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Devil's island

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Because it's for *after* the main quest, right?<!--QuoteEnd--></div><!--QuoteEEnd-->

We've been making this up as we go along. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />:

Screwface has been doing the set up for new areas, and has been working in a game where the main quest is not completed, however, I think it will work either before or after, and not affect your ability to complete the main quest.

I know the reinit set up will work either way, the only difference being in a game where the main quest has not been completed, the barrier around the island is still there, it's just invisible, and you can get around it by going to the world map.

In a game where the main quest is completed the barrier is down and you can sail to KR port either with "Sail to", or going thru the passages. (This is a lot of fun to do when you press both "r" and "g" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> My frigate can do it without a scratch, but I may find a warship or Man O' War a bit more of a challenge. )

I'll keep testing......
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->Thinking about it more, I'm of the idea that if you sail in the world map to KR, after you get the "land ho" icon you need to reinittialize before you go to the "Sea Mode" and then can press "sail to". In short, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> to get to KR you have to reinitialize every time before you attempt to land at the island.<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't think you have to reinit every time you want to land on khael Roa. If you save after the reinit, the access and the "sail to" will be kept by your new savegame. But All your previous savegames haven't the new locations and the "sail to" because they have been done with the initial structure of the island. Locations init is done one time in the game, when you start a new game. After that, each time you start the game, the location init is not reloaded. That's the savegame who restore the structure of the island but like it was when you made the save.

Screwface.
 
That makes sense, it sure threw me when I went to KR and I didn't get the mooring anchor symbol. Wish I had more time to play with this rather than work.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" />
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->That makes sense, it sure threw me when I went to KR and I didn't get the mooring anchor symbol. Wish I had more time to play with this rather than work.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Ok. I wish it will work for you !
Don't be surprised if i don't awswer to your future posts but i won't be at home during the a week as from today <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Screwface.
 
Hey Mates,

I've perhaps found the reasons of your bugs when you install the Kael Roa new locations i have uploaded on the server.
In my game, i have installed the PMT build 11, the Fred Bob quest and the kieron ship berthing mod. So the reinit c in my package contains the code of the kieron ships berthing mod. If you haven't installed this mod, that 's perhaps the reason of your CTD. In this case, install the mod first or update your own reinit c by adding that code :

Find this section :

#include "Towntable.c"
#include "battle_interfacefast_reload_table.c"

and add :

#include "Locationslocations_init.c"

And immediately after the

void Reinit(bool start, bool show)
{
int n,i,j;

put that :

InitLocations();
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true); //For access to animist lair without completing quest
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

And the new code of SirChristopherMings to go out of the temple :

Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);
Locations[FindLocation("Labirint_1")].reload.l1.disable = 0;
Locations[FindLocation("Labirint_1")].reload.l1.name = "reload27";
Locations[FindLocation("Labirint_1")].reload.l1.go = "Temple";
Locations[FindLocation("Labirint_1")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("Labirint_1")].reload.l1.emerge = "reload2";
Locations[FindLocation("Labirint_1")].reload.l1.autoreload = "1";


Screwface.
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->I may have to try your mod as well, Screwface, it doesn't get rid of them Inca Temple, right? It adds new locations to the island.

The reason I'm asking is because I figured out how to open the door so you can go into the temple and then come out again. I also cleaned up the coding lines for being able to land at Khael Roa in a game where you have completed the main quest.

In the Reinit Notepad:

}
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetReloadEnableGlobal("KhaelRoa", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l3.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);
Locations[FindLocation("Labirint_1")].reload.l1.disable = 0;
Locations[FindLocation("Labirint_1")].reload.l1.name = "reload27";
Locations[FindLocation("Labirint_1")].reload.l1.go = "Temple";
Locations[FindLocation("Labirint_1")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("Labirint_1")].reload.l1.emerge = "reload2";
Locations[FindLocation("Labirint_1")].reload.l1.autoreload = "1";
{

and of course hit the "i" key when you start your game.<!--QuoteEnd--></div><!--QuoteEEnd-->

SirChristopherMings,

You should deleted this line in your code :
Island_SetReloadEnableGlobal("KhaelRoa", true);
Because the Island_SetReloadEnableLocal enable the anchor icone but the IslandSetReloadEnableGlobal disable it. So i think your code enable the icone and disable it immediatly after. That's very important.

Screwface.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Nice to have someone around here who really understands the code (instead of only half@ss understands the code like the rest of us, LOL)! Thank you, Screwface! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Screwface,

I put the line: Island_SetReloadEnableGlobal("KhaelRoa", true);
back in after I couldn't get the mooring anchor to show up. I'm thinking that somehow I had convinced myself that I had hit "i" when I hadn't. (It was late....)

Strangely enough, it is working fine now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

I can sail to KR, land go into the temple, leave the temple, get back on my ship and sail to another island. Then, sail back to KR and do the whole thing over again. Wierd.

I think I have a couple of superfluous disable lines in there as well, I'll keep testing/playing with it.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Good luck on your trip! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
if you get a ctd when you try leaving khael roa, is it not because the location of your ship isn't properly set when you dock there? i seem to remember it's a character property that holds the info... hang on... ah yes, here we go, you can use <b>setCharacterShipLocation(<<<character>>>, "<<<id of port location>>>");</b>
 
Screwface,
I hope you are still around to get this message, because I have just one word for the Devil's Island Mod you made: `Ab-so`-f*`ck-ing`-`lute-ly` brilliant! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I followed your instructions above, and tried it out in a new game. Khael Roa is much cooler than ever it was, and I had no trouble exploring all of the locations you put into it, and I could still go into the temple and then get out of it again, beautiful.

I also got back into my lugger and sailed away from KR without mishap.

I will definitely have to see about trying this in a game where the main quest is already completed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Kieron, I'm not aware of anyone ever getting a ctd when they sail away from Khael Roa, but I'll see if I can figure out if I can do anything with the lines you have indicated above. One thing we have not been able to do is get your ship and the skiff to appear when you are standing on the Khael Roa shore and looking out at the water, maybe this will help with that. Thanks!
 
Mings, have you got the US or Euro version of the game? I, with my `namby-pamby` US version, couldn't get the KR expansion to work; I suspect that may be why, anyway.
 
Devils Island

I have the European version and am trying to install the KR mod. Do I need the Kieron ship berthing mod, and in that case where do I get it?
 
I dunno about needing the shipberthing mod, but here's where to get it (link in one of the posts).

<a href="http://forum.piratesahoy.net/ftopic2306.php" target="_blank">http://forum.piratesahoy.net/ftopic2306.php</a>
 
By the way, Screwface & everyone working on KR, you put some more beaches on it yet? Because I'd love to see that shipwreck from Douwesen on there. I envision a leper colony living on KR, who had to cannabalize their wrecked ships to build shoddy little homes inland...
 
Jack Rackham, I think you do need Kieron's berthing mod to make the KR mod work, I found that without it you get a runtime error on start up. I'm not sure why exactly this is, but Screwface put the mod together with those mods in his game, so there is some coding in there that, without all three mods in place, disables the game.

Smithee, I have the US version, I did a clean install (on my computer at work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />: ), downloaded the build, downloaded the Fred Bob mod, downloaded Kieron's ship berthing mod, then downloaded Screwface's KR Mod, started a new game and it worked fine. I haven't tried it with my home computer with my old save game yet. I will be playing around with Screwface's files to see if I can set it up so I can add this to my old save game.

Smithee and Rico, remember Screwface is out for a week, so hold those thoughts. His set up for the island is great and opens up a lot of possibilities. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
if the devil's island mod overwrites files directly instead of installing by `search-and`-replace, then it could simply be looking for files that i #included for the ship berthing mod that you haven't yet installed. (<i>this</i> is why we make builds <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )

screwface, could you do us a favour and make a list of all the individual changes you've made to each file? when the mod is completely finished, i mean. that way we can include it with all the rest of the mods we want to package together. and that way people could install it without having certain other mods installed. thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Kieron,
That sounds great, Screwface's Mod would make an excellent addition to the Build. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I can't speak for him, and I don't know how much interest he has in preparing this, but one thing you should know, Screwface mentioned he will be gone for a week, so if you don't hear from him it's only cause he's out.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
No Rico, the path going off of the shore, that went straight to the temple, is interrupted by jungle sections from the other islands.

You can still proceed thru the jungle sections and get to the temple, but you can no longer get there from the shore.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So, we can't add new shore locations? What opposes us when trying to?<!--QuoteEnd--></div><!--QuoteEEnd-->

Rico,
I didn't explore all of Screwfaces' additions to the island, due to time constraints and I did the set up to see if I could get it to work, so for all I know he did put in another shore location, but even if he didn't, that doesn't mean is can't be done. (It would involve some work to duplicate the set up for another shore location. Why do you want another shore location, especially?)

There is still only one shore location that you can land your ship on in Screwface's Devil's Island Mod.
 
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