<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Fred Bob questcheck added <b><span style='color:blue'>Will this change the flow of the FBQ? I.e. will it break it if the player is in the middle of the quest when updating?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->If I remember right, it was only one extra line in the estrella de alencar_dialog.c file; I doubt it would cause any trouble in a new game. There was a bug where you didn't have to go and meet Armand Delacroix to continue the quest, because you could just talk to Estrella again and say you alread met him. This extra line was added to prevent this. I think... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Cheatmode added (toggleable in BS.h); Numpad buttons trigger the cheats. [<span style='color:red'>ARGH! Stopped working!</span>] <b><span style='color
urple'>Will check.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for that. I don't know what is causing the trouble, but it sure isn't working. It would be really nice to have it working again, because I frequently use it for testing purposes.
<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Major Animist Quest Fix by CatalinaThePirate, including a new character skin and changed textures <b><span style='color:blue'>Same question as FBQ: Will this break the Animists quest if the updating player is in the middle of it?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->This is a <i>much</i> larger quest fix, so I reckon this one might indeed cause trouble when changing it in mid-game. Not sure though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin--><b><span style='color:red'>- Braces of Pistols – We’re out of Guns[] space, so we need to make one set non-weapons-mod (or is it two?)
Perhaps best for now to make all three non-WM, so people don’t get confused.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Taking them all out of the weapon's mod would indeed be the best idea I guess.
<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Itemtrading (Nathan Kell): <span style='color
urple'>This will require significant reinit work, to set the traders’ qualities. Also should delete existing traders’ inventories. Other than that, though, I think we’re fine—I’m not using any extra variables IIRC.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->You reckon this mod needs to be in the update? Sounds to me like this one could be saved until Build 13 if it requires a lot of additional coding. Or just add it into a restart-requiring Build 12.99 file.
<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Greater Oxbay (Couchcaptain Charles): <span style='color
range'>I think reinit can handle this, but I’m worried we may be getting near-limit on locations. So we may have to leave _something_ out if we can’t restart.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->I'm not even sure this mod works good enough to add in at all. Maybe it would be safer and easier to leave this one out until it's finished (it is still in beta phase, right?).
<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Random locations (Couchcaptain Charles): <span style='color
range'>This should default to disabled IMO, we need to have a way to leave it enabled only for things that should unlock (houses, say) but /not/ for locked gates.</span> <span style='color
urple'>Reinit work needed to add the base locations—see above for possible limits.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->It already defaults to off in my modpack. Maybe you could add a way of setting a certain door to lead to a random location (<span style='color:gray'>Locations[n].reload.l1.go = "RandomLoc";</span>). I think this mod would be safe to be left out of the update as well. Also still in testing phase, if I remember right.
<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Few character models switched:Â <span style='color
urple'>Needs reinit work.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Since this is just me messing around and it isn't really important, this might be safe being left out of the update as well.
BTW: I found out why the Quick-Equip button had stopped working. There was one particular piece of coding you changed in your most recent fleets-pack that stopped it from working. In my modpack I left it out, so it does work.
<span style='color:red'>Edit:</span> The code causing the trouble with the Quick-Equip button is this code in CharacterUtilite.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK rewrite this to not page through entire array. 05-05-11
string FindCharacterItemByGroup(ref chref, string groupID)
{
int i,n;
ref refItm;
int high = -1;
//for(i=ITEMS_QUANTITY-1; i>=0; i--)
if(!CheckAttribute(chref,"items")) return "";
aref chit; makearef(chit, chref.items);
for(i = GetAttributesNum(chit)-1; i >= 0; i--)
{
n = GetItemIndex(GetAttributeName(GetAttributeN(chit, i)));
if(n <= high) continue;
high = n;
refItm = &Items[n];
if( !CheckAttribute(refItm,"groupID") ) continue;
if(refItm.groupID!=groupID) continue;
// done above - if( !CheckAttribute(chref,"items."+refItm.id) ) continue;<!--c2--></div><!--ec2-->