Sure, but if it isn't blue it would be the original Cavern retextured?
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You won't need the door or chest mechanism. I'm going to try to make this version darker as the stock cave has no torches and the Arawak probably wouldn't put any fixed lighting in there to help would-be grave robbers! So, make it dull and dark, and possibly move the "monster" locators around so that instead of one big gang attacking you when you approach the main chamber, there will be some hiding in the side chambers waiting to ambush you as you try ot through the cavern...Yes, it would be the cave that leads from the waterfall to Nigel Blythe's wreckage. The @Jack Rackham version also has a door and a chest mechanism.
If you have access to VCO and can import some new locations, do it! We could do with some more distinctive jungles and shores to replace the multiple copies of the stock game locations - not just for Aruba.I've always had a rough story for Aruba, but it would have to be resolved by performing a series of smaller "cultural" tasks for the Arawak to gain their respect and exploring the "Tunnel of Love" could easily be one of those! Thinking about this part, I always envisioned to really brush up the Arawak world on Aruba with new locations (at least for the Devlin storyline) and when I get to it, I'd have to search VCO for forests, beaches etc. that maybe could be imported to make this part more explorative, distinctive and mysterious.
Yes thanks that would be nice!@Jack Rackham: since I'm going to be modifying all the texture files anyway, would you like a blue version of "StalSmall.tga.tx"? That's for the stalactites, which are still yellowish in your otherwise blue cave.
@BathtubPirate Forget the chest but use the two doors if you like. The only thing is that you'll need doors in the two adjacent locations as well to make it look good.The @Jack Rackham version also has a door and a chest mechanism.
Try this.Yes thanks that would be nice!
Location 1 is somewhere on the shore. It's not supposed to be obvious - the Arawak probably didn't signpost their ancient burial site so that it wouldn't be easily found by the first pirate to land at the beach.@BathtubPirate Forget the chest but use the two doors if you like. The only thing is that you'll need doors in the two adjacent locations as well to make it look good.
I don't have access right now, but even if I can't download it, I have a backup folder on my old computer. Navigating through VCO in GM viewer is a bit of a pain, as there are many locations, all named after seemingly random numbers, going back one step you always lose track of where you were in GM viewer and with many locations, you need to zoom closer for quite a while to see anything. But I remember a slightly desert-like landscape with some huts and hovels that would be perfect for Aruba, forests (although I think some of them are adjacent to a town wall like outskirts) and a cove with a wreckage that would all be quite intriguing to use.If you have access to VCO and can import some new locations, do it! We could do with some more distinctive jungles and shores to replace the multiple copies of the stock game locations - not just for Aruba.
I would clearly depend on your much appreciated help! Another thing that comes to mind: If there's a new location, I'll probably need a locator to actually enter it and figure out the coordinates with console to make all the other locators.@BathtubPirate when you have imported a VCO location I can help you with making a walk patch for POTC.
Shores, jungles etc are more likely to work than cities as the stairs almost everytime create stops in the patches.
You can get some idea of what I'm working on by going into the cavern on Bonaire. The new version will probably be less brightly lit and the attackers will start in different places, but the basic shape should be the same. You'll enter down the same passage as you do on Bonaire; the exit to the shipwreck beach is the one which will be unused unless you link it to a quest location.I haven't decided anything yet except for a rough outline that dictates probably 4-6 smaller quests/tasks, one of which could use the tunnel cave. I feel like in this case the locations would dictate the quest at least the same amount as the quest dictates the location, because seeing what locations can be used and in what arrangement would trigger the imagination and show what can be done.
And then you can start a FreePlay as Commander Hornblower, do a bit of random raiding to get promoted to Post Captain, and get a mission which may look a bit familiar.Right now I'm starting with the sea battle. Maybe I should read a chapter or two of the book I'm reading these days, to get in the right mood. It's called "The Happy Return"
if(GetRMRelation(Pchar, PIRATE) > REL_WAR) SetRMRelation(Pchar, PIRATE, REL_WAR);
if(GetRMRelation(Pchar, FRANCE) > REL_WAR) SetRMRelation(Pchar, FRANCE, REL_WAR);
UpdateRelations();
case "Cayman_sea_battle_begins3":
Pchar.quest.Cayman_sea_battle_begins3.over = "yes";
bQuestDisableMapEnter = true;
Group_CreateGroup("Bonamy_ship");
Group_AddCharacter("Bonamy_ship", "Godefroi Bonamy");
Group_SetGroupCommander("Bonamy_ship", "Godefroi Bonamy");
//Group_SetAddress("Bonamy_ship", "Cayman", "Quest_ships", "quest_ship_4");
Group_SetAddress("Bonamy_ship", Characters[GetMainCharacterIndex()].location, "", "");
Sea_LoginGroupNow("Bonamy_ship");
characters[GetCharacterIndex("Godefroi Bonamy")].nosurrender = 1;
SetCharacterRelationBoth(GetCharacterIndex("Godefroi Bonamy"),GetMainCharacterIndex(),RELATION_ENEMY);
Character_SetAbordageEnable(characterFromID("Godefroi Bonamy"), true);
pchar.quest.Cayman_sea_battle_won.win_condition.l1 = "NPC_Death";
pchar.quest.Cayman_sea_battle_won.win_condition.l1.character = "Godefroi Bonamy";
pchar.quest.Cayman_sea_battle_won.win_condition = "Cayman_sea_battle_won";
break;
ch.Ship.Stopped = true;
characters[GetCharacterIndex("Godefroi Bonamy")].Ship.Stopped = true;
Group_SetTaskNone("Bonamy_ship");
Group_LockTask("Bonamy_ship");
characters[GetCharacterIndex("Godefroi Bonamy")].recognized = true;
characters[GetCharacterIndex("Godefroi Bonamy")].nosurrender = 1;
pchar.quest.Cayman_sea_battle_won.win_condition.l2 = "SeaEnter";
No, I had taken that out already.Otherwise, do you have 'Island_SetReloadEnableGlobal("Cayman", false);' anywhere?
Cayman_sea_battle_won adds a quest book entry and sets the next win condition for you to return to the beach. I'll make sure to add that line.It's not critical if you're just adding a questbook entry, but if you want to do anything more, add that line just to be safe.
I know what it looks like, I've spent enough time in there, trying to get that ladder out from under the bridge. It's a bit simpler in terms of textures and has no hole in the roof, but offers more space and options. But what I want to do with it exactly, I can't say yet. Is it still supposed to be the "Tunnel of Love" from the folk legend about two lovers?If you want to see what "CavernMedium" looks like