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COAS combined mod Bugs

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Or you could always use the bug tracker ;)

It is easy to keep track of them using it and you can actually see what is fixed and what isnt
 
Indeed; once you release the pack, we'll set up Bug Tracker use for you:
http://forum.piratesahoy.net//index.php?/tracker/
 
Hi guys,

Sorry for my bad english.

In the chest of Layton Dexter in CoAS quest must one of Excellent Cuirass have. But there isnt.

Also this Excellent Cuirass must available in the Spanish Quest line, step 2 (antonio de souza/cardinal of inquisition). (i dont take 1.000.000 piasters from store owner and i go to antonio de souza).

I thing that is a bug of JsCombinedCodeMod.

Anyone any ideas?

[Edit]
-SPOILER ALERT-

I make a new, clean install of game.

I add a these lines to RPGUtilite.c (void initMainCharacterItem(), case "Adventurer" section)
GiveItem2Character(Pchar, "cirass5"); // for Exclusive Cuirass
GiveItem2Character(Pchar, "cirass4"); // for Dutch Cuirass

Start a new profile, with Adventurer,
With clean game (mod not installed) have the hero two cuirasses

I install the mod and start a new profile with Adventurer,
Hero have only the Dutch cuirass...

Now, i'm sure that this is a mod's bug.

I've also compared the all two initItems.c (for clean game and for mod) by section of Cirass5. there is nothing different

...
 
Ooo exclusive bug thread, very nice :onya

@ bulbuliseyda

I've noticed a problem with the exlusive curiass, I don't know if its a COAS CM bug or if it's just a COAS bug, but I know I've had problems with the fifth curiass even before the CM was compiled.

Furthermore, I tried out beta mod for the first time last night and in beta mod all the venders have all the items in the game regardless of rank. At the end of the store list I saw the curiass's, interesting enough, it only had the regular, spanish, french and dutch.

I'm not sure why this is hapening, but I'll try and take a look at it.
 
Found one I think.

A captain of a xebec shooner joined (so now I have 2 ships).

I went bying some cargo to pursue my trading activities, and I wanted to fill his ship as well, but he was nowhere on the list to be selected.

I can just keep him as an escort, but not for trade.

If I remember correctly in the vanilla version it was possible to fill his cargo as well.

Edit: Neverming, I just couldnt spot the picture of the ship (all is ok but the new ships dont display pics in the shipyard or trader)
 
In regards to the curiass,

I think I solved the problem. I installed a new copy of COAS on my hard drive. Enabled beta mode and started a game. Sure enough there was the curiass.

So I copied over the original itemsint into my modded copy of COAS and started up, and there it was.

So now I know the problem was with the itemsint file, where exactly, I don't know but I'll add some new items then test it again, if it works I'll confirm that this bug has been squashed :onya

Update:

I need to test this further, but from what I'm seeing, there might be an item limit which would explain why the curiass was disapearing.

The reason why it was the curiass and not something else is because it's last on the list of items.

I added a new item, started the game and expenssive curiass was gone. I exited, removed the new item, started up again, and there was the curiass again.

If indeed is the case, that would be bad news for future items since it would have to replace an item already in the game.
 
Found one I think.

A captain of a xebec shooner joined (so now I have 2 ships).

I went bying some cargo to pursue my trading activities, and I wanted to fill his ship as well, but he was nowhere on the list to be selected.

I can just keep him as an escort, but not for trade.

If I remember correctly in the vanilla version it was possible to fill his cargo as well.

Edit: Neverming, I just couldnt spot the picture of the ship (all is ok but the new ships dont display pics in the shipyard or trader)

Yes alot of ships ported over do not have pictures but all ships do allow you to fill there holds either at sea or via the store. Thye pictures should hopefully be fixed soon. :onya
 
Ooo exclusive bug thread, very nice :onya

@ bulbuliseyda

I've noticed a problem with the exlusive curiass, I don't know if its a COAS CM bug or if it's just a COAS bug, but I know I've had problems with the fifth curiass even before the CM was compiled.

Furthermore, I tried out beta mod for the first time last night and in beta mod all the venders have all the items in the game regardless of rank. At the end of the store list I saw the curiass's, interesting enough, it only had the regular, spanish, french and dutch.

I'm not sure why this is hapening, but I'll try and take a look at it.



An additional tip... Maybe helps modders for the bug:
I figure out that if game start clean and then install mod, than there is no problem met cirass5.

So:
I've added two lines in file reaction_functions.c, after first two red lines (this part of file is start of last quest of blood line. Last nigt, blood go to rescue Pit. there is a chest behind planks with one saber and potion.begin of last quest script put a saber and potion in chest)


original lines:
pchar.GenQuestBox.BridgeTown_Plantation.box1.items.blade7 = 1;
pchar.GenQuestBox.BridgeTown_Plantation.box1.items.potion1 = 3;


i add:
pchar.GenQuestBox.BridgeTown_Plantation.box1.items.cirass5 = 1; / excl. cuirass
pchar.GenQuestBox.BridgeTown_Plantation.box1.items.cirass4 = 1; / dutch ""

than i start a new CLEAN game for verify.
play until last part of blood quest (resque of pit)
verifyed that dutch cuirass and excl. cuirasses are in the chest.
save the game.
install the mod.
nothing changed, cuirasses are in the chest

Now, i start a new game (of profile) with installed MOD
dutch cuirass is in the chest, but excl. cuiras not.

my conclusion is;
if the game (mean new profile) start with mod, than the exclusief cuirass shown not in game (neither coas nor antonio de souza (spanish line))
but, if the game starts wihtout mod, and then save and load mod/load game, then cuirass shown normally.
 
In regards to the curiass,

I think I solved the problem. I installed a new copy of COAS on my hard drive. Enabled beta mode and started a game. Sure enough there was the curiass.

So I copied over the original itemsint into my modded copy of COAS and started up, and there it was.

So now I know the problem was with the itemsint file, where exactly, I don't know but I'll add some new items then test it again, if it works I'll confirm that this bug has been squashed :onya

Update:

I need to test this further, but from what I'm seeing, there might be an item limit which would explain why the curiass was disapearing.

The reason why it was the curiass and not something else is because it's last on the list of items.

I added a new item, started the game and expenssive curiass was gone. I exited, removed the new item, started up again, and there was the curiass again.

If indeed is the case, that would be bad news for future items since it would have to replace an item already in the game.


item limit? maybe you are right..
now, i wait curiously the solution of modders
anyway i've started a new game with my way..
 
The reason why you still had the item was because the game already created the item in the world so. Thats part of the reason why you need to start a new game to install most mods. Once you start a new game, what you have in the files is what the game uses through out, so even if you install many mods, if they overwrite anything in the init files, the game won't read it unless you start a new one.

In regards to the items, yes there is a limit. :modding

I placed a new item, started the game, curiass gone.
I kept the new item in place but removed an item, started the game, curiass was back again.

I don't really see anything that would indicate how to increase the limit on the # of items on the list, perhaps someone else could take a look. :shrug

Hopefully someone else will figure it out, or in the least likely scenario, we could get a Dev to provide some input on if there really is an item limit and if there is a way to increase it. Otherwise, adding new items to the game will come at the expense of removing another item.

Update:

I've kept the new item in place and removed the fists as usable item. It looks rather silly since its esentially the sword animations minus the sword, incredibly weak and extremely rare so it's a good compromise. I've tested it and the curiass is still there, and the new weapon so for now this problem has been resolved.
 
I found a few typos in the Blood quest, nothing game breaking though. I'll have that fixed in a future patch.
 
Ups... i've just posted this in the mode thread...
There are no items... nowere... exept in my ship, if accesed via F2 menu... no crashes tough any toughts ?
 
I've set up a Bug Tracker project for you: http://forum.piratesahoy.net//index.php?/tracker/project-4-combined-modpack/
Let me know if that works. And if anyone of you needs more administrative powers there.
For now, I set "Officerpuppy" as tracker leader.
 
Ups... i've just posted this in the mode thread...
There are no items... nowere... exept in my ship, if accesed via F2 menu... no crashes tough any toughts ?

I haven't installed V2 yet. You could switch back to the original V1 initItems.C located in Program\ITEMS and if still no luck then hopefully Officerpuupy has some idea's on what else could be coursing the problems. :onya
 
That is an odd bug you have, the only time I've had items disapear in mass quantities was when I tried to enable some commented out items in the inititems file.

If you still have a copy of the v2 inititems file try overwriting the one in your game and start a new game. If it doesn't work, you can try Luke's suggestion. The only problem the v1 file has is that the expenssive curiass is gone, that was fixed in v2.

So far you are the only one having this problem, if more people report this I'll have to dig around the files to see what might be wrong. I might even ask you to send me your inititems file so I can compare it with mine since version I uploaded to the FTP is the same one I'm using.

Anyone else having problems or possible bugs, please post them here:

http://forum.piratesahoy.net//index.php?/tracker/project-4-combined-modpack
 
Ogl is awol
The spanish solder do not speak or attack

After i install the V.2 update on a clean Coas install 2 thing
happen.

1 The spa. solder who attack you when you enter the city for the
last time do not. He walk up to you don't speack or attack. Have to
chase after him to kill him so the woman can tell me the spainsh dog
have enter the city.

2 Ogl the one eye do not join you after you captive the ship only Pitt do.
 
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