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Devlin Opera for the 65742th time

I'm very busy with Singapore which became more work than I expected. But if you can wait a few days I'll help you.
If you fall through the upper floor it can be that it's no walk path there - but one below. So in that case I guess npc:s
would fall through too. We'll see what's possible.
 
Appreciated! I can wait, there's enough to do in the meantime. I could also make you a simple locator map of those I want to add.
 
I'm very busy with Singapore
I'll be VERY curious what approach you're taking to pull off SINGAPORE!

Clearly I have never been to Singapore.

I always imagined recreating it in PotC by flooding the IslaMuelle city centre.
That would've been the easiest way to pull off the #1 unique element shown in the actual film.
And should've required merely changing 1 number on 1 line of code.

Easy does it.

But that's not going to end up exactly movie-accurate now; is it...?
 
It's just a VCO town and not so flooded but it was called Melacca. I have added
something like 90 items trying to make it come to live.
 
It's just a VCO town and not so flooded but it was called Melacca. I have added
something like 90 items trying to make it come to live.
"NOT so flooded...?"
If the water level isn't a bit higher than "usual", then how can it be "AWE's Singapore"?
 
Well it's what I found and hope it will do. You know when a book becomes a film you'll not get it exactly
as it was. It can hopefully be good in another way.
 
I've just reconnoitered something for the not so far future. In the model LargeTavern I'd like to make a few new sit locators at tables which are currently unoccupied, probably make a separate locator file for my quest use. I thought this would be quite simple to figure out the coordinates using side step and console, then copy those coordinates into TOOL. Turns out it's not that simple. Using sidesteps, I often jump to the other floor, either upper or lower floor. Also some of the already existing locators seem to be underground, with their locator names just above the floor and no bubble visible. Only recently I've heard about underground locators. Is there a locator expert who can help? Maybe @Jack Rackham ? I've seen locators in some of the most remote corners in your stories.
Sidestep does indeed sometimes send you to another floor, and not just in taverns. You'll just have to walk the whole way, not sidestep. ;) You can't walk onto a seat, of course, but you should be able to get close enough to see if there's a locator on it.

Underground locators aren't necessarily a problem. You'll sometimes find a "reload" locator somewhere underground and a "reload_back" at ground level. Oddly enough considering the names, the "reload_back" is the one where you need to be to trigger the reload to another location, while the "reload" is where you return from that location. A character who spawns underground automatically zaps to ground level. The idea is presumably to prevent you from arriving and then teleporting straight back to where you just left. Unless the underground locators are causing a problem, as the underground "merchant" locators did for randomly-spawned traders in Charlestown and Guadeloupe, I'd be inclined to leave them alone.

One good trick in TOOL is to write the locators as a text file. Then load up the tavern model file, read that text file, and save the result as a new file - don't save it back on top of the original model file! You won't be using this file in the game but you can look at it with GM viewer to see locators on the model. So, use TOOL to add your new locator, write the locators to a file, read them into the model and save the result, then you can see where your new locator appears.

Or you could just add your new locator, then use console to teleport yourself onto the locator and see where you end up.
 
Well it's what I found and hope it will do. You know when a book becomes a film you'll not get it exactly
as it was. It can hopefully be good in another way.

It will for sure be better than having Sao Feng in Turks, and i will add a lot of content to the city, it being reachable at any time via a dialogue "teleport" and in a few quests too, but let's not mix Hoist the Colors into Devlin Opera's thread. :p
 
Cloak: I was thinking if you don't have money for Dragan, then you probably go look for some. You'll either find a randitem or you'll find the two troublemakers assigned to guard duty, in which case you probably remember the unused Dragan option for another time (assuming people want to go back and replay certain parts or the whole thing - after all, the first, second and spoiler alert fourth chapter offer different paths). Or you found money in some shape or form already on your way to the tavern. Do you think Dragan spawning near the shipyard makes him that obvious? If so, maybe it's the option to talk to the sailors instead that would go mostly unused, if everybody can always pay Dragan.
Another thought: I didn't previously pay as much attention to the dialogs and questbook as I should have. They all hint at looking for the crew guards. It's up to the player to figure out the significance of the cloaked figure near the shipyard. I had an advantage, I knew there was a cloak to be found, and then saw it walking in front of me. Others won't have that prior knowledge.
 
That would be very good.
Do these help? Blue are the sit locators already there, red I'd like to add.

I thought this would be easy but my locator experience so far is, when I don't work with exact coordinates (which was before I knew I could copy them from compile.log into TOOL), I get mixed results, for example wrong directions. And I can't get exact coordinates because I can neither walk nor sidestep to the spot.

And yes, quite a lot of people will be crammed into the tavern. But you of all people should like the idea

It's basically something like this, but in PotC...

 

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Do these help? Blue are the sit locators already there, red I'd like to add.

I thought this would be easy but my locator experience so far is, when I don't work with exact coordinates (which was before I knew I could copy them from compile.log into TOOL), I get mixed results, for example wrong directions. And I can't get exact coordinates because I can neither walk nor sidestep to the spot.
Suggestion: in "TAVERN1.JPG", the existing locators are spaced so that each table has four "sit" locators. Even if you don't plan to add four to each of the currently unused tables, perhaps shift yours a little to the side so that there's room for more, should someone else want to add the rest. (The same doesn't apply in "TAVERN2.JPG", where all occupied tables already have only two locators each.)

You can't walk onto a seat, but you can walk behind it. That should get you either "X" or "Z" depending on which way the room is facing. The other co-ordinates should match an existing locator. For example, in "TAVERN1.JPG", locators "sit1" and "sit9" should have two co-ordinates in common. "Y" should be the same for both (indeed, for all the "sit" locators unless the floor has a step). Either "X" or "Z" should also be the same for both. Your new locator should use the same values. The remaining co-ordinate, different between "sit1" and "sit9", is the one you need to find by walking behind the table.

The direction values "XX", "XY", "XZ" etc. can be copied from the existing locators. Your new "sit" locator nearest the wall, level with "sit1" and "sit9", will face the same way as those, so will have the same direction values. The new locator on the other side of the table will share two co-ordinates and all direction values with "sit11".
 
I've just posted the new update. It's not too late, though, @BathtubPirate - if you have anything new and ready to go, I can add it and update the update today. Otherwise there'll be another update out in due time, and the next chapter of "Devlin Opera" can go into that...
 
Here's a new large tavern locator file. I could press in four guys on the bottom floor and four on the upper.
tavern downstairs.jpg tavern upstairs.jpg

Upstairs: the three spots you suggested - guys on those they all fell to the bottom floor.
Moved sit7 and sit8 just a little to make way for two new spots J and K.
SitH1 and H2 worked,

Downstairs: sitA1 and A2 worked. So did sitB if pushed a little to the wall.
The spot with the brown costume guy is used for officer encounters so I didn't use it.
 

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I've just posted the new update. It's not too late, though, @BathtubPirate - if you have anything new and ready to go, I can add it and update the update today. Otherwise there'll be another update out in due time, and the next chapter of "Devlin Opera" can go into that...
I don't have anything to add. But I'll continue with the next chapter.

I just wanted to say let's wait if @Jack Rackham has the time to try anything, but looks like he already did! Wow! On some tables, the exact placement of characters matters. But not upstairs, so I'm also happy with the locators there, they're a bit more crammed together now, but it should be no problem. Downstairs when you enter left, I'm afraid I need the spot with the brown costume guy, or in other words, there must be two people at each of the two tables. If this is a separate locator file only used in a quest location with vcskip, this shouldn't collide with officer encounters. But the thing that was always strange to me is that this spot doesn't show a locator at all! So I don't know if I'd have to place one there additionally.

But you have saved me already a lot of time Jack.

:bow:bow:bow

BTW I must warn everybody that the characters who will occupy these seats have some of the silliest names I've ever come up with...
 
Yes I noticed that the officer sits on his place without any locator involved. Same upstairs for the other officer spot.
I feel that I can't guarantee the "brown" spot to be free for your character.

How about upstairs you now have 2 + 2 characters, you only suggested 1 + 2. Will that do?
 
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