maybe the game interprets both versions correctly otherwise with tourette.dlg only the first expression would have been missed. I'll check that later. What other files have this problem and where?
EDIT: what's the main reason you cannot run this thing yourself, problems installing python or lack of a gui frontend for the script? I can probably turn it into a standalone exe and/or add a very simple gui if you need one...
Both, combined with little knowledge of Python itself and little time. The way it's right now, I can look into the list you generate while I'm working :) .
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Post by Judaeus Apella »

I installed this patch and Im having all kinds of problems!

1. I never get any emails from Gary after I find his hideout, so I never get promoted by the prince, I never get assigned any quests by him, and never get anything in my mail box....

2. I never get a quest update or an email or any info about the Networking quest I talk to Mitnick about, when I find him in their hideout.

3. I never got an email from Bertram.

4. I never got the poster from VV, even though I seduced her perfectly with level 6 seduction.

5. The two research books are missing from the pawn shop.

6. If I put items inside the trunk in the downtown haven then come back to get them later I only get one item back, even though it says there are multiple items of the same type. It doesn't seem like stacking inventory items works properly in ANY first person games I've played... well, except for System Shock 2.

These are some pretty serious problems. Can someone please offer me any information?
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Post by Wesp5 »

Judaeus Apella wrote: 1. I never get any emails from Gary after I find his hideout, so I never get promoted by the prince, I never get assigned any quests by him, and never get anything in my mail box....

2. I never get a quest update or an email or any info about the Networking quest I talk to Mitnick about, when I find him in their hideout.

3. I never got an email from Bertram.
I never heard of these before. Did you continue a saved game from before you patched? This is known to cause any kind of random trouble. What is the value of G.Story_State in your game?
4. I never got the poster from VV, even though I seduced her perfectly with level 6 seduction.
This was removed by the patch because VV never mentions a poster, she wouldn't sneak in your haven to put it on, and you would miss one of Gary's quest that way.
5. The two research books are missing from the pawn shop.
That was done by the patch as well because there was an ugly exploit connected to the books and the shops. But you'll find them nearby in other SM levels.
6. If I put items inside the trunk in the downtown haven then come back to get them later I only get one item back, even though it says there are multiple items of the same type.
This is an usual issue of Bloodlines buggy inventory system. Try getting one object, then dropping it on the floor and then getting the next...
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Post by Wesp5 »

mzz wrote: Glad to help. To help me help you:
Hi mzz, I send you a private message for more things you could find for me using your script. Please look into it ;) !
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Post by Judaeus Apella »

Nope, I only played your patch. The official patch sounded like it had a lot of bugs so I never even used it. And I don't know what "G.Story_State" is. Is it in a saved game file... or can I check it with a console command?

Oh yeah, I forgot to mention that rocket launcher quest popped up in my log even though I never talked to Gary about it or ever got an email from him.... wierd!

Also is there a list of where you put items you've added? I find a lot of stuff but once in a while I'll pass right by something that's in plain view. I end up looking so hard for the hidden stuff, I don't see something thats staring me right in the face. :D
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Post by Wesp5 »

Judaeus Apella wrote:Nope, I only played your patch. The official patch sounded like it had a lot of bugs so I never even used it. And I don't know what "G.Story_State" is. Is it in a saved game file... or can I check it with a console command?
Now this could be the reason for most of your problems. My patch is supposed to go on top on the official 1.2 patch! I don't know what would happen when it's applied to 1.0 or 1.1...
Also is there a list of where you put items you've added? I find a lot of stuff but once in a while I'll pass right by something that's in plain view.
All the new powerups are not easy to miss as they will either be found in your haven or given to you during dialogue. But the chewing gum is hidden on the pier.
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Post by Judaeus Apella »

I know, thats what I meant. The game came fully upgraded already to 1.2. But it sounded buggy so I never played the game using that patch. I just went straight to yours.

Please tell me more about this "G.Story_State"??

Edit:
...chewing gum!? What, you get experience for learning to chew gum and walk at the same time? Nevermind, I don't wanna know. LOL
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