e-mods.net

Modifications => Nod SDK Mods => AoR Mod => Topic started by: Javokis on 2011-01-12, 20:40:37

Title: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-01-12, 20:40:37
For download link and information, check here:

https://e-mods.net/modules/mods/about_aor.php (https://e-mods.net/modules/mods/about_aor.php)

If you're having trouble with the mod or wish to make comments or suggestions, you may post here.

[added]

Source code for the AoR 2011 has been included with the NodSDKProjects Eclipse workspace here:

https://e-mods.net/modules/nodsdkprojects/ (https://e-mods.net/modules/nodsdkprojects/)

FIXES (1.12.2011)

-Crash involving the Leopold workers carrying unsupported holy water.
       (Yes. This fixes the Leopold crash issue)
-Some walk cycle AI's weren't using the new AI protocols.
-Fixed some dilution calculation errors for discipline dilution.
-Only stats above 50 will be diluted.
-Dilution can be turned on/off in the config file now.

Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Phantom of the Vamp on 2011-02-06, 13:01:23
This mod worked great.  I had a lot of fun playing it!  :)

I liked the fact that at the end you scripted it so I could choose which ending to get.  That was awesome. 

Though the ending was really hard to beat since I was playing solo.  I tried spawning Wilhelm to help me out except he just stood there.  Even tried killing him then using an awaken spell to see if he'd help me.  The NPC's like Wilhelm work great as long as you don't log out, then log back in again where they disappear for me.

As always I look forward to each release.  And in the meantime I look forward to playing this over again several times over.  :)
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Acleacius on 2011-05-06, 00:38:24
Thanks for your work on this great mod, Javokis!  :)

First time I've tried AoR, the AI improvements are amazing. Couldn't believe it when Serena start Rasing the Dead and I mean ALL of them.  ;)

Had a really great experience overall and wanted to ask about a couple of issues I'm having and experienced.

First it's been so long since I've tried multiplayer, forgotten if we could Save games in Vanilla (seems I recall we could) but I can't atm and not sure if it's AoR.

Secondly I really like the distance the Coterie stands now, though a minor problem is the Range of group Disciplines like Cloak the Gathering. Though I did notice all team members with CtG  cast it when the PC does, so this could be a work around to some degree or would it be possible for you to Extend the range of Disciplines like CtG, especially with all the Newly Risen Dead?

The worst problem I've had is my game broke at Orsi, I have beat on him for up to 3 or 4 minutes. I've even tried using the 100 damage Aggravated Sun damage from your Amazing Tutorial. Tried moving the Savegame data to normal Redemption to finish the game (so close to the end) with no luck as AoR has apparently changed it too much to Load. Is there anything I can do to prevent losing this game completely e.g. a console command or something?

Oh there is another bug not as serious but still not good, in regards to Walk the Abysis. Just before the cutscene with Anezka at Vysehrad Castle cast WtA to set points before transition. Now anytime I cast WtA in Modern time, I'm sent back to Medieval time where I'm free to shop at the Blacksmith and Golden Lane.


Quote from: PhantomGoat
....I tried spawning Wilhelm to help me out except he just stood there.......
I'm guessing your AI was not active or was set to Defensive.



Thanks again for all your work Javokis.  :)
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Acleacius on 2011-05-07, 08:02:37
Any suggestions Javokis, really hate to lose the time on this game?


Thanks.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-05-27, 19:38:42
That's an interesting catch... I'll have to look into Orsi's AI and that WtA at Vysehrad exploit. To be quite honest, I don't recall actually fighting Orsi when I was testing that level because I was trying to fix the lift for multiplayer and thus was only using the ST Actor Kill button.

So I'm gonna run a proper playthrough of the game in single player...

I noticed a couple of minor bugs on my end as well. I made a minor mistake with the walk cycle scripts that caused some actors with only 1 patrol point to go to that point and stay there. Fixed now so actors will go back and forth full cycle. Also having a respawn issue in single player where after I kill an actor then leave the level the respawn doesn't occur for that actor when I return. In essence, the timer never resumes (only an issue in single player). The problem was that I only resumed the timer on a restoration of a saved game rather than level load event. This isn't an issue in multiplayer since scripts will run on levels even if there are no players present. In single player, all scripts are killed upon player exit from level [probably to cut down on RAM usage back in those days]. So that's been fixed (for single player).
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-05-29, 15:00:36
[Double post prerogative]

So anyway, here's a list of things I've done so far for AoR.

-Fixed crash involving the Cloak the Gathering discipline
-Fixed issue with walk cycle scripts not going "full cycle". Actors were skipping patrol nodes.
-Fixed respawn issues in single player where timers weren't resuming when players leave a level.
-Added an option in config to auto add to party any specific story driven player that's spawned in mp. (Erik, Wilhem, Serena, ect)
   (Great for living things up in your MP game like spawning Lily into dark age chronicles or Serena into modern day)
   (Now they add to your "party" and aid you in combat when ever and where ever. Enjoy...)
-Added an option to set AI's limit of pet discipline usage.
-Molotov cocktails and greek fire are now much more dangerous - uses WODAL's lure of flames effect when explodes
-Oops... forgot to set the haven portal location when transitioning to modern day after vysehrad scene. FIXED
-Extended range of Cloak the Gathering
-The Saving crosses and ahkurns located in havens now revive fallen party members instead of saving.
   (These haven props were only useful in game version 1.0 before save anywhere was added in 1.1 VTMR patch)
   (They have been rather useless for version 1.1 users since so now they have a purpose.)
-After completing the Stephansdom in Vienna, players should be able to return to it and replay to heart's content.
   (Also... players should be able to use Haven Portal discipline there from then on)
   (Same goes for use of Haven Portal in Teutonic Base and Society of Leopold upon their completion)

Still going through the game to find any more bugs to fix or features to add. Currently playing through Stephansdom.... holy shit tough. Not sure when I'll launch this, but might be soon... or later. Never know these days....
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Signothorn on 2011-05-29, 18:01:40
Aor Also doesn't seem to work on Tunngle :'(
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-05-29, 23:52:22
That's weird. I probably wont be able to play MP with this ISP anyway.

Back to bug reports: I found a bug that only affects single player. It appears that NPC's that are killed in single player will not drop their items automatically. Seems that NPC item dropping upon death [by default] is a multiplayer only feature. Oh well. I was able to fix the problem with a script so now the Teutonic Knights will drop the magical items they take from the players [in single player].
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-06-01, 00:21:22
[meow post]

I added the option to allow Serena to transition to modern day with Christof. Should make getting out of SoL more reasonable. She'll stick around till you reach the ship. I don't have a plot for her, but she'll make a useful addition for the duration of being in London. She also suffers from Dilution if enabled so be prepared to spend on stat and discipline restoration before anything else. SoL is still tough even with Serena, but you'll still have the off switch in the config file if you feel you don't need Serena in London.

As for that plot thing, it's still up in the air and anyone can throw their thoughts at it. I had some ideas for some additional cutscenes, but unless people want to see text conversations, I can't really have a lot of interaction with Serena. I'm thinking that she pulls a Gordon Freeman on Christof and pretty much stops talking. This reminds me that I keep forgetting to make a crowbar...
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-06-05, 00:20:33
I double checked Orsi and he doesn't have any invulnerability flags or anything like that.

He does, however, have tweaked up defenses [soaks and stamina]. He also has Fortitude. Orsi is the second to the last boss you have to fight so I would say treat him like he's Vukodlak. Don't use firearms because not only is his soak great against normal damage (stamina 70 + 80 normal soak and normal damage is halved for vampires) so yeah.... don't use firearms on him (not even the chainfun does much). Also what little damage you happen to do, he'll heal himself as often as the usual tweaked up vampire in AoR so take that into account too. Think Prison of Ice and Plaguewind... yes... plague wind. He has zero defense against disease damage. Orsi isn't broken... he works all TOO well.

Oh and don't use my old guide for AoR. AoR makes enough changes to require you to rethink your strategies.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-06-11, 23:51:19
I made my first config app with c#. I have plans on including it in next release. It's capable of reading the config.txt file and writing it.

See pic. :)
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Tromador on 2011-06-20, 02:46:33
Aor Also doesn't seem to work on Tunngle :'(

Works fine for me.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Signothorn on 2011-06-21, 20:01:18
Aor Also doesn't seem to work on Tunngle :'(

Works fine for me.

Weird but at least there's hope.  I tried playing with 3 other people separately and neither could see my games nor could I see theirs but we could see each other fine in vanilla redemption. We even tried one using vanilla and the other using aor.  It would run fine in solo.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Phantom of the Vamp on 2011-06-30, 23:32:57
AOR 2012 is gonna be fun to try out, I'm definately looking forward to it!!  I look forward to having Serena around, that'l be neat.  :)

The only other thing I can think of off hand when hosting a game in multi-player is that every so often when friends were picking up weapons/gear from dead NPC's, somehow their inventory would get bugged up.  On some occasions they couldn't put down a weapon, or switch weapons.  On other occasions I had to possess their character and rearrange their inventory for them.  After arranging their inventory they were able to pick up weapons/gear and place it in their inventory. 

I never had any issues with Orsi.  He worked well every time, so I do believe your right about picking strategy on different vampires. 

I tried playing around some more with Quietus, Thanatosis, and Temporis for use with AOR but either the programming is way over my head or I don't understand enough about how the game works to get these scripts working.  Probably the best mod I've been able to add to AOR is this one (http://www.gamefront.com/files/8776/Tzimisce-with-Vicissitude/ (http://www.gamefront.com/files/8776/Tzimisce-with-Vicissitude/)).  This gives Garou (powers), Salubri (obeah), Assimite (no Quietus), Tzimisce (with vissitude), Ravnos (no Chimerstry), Setite, and Human (new powers). 

To add the MOD to AoR I put these in the Vampire folder:

Local_Eng.nob -> Contains Strings (system.nls) & ui
Resource.nob -> Contains misc (game.ncd, game.ndd, game.ndg)

Also need to put a copy of misc & strings folders in main vampire directory.

For age of redemption add the same files to the AOR directory:

AoR.nob -> Contains strings (system.nls) & misc (game.ncd, game.ndd, game.ndg)

Also need to put a copy of misc & strings folders in main AOR directory.

Viola!
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Sloul on 2011-07-03, 20:02:06
Hello there!


I just discovered AoR thanks to youtube, and I was kinda surprised when I tried it out, its not really what I expected, I mean you did a brand new campaign for this mod and waouh! This campaign is great!
The only thing that I dont like when playing your campaign since im playing solo is that I cant recruit companions.


Love this mod! Thanks  ;D
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-07-06, 19:54:22
Here's a new summary of changes and goodies:

-New option added in config to causes the respawn timer to wait till level is cleared of enemies before starting.
-New config option to allow MP players to change into vampires during the embrace cutscene
-Additional optimization done to AI protocols to reduce multiplayer lag.
-Alterations done to lawmen ai so they don't attack players merely defending themselves from other enemies.
-Walk cycle actors now respawn and will resume cycle when respawned.
-Respawn timer will pause during conversations. Timer resumes when conversation ends.
-Rebalanced several discipline blood cost progressions to encourage spending on more dots for cost reduction benifits.
-Discipline benifits have also been adjusted...
   Too many minor changes to list, but some disciplines were costly and provided little effect like Tongue of the Asp.
   Other disciplines didn't seem to make sense spending more than one dot on, like Spirit Touch, and were quite
   expensive for such a small effect. Many disciplines and their effects had some stat changes all to provide better
   encouragement for progression and use.
-Fixed crash involving the Cloak the Gathering discipline
-Redid all AI files so that all enemies are given proper hierarchy of disciplines.
-Added new config option to set starting discipline level for enemies (aidisclevel option) - check config file for more info...
   This brings back the old AoR 2006 difficulty system, but in the form of a specific variable option for disciplines.
-Pets were restoring Health and Blood upon level transition. Fixed now so current Health and Blood levels are carried over.
-Almost every enemy can throw GIBs. Makes AoR a bit more bloody. Just a bit...
-Dilution now affects stats above 40 rather than 50... haha
-Incenerator now auto fires.
-Option to have Serena with you in London. Should make escaping SoL reasonable for those who were not prepared for dilution.
-Additional config file option to turn off duration limits on pet disciplines. Check config file for more info...
-Added progressive damage per dot level on Flash discipline.
-Increased blood and health percentages per dot level on Awakening and Shambling Hordes disciplines.
-Unholy Chainmail had low faith as a requirement... replaced faith with humanity to fit with the rest of the unholy set.
   Didn't make sense to have a non-human wearable item to require a human only stat
-Fixed an issue in single player where the teutonic knights wont drop the party member's magical items they were carrying
-Fixed issue with walk cycle scripts not going "full cycle". Actors were skipping patrol nodes.
-Fixed respawn issues in single player where timers weren't resuming when players leave a level.
-Added an option in config to auto add to party any specific story driven player that's spawned in mp. (Erik, Wilhem, Serena, ect)
   (Great for living things up in your MP game like spawning Lily into dark age chronicles or Serena into modern day)
   (Now they add to your "party" and aid you in combat when ever and where ever. Enjoy...)
-Added an option to set AI's limit of pet discipline usage. Check config file for more info...
-Molotov cocktails and greek fire are now much more dangerous - uses WODAL's lure of flames effect when explodes
-Oops... forgot to set the haven portal location when transitioning to modern day after vysehrad scene. FIXED
-Extended range of Cloak the Gathering
-The Saving crosses and ahkurns located in havens now revive fallen party members instead of saving.
   (These haven props were only useful in game version 1.0 before save anywhere was added in 1.1 VTMR patch)
   (They have been rather useless for version 1.1 users since so now they have a purpose.)
-After completing the Stephansdom in Vienna, players should be able to return to it and replay to heart's content.
   (Also... players should be able to use Haven Portal discipline there from then on)
   (Same goes for use of Haven Portal in Teutonic Base and Society of Leopold upon their completion)

This could most likely be a 2nd Edition to the 2011 depending on how long it takes to do some thorough testing to the new features. Likely not gonna be a 2012 release.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Phantom of the Vamp on 2011-07-06, 21:20:09
That's awesome!!  I look forward to playing it!
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Populism on 2011-08-09, 02:13:10
This mod makes the game much better. I'm currently tweaking parts of it, trying to get the disciplines better balanced. Looks like your next version will offer that as well.

Bugs I've found so far

1. The WTA bug mentioned on the first page.
2. Gold is referred to as cash when you pick it up in the Dark Age
3. Entranced npc's were respawning during the level when you get captured by the knights...I ended up with several of them following me. (I have respawn turned off).
4. Neck braces don't stop vamps form feeding on you, I think it happens in the original game but I'm not positive.
5. Awake can be used to bring back enemy npcs...again might be the original game. ( started using your mod shortly after starting the game).

I'll post more as I find them :)

Just curious, but due to the new drop system you get incredibly rich without trying. I was hoping to reinstate misc treasure with a few changes...I can't get the NOT editor to allow new tags for the templates, any advice?
    
6. Npc's refuse to use many of the disciplines assigned to them, for example war ghouls do not use fortitude or potence.
7. There is a error in the AoRAITactics file line 35 duplicate variable "pet".
8. While feeding if you are hit you often continue drawing blood even though the animation is broke, also the one being feed upon stays in the animation.
9. Not a bug but I vote for the orginal backgrounds for  inventory, char screens...etc. The modern ones don't fit at all.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Phantom of the Vamp on 2011-09-07, 19:55:02
You'll be my hero populism if you can figure out how to add disciplines to AOR.  ;)

Heck I'm just gonna play AOR over again in the mean time.  ;)
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Populism on 2011-09-08, 17:15:01
If you mean new disciplines that are not in the game, sorry, I'm not that skilled. I'm mostly a notebook modder, though I learn as I go. Currently I'm using Notebook, Eclipse and Not editor. I remove, add or alter values already in the game. I've done a ton of work and testing to this end. I'm going to release it if I can get premission from the AoR makers.

I'm trying to just finish the game and testing (first time through), but as I play I keep finding things I want to try or change...so the readme's getting huge.

Nice to see some life here :)
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Luke1987 on 2011-10-08, 15:16:52
That's awesome!!  I look forward to playing it!

Yeah!! Me too!!
Great to have Serena, Lily (& other squad members) in my MP game!!
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Phantom of the Vamp on 2011-10-09, 20:54:09
I was testing AOR 2011 in single player mode.  Somehow I got stuck at trying to kill Orsi in the factory.  For whatever reason his health is dark red (and with no more blood) but he just doesn't die.  Acid, Fire, Aggravated damage, Lightning, guns, everything I could throw at him and he just wouldn't die.  Any thoughts?  I couldn't find a cheat for single player mode that would let me kill Orsi either to progress the scene.  Tried changescene/changechronicle but that didn't seem to work.

Just an FYI for the next release.  Other then that I thought it was pretty neat being in modern day and using walk the abyss to end up in old prague.  We have a Temporis power!!  :)  Scroll of Temporis oh yah.
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Luke1987 on 2011-10-10, 06:40:42
I was testing AOR 2011 in single player mode.  Somehow I got stuck at trying to kill Orsi in the factory.  For whatever reason his health is dark red (and with no more blood) but he just doesn't die.  Acid, Fire, Aggravated damage, Lightning, guns, everything I could throw at him and he just wouldn't die.  Any thoughts?  I couldn't find a cheat for single player mode that would let me kill Orsi either to progress the scene.  Tried changescene/changechronicle but that didn't seem to work.

Just an FYI for the next release.  Other then that I thought it was pretty neat being in modern day and using walk the abyss to end up in old prague.  We have a Temporis power!!  :)  Scroll of Temporis oh yah.

I have the same problem with Orsi, this problem will be fixed in next release (like Javokis said) (see change notes 4 next release).
Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Javokis on 2011-11-19, 10:38:13
I received a message from a member around a week ago asking how the enemy cap option can be used to increase the number of enemies on a level. As of 2011 edition, the enemy cap system is only meant to reduce enemies on a level and not to increase them beyond the fixed number spawned in a level. With that stated, this gives me idea for a procedural spawning system for next release with options to set a "percentage" increase within a given level that removes the fixed spawn location system of the original game to a procedural spawn system akin to "Left for Dead". This should keep the players guessing while increasing the replay value even further. I'll put down some footnotes about this feature and see if anyone wants to add ideas to this:

-Enemies could re-spawn in different locations every time they are killed.
-Enemies with walk cycles MIGHT not be affected. Unsure how this will work if they are affected.
-Bosses and cutscene enemies should remain at the same location... or should they?
-Trap door enemies (like in Teutonic Base) might not be affected... if they are procedural, any ideas on how this could work?
-The procedural spawning could be affected by the position of the players (so that spawning could occur around corners: out of sight).
-Procedural spawning could change the type of enemies spawned based on player's skill level, gradually increasing difficulty as you go.
-Some changes to the levels may be needed to make this procedural system work right (design changes, spawn changes, and script changes).

Could be a lot of fun... and a lot of work...

Title: Re: Age of Redemption v2011 LAUNCHED
Post by: Luke1987 on 2011-12-03, 08:45:00
@Javokis, I just wanna to say thank you, and that I can't wait for AOR 2012 release!  :-X