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    Maelstrom New Horizons


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Building set?!

LumoColouR

Landlubber
yh erm whereabouts is the building set thingy located on the FTP Server because i cant find it <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

ignore my noobish ways ive found it, was just too tired coulnt see properally <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
lol i really am a noob at this, when i extract the buildingset_upd16mar.zip to my potc folder and click yes to all for the things its gonna replace it wont let me play potc because of an engine error and when i click no to all it doesnt work <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> im lost please help me
 
Hey mate - the Building Set was made to work with the Builds, I don't think you can get it running separately I'm afraid.
 
Aye, the buildings mod does require the build mod installed. It is actually included as part of the latest Build Mod versions.

Your best bet is to uninstall the game. Delete the directory completely.

Then in this order:

1) Reinstall the game - Test functionality

2) Install Build Mod version 13 - Test functionality

3) Install Build Mod V13 Update 1 - Test functionality

STOP THERE!! DO NOT install Build 14 ALPHA. That version is a TEST ONLY version and the people currently testing it have already run into several show stopping issues.

Now in the Build mod 13, the building set IS there, but is disabled. It can be renabled by the instructions below from Pieter Boelen:

<!--QuoteBegin-"Pieter Boelen"+--><div class='quotetop'>QUOTE("Pieter Boelen")</div><div class='quotemain'><!--QuoteEBegin-->
Why? It wasn't working right due to some compatibility issues. These are soon to be addressed though, but CouchcaptainCharles didn't want the Build 13 release delayed for it, so we turned it off until we'd fix it after Build 13 is done. It can be easily re-enabled though so you can use the mod still, but please consider it in test-phase. Find this code:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
/* ccc Nov 06   Settlement feature disabled for the time being
// changed by MAXIMUS [abordage MOD] -->
            // ccc building kit
            if(!bSeaActive && ENABLE_BUILDINGSET)
            {
                Link.l5 = DLG_TEXT[161];
                Link.l5.go = "building";
            }
// changed by MAXIMUS [abordage MOD] -->
*/
<!--c2--></div><!--ec2-->

Remove the first line (beginning with /*) and remove the */ at the end.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm not sure just what file needs to be modified, but that is the code that needs to be changed.

Hope this info helps out.

Cap'n Drow
 
cheers gonna re install it all now and then il post feedback when its done lol, lookin forwards to another re install <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> lol
 
<!--quoteo(post=174447:date=Dec 4 2006, 02:26 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Dec 4 2006, 02:26 PM) [snapback]174447[/snapback]</div><div class='quotemain'><!--quotec-->
Aye, the buildings mod does require the build mod installed. It is actually included as part of the latest Build Mod versions.

Your best bet is to uninstall the game. Delete the directory completely.

Then in this order:

1) Reinstall the game - Test functionality

2) Install Build Mod version 13 - Test functionality

3) Install Build Mod V13 Update 1 - Test functionality

STOP THERE!! DO NOT install Build 14 ALPHA. That version is a TEST ONLY version and the people currently testing it have already run into several show stopping issues.

Now in the Build mod 13, the building set IS there, but is disabled. It can be renabled by the instructions below from Pieter Boelen:

<!--QuoteBegin-"Pieter Boelen"+--><div class='quotetop'>QUOTE("Pieter Boelen")</div><div class='quotemain'><!--QuoteEBegin-->
Why? It wasn't working right due to some compatibility issues. These are soon to be addressed though, but CouchcaptainCharles didn't want the Build 13 release delayed for it, so we turned it off until we'd fix it after Build 13 is done. It can be easily re-enabled though so you can use the mod still, but please consider it in test-phase. Find this code:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
/* ccc Nov 06   Settlement feature disabled for the time being
// changed by MAXIMUS [abordage MOD] -->
            // ccc building kit
            if(!bSeaActive && ENABLE_BUILDINGSET)
            {
                Link.l5 = DLG_TEXT[161];
                Link.l5.go = "building";
            }
// changed by MAXIMUS [abordage MOD] -->
*/
<!--c2--></div><!--ec2-->

Remove the first line (beginning with /*) and remove the */ at the end.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm not sure just what file needs to be modified, but that is the code that needs to be changed.

Hope this info helps out.

Cap'n Drow
<!--QuoteEnd--></div><!--QuoteEEnd-->


What folder and document is that in, because i cant find it lol, if u know could someone please tell me
 
program\dialogs\Enc_Officer_dialog.c

But in a few days a fix for the Buildingset will be finished that really works.
 
Excellent, thanks for updating that info for me, CCC. I'll get that file name added to my doc file about that bit.

Cap'n Drow
 
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