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    Maelstrom New Horizons


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Few minor modifications/additions/`bug-fixes` for PotC

Yep, that would be outstanding! But a big job... We're going to try... <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 again made some changes to my PotCMods.zip file, but have unfortunately been having some trouble uploading it to my own webspace, so I put it on the PA! FTP under the name of pieter_mods.zip.

New changes:
- Petros' War Galleon skin was added
- The buyable lady skins aren't ridiculously cheap anymore (they now cost 1000 each)
- I manually added the blacksmith lines to the locations init files, so there can't be any temporary code by Alan left. It should now work (`more-or`-less) properly

Hope this'll help you guys. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Great, thanks, Pieter! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> We'll have to gather all this stuff together real soon (SOON, honest!) and integrate it into B12 - as an upgrade B12.2! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Can anyone please `e-mail` me Alan Smithee's blacksmith files and my previous PotCMods.zip. There seem to be some troubles wth my latest version I'm trying to fix. I am, of course, trying to get all post Build 12 mods to work with CCC's new one, but am having major troubles because I messed some stuff up.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Stupid, stupid, stupid!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Pieter, I tried to email them to you but the email kept getting kicked back to me because it was too big. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Might I put them up on the PA server for you?
 
Like I said in my reply: As long as it's under 20MB, it should fit in my inbox, so I haven't got the slightest idea why you are having trouble sending them. If you could put them on the FTP, that would be great. And in the meantime I'll be trying to what I can with the files I do have. I suppose I've done something wrong with the location init files of the blacksmith. Maybe I can fix it manually. [Keeps fingers crossed]
 
Got 'em up, Pieter, let me know when you have them so I can delete them and free up the server space! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

They're in the "4Pieter" folder. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Thanks a lot Catalina. I got them. Now let's hope I'll finally be able to get them to work again! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Umm, the blacksmith locations don't work for me as well. That is, they don't work as long as they are in the initASlocations.c file. If I copy e.g. the Douwesen blacksmith into initDouwesen.c it works. So it seems that somehow the ASlocations file is not being initialized.

I thought that was due to my own locationmodding, so I wanted to check it later. I doubt that it is connected with the SWAK, as FAIK nothing in there influences locations. But you never know, so I'll check that tomorrow.
 
Make sure my locations init file is referenced wherever the others are... one of the code files in the program/locations folder, I forget which. If none of the locations in it show up you may be using an old or otherwise errant version of that file.
 
I seem to be having more luck today. I'm still getting some errors, but I'm working on fixing those.
BTW: I was thinking of making some small tweaks to the game, such as changing some quest character's models so the newly added character models will actually be used in the game for certain characters. Is that a good idea?
Also: Is it possible to include new skins to the generating of random characters?

To CCC: Did you install my latest 'mod pack' from the PA! server? There seem to be some bugs with it as I've been having major troubles with that for two days. Now that I have an older version again thanks to Catalina, I am no working on fixing them.
 
Also: Anyone ever noticed it raining or being foggy in the tutorial cabin. How could I fix that?
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Make sure my locations init file is referenced wherever the others are... one of the code files in the program/locations folder, I forget which. If none of the locations in it show up you may be using an old or otherwise errant version of that file.[/quote]
Found it, and it was my own fault. The file you mention is locationslocations_init.c. As I have my own modcode in there I copied your Blacksmith changes in my file manually. I got the line

// RobC/Alan_Smithee Blacksmiths (but mostly where A_S will soon add an assload of new locations) -->
#include "locationsinitAlanSmitheeLocations.c"

but I missed the line

n = LocationInitAlanSmitheeLocations(n);

(cause it wasn't marked by a comment <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )
Locations are there now <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Also: Anyone ever noticed it raining or being foggy in the tutorial cabin. How could I fix that?[/quote]

Another bug being squashed by Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

The locationdefinition of "tutorial_cabin" in locationsinitQuestLocations.c contains the line

Locations[n].environment.weather = "true";

Setting that to false will probably make the cabin weathertight.
FAIK that bug has been in there since the original release by Akella <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Unless it is connected to AlexusB's cabin mod. But HE usually documents all his changes.
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->I seem to be having more luck today. I'm still getting some errors, but I'm working on fixing those.
BTW: I was thinking of making some small tweaks to the game, such as changing some quest character's models so the newly added character models will actually be used in the game for certain characters. Is that a good idea?
Also: Is it possible to include new skins to the generating of random characters?

To CCC: Did you install my latest 'mod pack' from the PA! server? There seem to be some bugs with it as I've been having major troubles with that for two days. Now that I have an older version again thanks to Catalina, I am no working on fixing them.[/quote]
No, i didn't. So the older version is the better one? Which one will I get if I use the link in this post?

As for models for random characters, have a look at landencountersLenc_monsters. There random characters are being generated. ( Warning: hevily modded by NK and me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )
 
Sounds like that was the exact same problem I have been having with the blacksmith files. I copied everything that was commented into the original files and thus skipped that line. But like yourself, I have it working now.

That's what I thought. But when changing it to false, you get some really ugly `side-effects`, such as the sea disappearing outside the cabin, everything becoming overly bright and the lamps not being on anymore. JIKES! See picture:
<img src="http://millenniumdock.bravepages.com/storage/others/troublesome_cabin.JPG" border="0" class="linked-image" />

BTW: I seem to have a properly working new version of my PotCMods file now. The only bug left is Malcolm Hatcher not saying anything anymore when skipping the tutorial immediately (but not using Stormy Start). I tried finding out how to fix it, but I hardly understand anything of coding, so finding bugs isn't really easy. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->No, I didn't. So the older version is the better one? Which one will I get if I use the link in this post?[/quote]Well... The older version doesn't include the `blacksmith-not`-working bug, so...
Since I `re-uploaded` it again yesterday, you can get the older version again from the link in this thread. I'll probably be uploading a newer version (that does work properly) later today including your SWAK and Stormy Start mods (but a few small changes: you don't receive SWAK weapons anymore when skipping the tutorial, you do have your stuff equipped when doing so (you're never attacked in the harbour anyway, so it can't hurt and you don't have to go through the trouble of equipping them manually) and I made the Blunderbuss 'unbuyable' like you said it should be.

<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->As for models for random characters, have a look at landencountersLenc_monsters. There random characters are being generated. ( Warning: hevily modded by NK and me  ;)  )[/quote]I'll take a look at it. Would be nice to run into Greybeard or so. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Thanks for digging up the "silent Malcolm" bug <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> . That's another case where an NPC doesn't have the right .dialog.CurrentNode attribute stored. Malcolm in town has the node "first time" stored, but Malcolm Hatcher_dialog.c doesn't posses such a node. Don't know who messed this up, but it can (and will ) easily be fixed by adding one line to Malcolm Hatcher_dialog.c:

case "Skip_tutorial_2":
addDialogExitQuest("Tut_SkipTutorialOnShip");

NextDiag.Tempnode = "Questions"; // ccc So that Malcolm talks in town

dialog.text = DLG_TEXT[217];
link.l1 = DLG_TEXT[218];
link.l1.go = "Exit";
break;
 
Hey! That works! Thanks a lot CCC!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
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