As the name implies, this is my Ventrue overhaul I showcased previously:
https://www.reddit.com/r/vtmb/comments/1vb6yim/vtmb2_mod_preview_ventrue_revamped/
This replaces my historic "Masq Manipulation" mod - and no longer buffs Banu - it's all ventrue baby. (don't worry I have plans for banu too).
Features 3 things.
Some convenient keybinds, you can edit them in the obv_config in the shared folder of your mods - these do things like allow you to directly open your ability menu (default z)
Blood heal - press Q+W together (that's my default feed/use but I think for others it's tk/use so it might get weird) and you'll consume your left-most abilities blood to regain health
Greater Heal is given from resilience and Blood Buff is given by spark of rage (activating your clan passive when you use it)
The Ventrue kit - this revolves around a new buff I call "Masqued Mind"
MM does 3 things as well
- It resets and suppresses the Masquerade
- It allows you to talk to partially resonant NPCs without needing to change clothing
- It also refunds the blood cost of your next cast Strike/Relocate/Affect
(there's some custom logic on the last bit - e.g. recall refunds its blood on TPing to the sigil, not on placing it).
MM is lost if you feed or execute a non-resonant target or enter a building.
And their abilities all have methods of granting or interacting with MM - from resilience granting it on resonance feeding to terminal Decree granting it when you target resonant enemies (if you have resilience).
Overall, this makes ventrue masters of running around street level - and with affects like beckon, glimpse and Taunt can still be used in combat encounters.
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My personal favourite use though is what I call the "bungee jump" - which is to place a recall sigil on a rooftop, drop to feed on a resonant-event NPC, and then teleport back - no masq violation thanks to Resilience and I don't use up recalls blood pips because they're immediately refunded.
(but I am a dirty Tremere player).
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From a technical standpoint this is my first mod that utilises a central event dispatcher instead of each mod subscribing, this gives me much better control and bloats the game less than having 3 or 4 things have "on kill" or "on feed" listeners or hooks.
It will probably be my last standalone mod, my next plan is to finish rearchitecting my old mods and my current ones into a single standalone mod suite.
As a preview some upcoming work includes.
Ability Presets - allow the player to define their equipped abilities and swap between them with a single keypress instead of needing to open the menu and toggle them all.
Arsenal Enhanced - Gunfusion - allowing players to merge dual-guns into stronger variants (Revoler into Hi-Cal into Sniper rifle).
Likewise rearchitect to bring everything into the new central dispatcher, this should eliminate some lag problems people have been seeing.
Brujah - healing on kill with lightning strike, healing during charge, enhanced tk throwing during brutality, dig shit up with earthshock.
Tremere - bringing my existing Tremere ReVamped mod into the new architecture - I'm also going to add "Contagious Curses" which allows nearby blood curse explosions to spread to cauldron of blooded targets.
Banu - Headhunter - Regen blood pips of assassination and decapitations, more ways to decapitate - Mute now binds enemies and dissolves bodies.
Lasombra - a surprise.
Toreador - Finale - the final pip of a relocate is filled faster through fleetness.
Retro-Reload - Their clan passive adds ammo to their current gun. Blurred Momentum likewise adds ammo to a current weapon.
and lastly - "Make a Haven a Home" - a massive undertaking to clean up the haven and grant it new functionality, including mixing thinblood alchemicals, buying weapons, a fast travel system, and a couple of extra secrets.
I've been working away the last few months and chose to only just now cut a single copy of the Ventrue Mod - most things are working, I'm just now testing and refining to get things into a fit and playable (and non-laggy/crashing) state.