Agh!I had some problems installung that as you can see.
But surely that has to be solvable...
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Agh!I had some problems installung that as you can see.
I hope so, that's why I asked there…But surely that has to be solvable...
I was there, but not sure what to look for because I don't know Monkey Island. Some bloke told me about cannibals, but not sure if this was a random encounter?Another thought:
There is a Monkey Island easter egg in the mod.
Antigua tavern, just outside town, I believe.
Right now it doesn't lead anywhere.
But you could make use of it if you want.
Great! Absolutely!Just for fun I ripped the map you have chosen in two pieces. Use them if you want.
If so you could have three items of the map: part1, part2 and put together.
It was something with an interface showing the Monkey Island map.I was there, but not sure what to look for because I don't know Monkey Island. Some bloke told me about cannibals, but not sure if this was a random encounter?
Actually there's still a little problem with Blaze's head. When I add a voice clip (greeting) the head moves in a similar weird way to the issue we had with BeatriceB in the other thread…The heads all work
You can add the reload in the regular location init files, but set "disable = 1" so it doesn't show.Unique locations are placed in a special "location" folder inside the storyline folder, right? But how does it work if I want to change a general location in the storyline? In this case, I wanted to open up a house in Redmond port (starting Location). So I thought if I have Redmond port in both Storylines\DevlinOpera\locations and the normal Location Folder, the storyline one would overwrite the normal one when I'm in the storyline. So I copied the "Redmond" file into Storylines\DevlinOpera\Locations and added my changes there, in this case adding a door to locator Door_4 and it doesn't work. It's not that the door is closed or the new house is broken, it just didn't change anything, no door icon etc.
Locations[FindLocation("Santo_Domingo_town")].reload.l25.disable = 0;
This is strange because when testing on Jupiter I never see anything of it. Can it has to do with how the character is put into play?Actually there's still a little problem with Blaze's head. When I add a voice clip (greeting) the head moves in a similar weird way to the issue we had with BeatriceB in the other thread…
Locations[n].reload.l20.disable = 1;
Locations[FindLocation("Redmond_port")].reload.l20.disable = 0;
If that extra inserted jungle location only should appear in your storyline:And if I want to change where a reload locator leads to? For example fill a jungle section between two other jungle sections to allow more paths, for additional quest locations.
You can just about do everything on the fly if you want to.About location: Perfect, I understand. Thanks! For later maybe: And if I want to change where a reload locator leads to? For example fill a junge section between two other jungle sections to allow more paths, for additional quest locations.
I hate rain both in game and in real life
DeleteAttribute(PChar, "quest.Install_Voysey_And_Blythe"); //disables sidequest in Nevis
DeleteAttribute(&Locations[FindLocation("QC_town")],"vcskip"); //disables sidequest in Nevis
ChangeCharacterAddress(characterFromID("Marc Blacque"), "none", ""); //disables Blaque sidequest in Port Royal
ChangeCharacterAddress(characterFromID("Milon Blacque"), "none", ""); //disables sidequest
ChangeCharacterAddress(characterFromID("Willem Voigt"), "none", ""); //disables sidequest
ChangeCharacterAddress(characterFromID("Rian Dekkers"), "none", ""); //disables sidequest
ChangeCharacterAddress(characterFromID("Janneke Blinkerhof"), "none", ""); //disables sidequest
ChangeCharacterAddress(characterFromID("Lisebet Schefold"), "none", ""); //disables sidequest
Put this in console.c to check that:If it's the actual ship, then what are the location id's for that
Logit("Location: "+ locations[FindLocation(Pchar.location)].id);
Logit("Locatorfile: "+ locations[FindLocation(Pchar.location)].models.always.locators);
Based on some tests I did, reloading to tutorial_deck kinda works, but there are very few locators in the small cabin, for other cabins they may be different and sometimes it was very unstable, for example when I executed the console from my ship deck, I suddenly had the cabin floating OVER the deck and stuff.Put this in console.c to check that:
DoQuestReloadToLocation(etc etc is a way to jump.
Choice is yours, of course.This helped for my purpose. Of course it would be 'fair' to make the quests available again later, but on the other side I feel like a main quest can (should) be its own thing and doesn't need to have everything for free play etc. I leave it without the side quests for the moment.
Fake quest locations are far easier.If there are quest scenes, talking scenes on my ship (for example in the cabin) do I use my actual ship as if I go from port to sea? or do I 'fake' it with quest locations?
case "Contact_NoLuck":
Characters[GetCharacterIndex("antigua_portadmiral")].dialog.CurrentNode = "First time";
PChar.quest.Firstcontact = "prepare_davyencounter";
AddQuestRecord("Contact", 11);
Group_CreateGroup("FlyingDutchman");
Group_AddCharacter("FlyingDutchman", "Davy Jones");
Group_SetGroupCommander("FlyingDutchman", "Davy Jones");
Group_SetPursuitGroup("FlyingDutchman", PLAYER_GROUP);
Group_SetTaskAttack("FlyingDutchman", PLAYER_GROUP, true);
Group_SetAddress("FlyingDutchman", "Cayman", "Quest_ships", "Quest_ship_12");
Group_LockTask("FlyingDutchman");
UpdateRelations();
characters[GetCharacterIndex("Davy Jones")].nosurrender = 2;
Characters[GetCharacterIndex("Davy Jones")].recognized = true;
Character_SetAbordageEnable(characterFromID("Davy Jones"), false);
// KK -->
PChar.quest.PrepareDavyEncounter.win_condition.l1 = "MapEnter";
PChar.quest.PrepareDavyEncounter.win_condition = "PrepareDavyEncounter";
// <-- KK
break;
// KK -->
case "PrepareDavyEncounter":
SetNextWeather("Day Storm");
PChar.quest.StartDavyEncounter.win_condition.l1 = "SeaEnter";
PChar.quest.StartDavyEncounter.win_condition = "StartDavyEncounter";
break;
case "StartDavyEncounter":
PChar.quest.voirdavy.win_condition.l1 = "location";
PChar.quest.voirdavy.win_condition.l1.location = GetCharacterShipQDeck(PChar);
PChar.quest.voirdavy.win_condition = "voirdavy";
bQuestDisableAllCommands = true;
Sea_DeckStartNow(GetMainCharacterIndex(), GetCharacterShipQDeck(PChar));
break;
// <-- KK
case "voirdavy":
//ChangeCharacterAddressGroup(CharacterFromID("Davycrew_01"), PChar.location, "rld", "loc0");
SetCharacterToNearLocatorFromMe("Davy Jones", 3);
//SetCharacterToNearLocatorFromMe("Davycrew_01", 10);
LAi_type_actor_Reset(characterFromID("Davycrew_02"));
//ChangeCharacterAddressGroup(CharacterFromID("Davy Jones"), PChar.location, "rld", "loc2");
LAi_SetActorType(pchar);
LAi_SetActorType(characterFromID("Davy Jones"));
LAi_ActorWaitDialog(CharacterFromID("Davy Jones"), Pchar);
LAi_ActorDialog(pchar, characterFromID("Davy Jones"), "", 10.0, 1.0);
break;
That right there is far easier to control.I think the best way for quest scenes where they meet in the cabin is:
- lock the choice of starting ship (I wanted to do that anyway as soon as I commit to a ship)
- use a quest location for the cabin
- when a player desperately wants to obtain a different ship with a different cabin, which is not the idea of my story, then it's their fault if the quest cabin isn't the same as the proper cabin, but it still wouldn't be game-breaking or anything like that