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Mod Release AOP Super MOD

Ive got the jungle bugs as well, the woman look like freakish monsters and the when i run into "bandits" they just attack me but have no fatigue so cannot swing their sword and dont regenerate it either, so usually they will just stand around you and do nothing.

Also the freakish woman have missing dialog file and dont start a quest, neither do the raiders/rapers.

Most of the time the jungle is just empty though.




Ive tried to poke around the files here in AOP, since im an old OFP/CSS/DODS modder i thought I could figure out what and how, but after a few hours my brain started to hurt, the comments are either in russia or plain silly or both, theres no consistence the programming and the whole OOP structure is weird imo.

If I get some free time in the weekend ill take a closer look at it though since it could be fun to start doing some heavy modding, it seems the things for it are accessible, if you crack the code <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
calvert any help u can give would be more then welcome, if we all do something then this mod will be even better and we can keep addign onto it. The jungles definatly need a lot of editing but at least u have some jungles already <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
- and the jungles are whicked indeed, i have so many ideas for that place.

I will dedicate my saturday night to try and see if I can somewhat start to comprehend their base script language.


One thing that pisses me off though is the lack of insight from Akella, I mean who makes a game where important world data is submitted to the player-profile file, so everytime you patch or mod the game the players need to start from scratch. The ini.c data files could just has easely been processed on the fly instead of in the start of the game. *cry*
 
exactly my point to clavert, great to see someone who thinks alike and im very pleased with u willing to help out, i hope u can indeed get the jungle working a bit better would be great to get the characters working correctly. LEt me know if u need anything and if u managed to get it to work let me know where to download the fixes so i can insert them back into the modpack <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Again thanks for the helping hands.
 
Any chance there's a readme file on how to install this, or is it one of those nobrainer deals? Sorry 'bout the landlubber question, but I'm kinda new to the modded scene, but I hear you guys do great things for my favorite genre of games here!!! BTW, any chance this supermod will make this thing more stable? heh, I know everyone here's bustin' thier tails on that one, and I still love the game, but the crashes at key points can be quite frustrating. I had Potc (xbox) and played the mess out of it, even though thier were certain times I'd hit a bug and have to restart my whole game... heh, but I've always been a fanatic of the freeroaming pirate games, so a few bugs ain't gonna put a damper on that.
 
it does fixes some bugs but not all, im awaiting the patch first and see what it fixes, i do know how to solve some of the bugs and if the patch doesn't fix them then i can import the fixes into the next version of the mod which we will release after the patch.

As for installing it's an installer which is easy to use simply point to where your game is installed and let it install.
 
<!--quoteo(post=163258:date=Sep 23 2006, 09:04 PM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Sep 23 2006, 09:04 PM) [snapback]163258[/snapback]</div><div class='quotemain'><!--quotec-->
5. Working brothels with videos, i recommend u download klite codec pack full, with that u actually get the video working.

<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for all the work, downloading now (46% and chugging along). Got a question though, where do I get the "klite codec pack full" files from?


Nevermind, not thinking this morning, did a search and found it, guess another thing added to my list to download.
 
Do a google and you will get to their site.




On an entirely different note, this code is doing my freaking head in.

LandEncounters is not Landencounters, well sometimes it is. I tried to set up a landencounter in the tavern to see what would happen, and nothing happens. But if you change the parameters for the encounters outside the city sometimes it works and sometimes it dosnt.
 
<!--quoteo(post=163750:date=Sep 25 2006, 11:09 PM:name=Calvert)--><div class='quotetop'>QUOTE(Calvert @ Sep 25 2006, 11:09 PM) [snapback]163750[/snapback]</div><div class='quotemain'><!--quotec-->
Ive got the jungle bugs as well, the woman look like freakish monsters and the when i run into "bandits" they just attack me but have no fatigue so cannot swing their sword and dont regenerate it either, so usually they will just stand around you and do nothing.

Also the freakish woman have missing dialog file and dont start a quest, neither do the raiders/rapers.

Most of the time the jungle is just empty though.




Ive tried to poke around the files here in AOP, since im an old OFP/CSS/DODS modder i thought I could figure out what and how, but after a few hours my brain started to hurt, the comments are either in russia or plain silly or both, theres no consistence the programming and the whole OOP structure is weird imo.

If I get some free time in the weekend ill take a closer look at it though since it could be fun to start doing some heavy modding, it seems the things for it are accessible, if you crack the code <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Try this

how to fix the alien woman in the jungle

change

C:\Program\Playlogic\Age of Pirates - Caribbean Tales\program\landencounters

LEnc_monsters.c

modelInfo.ani = "woman";
LEnc_MonstersLoginObject.current.sex = "woman";

to

modelInfo.ani = "towngirl";
LEnc_MonstersLoginObject.current.sex = "woman";

also if you want change

LEnc_MonstersLoginObject.current = "mummy";
modelInfo.model = "mummy";

into

LEnc_MonstersLoginObject.current = "mummy";
modelInfo.model = "priest";

Happy gaming

to add monkeys copy this:

<a href="http://rapidshare.de/files/34522954/monkey.tga.tx" target="_blank">http://rapidshare.de/files/34522954/monkey.tga.tx</a>

to example:
C:\Program\Playlogic\Age of Pirates - Caribbean Tales\RESOURCE\Textures\Characters
 
thanks capt, i also made the change for the next version of the mod that im gonna release after the patch so everything will be compatible.
 
No problem Cyberops i also add a link to:

to start AOP Super Mod

Mr Bills MS Framework v2.0:

<a href="http://rapidshare.de/files/34526441/dotnetfx.exe" target="_blank">http://rapidshare.de/files/34526441/dotnetfx.exe</a>

Install and update it.

over, and out...
 
yeah i have the download for the .net 2 also on my site but thanks <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
if you think the blaze and beatrice should be born with the jackass

change characters_init.c and add:

GiveItem2Character(ch, "gun8");

below

EquipCharacterByItem(ch, "spyglass1");

and change

items.h

to

#define ITEMS_QUANTITY 259
#define RANDITEMS_QUANTITY 38

and also change:

inititems.c to

makeref(itm,Items[n]);
itm.id = "gun8";
itm.groupID = GUN_ITEM_TYPE;
itm.name = "itmname_gun8";
itm.describe = "itmdescr_gun8";
itm.folder = "items";
itm.model = "blunder1_11";
itm.picIndex = 0;
itm.picTexture = "WEAPONS";
itm.price = 500;
itm.chargeQ = 1;
itm.chargespeed = 4;
itm.dmg_min = 16.0;
itm.dmg_max = 26.0;
itm.accuracy = 50;
itm.minlevel = 1;
itm.rare = 4; <---<<change this to itm.rare = 1;
itm.uniq = 1;
n++;

and the jackass would be unique

there could be only one, and the traders will not have it!

its only my idea change if wanted...
 
<!--quoteo(post=163476:date=Sep 25 2006, 05:52 AM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Sep 25 2006, 05:52 AM) [snapback]163476[/snapback]</div><div class='quotemain'><!--quotec-->
A few additions that we are working on that are going to be added in future updates, and yes we are going to make updates so u dont need to download the entire mod again.

1. More Characters to choose from.
2. A real animated rowing boat bringing u to shore and back to your ship.

3. Animated anchor.
4. New Ships.
5. New Crew with also new animations, dialogs and voices.
6. An error catch, which will give u the option to reload without closing the game or perhaps even let u play the game on without crashing the entire game, im already testing this.

7. New quests.
8. Expanding the map to entire spanish main, this will mean a lot of new islands.

and we want to ad a lot more, offcourse every single mod u can make is welcome to be added to the super mod pack.
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All of these things are outstanding, but I really hope someone can go through and fix the broken english in the conversations? That and the K3 music really takes me back to the old Seadogs days, but I'd rather see the King's english instead of the Czar's... <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
<!--quoteo(post=163977:date=Sep 26 2006, 07:28 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Sep 26 2006, 07:28 PM) [snapback]163977[/snapback]</div><div class='quotemain'><!--quotec-->
All of these things are outstanding, but I really hope someone can go through and fix the broken english in the conversations? That and the K3 music really takes me back to the old Seadogs days, but I'd rather see the King's english instead of the Czar's... <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Once I get some real time on my hands ill do exactly that, ive already changed the copy in the whorehouse and several other places.

I want to get a real grasp on the coding before doing the "tedious" tasks first though.
 
Has anyone figured out the land encounters? it seems when your in the jungle for instance you run into a few people you caint talk to them and they run at you and go into attack mode but they have no energy to swing their weapon at you.Anyone have a fix?
 
<!--quoteo(post=163982:date=Sep 27 2006, 03:48 AM:name=Calvert)--><div class='quotetop'>QUOTE(Calvert @ Sep 27 2006, 03:48 AM) [snapback]163982[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=163977:date=Sep 26 2006, 07:28 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Sep 26 2006, 07:28 PM) [snapback]163977[/snapback]</div><div class='quotemain'><!--quotec-->
All of these things are outstanding, but I really hope someone can go through and fix the broken english in the conversations? That and the K3 music really takes me back to the old Seadogs days, but I'd rather see the King's english instead of the Czar's... <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Once I get some real time on my hands ill do exactly that, ive already changed the copy in the whorehouse and several other places.

I want to get a real grasp on the coding before doing the "tedious" tasks first though.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Woo Hoo! Looking forward to seeing all the characters speak proper english. This is getting better all the time.. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Can't seem to download the mod from Filefront. Any new locations? Keep getting "some files may be down for maintainence" message and gets stuck in "please wait while host is located".


Mod Requests:
1) Make Treasure Cave of Dominica a storage area to stash loot, ship inventory/goods, ship ammo, and gold to minimize losing it on your main ship at sea. Maybe make prices fluctuate on islands so when a certain price goes up you can go to your treasure cave and pull out stockpiles of ebony, sugar, or whatever, and transport them to the areas needed.

2) Ability to switch different levels of ship and talk to crew members while at sea like Build 13 of POTC.

3) Make gunpowder an item needed to keep stocked up on ship not just ammo. Kinda like build 13 did with shot and powder for pistols. Would also be neat to have more inventory bonuses from items you keep onboard ship.
 
<img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> Good to see all the modding taking place, I think I'm gonna wait for the mod patch after the official patch though, don't wanna have to restart my game just yet. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Keep up the good work guys! Can't wait to see all this new stuff going on in an all new and more stable AOP!
 
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