• New Horizons on Maelstrom
    Maelstrom New Horizons


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

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Another CTD. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I was in the IM church this time, talking to Estrella de Alencar, from the Fred Bob Quest.

Compile:

<mercifully edited, this is the bottom of the report>

Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_Residence
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Muelle_town_04
LocLoadShips: Can't find Location.locators.ships in location: Muelle_town_04
ItemLogic: On load location Muelle_town_04
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemsRum
ItemLogic: Loaded model ammoblade20
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload4 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 90
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_town_04
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Muelle_church
LocLoadShips: Can't find Location.locators.ships in location: Muelle_church
ItemLogic: On load location Muelle_church
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: church
SETTING MUSIC: music_church

Error:

RUNTIME ERROR - file: seadogs.c; line: 538
Save - ARef to non existing attributes branch

System:

Scanning modules
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 179 techniques compiled.
Techniques: compiled by 1271502112 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resourcetexturesINTERFACESEMPTY_SEA.TGA.tx
Can't load texture resourcetexturesINTERFACESEMPTY_SEA.TGA.tx
Can't load texture resourcetexturesINTERFACESEMPTY_SEA.TGA.tx
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 148122884? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 148122884? end pointer = 0

&tc <b><i>ad infinitum</i></b>

Present
The device is lost and cannot be restored at the current time, so rendering is not possible

&tc <b><i>ad infinitum</i></b>

Release d3d8
Undefined error
Release d3d
Undefined error
System exit and cleanup:
Mem state: User memory: 3899 MSSystem: 2336 Blocks: 146
Leak: 'Bad memory address' line 0, size 48

&tc <b><i>ad infinitum</i></b>

There was also something about not being able to load the rum.tga.tx but it got inadvertently lost with all the (mercifully necessary) deletions I've done to shorten this report.

I'm noticing the seadogs.c file coming up a lot in error reports. ??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Saved your reports, and I'll have a look at them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Aaargh. What's with all the new bugs? I don't know anything I might've done wrong with the files. Two questions:
1) Should I manually redo my files once more, so some more possible bugs are fixed?
2) Can the original coders please check the code rather than me? My knowledge is still lingering somewhere far down there... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, I couldn't reproduce the Estrella CTD, but found another problem, this with the Blacksmith on Isla Muelle...

(cranky old flibbertigibbet, LOL!)

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
File ....: programweatherWhrWeather.c
Line ....: 97
Type ....: RUNTIME ERROR
Error ...: invalid array index
Count ...: 84
Status ..: File is newer as the file from build
Local file : 2004.11.12 20:14:24
Build file : 2003.12.01 16:16:32
Local CRC : 76981845
Build CRC : c453630c
-----------------------------------------------------------
File ....: programweatherWhrWeather.c
Line ....: 97
Type ....: RUNTIME ERROR
Error ...: function 'GetCurrentWeather' stack error
Count ...: 84
Status ..: File is newer as the file from build
Local file : 2004.11.12 20:14:24
Build file : 2003.12.01 16:16:32
Local CRC : 76981845
Build CRC : c453630c
-----------------------------------------------------------
File ....: programTowntable.c
Line ....: 64
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 4
Status ..: File is newer as the file from build
Local file : 2004.11.13 20:11:08
Build file : 2004.01.26 17:58:54
Local CRC : b4541c13
Build CRC : 8c85ca9c
-----------------------------------------------------------
File ....: programTowntable.c
Line ....: 64
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 4
Status ..: File is newer as the file from build
Local file : 2004.11.13 20:11:08
Build file : 2004.01.26 17:58:54
Local CRC : b4541c13
Build CRC : 8c85ca9c
-----------------------------------------------------------
File ....: programTowntable.c
Line ....: 64
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 4
Status ..: File is newer as the file from build
Local file : 2004.11.13 20:11:08
Build file : 2004.01.26 17:58:54
Local CRC : b4541c13
Build CRC : 8c85ca9c
-----------------------------------------------------------
File ....: programreload.c
Line ....: 316
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2004.11.12 19:19:58
Build file : 2003.05.27 18:56:50
Local CRC : e578be19
Build CRC : ea9fa307
-----------------------------------------------------------
File ....: programreload.c
Line ....: 316
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2004.11.12 19:19:58
Build file : 2003.05.27 18:56:50
Local CRC : e578be19
Build CRC : ea9fa307
-----------------------------------------------------------
File ....: programITEMSitems_utilite.c
Line ....: 756
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2005.02.12 15:45:50
Build file : 2004.03.31 20:34:08
Local CRC : c24ae6e0
Build CRC : 88e0c77f
-----------------------------------------------------------
File ....: programITEMSitems_utilite.c
Line ....: 756
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2005.02.12 15:45:50
Build file : 2004.03.31 20:34:08
Local CRC : c24ae6e0
Build CRC : 88e0c77f
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
RUNTIME ERROR - file: weatherWhrWeather.c; line: 97
invalid index -1 [size:384]
RUNTIME ERROR - file: weatherWhrWeather.c; line: 97
invalid array index
RUNTIME ERROR - file: weatherWhrWeather.c; line: 97
function 'GetCurrentWeather' stack error
RUNTIME ERROR - file: Towntable.c; line: 50
missed attribute: towns
RUNTIME ERROR - file: Towntable.c; line: 50
null ap
RUNTIME ERROR - file: Towntable.c; line: 50
no rAP data
RUNTIME ERROR - file: reload.c; line: 316
missed attribute: shipberthing
RUNTIME ERROR - file: reload.c; line: 316
no rAP data
RUNTIME ERROR - file: ITEMSitems_utilite.c; line: 756
missed attribute: bladequality
RUNTIME ERROR - file: ITEMSitems_utilite.c; line: 756
no rAP data

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Muelle_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Muelle_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Muelle_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Muelle_officiant
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 70
reload_island_index = -1
reload_location_index = 63
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Muelle_town_01
LocLoadShips: Can't find Location.locators.ships in location: Muelle_town_01
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammoblade18
ItemLogic: Loaded model ammopistol8
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload4_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 63
reload_island_index = -1
reload_location_index = 65
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_town_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Muelle_town_03
LocLoadShips: Can't find Location.locators.ships in location: Muelle_town_03
CreateCharacter -> character can invalide model(corsair2_1) or animation(man)
Can't create character: Pepillo Lazaro
Delete character <Sabiano Martinez> , error teleportation by location: Muelle_town_03 on locator: goto::goto
ItemLogic: On load location Muelle_town_03
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammoblade15
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 293
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Muelle_town_03
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) IM_blacksmith
LocLoadShips: Can't find Location.locators.ships in location: IM_blacksmith
ItemLogic: On load location IM_blacksmith
ItemLogic: found 0 buttons
ResetSoundScheme

-----------------------------------------------------------
System.log
-----------------------------------------------------------
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
resourcemodelslocationsInsideSmallTavernbackmust_.gm: can't open geometry file
resourcemodelsitemsRum.gm: can't open geometry file
Unable to open resourcesoundsnightinsects0
resourcemodelscharacterscorsair2_1.gm: can't open geometry file
Character model 'characterscorsair2_1' not loaded
Unable to open resourcesoundslocato
Unable to open resourcesoundslocator
Can't load texture resourcetexturesBLADE8.TGA.tx
Bad rope data for rope: (rope num = <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 146816188? end pointer = 0
Unable to open resourcesoundsnightinsects0
resourcemodelscharacterscorsair2_1.gm: can't open geometry file
Character model 'characterscorsair2_1' not loaded
Unable to open resourcesoundslocato
Unable to open resourcesoundslocator
Can't load texture resourcetexturesBLADE8.TGA.tx
DIALOG: Invalid text or links, emergency exit! (last link = )
Unloading
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This was edited to get rid of duplicates.

What's happening is this - I went into the IM Blacksmith to talk to him about repairing my Cardinal's Guard blade.

He says his usual, and then when he looks at your blade he says "that's a sorry looking Cardinal's Guard, better let me have it." And then there's NOTHING after that.

Now perhaps this is an anomaly because when I tried to reproduce the problem using the ModHelper (because there were no error reports otherwise), I got a regular dialog for the saber you have when you start the game.

According to the report it looks like some kind of problem with the texture? And maybe something to do with a missing condition, since it also references ITEMSitems_utilite.c; line: 756 - which looks like it was edited by CCC...

??? I dunno. I'm just reporting what I find. When I go back to my savegame I can't talk to the blacksmith. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I will try more testing later to see if this happens with the other blacksmiths.
 
This might be for CCC but all free to comment ...
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Any save game I load with POTC Mod helper shows this at begining of log:

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
Init encounters complete.
Init weathers complete. 320 weathers found.
Init character names complete.
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 1
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 2
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 3
Number of locations: 297
bool CreateParticleEntity()
n is 2
ERROR! Cargo space overup (character=0,Quantity=100)
ERROR! Cargo space overup (character=0,Quantity=25)
ERROR! Cargo space overup (character=0,Quantity=10.2)
ERROR! Cargo space overup (character=0,Quantity=5.1)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=180.)
SETTING MUSIC: music_main_menu
ResetSoundScheme
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 31
LoadLocation(ref loc) REDMOND_PORT
ItemLogic: On load location REDMOND_PORT

etc., etc., etc.....
-----------------------------------------------------------------
It looks like all the Cargo space overups correspond to the original cargo one has upon arrival at Oxbay at game start without Stormy start.

Having invoked stormy start which changes cargo, if the game is still looking for this cargo, might this affect game play?
 
Another potential problem with Greenford prison.

In the "Escort pirate prisoner" mission, I entered the prison to notice the glowing "red danger icon" and Bitva music.

The guards do not attack, but will follow you around if you go to the rear of prison and then back to entrance.

It looks like something left over from when you break out of Redmond prison.
But that being on Redmond, it shouldn't be something to do with a location file but
rather some encounter/dialog file, perhaps Sielhard's?

Anyway, the dialogue with the Warden goes as normal, and you can go out to rescue the scientist.

I'm wondering if the next two more trips to the prison (get the idol, talk to teacher) will go as smoothly.
 
I think I understand the "error" I'm getting with the Blacksmiths now, although it's not very clear... This is the "blade is too good for your level of experience" part of the mod, right? Because I can get the blacksmith to fix other blades but not the Cardinal's Guard. (DOH!)

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Nevermind! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.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" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
BTW, Pieter, when you switched Nigels, the facemaker now does not correspond to the same icons - you get the default "Animist" in the red cloak icons. That has to be changed, too, so they correspond to the correct portraits. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" />
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Another potential problem with Greenford prison.

In the "Escort pirate prisoner" mission, I entered the prison to notice the glowing "red danger icon" and Bitva music. ...

I'm wondering if the next two more trips to the prison (get the idol, talk to teacher) will go as smoothly.[/quote]

Good news. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
This did not affect the task of getting the idol and even cleared up after killing the Warden and all the guards!
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->I think I understand the "error" I'm getting with the Blacksmiths now, although it's not very clear...  This is the "blade is too good for your level of experience" part of the mod, right?  Because I can get the blacksmith to fix other blades but not the Cardinal's Guard.  (DOH!)

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Nevermind!   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />  ;)  :facepalm[/quote]

That can't be it because I've gotten the one on FdF to repair all of the top 4 blades, Cardinal's Guard, Attwood, etc. with no problem.

I think it's the skill level of the individual blacksmith.
 
Hummm, I tried the one on Douwesen and the one on IM with similar (non-)results. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> FdF, I'll have to try there next.

As far as the icons dilemma is concerned, I am drilling down into the game files to see if I can figure out what the problem is - funny that it works with my simple new characters addition, but does not work with Pieter's mod collection. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Been through facemaker.c first to see if that was it, no... Next went through the InitModels.c and nothing there, either. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Dunno what's causing it. <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#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Ah well, I'll get back to it in a bit...
 
More good news!

I had no problem capturing the Greenford fort.
Captured the town with no trouble.
Danielle was where she was supposed to be.
Getting the scientist out of prison was a snap.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Hummm, I tried the one on Douwesen and the one on IM with similar (non-)results.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> FdF, I'll have to try there next.

As far as the icons dilemma is concerned, I am drilling down into the game files to see if I can figure out what the problem is - funny that it works with my simple new characters addition, but does not work with Pieter's mod collection.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Been through facemaker.c first to see if that was it, no...  Next went through the InitModels.c and nothing there, either.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Dunno what's causing it.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  :boom  :rolleyes:  

Ah well, I'll get back to it in a bit...[/quote]I think the dialogfile is worth a look because of this:
DIALOG: Invalid text or links, emergency exit! (last link = )
Maybe that a failure is in <i>link.lx.go</i> or a DLG_TEXT is called with a wrong index. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
I dont still get it, why i get that runtime error when i want to play? I have US version. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
<!--`QuoteBegin-emrep`+--><div class='quotetop'>QUOTE(emrep)</div><div class='quotemain'><!--QuoteEBegin-->I think the dialogfile is worth a look because of this:
DIALOG: Invalid text or links, emergency exit! (last link = )  
Maybe that a failure is in <i>link.lx.go</i> or a DLG_TEXT is called with a wrong index.  :mm[/quote]Yes, that's part of the Blacksmith problem - the dialog just dies there. Although I went back later with a sabre and he had no problem fixing THAT... It's the Cardinal's Guard he had the problem with.

I'm still trying to track down the icons errors. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->This is the "blade is too good for your level of experience" part of the mod, right?[/quote]I didn't know there was such a feature in the blacksmith mod. Is there, Alan? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->BTW, Pieter, when you switched Nigels, the facemaker now does not correspond to the same icons - you get the default "Animist" in the red cloak icons.  That has to be changed, too, so they correspond to the correct portraits.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />  :cheers[/quote]Hey! I'm quite sure that SHOULD work properly, because I installed both skins properly (using your installer). I just changed the model entry in the officers character init file, so the portraits should work just fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
BTW: I DID forget about the portraits being switched when switching `Barbossa-like` skins. Must fix that.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->As far as the icons dilemma is concerned, I am drilling down into the game files to see if I can figure out what the problem is - funny that it works with my simple new characters addition, but does not work with Pieter's mod collection.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Been through facemaker.c first to see if that was it, no...  Next went through the InitModels.c and nothing there, either.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Dunno what's causing it.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  :boom  :rolleyes: [/quote]I remember having trouble with that when attempting (and hopelessly failing) to get the JMV skinpacks properly in the game. For some reason (and I still don't know which), the portraits refused showing up. The only thing I could think of is pictures.ini not having enough entries, but I'm certain we're still under 200, so I don't get it. I'll try and fix some stuff today. Hope I'll be having some luck...
 
Cat, could you check the dialognode of that lazy blacksmith, like this:

<a href="http://forum.piratesahoy.net/sutra88612.php#88612" target="_blank">http://forum.piratesahoy.net/sutra88612.php#88612</a>

Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Petros, that cargo overload report is FAIK an old problem and not connected with StSt. And it has no lasting effect on the game. But I'll try to find out what it means in the first place.
 
I just tested the Artois and Nigel character portraits on my properly clean install of PotC with my mods on top and they work just fine. No animist portraits at all. Weeeiiird! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
BTW: I'll be uploading a little new version today, including this:
- CCC's Silehart bugfix
- His sword `pick-pocketing` (though chance defaults to 0)
- His disarm feature (5% disarm chance added to swords with a block of 50% or more; this in the idea of "if you have a high block, you don't nescessarily want to kill your opponent, but just survive yourself")
- His yet unused options in BuildSettings.h put back in
 
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