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Author Topic: Companion Character Sheets  (Read 969 times)
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Armand
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« on: July 29, 2009, 08:07:26 AM »

First of all, love your mod! Thanks for all the great work you've done with it!  Grin

I've been playing around with the mod and making all different people my companions i.e. making the other thinbloods available as my companions by using Knox or the generic companion dialogues for them.

Now I don't mind using the generic companion dialogue and don't really mind  if there is no voicework for some companions but I do want to make unique character sheets for the characters. Whenever I possess them and check their stats for example, Julius is listed as Human. For characters like Lily who you've added as a companion she is listed as Thinblood and characters like Damsel is listed as Brujah and has unique disciplines. How do I go about this? I'd love to do it myself.
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Dehu
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« Reply #1 on: July 30, 2009, 08:06:59 AM »

Vampire/python/statutil.py

This file controls all the stats and special powers.

The IDLookup map at the top of the file associates the NPC's model with a number. A lot of NPCs are already in the Lookup, but if you want to specify uniq stats for someone who isn't in the lookup, you will need to add their model string and a new number to the lookup.

The number from the lookup is then used by the stats table (located in the same file) to determine what their name, clan, stats and disciplines are. The Lookup value must match up with the entry in the stats table. When you embrace someone, their model actually changes, which is why they can get new stats.

I don't see Julius in the table which explains why he appears as a "human". (So you have found a bug and what you see with him are default values). In 1.4, these tables ARE your companion. That is why you can't change stats. In 2.0, the tables are used as a lookup for "default" stats, but each companion actuallly stores their own stats... which allows you to spend XP on them and upgrade them.

Anyway, there you go...
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Armand
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« Reply #2 on: July 30, 2009, 08:39:07 AM »

Thanks a bunch, I'm assuming I'm gonna have to go and create one for Julius. I'll go fiddle around without and try to figure it out when I get home and see if I have more questions.

btw Eagerly anticipating the 2.0 version!  Grin Any release date yet?
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Armand
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« Reply #3 on: August 01, 2009, 06:21:18 AM »

So I was actually testing this with Copper another Thinblood. I added his model string, I made him 44 since Boo is last at 43. Then I added him in the stats lookup table under his own name of course but copied Lily's stats.

So I go play the game to test and I possess it still says human for him and the default human stats, no disciplines, in place of the word discipline it says numina(?) Don't think I remember seeing that before whenever I possessed. Either way, is there something else I need to do? or is there something in the dialogue I need to change?

I've already added him at the bottom of each of the companion dialogue files haven.gld, travel.dlg, etc.

Thanks in advance for your help!


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Dehu
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« Reply #4 on: August 01, 2009, 07:55:51 AM »

I forgot to tell you that the IDLookup model string has to be all lowercase. That is probably your issue.
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Dehu
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« Reply #5 on: August 01, 2009, 08:24:00 AM »

Here is a walkthrough tutorial for anyone else that wants to play around with changing companion stats or adding companions that dont come with the mod by default:

1) Start new game (Skip Intro)
2) From Tutorial, open console and use the "map" command to teleport to the map where your character is. For this example I will do Copper:

map sm_peir_1

(The list of maps autopopulates when you type map)

3) Once in the map, type "picker" in the console.
4) Walk up to the NPC you want to make a companion. There should be a name field on the information box that appears around them.
5) Open console and type:

npc = FindEntityByName("<NPCNAME>")

so for Copper, I type:

npc = FindEntityByName("Copper")

6) In console type "npc.model". This will return the model string of the NPC. For copper, it returned:

'models/character/npc/unique/Santa_Monica/Copper/Copper.mdl'

Write this value down, or highlight it and hit CTRL + C to copy to the clipboard. You will need it later

7) In console type:

companion.addToParty(npc)

This will add the NPC to you party. If you possess them at this point, the game will report that they are human and have (basically) no stats.

8 ) Save your game while you are NOT possessing the new NPC.
9) Exit the game
10) Open up the file

<VTMB INSTALL>\Vampire\python\statutil.py

11) Add the model string to the IDLookup Table:

Around line 76, you should see the end of the IDLookup table. The IDLookup table translates NPC model strings to a unique number which we in turn use as a row number in the stats table (also located in statutil.py).

You need to add the model string that you wrote down earlier to the end of the Lookup and assign it the next sequential number.

If you copied it to the clipboard, I recommend pasting it after the last entry first. Then make a copy of the  last entry (Highlight, copy to clipboard, paste). Change the model string of the newly pasted entry to the new NPC's model. Update the  number and correct the end of the previous line so that it indicates continuation (remove end of table bracet "}", add comma and  forward slash). 

For copper, the last 2 lines looked like:

          "models/character/monster/boo":43, \
          "models/character/npc/unique/santa_monica/copper":44}

Notes:
- Copper's model string does NOT include the .mdl file. The model string should be the DIRECTORY that contains the NPC's model
- There should be no capital letters in the model string.

12) Add a new corresponding entry to the stats table:

Around line 152, you should see the end of the stats table. Create a new entry at the end. The easiest way is to  once again, copy+paste the last entry and then correct the end of the next-to-last row so that it is no longer the end of the table. In this case, the stats table is a python structure called a tuple, which uses ")" instead of "}"
to indicate the end of the structure.

For testing, I then simply update the name of the last entry to the name of the NPC. I can come back later once I test to change Coppers stats and powers to be whatever I want.

For copper, the last 2 lines of stats looked like:

       ("Boo"        ,18 ,2 ,9999 ,( ....... ,-1 )), \
       ("Copper"     ,18 ,2 ,9999 ,( ....... ,-1 )))

(Obvisouly "......." just means the line was too long, so I truncated for this example).

You can now restart VTMB, reload your save game and when you possess Copper, you should see the new stats.
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Armand
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« Reply #6 on: August 02, 2009, 10:46:01 AM »

I've successfully created a bunch of unique character sheets for all the people I wanted to. Thanks so much!

I guess step 7 must be really important because I did 11 through 12 only when I was trying it out myself but nothing was changing. Step 7 seems to flag something in the data to make the new string creatable. It would'nt work at all if I only did just 11 and 12.

lol I made a lot of fun random companions like the Razor in the smut quest and Boris in the Venus quest. I made dominating/seducing Boris into a companion another available option for the Venus quest. It's just so tedious creating dialogue strings that work and run smoothly with quests. Def appreciate what you do with the mod!

Thanks, again! So awesome!
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Dehu
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« Reply #7 on: August 02, 2009, 04:31:01 PM »

Glad it is working. Yeah, I made the system pretty flexible. If I didn't care so much about audio, every person in the game would be available by now. =) But I find the audio and transitions are what really give the mod polish. Seperates the men from the boys if you will.
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CoyoteRaven
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« Reply #8 on: June 10, 2010, 03:39:18 AM »

I fallowed the instructions, but the gargoyle keeps showing me a human character sheet.... I gave it brujah stats and I know I have the model thing right, I'm thinking Its becuase I don't know how its treated in dialogue... Sad Any help in this matter would be greatly appreciated. Smiley
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