<!--quoteo(post=221740:date=Nov 16 2007, 06:46 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 16 2007, 06:46 PM) [snapback]221740[/snapback]</div><div class='quotemain'><!--quotec-->would that website be the piratehideout, by any chance?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, it would. Actually I think I saved that walkthrough in a Word file somewhere. I can see if I can still find it.
<!--quoteo(post=221740:date=Nov 16 2007, 06:46 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 16 2007, 06:46 PM) [snapback]221740[/snapback]</div><div class='quotemain'><!--quotec-->basically, it shouldn't make a difference what you use. wether it's my set, the regular build 13 update 3, or build 13 final, there all the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->Exactly. Build 12.1 + Pre Build 13 Base Version + Build 13 Update 3 Full = Build 13 Full + Update 3 = Build 13 Final.
<!--quoteo(post=221753:date=Nov 16 2007, 07:16 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 16 2007, 07:16 PM) [snapback]221753[/snapback]</div><div class='quotemain'><!--quotec-->Doesn't Build 13 Full require Build 12.1 first, while Build 13 Final can be installed on stock POTC directly?<!--QuoteEnd--></div><!--QuoteEEnd-->No. Both were meant to be installed straight on top of the stock game. However, it seems that when installing Build 12.1 first, things tend to work better for some unknown reason. Might be because the RunMe.bat in Build 13 doesn't manage to move all lamguage-specific files to the right place. I tested the installation process on my own game and there it worked fine without installin Build 12.1 first, but it could be that for some other language versions, the Build 13 RunMe.bat doesn't do exactly what I should. Having only the European English version, I cannot test this.
<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->It would be nice if your Bladedamage mod had a 0-3 integer set to it where 0 is disabled, 1 is mod is on but repairs are instant, 2 is 1 day for a repair, and 3 is 1 day for repair for each upgrade in the repair.<!--QuoteEnd--></div><!--QuoteEEnd-->That would be a change for the blacksmith mod. The Bladedamage mod only breaks blades and was made much later than the mod that allows you to increase the blade's quality. I always thought it didn't make sense that you could upgrade a badly worn saber to worn and up, but the blades would never go down in quality. If the quality can go up, it should be able to go down as well. Also with the Bladedamage mod enabled, enemy's blades can also break. In that case, they will either run away in panic (saving you the trouble of killing them) or they'll courageously continue to fight with their fists. However, with their fists they cannot block, so although they <i>can</i> knock characters out with their fists (as can the player), they can also much easier be killed.
<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->I once saw a Morrowind mod where there was a chest you could put in the store and put things in, and as the time in-game scrolled, the store person would buy the items in the chest with the available gold. What would be really cool is making the chests in the armorer such that you could fill them up with swords and come back for them later, paying the store owner for the upgrades at that time, or having him just keep them and add them to his inventory. I know that's really complicated and perhaps impossible. Just and idea.<!--QuoteEnd--></div><!--QuoteEEnd-->I also had an idea like that: Rather than having to repair a blade through the dialog, when asking the blacksmith to repair your blades, a box interface would open and you can give him all blades you want repaired. Then he'll tell you how long the repair for all those bades will take and how much it will cost. Then some time later you return, pay the price and collect the blades. Would be much less of a hassle. But would be complicated to code in. Though I am convinced it can be done.
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.
They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->I think I saw that as well. I tried to fix it, but simply don't understand why it isn't working. The monks do work fine in the Abbey and below the Abbey, right?
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.<!--QuoteEnd--></div><!--QuoteEEnd-->That I don't understand. I checked the <i>Maltese_corpse_dialog.c</i> file and I do see this line: <i>AddMoneyToCharacter(pchar, sti(npchar.money));</i> in <i>case "exit":</i>. Can you check if it is there in your file as well?
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get <i>the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->He should</i> be given your money through the <i>AddMoneyToCharacter(Npchar, sti(pchar.money));</i> line in <i>case "exitrun":</i>, so then you should be able to get it back as well.
<!--quoteo(post=221740:date=Nov 16 2007, 06:46 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 16 2007, 06:46 PM) [snapback]221740[/snapback]</div><div class='quotemain'><!--quotec-->basically, it shouldn't make a difference what you use. wether it's my set, the regular build 13 update 3, or build 13 final, there all the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->Exactly. Build 12.1 + Pre Build 13 Base Version + Build 13 Update 3 Full = Build 13 Full + Update 3 = Build 13 Final.
<!--quoteo(post=221753:date=Nov 16 2007, 07:16 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 16 2007, 07:16 PM) [snapback]221753[/snapback]</div><div class='quotemain'><!--quotec-->Doesn't Build 13 Full require Build 12.1 first, while Build 13 Final can be installed on stock POTC directly?<!--QuoteEnd--></div><!--QuoteEEnd-->No. Both were meant to be installed straight on top of the stock game. However, it seems that when installing Build 12.1 first, things tend to work better for some unknown reason. Might be because the RunMe.bat in Build 13 doesn't manage to move all lamguage-specific files to the right place. I tested the installation process on my own game and there it worked fine without installin Build 12.1 first, but it could be that for some other language versions, the Build 13 RunMe.bat doesn't do exactly what I should. Having only the European English version, I cannot test this.
<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->It would be nice if your Bladedamage mod had a 0-3 integer set to it where 0 is disabled, 1 is mod is on but repairs are instant, 2 is 1 day for a repair, and 3 is 1 day for repair for each upgrade in the repair.<!--QuoteEnd--></div><!--QuoteEEnd-->That would be a change for the blacksmith mod. The Bladedamage mod only breaks blades and was made much later than the mod that allows you to increase the blade's quality. I always thought it didn't make sense that you could upgrade a badly worn saber to worn and up, but the blades would never go down in quality. If the quality can go up, it should be able to go down as well. Also with the Bladedamage mod enabled, enemy's blades can also break. In that case, they will either run away in panic (saving you the trouble of killing them) or they'll courageously continue to fight with their fists. However, with their fists they cannot block, so although they <i>can</i> knock characters out with their fists (as can the player), they can also much easier be killed.
<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->I once saw a Morrowind mod where there was a chest you could put in the store and put things in, and as the time in-game scrolled, the store person would buy the items in the chest with the available gold. What would be really cool is making the chests in the armorer such that you could fill them up with swords and come back for them later, paying the store owner for the upgrades at that time, or having him just keep them and add them to his inventory. I know that's really complicated and perhaps impossible. Just and idea.<!--QuoteEnd--></div><!--QuoteEEnd-->I also had an idea like that: Rather than having to repair a blade through the dialog, when asking the blacksmith to repair your blades, a box interface would open and you can give him all blades you want repaired. Then he'll tell you how long the repair for all those bades will take and how much it will cost. Then some time later you return, pay the price and collect the blades. Would be much less of a hassle. But would be complicated to code in. Though I am convinced it can be done.
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.
They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->I think I saw that as well. I tried to fix it, but simply don't understand why it isn't working. The monks do work fine in the Abbey and below the Abbey, right?
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.<!--QuoteEnd--></div><!--QuoteEEnd-->That I don't understand. I checked the <i>Maltese_corpse_dialog.c</i> file and I do see this line: <i>AddMoneyToCharacter(pchar, sti(npchar.money));</i> in <i>case "exit":</i>. Can you check if it is there in your file as well?
<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get <i>the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->He should</i> be given your money through the <i>AddMoneyToCharacter(Npchar, sti(pchar.money));</i> line in <i>case "exitrun":</i>, so then you should be able to get it back as well.