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Fixed Custom Quest Musket

Uhm something got messed up between Levis' files and the new WIP update since Levis' changes don't work at all for me (no perk, no new interface, shotgun mode doesn't work right anymore).. when I only use the latest WIP update, shotgun mode is fine, but I can't find the new perk and can't find a perk filter
 
I just cheated me the long rifle .. 1. awesome work @Jack Rackham !! Beautiful model and very nice sounds ;) since I can't activate the free aim mode for the normal long rifle (due to the still missing perk) I had to go with the telescope one.. it is amazing, and I think if we shlightly increase the reload time, using this gun with free aim mode does make sense without being op ;)

EDIT: Ok - if Jack and Bartolomeu are ok, and we may add this gun to all storyline, we have to lock it to the professional gunman perk.. if we aren't do this, this gun is just too OP.. you dont even need a sword in boarding anymore.. which is quite funny and cool but.. isn't what we wanted, is it?
 
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@Levis : Your code to the free aim mode is fantastic, but I want to test balancing purposes.. can I simple outcomment some of your code to let my character stay in free aim mode after I shot? Since always forced out off the free aim mode is a bit bad for guns which are actually reloading quite fast (and I am looking here at the long rifle, my new gun of choice in this game :D ).. so IMO the delay before and after the free aim mode is nice, cause it seems logical that my character first has to take the gun into the hands/ on the back, but it just feels odd to be forced out after every shot.. at least for fast guns.. I tried to make an exception for the long rifle but I just can't code :D

EDIT: Ok, seems like just setting the delay to 0 also does fine.. BUT I found a bug: Your code doesn't work with guns which have more charges
 
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Hmmm...your right, let me look into that

The log rifle with scope will not drop back ;) so just wait till you can get the scope.
Got it fixed now so it works with multiple barrel guns, will upload the files later. I must say its a lof of fun to use the free aiming mode with a quad barrel pistol :p.
 
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After some testing I think we can finally call this one fixed.
Can I say already I think we did some excellent teamwork here? I believe almost everyone contributed on getting this feature fleshed out in no time!
 
can I simple outcomment some of your code to let my character stay in free aim mode after I shot? Since always forced out off the free aim mode is a bit bad for guns which are actually reloading quite fast (and I am looking here at the long rifle, my new gun of choice in this game :D )..
AH! I'd better to put another exception in there that ALWAYS disables Manual Aim Mode through Tab with both versions of the Long Rifle.

Can I say already I think we did some excellent teamwork here? I believe almost everyone contributed on getting this feature fleshed out in no time!
Indeed a lot of people got involved here and it all turned out much better than it would have done if they hadn't.
This is the type of cooperation that makes being part of this community still worthwhile for me after more than 10 years.
So to all of you guys, thanks very much for your efforts! :onya

The only things we still may have to work on are these:
Regular Guns: Shotgun Mode enabled by pressing Tab, requires ammo, regular reload time, drop out of shotgun mode after every shot
Long Rifle with Telescope: Same as regular guns, but does NOT require special ability to use first person mode
Pump Shotgun: Shotgun Mode enabled by pressing Tab, does not require ammo, 1-second reload time, never drop out of Shotgun Mode
Bartolomeu Quest Gun by @Jack Rackham: Same as Pump Shotgun, but Shotgun Mode enabled as soon as you draw your blade

That does actually make the Long Rifle with Telescope not exceptionally special and makes the Pump Shotgun much more special (and insane!).
The Long Rifle is special as long as you don't have the Ability, so it should take quite a while to get that it or otherwise there is no point to the two items.
We should also have the telescope increase its accuracy and damage values to make it a proper strong gun, regardless of shotgun mode or not.

I wonder if Jack Rackham has any thoughts on sensible values for all this.
Also, I'd need his extra Quest Rifle to be able to set this up properly.
But the actual functionality should be pretty much done by now. :cheers
 
One more thing maybe.
we should make sure you can only equip the telescope if the long rifle is equiped, else the button should be disabled.
 
I could just change it in the item interface file. Adding a check there with all the other checks.
 
Also would it be an idea to have a short simple sound for when you enter and exit the shotgun mode?
Maybe @Pillat knows a nice sound?
 
hmm I can think of one, but therefore I need to record and extract a sound from another game (a gun-switch sound for an old sniper-rifle would be quite ok I think?) Since I am recording it, I don't think of having trouble with copyright and so on..
 
I thought it enough if you have the long rifle? Is there a problem if you equip the telescope
and the long rifle isn't equipped. I mean it will be - with the telecope attached.
 
What if you have the telescope, but not the rifle and then equip the telescope? You'll be doing fire-fights.... with a telescope! :guns:
 
I have now spent two hours in the crypt to find the body with the new gun. Now my head is spinning terrible .
A little hint perhaps ?:sick
Never-mind! I found it :D:monkeydance
 
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Yes I found the gun and its great, but it has no sound when the telescope is unequipped!:bonaparte
 
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