• New Horizons on Maelstrom
    Maelstrom New Horizons


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An ambitious project

I just got a new one, so would it be possible that in my case,
the game code is executed a bit more quickly so that the model-change upon entering the location is no longer in time to prevent the cowering?
That's the only explanation I can think of, but am not at all sure if it's even possible. :wacko:
Maybe, because I don't have this problem :?
 
About the questbook, try to fix as you said in the post 772 otherwise add a delay function as Talisman told...
Doing it as I posted is easy enough; I'll take care of that, but I want an answer from people on the availability of the other tabs.
Just did this. In my game files, the questbook will now always be available, even when the danger icon IS flashing.
it works ? Good news.. :onya
 
Thanks a lot, Cap'n Cook! I included them in my files now and made some further fixes as well.
I also did a massive search-and-replace in ALL storylines' dialog and queststexts folders to replace:
" " with " " (single spaces all the way!)
" ." with "." (no space before end sentence interpunction)
" !" with "!" (no space before end sentence interpunction)
" ?" with "?" (no space before end sentence interpunction)
 
I already put some of the explosion replacements into my copy of quests_reaction.c;
I will upload my files later today so you can use it. :doff
I also re-added the removal of Roxanne's weapons. :yes
 
I've updated some dialogue files (only minor changes), Pieter and Cap'n Cook. Check them with Winmerge and tell me what you think...
 
Included in my game, along with some further changes of my own.
See attached for what I did. :doff
 
Thanks very much. :doff
Those dialogs I uploaded include Cap'n Cook's improvements, as well as your own. :yes
 
Here are the fixes I said I will do :

I don't use your last questreactions.c file, Pieter, but with WinMerge you'll quickly find the fixes..
 
The Bartolomeu Main Quest is still not finished. :shock Next year, I'll adapt the Aztec treasure quest to the Bartolomeu side as I did for the Trap/Hunter quest for both main quests. The Cartagena quest will be also present in both main quests. On the Bartolomeu side, soon after the El Morro operation, the Portuguese captain will be betrayed by his crew (except by his officer Emilio Soares) due to the loot sharing. He will be marooned by his crew on a small island. After many days, a smuggler sloop will moor there but he will have to kill the smugglers (only with a dagger) in order to leave the island with their ship.

Btw: I've had to make a marooned Bartolomeu and the island location. I'm almost finished its character patch.
 
Is anyone else thinking what I'm thinking...?
That scene in AWE when Beckett, Jones and Will confront Sparrow, Barbossa and Elizabeth... is on a similar-sized island!
Haha... Davy Jones in a bucket of water... :rofl
 
Is anyone else thinking what I'm thinking...?
That scene in AWE when Beckett, Jones and Will confront Sparrow, Barbossa and Elizabeth... is on a similar-sized island!
Haha... Davy Jones in a bucket of water... :rofl

Or the beach they walk across as the go to dig up the chest in DMC :onya

Or without the water - but with the Black Pearl on the sand - Davy Jones' Locker :woot

It is really impressive :doff
 
To Pieter :

If I tell you from a jungle location, do you believe me? :cheeky

To Talisman and Experienced Captain :

When I was making the location I also thought in the POTC movie. :yes
 
From a jungle location? I'll believe that. Sounds really clever! :woot

If we can remove the water, indeed maybe we COULD get that Davy Jones' Locker in the game.
I just want to be able to add a piece of sand around the Black Pearl deck location; that'd work for me. :shrug
 
Just need a new texture for the background (Plan.gm file). For the ground you can use a jungle location as I did(remove palms and details with Tool), and if you want to, easily increase its size with the Tool again (edit/scene).
 
Cool. I vaguely remember removing stuff with the TOOL can mess something up though.
Might've been the lighting, but then we can fix that by making new COL files, I think.
 
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