...Or shall I give it another shot?
I did get the process running again a while back, so I should be able to.
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...Or shall I give it another shot?
I did get the process running again a while back, so I should be able to.
Got it - thanks!Here's my latest (and final) update for WoodesRogers part 2.
New jump starts for part 2 added and tons of bugs fixed.
It will need to be in the next installer because those files aren't added in the update, which means they are in the existing installer.I also have added a list of files I hope could be removed from the game. Not sure if that should
happen in the next installer or where...
I hope to upload the next update later this week. After that, the race for the new installer can start.If @Mad Jack Wolfe still around the make one?
Or shall I give it another shot?
The first one is when it's used as a gun. The second as a blade.Musket with bayonet has two deterrent stats
Musket with bayonet has two deterrent stats as fellows:
You may notice something similar in any port. Ships may be set to move, but there is no collision detection. In most places the town is separate from the port so you won't see this happen when you're in town, but Grand Turk is one big location combining the port and main town.When was is Pirates Island Turks, I did notice ships sailing through inland. Was walking on roads there and suddenly discover something passing through me.
It was a ship. And it happened several times during my play. I encounter this problem before when playing another story line. But forgot to take a screenshot.
That's a general feature, possibly built into the game engine. The player character can be pushed around; NPC's with weapons drawn can not. If an enemy is pushing you around, kill him!When fighting NPC's always pushing forward which is backwards for the playing character. Pressing forward key wont work.
Most irritating part is during cave or grotto fight they sometimes push playing character outside of cave or grotto.
But this is not happening with fellow officers. Only with playing character.
You're lucky the Port Royale blacksmith can do that! If a blacksmith is polishing a lot of weapons, either he's doing a rush job or he's getting his apprentices to do it. Either way, don't expect an excellent result.Too bad that only blacksmith in Port royal can change the status of bulk of blades to excellent, but not others.
Other blacksmith can do one by one.
That's part of the general feature of making hostile ports dangerous. You have probably been spotted by the fort and it remembers you. Either make peace with Britain or get a different ship that the fort does not recognise.Same for gunsmith in La granda. Who can change bulk of guns altogether. But no other.
During Revolution/Napoleonic period or against playing England it is hard to go there. Need to go through back door.
There are only two gunsmiths; the one on Grenada and the one on Turks Island. I'm not sure which is the best in terms of price or speed, though the one on Turks Island has the advantage that she can repair swords as well as guns. But in "Revolutions" and "Napoleonic" periods, Turks Island is British, and any other time it's Pirate, so you may have trouble getting in there as well...Who is the best gunsmith? There is some indication during conversation with NPC's and at the Tailor shop. But who is he?
And where can be found?
Those are quest items which can not be stored, dropped or traded.Its batter to have an option to store 'old pirate dairy', 'aminest amulate' and such things in the chest after completing these quest.
Race?I hope to upload the next update later this week. After that, the race for the new installer can start.
All blacksmiths are deliberately different from each other.Too bad that only blacksmith in Port royal can change the status of bulk of blades to excellent, but not others.
Other blacksmith can do one by one.
Same for gunsmith in La granda. Who can change bulk of guns altogether. But no other.
Yep, that can sometimes happen.You may notice something similar in any port. Ships may be set to move, but there is no collision detection. In most places the town is separate from the port so you won't see this happen when you're in town, but Grand Turk is one big location combining the port and main town.
Price = 0 stops it.@Pieter Boelen: which attribute prevents an item from being dropped into a chest? I wonder if a quest item, which will presumably have the attribute set by 'InitQuestItem', can have it deleted at the end of the quest which uses the item?
string itemID = "aztec_compass";
aref arItem;
Items_FindItem(itemID, &arItem);
arItem.price = 1;
void ItemSetPriceZero(string itemID)
{
if (itemID == "") return; // PB: Prevent potential error messages
aref arItem;
Items_FindItem(itemID, &arItem);
arItem.price = 1;
}
//Levis -->
SetNodeUsing("TOSS_BUTTON", true);
bool TossEnable = true;
if(sti(GetStorylineVar(FindCurrentStoryline(), "WR_PUZZLES" )) > 0) TossEnable = false; // JRH
if(sti(GetStorylineVar(FindCurrentStoryline(), "BUG_PUZZLES")) > 0) TossEnable = false; // JRH
if(sti(GetAttribute(itemARef, "price")) <= 1) TossEnable = false; // PB
if(GetAttribute(itemARef, "id") == "bladeX4") TossEnable = false;
if(GetAttribute(itemARef, "id") == "map") TossEnable = false;
if(GetAttribute(itemARef, "id") == "cursedcoin") TossEnable = false;
if(GetAttribute(itemARef, "id") == "albatross") TossEnable = false;
if(GetAttribute(itemARef, "id") == "telescope") TossEnable = false;
if(!GetSelectable("B_QUEST")) TossEnable = false;
SetSelectable("TOSS_BUTTON", TossEnable);
//Levis <--
void ItemSetPrice(string itemID, int price)
{
if (itemID == "") return; // PB: Prevent potential error messages
if (GetItemIndex(itemID) < 0) return;
aref arItem;
Items_FindItem(itemID, &arItem);
arItem.price = price;
}
if (GetCurrentPeriod() == PERIOD_EARLY_EXPLORERS) ItemSetPriceZero("old_journal2", 1);
else ItemSetPriceZero("old_journal", 1);
Oh; and maybe name it somewhere else.I'll add 'ItemSetPriceZero' to "items_utilite.c"
case "Smugglers Request Collector":
...
Locations[FindLocation(PChar.location)].reload.l2.disable = true; //JRH: temp disabled to avoid too quick reload back to town (getting stuck)
break;
case "Smugglers Collector Meet in Tavern 2":
Locations[FindLocation(PChar.location)].reload.l2.disable = false; //JRH: enabled back to town now
...
break;
You did some good searching there!fast travel is turned off forever.
// ccc changed to lead to new suburb
Locations[n].reload.l2.name = "reload19";
Locations[n].reload.l2.go = "Greenford_suburb";
Locations[n].reload.l2.emerge = "reload_3_3";
Locations[n].reload.l2.autoreload = "0";
Locations[n].reload.l2.label = "Suburb";
// ccc <-
DisableFastTravel(false);
You did some good searching there!
But I have to admit 'reload.l2.disable' is just one specific reload between two specific locations.
As an alternative, you could try executing this through console:
Code:DisableFastTravel(false);
Elizabeth Swann: I'll have to take the blame for that! At the end of the quest, Will Turner and Elizabeth Swann are supposed to disappear and you never see them again, but I found a loophole by which you can keep Will Turner. So I added some code to the end to make them removable, and set Elizabeth Swann to be Will Turner's officer. If you find the loophole, you get Will Turner's ship with Elizabeth Swann as his secondary officer, both of which can be reassigned as you see fit. The snag is that 'SetOfficersIndex' sets the officer into officer mode, regardless of who the officer serves, which is why Elizabeth Swann follows you around. The fix was to rearrange the end of the quest so that she becomes Will Turner's officer and then goes into actor mode and runs away. I used your savegame at Tortuga to check that it works.
- Fast travel from Bridgetown port becomes bugged at some point; it gives you the dreaded "something is about to happen here" message every time you try it. It may be related to the apothecary quest, but I can't tell for sure.
- Elizabeth Swann doesn't stop following you around in Tortuga after Will Turner's quest.
- Cannot take Cartagena. I get a black screen with some HUD elements after taking the fort and the port; the first town location is not loaded properly.
pchar.quest.Apothecary_Guard_Ship_reset.win_condition.l1 = "ExitFromLocation";
pchar.quest.Apothecary_Guard_Ship_reset.win_condition.l1.location = "Greenford_port";
pchar.quest.Apothecary_Guard_Ship_reset.win_condition = "Set Guard Again";
if(CheckAttribute(PChar,"quest.mysterious_plants.guard_ship"))
{
Pchar.quest.Apothecary_Guard_Ship.win_condition.l1 = "location";
Pchar.quest.Apothecary_Guard_Ship.win_condition.l1.character = PChar.id;
Pchar.quest.Apothecary_Guard_Ship.win_condition.l1.location = "Greenford_port";
Pchar.quest.Apothecary_Guard_Ship.win_condition = "Ship Guarded";
}
Oh, and while we're at it, I've just remembered that even if you turn in the bows and successfully complete the quest, you still get a quest update saying you failed when the time is up.
case "Finish Collector Quest Smugglers":
ChangeSmugglerLiking(pchar, 10);//PW was 5 but this is a crappy deal you accepted so they should be more pleased
// so you gained 15 overall, could have lost 10 on rejecting quest at all or 15 if accepted and then ignored/failed
TakeNItems(PChar, "pistolbow", -10);
TakeNItems(PChar, "meds2", 1);//PW get 2nd med rather than 5 tar (so ammo mod off covered)
AddMoneyToCharacter(pchar, 500);
AddQuestRecord("smuggle_collector", 8);
if(CheckAttribute(Pchar,"quest.mysterious_plants.guard_ship"))//PW if plants not finished
{
AddQuestRecord("smuggle_collector", 9); //JRH: hint return to apothecary
}
CloseQuestHeader("smuggle_collector");
DeleteAttribute(PChar,"quest.smuggle_collector.meet_buyer");
pchar.quest.smuggling_guild.quests.collector = true;
AddXP(pchar, SKILL_COMMERCE, 2500, XP_GROUP_OFFIC);
AddXP(pchar, SKILL_SNEAK, 1000, XP_GROUP_OFFIC);
DeleteAttribute(&PChar,"quest.smuggle_collector_expire");//PW stop timer from calling "Failed Collectors Offer":
break;
What the...
Here's a Jack Sparrow save, with fast travel disabled out of Bridgetown port, even though the apothecary quest hasn't been started yet.
!?
Attribute "quest.mysterious_plants.guard_ship" should be cleared at cases "Payback Indians after give up at Steven" and "Indian left steven for Cartagena"; presumably one of these should happen depending on how you conclude the "Mysterious Plants" quest. After that, the cycle between "Ship Guarded" and "Set Guard Again" should be broken and you should be able to fast-travel out of Bridgetown port.
DeleteAttribute(&pchar,"quest.mysterious_plants");
Sounds right to me.Thanks! Learned new stuff. So, in this case, we're just disabling transition from the port to the mod-added section of Bridgetown. Effectively, we're disabling the port gates from the outside. If I understood correctly, that is.
You're teleported. Closed gates don't affect it.I wonder, though. How does fast travel work? Are you simply teleported there, without any transition point in between being taken into account? Or do disabled gates actually effect fast travel as well?
Correct.I suppose DisableFastTravel toggles fast travel altogether, is that correct?
Do I understand then that you CAN access the menu; but you're getting the "Something is going to happen" message when you use it?I'm only having trouble beaming off of Bridgetown port. Fast travel works well everywhere else.
I believe attached should be all files used by his character model in PotC:NH .Hello this may not be the right place to post this but, could anyone send me the Blackbeard files (all of them necessary for porting)? I tried downloading it but it did not work.