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 on: 2019-01-20, 06:57:00 
Started by EtaYorius - Last post by Paloma
nicely put and well-informed

 on: 2018-11-26, 06:39:50 
Started by EtaYorius - Last post by Tomsenj123
Hi i know im new here and i dont know if this forum is still activ... But i would like to ask if someone could reupload the Gigapack! I cant find it anywhere. :)

 on: 2018-06-19, 14:52:25 
Started by Amarok - Last post by Amarok
I think this can be works with the MP UI as well, because I have seen similar GUI elements (chest + coffin) in MP.

I tested today the MP.
I modified the nui and the tga, but the MP has different endpoints, so it couldn't works at first.
I'm going to search and analyze the relevant MP code, based on the original mechanism.

How the mod works:
I searched the UI click event and original code-points (and call parameters) where the program initialize target GUI elements.
The bottom of the UI click event I added a call into my new function.
This function checks the clicked elements name and when it is similar that I coded into my code (and nui-file) it calls (with right parameters) the original GUI function.
So we can add new UI elements when we know the starting point where the original code calls the target GUI function (but of course it have to access and pass right parameters, player-structure, etc.)

 on: 2018-06-16, 15:48:44 
Started by Amarok - Last post by Javokis
Agreed. I was curious about MP functionality as well. Wouldn't really see a major issue with it as long as it was localized to the player who activated it like "resting" at a coffin, but without the ST tweak options. I heard long ago that some one hacked the exe to allow players to utilize ST tools in MP as a client rather than host only. I know a number of RP groups that would really like a resource like that to have multiple ST's in a game.

 on: 2018-06-15, 16:48:44 
Started by Amarok - Last post by samspin
Very interesting, it appears to work on my end! I'm just wondering, if it's also possible to do this for the multiplayer UI too? It would be interesting to be able to access the user chest to store character overskin items during multiplayer (as in, via LAN multiplayer. these days people use VPN's to access LAN multiplayer online in this game) I wouldn't quite condone level-up in the UI for this case... Although there's technically nothing to stop a player from making a character, creating their own game, leveling up using the ST options there to notch their character up, then connecting to someone else's game. So it probably wouldn't be *that* much different. Would you be able to do that, or perhaps detail how to disassemble the main executable to do this? Even so, for single player this is a tremendous achievement!

 on: 2018-06-14, 12:16:54 
Started by Amarok - Last post by Amarok
I have made a mod that add two new button to UI.
One for access the private chest of character and another one for level up screen.
For this mod I have to rewritten Vampire.exe the main execute file. (1.1 eng.)
(Other modified files: statusBarSP.nui, StatusBarSP_01.tga)


Install instructions:
  • Please backup your original files before you unpack this zip and overwrite any file. (example: Varmire.exe)
  • Unpack the mod package file with any application (7zip, rar, totalcmd, etc.) into a new folder (anywhere)
  • Check files that these haven't overwrite your existing mod. (exception: Vampire.exe)
  • If yes for 3. you have to merge these files in right place.
  • Copy these files from new folders (2.) to your game installation folder.
  • Play

 on: 2018-02-25, 10:10:13 
Started by Javokis - Last post by Javokis
Likely. The storage is your inventory and nothing in the script can actually distinguish it. Likely best to turn off merging when using merged ammo in storage. Actually, lol... you can probably fire that ammo from in storage now that I think about it.


Yeah looked into any potential references I can use in script, but java api is actually quite limited in that only one command exists to check inventory in script and it pretty much counts the storage with no flags or booleans to condition check.

 on: 2018-02-25, 08:30:07 
Started by Javokis - Last post by Spamwebster
After telling the game to merge arrows, I've noticed something strange. After putting my arrows in storage, any new ones I pick up disappear. I suspect that they're adding themselves to the arrows in storage.

 on: 2018-02-14, 01:00:17 
Started by Question - Last post by Javokis
Not sure why you think it's maxed at 10% for aor. That is incorrect.  The chance is based specifically on perception stat and maxes at 100% for a perception of 100. The femur has higher damage potential and can have 100% proc in aor through perception. [edit] Looking at the vanilla, it's minimum damage in the script is actually its max so its range is actually more around 80 explicit because it looks like nihilistic did a mistake in the min/max calculations. While aor uses a range of 80-240. Also vanilla does use 33% base + damage so it can get a 100% proc based on user's strength [which increases damage potential and thus improves % chance]. I would also imagine that Potence enhances the femur's proc in vanilla too due to damage adjustments. AoR switched a number of scripted weapons proc chance to perception mainly because too many things rely on physical stats in the game as it is.

[edit again]

This actually gives me an idea. Perhaps the femur could be another item similar to the ankhurn blade, but instead of per hit, the femur builds up blood from kills. Then dispenses the blood as vampire vitae in the user's inventory. Could be a useful early item too till the ankhurn blade is found especially when blood could be difficult to obtain in early game and even more difficult if the player committed diablerie.

 on: 2018-02-13, 13:31:01 
Started by Javokis - Last post by Javokis
Here's another snip of info that is to be added to the readme as well:


This is a list of creatures of note that have been modified by Age of Redemption.

Wraiths - Wraiths are remnant souls of a vampire given final death. In Age of Redemption, these ghosts are intangible till they approach their target to strike. Thus ranged weapons are ineffective against them. Wraiths also have incredible soak against none ghostly attacks. There are two methods to approach a wraith; one is to use Summon Soul to attack a wraith with another wraith. Wraiths cannot soak any damage from the attacks of other wraiths. The second is to utilize a human artifact known as Martyr's Fire. This artifact is worn on the shield slot and thus only usable with one-handed weapons. Martyr's Fire allows its wielder to force the wraith into a tangible state and even undermines its incredible soak. The Martyr's Fire also prevents the wraiths from using their secondary ability that allows wraiths to teleport across the astro to ambush their victims and insight terror.

Werewolves - Werewolves are ferocious beasts that can even tear a vampire to sunder. Vampires typically fear werewolves with good reason, especially if they are to face a werewolf one on one. Not even the feral claws of a Gangrel can hope to bypass the werewolves supernatural resilience. Only a silver weapon can weaken a werewolves hardened husk and incredible regeneration if only for a short period. None the less, a vampire would rather stay at range to finish off their werewolf predator. Werewolves do aggravated damage with their claws and will even toss their victims around in melee. With the werewolves increased movement speed, it may be difficult to avoid keeping them beyond arm's length.

Hoppers - These homunculus servants are a product of Tremere Thaumaturgy Rituals. These creatures protect their masters by swarming their victims and draining their blood. It is best to keep a distance and never be swarmed by such fowl monstrosities especially when alone. They may be weak with limited health and soak, but their small size and speed make them difficult to target. Hoppers often attack in groups so keeping some molotovs or greek fire handy could help make quick work of them. Tremere can summon more hopper's through Beckoning discipline, which can only make things worse if already being swarmed by hoppers. When a beckoned hopper leeches to a victim, they will refill the blood pool of their Tremere masters.

Baby Spiders - These small spiders now have the ability to crawl on their victims and sting them with poison. Baby Spider nests have been modified to still produce a few baby spiders even if preemptively destroyed. Otherwise, getting too close to one of their nests will result in a larger swarm spawning from the nest.

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