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Guide TEHO modding (tehomod and scripts are here)

kb31

Master Mariner
Storm Modder
Update 03/Feb/2021:
First of all, after years of unhurried yet careful development, my baseline of Storm Engine was taken for further official TEHO development.
What does this mean?
This year huge updates for TEHO engine are expected. This includes DirectX9, incomparably higher performance, high stability and some new features. In fact, all of these are already works with TEHO but requires testing and gradual integration.
Another great news is that our united work on Storm Engine is officially open-sourced now. You can find it under the link: storm-devs/storm-engine

But that's not all. With the upcoming patch 1.7.3 scripts are claimed to be officially opened.
That's good news for TEHO modders to be officially recognised.
However, this also makes tehomod's modular mods idiom not working anymore.
If you are mod developer, keep your PROGRAM folder backed up as it may be overwritten with the next update.

Hopefully, that Sea Dogs reforge will bring the game series alive. :ship
____________________________________________________________



If you are looking for scripts, read this first

tehomod:

Download - tehomod_1.0.zip

Features:
  • Load scripts in 3 modes:
    -from packed folder
    -from physical folder
    -mixed(see description in tehomod.ini)
  • Unlock debug console
  • Bind code to a virtual key(see description in tehomod.ini)
  • Mods managing with version checking(see below)
Installation:
Unpack the archive into the game folder(with ENGINE.exe)
If you want to use it with 1.5.0(only 1.5.0, not 1.5.1) version, rename d3d8.dll to d3d9.dll
To uninstall it, simply remove these files
All settings are configured in tehomod.ini, check them out

Known mods that use tehomod:

Note:
If you want to temporary disable mod, set Enabled=0 in General section in tehomod.ini
If you are getting errors related with tehomod, make sure that LoggingEnabled=1 in General section in tehomod.ini. During the loading of the engine tehomod.log will appear. Check it for errors, and post here if necessary.
Since version 0.8 you have the ability to bundle your mod with custom config. It should be named "tehomod_yourmodname.ini".
; Example of custom config
; Title, ReqVersion and Scripts fields are necessary only if you need version checking
[Mod]
Title="Test"
Enabled=1
BindsEnabled=1
ReqVersion=ver. 1.4.1 ENG
Scripts=test1.c
 test/test2.c
 interface/test3.c

[Binds]
LOGF1.0x70=Log_Info("F1 Pressed");
  • -Is this legal?
    -Yes.

  • -Does tehomod make changes to game files?
    -No.

  • -Does tehomod compatible with already started game?
    -It only allows you to use custom scripts. Compatibility depends on scripts you use.

  • -Can I use tehomod with steam? What about achievements?
    -It has developed for steam version of the game. It doesn't modify any of Steam API calls.
Feel free to post your questions and suggestions!
Special thanks to @LarryHookins for testing and overall help!

Scripts:
Download - MEGA.NZ
  • -Is this legal?
    -Yes.

  • -Do they have compatibility with original scripts?
    -This is the original scripts. Compatibility depends on the changes you make.

  • -How to install, use scripts?
    -To install, simply unpack PROGRAM folder into the game directory(with engine.exe). To make them work - install tehomod.

  • -Where to learn about script syntax, API calls?
    -Many useful information can be found in _doc_script folder. Some files are translated in English, but the majority are in Russian. You can also read another Russian official scripts description(dated 2005, but still useful) - Описания языка программирования ПКМ - Форумы Seaward'а

If you are looking for scripts, read this first[/COLOR][/SIZE][/FONT]

tehomod:

Download - tehomod_1.0.zip

Features:
  • Load scripts in 3 modes:
    -from packed folder
    -from physical folder
    -mixed(see description in tehomod.ini)
  • Unlock debug console
  • Bind code to a virtual key(see description in tehomod.ini)
  • Mods managing with version checking(see below)
Installation:
Unpack the archive into the game folder(with ENGINE.exe)
If you want to use it with 1.5.0(only 1.5.0, not 1.5.1) version, rename d3d8.dll to d3d9.dll
To uninstall it, simply remove these files
All settings are configured in tehomod.ini, check them out

Known mods that use tehomod:

Note:
If you want to temporary disable mod, set Enabled=0 in General section in tehomod.ini
If you are getting errors related with tehomod, make sure that LoggingEnabled=1 in General section in tehomod.ini. During the loading of the engine tehomod.log will appear. Check it for errors, and post here if necessary.
Since version 0.8 you have the ability to bundle your mod with custom config. It should be named "tehomod_yourmodname.ini".
; Example of custom config
; Title, ReqVersion and Scripts fields are necessary only if you need version checking
[Mod]
Title="Test"
Enabled=1
BindsEnabled=1
ReqVersion=ver. 1.4.1 ENG
Scripts=test1.c
 test/test2.c
 interface/test3.c

[Binds]
LOGF1.0x70=Log_Info("F1 Pressed");
  • -Is this legal?
    -Yes.

  • -Does tehomod make changes to game files?
    -No.

  • -Does tehomod compatible with already started game?
    -It only allows you to use custom scripts. Compatibility depends on scripts you use.

  • -Can I use tehomod with steam? What about achievements?
    -It has developed for steam version of the game. It doesn't modify any of Steam API calls.
Feel free to post your questions and suggestions!
Special thanks to @LarryHookins for testing and overall help!

Scripts:
Download - MEGA.NZ
  • -Is this legal?
    -Yes.

  • -Do they have compatibility with original scripts?
    -This is the original scripts. Compatibility depends on the changes you make.

  • -How to install, use scripts?
    -To install, simply unpack PROGRAM folder into the game directory(with engine.exe). To make them work - install tehomod.

  • -Where to learn about script syntax, API calls?
    -Many useful information can be found in _doc_script folder. Some files are translated in English, but the majority are in Russian. You can also read another Russian official scripts description(dated 2005, but still useful) - Описания языка программирования ПКМ - Форумы Seaward'а
 
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I've tested each mode and found the mod to be working.

For modders, you want to use the second mode which reads everything from the program folder. For those only wanting to use mods, use the third mode and it will read any files in the program folder, then read the rest from the normal place.

This means a modder can distribute only the scripts he has changed and let the game use the default packed scripts for everything else.

This third mode is the one I've been wanting all along, and the way it should be done. Kb31 has done an excellent job making this work for us.

Hook
 
Ahoy, it is a good job !

This PROGRAM folder includes files of the 3 DLC ?
Yes, there is 2 DLC in English version and 3 in Russian, but this don't give you rights(moral, as it is still not a violation) to use them if you haven't bought them yet. However, since there are cracked versions with all DLC included, I don't see any reason to cut them out from scripts. If devs really worried about it, they could release them in classic steam manner without these kludges
 
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By the way, besides of the fact publishing these scripts is not any kind of law/EULA violation, it even not an ownership conflict. So, this material's legality depends only on this community's policy
 
No, it does not.
We have no say on what is legal and what is not when the subject is a game that is not in any way ours.
Of course we don't! :shock

Legality depends on what the game developers have got to say (or technically whoever has the distribution rights).
If they decide they do not want this, we will have to oblige.
But until that time.... :rolleyes:
 
According to wikipedia, legality is "attachment to or observance of law.", not wishes, and there is no lawbreaking :)
In addition, devs don't interfere resource modding, quite the reverse. Formally, scripts are the same resources as textures or models, not program code
But of course, it's fair to delete this content if they ask, and I think we'll find out if they against since ugeen seems to be main TEHO developer
 
Legality is what the courts determine it is. But even though hosting the files may be legal in that sense, if the developers ask for it to be removed, we remove it, because we're the good guys.

The best way to understand is to ask an attorney, preferably one who is a friend and will give you straight answers and not the most conservative ones. And when dealing with attorneys who aren't personal friends, it helps to know the phrase, "Don't tell me why I can't, tell me how I can."

A real life example of someone who may not have been the good guys: A game EULA forbid selling content made for that game. There were several pay sites dedicated to custom content for that game. Someone set up a server in a country that didn't care about copyright and made all that content available for free... because hosting that content on a pay site was a specific violation of the EULA. Moral? Probably not. Ethical? Maybe. Legal? Absolutely.

Hook
 
In the end, we're an international community that promotes cooperation.
We're not too fussed about actual legalities; we're more interested in what is morally right.
As long as the people who make money from the game don't object, I don't see why we should either.
 
I took my modified folder "program" and "resource" of the city lost ships replaced their original folders. Some times back to error.tht, returned the correct code for Steam. When error.tht steel looks the same I ran the game. The game took off, an error is not on startup, and then select the character. Do not get translated City of Lost Ships to version 2.9?
 

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  • 7.jpg
    7.jpg
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I didn't try to load COAS under this engine
Have you got any errors in logs?
 
The original game I have a crack from ali123 themselves scripts I opened without problems, all starts.
 

Attachments

  • tehomod.log
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Not mod log, mod is not related with these crashes. Set up in engine.ini:
tracefilesoff = 0
debuginfo = 1
runtimelog =1
this will produce 2-3 logs
attach error.log and compile.log
 
errors from the games
 

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  • error 2.8.log
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  • error 2.9.log
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  • compile 2 8.log
    5.9 KB · Views: 855
  • compile 2 9.log
    4.5 KB · Views: 841
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