• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Currently active modders

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
To be able to effectively work for Build 14, it'll be useful to know who the active modders are. So could all active modders please post here and also say what you have already modded, but is not in Build 13, what you are currently working on and what you want to be working on.
 
Cap'n Drow:

Modeling, texturing, Quests and possibly some interface work.
 
I'm still here, but not working on any big mods.

I've got some "private" mods in my game at the moment.

One changes most instances of the word "loanshark" to "moneylender" to reflect the greater role this character plays in the game. For example, when you approach his door, it says "Moneylender's Office". The moneylender not only loans money, but will hold your money and pay you interest, and is used to divide the loot, a very useful function.

Another mod reorders the morale names, putting "Elated" right under "Heroic" which makes more sense to me.

The last thing I changed was the Silehard dialog. When you take a pirate quest, when you return to claim your reward you currently click on "I was hoping you had work for an able captain." I'm testing a fix so that if you've taken care of a pirate you'll get "Your task has been carried out" instead. This string is also used in the Oxbay quest, but I don't think they'll both come up at the same time, and if that's the case, there should be no confusion. More testing is needed.

Hook
 
Currently I'm writing an experimental! Directsail mod (from island to island without map)

Then I'd like to tackle my old projects like the "Secret Service Mission Generator" combined with a sneak mod and a mod where you can influence the "fate" and strength of nations. And other things like random disasters, or a Morrowind-style "increase your skills by using them" skillsystem.

But I announced those mods already last year, so don't wait for them <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> My problem is: if I submit my stuff to the Build I have to spend so much time with making it "fit for the public", compatability issues, bugfixing etc. that no time is left for modWRITING. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Black Bart,

"Jack-of-all-trades - master of none!" and/or "All the gear - no-idea!" <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Specialities: Design(Idea's/discusion/balance of features)/Playtesting(bug/issue finding)

Good at: Text/Dialogs/editing - especialy in concerns of finding errors and trying to keep the feel of the period, so i will always make a fuss when/if 'Leet' speak and other modern culturism's try to creep into the game!

Medium at: Sound related stuff(i have some music training) - hope to use my skills to enrice the games sounds some more(especialy the sailing parts).

Basic at: Graphic work - either using Photoshop and (more basic still) 3Dsmax.

Aims: to develope my modding skills with the aims of helping to create a vibrant, and authentic 17th century Pirate 'simulation', whilst keeping the fun and enjoyment of the basic game. Special area of interest will be to provide more things for the player to do, in particular on land and in the various towns and settlements; whilst aiming to increase the 'realism' factors in a balanced and enjoyable way.
 
Kazeite:

Modelling/texturing ships and chars. As of right now, I'm working on <i>Black Pearl</i> 2.0 <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I plan to debug and/or finish mods I've worked on summer (especially two of them: that allowing putting different flags on one ship and, also, free walk on ships). I'd like to make more new mods as well. Unfortunately I'm currently in very bad mood and can't tell when exactly I'm back for modding.

Sincerely,
pirate_kk
 
<!--quoteo(post=173175:date=Nov 24 2006, 10:04 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 24 2006, 10:04 AM) [snapback]173175[/snapback]</div><div class='quotemain'><!--quotec-->
"increase your skills by using them" skillsystem.
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Maximus is actually also working on that. He already sent me a beta version of his code. Perhaps the both of you can work together on it for a bit?

<!--quoteo(post=173183:date=Nov 24 2006, 11:59 AM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Nov 24 2006, 11:59 AM) [snapback]173183[/snapback]</div><div class='quotemain'><!--quotec-->
I plan to debug and/or finish mods I've worked on summer (especially two of them: that allowing putting different flags on one ship and, also, free walk on ships). I'd like to make more new mods as well. Unfortunately I'm currently in very bad mood and can't tell when exactly I'm back for modding.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You are currently the only person who said he might take up the position of modpack compiler when I leave in February. Would you still be willing to do that? We do need someone to do it... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I'll try to make your free walk on ship mod compatible with Build 13. But there's one code-problem in there, but I can't show it to you right now, because I'm not at home. For all I know that mod does work pretty fine; I tested it. Just one easily avoidable problem in there. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=173188:date=Nov 24 2006, 01:40 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 24 2006, 01:40 PM) [snapback]173188[/snapback]</div><div class='quotemain'><!--quotec-->
......
<!--quoteo(post=173183:date=Nov 24 2006, 11:59 AM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Nov 24 2006, 11:59 AM) [snapback]173183[/snapback]</div><div class='quotemain'><!--quotec-->
I plan to debug and/or finish mods I've worked on summer (especially two of them: that allowing putting different flags on one ship and, also, free walk on ships). I'd like to make more new mods as well. Unfortunately I'm currently in very bad mood and can't tell when exactly I'm back for modding.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You are currently the only person who said he might take up the position of modpack compiler when I leave in February. Would you still be willing to do that? We do need someone to do it... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I'll try to make your free walk on ship mod compatible with Build 13. But there's one code-problem in there, but I can't show it to you right now, because I'm not at home. For all I know that mod does work pretty fine; I tested it. Just one easily avoidable problem in there. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

And i offered to help Pirate_kk in any way i can. Glad to see you post here mr.Pirate_kk by the way, i was wondering where you had got to? Hope your bad mood <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> soon clears <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Doober: Making lousy textures since '06 <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=173208:date=Nov 24 2006, 04:15 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Nov 24 2006, 04:15 PM) [snapback]173208[/snapback]</div><div class='quotemain'><!--quotec-->
Doober: Making lousy textures since '06 <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure? I thought I saw some non-lousy texture work by you on a certain model of a Dutch ship. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
I must finish translation first. But...
My current work in progress - new SkillUp system, like in Morrowind and SLiB. Beta version can be tested already (FTP -> [MAXIMUS]). By this system not only player will improve his skills - each character in game will improve his own skills.
<img src="http://foto.spbland.ru/data/media/11/lrg_97008_skillsupsystem.gif" border="0" alt="IPB Image" />
Finished mods - added AOP locations and towns. Cursed coin quest - character will be a skeleton every night. He must search for Isla de Muerte and... OK, you know <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Card-games in tavern. Some bug-fixing and a little bit funny addings <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Texturing, general coding, quests (not so much), translation, interfaces, sound and... IDEAS <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
<!--quoteo(post=173183:date=Nov 24 2006, 04:59 AM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Nov 24 2006, 04:59 AM) [snapback]173183[/snapback]</div><div class='quotemain'><!--quotec-->... free walk on ships...<!--QuoteEnd--></div><!--QuoteEEnd-->
I played with a version of that for a while. It is seriously cool and would be a great addition to the game. People will love it when they see it.

We all experience times when we want to throw up our hands and just say "screw it." Thankfully it passes. Hope you can get back into modding again soon.

Hook
 
Wow, such an excellent group of modders reporting in thus far. I'm really looking forward to working with and learning from all of you gentlemen.

Hook: Have you gotten any of that documenting of things you've been doing done up yet? Just being curious.

Pieter: I also offered to take up the mod-pack compiling if no one else does it, but as stated would need some time with you to learn the ropes.

Maximus: I've been quite impressed with everything I've seen of yours, and I look very forward to seeing and learning from everything you've got hiding under your hat right now.

pirate_kk: If you do decide to act as mod-pack compiler, I'll do my best to help you out in any capacity I can.

Cap'n Drow
 
Well... I don't know if I'm good enough to consider myself as a modder, but anyway : 'a simple virtual sailor' is translating with a little team the game into French. (if others want to join, they are truly welcome.)


Oh yes, and I'm working on the sounds the characters says when you are near them. I've already written something for the street merchant, adding nation and sex checks. But I fear this mod would work only for the French games, as I don't know how the English voices sounds.
 
I can skin, i have some skins for POTC i made this summer, but i am more active on AOP (you can use my AOP ships though)
 
<!--quoteo(post=173272:date=Nov 24 2006, 11:14 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 24 2006, 11:14 PM) [snapback]173272[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter: I also offered to take up the mod-pack compiling if no one else does it, but as stated would need some time with you to learn the ropes.
<!--QuoteEnd--></div><!--QuoteEEnd-->
If Pirate_KK doesn't want to, I'll try to learn you a bit about modpack compiling. Using WinMerge it isn't that hard, really. You'll make mistakes every now and then, but so did and do I. And you'll learn along the way. When I first started, I didn't even have WinMerge and I made some horrible mistakes. I hardly knew the code either. But as time passed and I gained more experience, it went better and better. Though still not perfect. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
**nods** I've got a pretty good handle on how winmerge works. Basic comparision program that allows you to do compares by file, directory, etc. **grins** And I would expect to make mistakes. With something this big and complex, thats SOP. But whoever does it is sure to have a good crew helpin' 'em out and crackin' that ol' <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> on 'em.

Cap'n Drow
 
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