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Information aboute The New Pirate Age - Update! [WIP]

It's going to have to be a quest. Everything is quests!

I would say that it's probably better to go into your storyline, into your "quests_reaction.c". Then you can do whatever you like with it, without having to be concerned how it ties in with any other sidequests, or for that matter any other storylines. (For example, you do not want to put a sidequest involving Barbossa into the general "quests_side.c", otherwise someone could trigger it while playing the "Jack Sparrow" storyline, in which Barbossa already has a major part.)

Within your own storyline, the only difference between a main story quest and a side quest is that the main story does not depend on the side quest finishing. And that is controlled by how you trigger quest cases.

I'm not sure what you mean by "normal dialog file". All dialog files work the same way - a "dialog.h" file which contains the text the character will say, as well as your answers to that character; and a "dialog.c" file which controls how parts of the "dialog.h" file are used. The "dialog.c" file may contain an AddDialogExitQuest line, which triggers a quest case - your starter quest NPC will need one of these so that when you talk to him, a quest will start.
 
Ok hm i will put on my storyline Barbossa on a beach.

The dir Quest will be about a stolen mystic Pirate spell Book with brings all Dead Pirates back to life. But in this Quest the book will not find, but it will be found the thief.

The last Quest ends with the finding of the Book.

You also take a look on my Pirate Project Homepage: www.piratecove.bplaced.de
 
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Indeed there is effectively no difference between a "main" and "side" quest.
It is just how you call it. But functionally, they all work exactly identical.

I have littel Question:
I dare say that, unless you want VERY difficult things, pretty much everything you ask IS possible.
Some things are simpler and easier than others, but the amount of things that are possible are very nearly limitless.

If you aren't sure of the possibilities, I would strongly recommend you play the game without mods for a while.
Then consider that every single thing that is changed in the mod, is something that a current or former forum member here changed.
In other words: If somebody else could do that, in theory YOU could do too! :cheeky
 
Alternatively, play one of the storylines which are already available. See what happens during the story - then save game, look at the code, and try to follow how that happened. For this purpose, I'd recommend "Hornblower", which is not exactly a pirate story (it follows the career of a naval officer) but the storyline is relatively straightforward and the code is relatively easy to follow. It also does several of the things you want to do in your story, e.g. you talk to people who then join you as officers, or another ship joins you as an ally.
 
Yes of corse that could a way.
But I will first make finsh my Update Projekt,
because I have a other Project that I plan to make.
 
Assuming the Update Project is your "New Pirate Age" storyline, perhaps play "Hornblower", or your choice of other storyline, first. The whole point is to see how quests work. That will help with your work on your own storyline, and probably with your other project as well.

You don't need to play through the whole story. If you get as far as the battle against a big French warship, which is quite early in the story, you'll already have gained some officers, had some fights on land, gained a companion ship, and fought a sea battle. Look at the code to see how these were done. Then you can do the same sort of things in your own projects. (The sea battles in my own "Ardent" storyline are basically the sea battle from "Hornblower" which I copied and modified to suit my own story.)
 
Ok i will it Check.

@Grey Roger
Ah can I put Doflamingo in the Boss House on Bonaire in the Pirate Fort as Cheff?

@Grey Roger
Take a look on me Homepage Forum in me Brainstorming Area there you can see what I think to make.
 
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Here a a new Information about me Update Projekt.

New:
• no Storyline
• No Story Quest only some items Quest

More Details on me Homepage!

@Grey Roger @Pieter Boelen
I have a question to the NH Mod. I need to know that this for me update Info Text:
Q1: Can we fight again the legendary Pirates(Blackbeard, Davy Jones or ather) in Sea Battle, in a Free Play Modus?
Q2: if yes is there some Quest guys for the finding the Pirates.

For better understand take a look at me Homepage und the Games!

Cu.
 
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Pleace help me!
@Grey Roger @Pieter Boelen

I also get this Errror
Code:
COMPILE ERROR - file: characters\characters_init.c; line: 651
function 'CreateTempQuestEnemyCharacters' not found
COMPILE ERROR - file: characters\characters_init.c; line: 651
function 'CreateGameCharacters' stack error

When i Chose a ather Pirate Charakter in the Start menu!
 

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  • error.log
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Use WinMerge to compare your PROGRAM folder with the previous version that did work without errors.
That's what I normally do if I get completely lost with modding.
 
"CreateTempQuestEnemyCharacters" is supposed to be at the top of your "TempQuestEnemy.c" file. I'd suggest looking there.
 
Check "PROGRAM\Storyline\NewPirateAge\characters\init\TempQuestEnemy.c". Or upload it here and let us examine it.
 
Definitely add new portrait definitions to "RESOURCE\INI\INTERFACES\pictures.ini". There are a very few unused numbers before "face_567", either I or @Jack Rackham are likely to use those. So, make your character portraits "face_568" and higher. Edit "pictures.ini", scroll down to a block which begins '[FACE128_567]', then copy and paste that block 27 times and change the "567" to a different number in each one. "pictures.ini" doesn't care which character uses which face number, it just needs to have a block like that for each one. Otherwise the 128x128 portraits won't appear.
 
Oh yes i forgot this file. Thanks.

@Grey Roger @Pieter Boelen
A question about code for the Enemy's Group
Code did I need in the Nation file?
I will have two enemies Group:
* pirate Hunter Kuro <- the walk on the Lighthouse Bay and should Attacke automatically Pirates
* Dofflamigo Family <- they Familie Member are on different Places
 
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