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    Maelstrom New Horizons


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CTD after seabattle

kamagate

Landlubber
I have installed build 13 and update 1. The game crashes when I go back to the worldmap after a seabattle. It only happends if I have boarded a ship and not if I only sink one with cannonfire or run away from ships that are too powerful. The actual boarding works perfectly and I can continue the battle afterwards, it´s only when I go to the map that it crashes. I tried it three times in different places and with different ships and it happends every time.

Any help would be very much appreciated.
 
Never heard that bug reported before. And such an obvious and repeating bug should have been noticed. Can anybody confirm this? Also: Can you turn on <a href="http://www.piratesahoy.com/forum/index.php?showtopic=5424" target="_blank">error logging</a> and show any possible error.log, system.log and compile.log files that are generated in your main PotC folder?
 
Ok, I tried two more times. First time the ship that I boarded surrended so there was no fighting and when I returned to the worldmap the game didn't crash. I continued playing but in the next battle my ship was sunk before I had the chance to board. After loading I found a new ship to attack and this time they didn't surrender when I boarded so I had to fight them. After plundering the cargo I sailed away from the other ships in the area and when I had outdistanced them I returned to the map which was followed by the usual crash. I can actually see the map for a couple of seconds before the game crashes. Here is the system.log and the compile.log. There were no error.log.

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 1665232002 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 121367092
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 121367092
Ship Boat doesn't have fire places
Fader::Init() -> Fader already created, fade out phase
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 98927252
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 98927252
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 99828572? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99828572
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99834164
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99834164
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 100105476? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 100132068? end pointer = 0
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 118699372? end pointer = 0
Island Set
Fader::Init() -> Fader already created, fade out phase
Island Set
Island Set
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119785340
Bad rope data for rope: (rope num = 22) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119785340
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 120718772? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120726052
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120726052
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120726052
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120726052
Bad rope data for rope: (rope num = 12) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 121739812
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = 20) (begin group=0, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = 21) (begin group=0, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = 1) (begin group=0, end group=0)
Begin pointer = 122592020? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 122592020? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 122508844? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122508844
Bad rope data for rope: (rope num = 7) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122508844
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122609420
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 126670644? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 126670644? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 126670644? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 123062332
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 123128524? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 123128524? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 123163772? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 123163772? end pointer = 0
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 92798612
Bad rope data for rope: (rope num = 22) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 92798612
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 120428324? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122664828
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122664828
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122664828
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 122664828
Bad rope data for rope: (rope num = 12) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119620236
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 120508044? end pointer = 0
Bad rope data for rope: (rope num = 20) (begin group=0, end group=0)
Begin pointer = 120508044? end pointer = 0
Bad rope data for rope: (rope num = 21) (begin group=0, end group=0)
Begin pointer = 120508044? end pointer = 0
Bad rope data for rope: (rope num = 1) (begin group=0, end group=0)
Begin pointer = 120697908? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 120697908? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 120524804? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120524804
Bad rope data for rope: (rope num = 7) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120524804
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 120711668
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 124188468? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 124190004
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 121362556? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 121362556? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 121469084? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 121469084? end pointer = 0
Island Set
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 100695492
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 100695492
Ship Boat doesn't have fire places
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 98170756
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 98170756
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 99983668? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99983668
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99985564
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99985564
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 99392508? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 99423844? end pointer = 0
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 100432388? end pointer = 0
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Fader::Init() -> Fader already created, fade out phase
Bad rope data for rope: (rope num = 12) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 100114788
Bad rope data for rope: (rope num = 12) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 99726220
Bad rope data for rope: (rope num = 12) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 118952756
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 119862116? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119857300
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119857300
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119857300
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 119857300
Island Set
Fader::Init() -> Fader already created, fade out phase
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Fader::Init() -> Fader already created, fade out phase





Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 337
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 150
LoadLocation(ref loc) Douwesen_port
For character 1034 fall Mast name mast2 has index 2
LocLoadShips: need (ships_other): 4, but max_num_ships_other: 4
LocLoadShips: need (ships_other): 5, but max_num_ships_other: 4
LocLoadShips: need (ships_other): 6, but max_num_ships_other: 4
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\grenado
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload2_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 150
reload_island_index = 5
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -475.677,z = 6.15854
SEA: SeaLogin begin
SEA: sealogin loading island Douwesen
SEA: added pchar to sea
SEA: Did CRs
For character 1034 fall Mast name mast2 has index 2
SEA: Error: Group CrDouwesen5, Island Douwesen
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_15
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT dropped low quality weapon (blade7) in favor of higher quality (blade7+2)
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2)
IT dropped low quality weapon (pistol1) in favor of higher quality (pistol1+2)
IT dropped low quality weapon (blade13-1) in favor of higher quality (blade13+1)
IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2)
IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2)
IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2)
IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1)
IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2)
IT dropped low quality weapon (blade6) in favor of higher quality (blade6+2)
PauseAllSounds
SEA: SeaLogin begin
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: Set group : egroup__0, x = 329., z = -0.74499
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
SETTING MUSIC: music_sea_battle
PauseAllSounds
ResetSoundScheme
FindFreeCabinCaptain: Enc_CabinCaptain_0 found with index of 1132
FindFreeCabinCaptain: returned index 1132
LoadLocation(ref loc) BOARDING_SLOOP
ItemLogic: On load location BOARDING_SLOOP
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_gorod
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) BOARDING_SLOOP
ItemLogic: On unload location
PauseAllSounds
ResetSoundScheme
SURR: Ship_Surrender begin idx: 1402
SURR: fenc_1402 was released free from ransack
SURR: ship nation: 1
SURR: ship oldgroup: egroup__0
SURR: SeaAI_GetRelation cmdr relation: 2
SURR: done lbc boost, now cycle through ships and forts
SURR: setting up character group
SURR: group change done
SURR: no cmdrchange, so update relations for ships to neutral
SURR: Ship_Surrender complete
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SETTING MUSIC: music_sea_battle
ShipDead: iDeadCharacterIndex = 1402, iKillStatus = 3, iKillerCharacterIndex = -1
Add good : gunpowder, rCharacter.id = fenc_1402, iQuantity = 1
Add good : sailcloth, rCharacter.id = fenc_1402, iQuantity = 1
Add good : wheat, rCharacter.id = fenc_1402, iQuantity = 1
Add good : rum, rCharacter.id = fenc_1402, iQuantity = 1
Add good : coffee, rCharacter.id = fenc_1402, iQuantity = 40
Add good : Oil, rCharacter.id = fenc_1402, iQuantity = 10
Add good : Oil, rCharacter.id = fenc_1402, iQuantity = 5
Add good : Oil, rCharacter.id = fenc_1402, iQuantity = 1
Add good : Oil, rCharacter.id = fenc_1402, iQuantity = 7
Whr_UpdateWeather start weather update Time: 05:02
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
PauseAllSounds
SEA: SeaLogin begin
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
SETTING MUSIC: music_sea_battle
Canloss: char Blaze of ship Victory has lost a gun from arc 2 (stern). Fix: 0
Canloss: char Blaze of ship Victory has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Victory has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Victory has lost a gun from arc 3 (port). Fix: 0
ShipDead: iDeadCharacterIndex = 0, iKillStatus = 1, iKillerCharacterIndex = 485
Add good : wheat, rCharacter.id = Blaze, iQuantity = 5
Add good : coffee, rCharacter.id = Blaze, iQuantity = 79
Add good : Oil, rCharacter.id = Blaze, iQuantity = 3
Add good : Oil, rCharacter.id = Blaze, iQuantity = 6
Add good : Oil, rCharacter.id = Blaze, iQuantity = 3
Add good : Oil, rCharacter.id = Blaze, iQuantity = 2
SEA: SeaLogin begin
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
Canloss: char CrOxbay5 of ship HMS Alcide has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char CrOxbay5 of ship HMS Alcide has lost a gun from arc 1 (starboard). Fix: 0
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 150
LoadLocation(ref loc) Douwesen_port
For character 1034 fall Mast name mast2 has index 2
LocLoadShips: need (ships_other): 4, but max_num_ships_other: 4
LocLoadShips: need (ships_other): 5, but max_num_ships_other: 4
LocLoadShips: need (ships_other): 6, but max_num_ships_other: 4
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\grenado
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload2_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 150
reload_island_index = 5
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -475.677,z = 6.15854
SEA: SeaLogin begin
SEA: sealogin loading island Douwesen
SEA: added pchar to sea
SEA: Did CRs
For character 1034 fall Mast name mast2 has index 2
SEA: Error: Group CrDouwesen3, Island Douwesen
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_15
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2)
IT dropped low quality weapon (blade7) in favor of higher quality (blade7+2)
IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2)
IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1)
IT dropped low quality weapon (pistol1) in favor of higher quality (pistol1+2)
IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2)
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2)
IT dropped low quality weapon (blade6) in favor of higher quality (blade6+2)
IT dropped low quality weapon (blade13-1) in favor of higher quality (blade13+1)
PauseAllSounds
SEA: SeaLogin begin
SEA: sealogin loading island FalaiseDeFleur
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: Set group : egroup__4, x = 1523.9, z = 249.75
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
SETTING MUSIC: music_sea_battle
Canloss: char fenc_1401 of ship Légère has lost a gun from arc 1 (starboard). Fix: 0
Whr_UpdateWeather start weather update Time: 17:04
Whr_UpdateWeather finish weather update
PauseAllSounds
ResetSoundScheme
FindFreeCabinCaptain: Enc_CabinCaptain_0 found with index of 1132
FindFreeCabinCaptain: returned index 1132
LoadLocation(ref loc) BOARDING_SLOOP
ItemLogic: On load location BOARDING_SLOOP
ItemLogic: found 0 buttons
BOARDING: FindLockerItemByGroup grabbed: blade11+1
BOARDING: FindLockerItemByGroup grabbed: pistol4
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade6+2
BOARDING: FindLockerItemByGroup grabbed: pistol3
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade6+1
BOARDING: FindLockerItemByGroup grabbed: pistol2
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade6+1
BOARDING: FindLockerItemByGroup grabbed: pistol2
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade6+1
BOARDING: FindLockerItemByGroup grabbed: pistol1+2
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade1+2
BOARDING: FindLockerItemByGroup grabbed: pistol1+1
BOARDING: FindLockerItemByGroup grabbed:
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_sea_battle
BOARDING: GiveItemsBack blade returned: blade11+1
BOARDING: GiveItemsBack gun returned: pistol4
BOARDING: GiveItemsBack blade returned: blade6+2
BOARDING: GiveItemsBack gun returned: pistol3
BOARDING: GiveItemsBack blade returned: blade6+1
BOARDING: GiveItemsBack gun returned: pistol2
BOARDING: GiveItemsBack blade returned: blade6+1
BOARDING: GiveItemsBack gun returned: pistol2
BOARDING: GiveItemsBack blade returned: blade6+1
BOARDING: GiveItemsBack gun returned: pistol1+2
BOARDING: GiveItemsBack blade returned: blade1+2
BOARDING: GiveItemsBack gun returned: pistol1+1
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) BOARDING_SLOOP
ItemLogic: On unload location
LoadLocation(ref loc) NEXT_SLOOP
ItemLogic: On load location NEXT_SLOOP
ItemLogic: found 0 buttons
BOARDING: FindLockerItemByGroup grabbed: blade11+1
BOARDING: FindLockerItemByGroup grabbed: pistol4
BOARDING: FindLockerItemByGroup grabbed:
BOARDING: FindLockerItemByGroup grabbed: blade6+2
BOARDING: FindLockerItemByGroup grabbed: pistol3
BOARDING: FindLockerItemByGroup grabbed:
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_sea_battle
BOARDING: GiveItemsBack blade returned: blade11+1
BOARDING: GiveItemsBack gun returned: pistol4
BOARDING: GiveItemsBack blade returned: blade6+2
BOARDING: GiveItemsBack gun returned: pistol3
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) NEXT_SLOOP
ItemLogic: On unload location
LoadLocation(ref loc) Boarding_Cabin_small
ItemLogic: On load location Boarding_Cabin_small
ItemLogic: found 0 buttons
LAi_CreateFantomCharacter -> can't teleportation character to <rld::aloc2>
BOARDING: FindLockerItemByGroup grabbed: blade11+1
BOARDING: FindLockerItemByGroup grabbed: pistol4
BOARDING: FindLockerItemByGroup grabbed:
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_sea_battle
BOARDING: GiveItemsBack blade returned: blade11+1
BOARDING: GiveItemsBack gun returned: pistol4
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) Boarding_Cabin_small
ItemLogic: On unload location
PauseAllSounds
ResetSoundScheme
ShipDead: iDeadCharacterIndex = 1401, iKillStatus = 2, iKillerCharacterIndex = 0
Add good : sailcloth, rCharacter.id = fenc_1401, iQuantity = 1
Add good : planks, rCharacter.id = fenc_1401, iQuantity = 2
Add good : wheat, rCharacter.id = fenc_1401, iQuantity = 18
Add good : mahogany, rCharacter.id = fenc_1401, iQuantity = 1
Add good : Oil, rCharacter.id = fenc_1401, iQuantity = 5
Add good : Oil, rCharacter.id = fenc_1401, iQuantity = 5
Add good : Oil, rCharacter.id = fenc_1401, iQuantity = 7
Add good : Oil, rCharacter.id = fenc_1401, iQuantity = 2
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather_rain
ResumeAllSounds
SETTING MUSIC: music_sea_battle
Got Goods: You've got 4 cwt of Wheat
SETTING MUSIC: music_spokplavanie
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather_rain
 
I reinstalled the game and the mod and now it´s working. I don´t know what I did with the other installation but now the problem is solved anyway.
 
Great! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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