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Cozumel teleporter things don't work (14.33 beta)

martinborgen

Landlubber
Hello all. I'm playing an older build (14.33 beta), mostly because I haven't yet located both my POTC disks to update.

However, I cannot seem to use the teleporters in the Cozumel temple. Is this a known issue with this build? When I walk into the big hall, nothing happens, and the glowy things dont do anything when I walk into them.

Is there a workaround to this? I would just update, but I can't find both discs of the game right now.
 
Just to be sure:

You are playing the "Tales of a Sea Hawk" storyline. You have done the bit where you drop the idol into the socket on the floor and there's a video of the door opening. When you went into the big hall, Danielle and Clement were there waiting for you.

Can you reload a savegame from before you dropped the idol? Play through to that part, then go to one of the teleporters. And then post the files "compile.log", "system.log", and "error.log" if it exists. All of them should be at the top level of your game installation folder. Which, incidentally, had better not be anywhere under "C:\Program Files" or "C:\Program Files (x86)", as Windows does silly things to the game if it's in either of those.
 
Interesting - I had completely forgot to drop the idol, because whatever it is you drop it in, isn't there. Turns out I could go in to the alcove anyways (even though the path appeared sealed). Tried dropping the Idol Icon still showed up if you were in the correct spot - no movie played. Could still get into the alcove, but nothing was different. Interesting is also that Danielle and clement are acting as if it's time to return to port royal to collect a bounty for Silehard (whom I captured earlier). Also the time stays at 10.00.

Possibly this is borked beyond simple workarounds? since it's an older Beta version, I don't want to waste too much of your time.
 

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Nevermind, I just got the newest version working - no idea if the issue persists, but I imagine it won't (completely fresh install). Thanks for your time
 
Possibly this is borked beyond simple workarounds?
Very possible. There was definitely a modpack version where that scene was messed up.
It sounds quite likely that the version you had was indeed bugged there.

Nevermind, I just got the newest version working
Good to hear! :cheers

no idea if the issue persists, but I imagine it won't
If it is the issue I think it is, it is indeed fixed now. :yes
 
Has anyone played that part lately? The last few times I played the end game it was a mess. Methinks we just gave up on it.
 
Next week I have to go to bulgaria for a week (for work). So I'm planning on playing the standard storyline on my hotel room at night to see how this goes now and just experience again how it is for a "normal" player.
I will probably play it on a medium difficulty with some realism settings but not iron man.
If there are any specific settings you want me to test please let me know and I will set them during this run
 
It worked for me. I played the whole thing as a female character to test my modification - if you play as a female, you meet Nathaniel Hawk instead of Danielle Greene. No problems with teleports. The end game still needs a bit of sorting out because the dialogs do silly things if you go to Port Royale before delivering Clement Aurentius to his lighthouse, but the fact that I even got to that bit proves that the teleports worked.
 
Has anyone played that part lately? The last few times I played the end game it was a mess. Methinks we just gave up on it.
As far as I'm aware, it should be OK. If it's not, then I hope someone will make a new Bug Tracker entry for it.
 
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