I'm still a little bit confused, does this apply to my yet-installed tweaked game or to the second one I'm gonna need to install NH? From what Rogers says I guess I can try it safely with just copying the whole folder…
To be on the safe side, I'd say it applies to "the second one you gonna need to install NH".
Though based on what you say, you probably could get away with the first too.
Probably.
Just customizing the whole thing a bit for myself, and by that learning a bit about code, autodidactic. Experimenting and of course having a lot of frustration and a lot of small successes.
That's brilliant!!
I think my first major "achievment" was when I figured out there are several broken questlines in the stock game (Larrouse, Vigila Mendes, Nigel Blythe) that can be "unlocked" by fixing a small amount of code. I was astonished when I first made them work in my game and experienced them for the first time.
Sounds like you're on exactly the same path as the modders were back in 2003.
By the time I joined in 2004, they had already discovered SO MUCH of that, that it was truly amazing!
They must've been BUSY for that first year!
Actually, one thing you might consider trying is to install an older version of the Build mod instead.
The older versions were basically what you're making now, so you could probably take bits and pieces from it.
The oldest version still publicly available is Build 12.1 here:
PotC Build 12.1 Full file
I do have an installer for Build 11 hiding somewhere, which is truly basically just "the stock game with fixes and only a very few features".
I've had the intention to repost that one forever, but keep failing. Maybe next week I'll finally find the chance?
If you're interested, please keep nagging me until I actually do it!!
I also messed up several times, mostly because I often forget to make proper backups. Every attempt to do something with locations (not re-texturing, but stuff like switching a tavern model or adding locators) failed gloriously
That's the best way of learning. I'm always impressed with anyone who bravely ventures into the unknown like that!
Aw, I don't think I can give a real feedback for substantial improvements, just my own nostalgic feelings.
That counts as feedback too!
I know pedestrians by name, finding a single sword seems like an achievment… that's what I meant by "a bit anonymous and overstuffed". Hard to describe.
Understandable. I used to play and like the stock game a lot myself back in the days as well.
For all its flaws, it really
does have a certain charm.
From what I've seen and experienced, some of the changes in models, locations etc. just seem… wrong.
If ever you run into any examples, I'll be curious to know which ones. Maybe some things could be swapped out again for something a bit more "right" here and there?
Actually I prefer the fictional locations too.
Those
were indeed fun. And of course they still exist in the Build, but they have been renamed and the more realistic worldmap can't be changed back anymore.
It IS possible though to rename the fictional locations back to their original names though.
As far as the code is concerned, they ARE still named that; the "real" names are just a display layer on top.
There used to be a "REAL_CARIBBEAN" toggle to switch off that did that, but when we cleaned up the code, we got rid of it.
Sorry about that; we thought nobody would ever want to do that anymore... Guess I was wrong.
And the design of all the interfaces.
There is an option in the mod to switch back to the original game's blue colour scheme.
Of course the layout is still different with a lot of additional buttons and stuff, but at least it'll be a bit more familiar to you.
You might enjoy having a look through this thread:
Guide - The PotC Build Mod: A History in Interfaces
But again, all this criticism isn't meant to be grave
Don't worry about it.
I'm not taking your words as criticism at all; let alone
grave criticism.
They're your opinion and I respect and understand that.
In the end, the way I figure it, we all want the same thing in this community: To have fun with the game(s) we like.
Everybody's definition of "fun" is different. And since this is something we all do in our spare time, it isn't
our job to tell you what
you must like.
Right?
when I view (and possibly play) NH as a separate game instead of a modification.
Makes complete sense.
Of course NH is closer to PotC than Age of Pirates, because we did keep a lot of the actual stock game content, including the original main quest.
But for Build 14, indeed we made a conscious choice to deliberately set the mod more apart from the original game and make it seem like a separate brand new one.
All your comments regarding that are mainly just compliments as far as I'm concerned, because it means that we succeeded on what we set out to do.
Of course it is understandable that not everybody would agree with everything we did and all the choices we made.
Or you might agree they were good ideas and/or choices, while not liking them yourself. All of that is perfectly fine by me.
At the very least, we did make all choices for a (we think) good reason and we tried to implement them the best way we could.
I think we succeeded to a large extent, but indeed the size of the mod and the amount of content really became quite overwhelming as time progressed!
