• New Horizons on Maelstrom
    Maelstrom New Horizons


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Urgent Needs

Takeda-One

Prussian Corsair
Storm Modder
Hey folks, there is somthing I need to edit!

In order to test all the new ships, I need to know how I can disable the shipyard from linking the availeble ships to the players Rank, because I don't want to start a new game every time just to test every single ship!!

AoP was so much easier to mod, what a giant crap all that new stuff, I cant even get the smugglersflag, sh...
 
open up shipsutilities.c from program/scripts

locate the 1st line 'GenerateStoreShip(SHIP_TARTANE)' and paste the rest of the ships under the line; such as this:-
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_TARTANE), "ship1");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_WAR_TARTANE), "ship2");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BERMSLOOP), "ship3");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LUGGER), "ship4");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_PINK), "ship5");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LUGGER_h), "ship6");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_GALEOTH_H), "ship7");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_COLONIALSCHOONER), "ship8");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BOUNTY), "ship9");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_EDINBURG), "ship10");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BARQUE), "ship11");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_SCHOONER), "ship12");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_XEBEC), "ship13");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_PACKET_BRIG), "ship14");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_ENTERPRISE), "ship15");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BRIGANTINE), "ship16");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BRIG), "ship17");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BARKENTINE), "ship18");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_INTERCEPTOR), "ship19");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_FLEUT), "ship20");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BATTLEXEBEC), "ship21");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_PINNACE), "ship22");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_GALEON_L), "ship23");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_CORVETTE), "ship24");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BATTLECORVETTE), "ship25");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_JAMAICASHIP), "ship26");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BATTLEMANOWAR), "ship27");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_GALEON_H), "ship28");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_SALAMANDER), "ship29");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_COLONIALFRIGATE), "ship30");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_MERMAIDGRIEF), "ship31");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LIGHTFRIGATE), "ship32");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_FRIGATE_SAT), "ship33");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_FRIGATE), "ship34");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BATTLEFRIGATE), "ship35");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_FEARLESS), "ship36");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LINESHIP), "ship37");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_WARSHIP), "ship38");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BATTLESHIP), "ship39");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LINEARSHIP), "ship40");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_SHARK), "ship41");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_MANOWAR_FAST), "ship42");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_MANOWAR), "ship43");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_SLOOP), "ship44");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_NIGHTMARE), "ship45");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_SURPRISE), "ship46");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_BOUSSOLE), "ship47");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_DUTCHLINESHIP), "ship48");
FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_LINESHIPHEAVY), "ship49");

Doesn't need to start a new game. U can modify and remodify it anytime u want.

The above list is not complete,as it is my personal edit, to find the full ship list, go to program/ships/ships.H .
 
Sorry that I have a slightly different question. Wanted to make any new topic. :shrug

I have a problem with the location of the bow wave of the models after I had changed. How and where can I change the data manually to change the bow wave again on the keel, and not 10 meters before. With reference object, it leads to CTD ingame. :modding
Can the collision data change somewhere? :hmm
 
How can I make a ship realy unique (for player only)? I know that the refship.canencounter - line prevents the system from taking a ship with a "false" - attribute to the encounters on the worldmap and so on highsea-mode. But there are random spawns in the near of Island and in habours. My guess is, that the islandships.c-file in the script-folder is made for those random-spawns. I want to add a commandeline that excludes some ships I defined to be unique, what do I have write and in which line??? Anyone able to help here? :shrug
 
it might be the merchantonmap.c file in program/scripts

u can see there are 5 cases there, england,spanish,french etc. case 0, case 1 ,case 3 bla bla bla.


i took out the SoleilRoyal,constitution, black pearl line,as i want to make them special.So far i never meet these ships in the game.
i put encounter = false in shipsinit, i put them available in shipsutilities.c, after i bought them, i save game and remove them from the shipyard.
 
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