• New Horizons on Maelstrom
    Maelstrom New Horizons


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

Heh, and I can't get the Nigel Blythe part of that quest to work... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> I like Artie, but can't stand Nigel... However I DO like him better since I made that new skin for him, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I've been so busy with testing other things that I haven't had a chance to track down this bug... Been meaning to, tho... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
This is the first time I actually tried to finish either's quest line...

I usually go with Arty because he's free, and it takes no effort to knock Nigie on the head.
 
Nigel asks for 3,000 which is waaaay too much, but if you turn him down and then confront him later, he asks for 300! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->
So, if I want to add new weapons and use the weaponsmod I have to write them into this tableau instead of using the makeref function? Now, that would explain why I had the problems I had.
Now, this has really enlightened me  ;)[/quote]
NEW additional weapons can also be placed outside of the weaponsmod, like the grenade or Borgiablade. Only if you want them to be subject to the weaponsmod, i.e. if you want different qualities, must you put them inside. I haven't done that so far, so I can't help you much there.

If you have problems and the readmefile in the PotC directory doesn't help feel free to post them here <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->
OK, I think I know why it does not always appear.  

The Original game assigns cargo according to the capacity of the Lugger_England right?  

Now we have Lugger(Nation #) which in some cases like Pirate have a smaller cargo capacity, thus the cargo space overup.  

Try starting with any ship with capacity greater than the Lugger and ... no cargo error!  
[/quote]
AHA! Thanks for digging that up, and great to hear that the mainquest worked fine for you so far.



<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Couple questions now:  

1) I don't remember where the code for locked/exploding chests is stored... I'd like to see what I can adapt it to.  <!--QuoteEnd--></div><!--QuoteEEnd-->
Alan, the function "void OpenBoxProcedure()" is in itemsitemLogic.c

A new function to create an explosion

void Explosion (ref chr, int damage) // Explosion hurts character "chr" with "damage" hp

is in situations.c

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I managed to make sure the player's group cannot be disarmed, but I want the guards to not be disarmed as well...  

if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted && enemy.chr_ai.group != LAI_GROUP_PLAYER && enemy.chr_ai.group != LAI_GROUP_GUARDS ) doesn't disable the disarming of the guards.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great work, Pieter, you are really a fast learner. (Almost too fast for me to keep up <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" /> )
I had problems with LAI_GROUP_GUARDS too, but .sound_type = "soldier" is another attribute that all guards have in common. So the condition

enemy.sound_type != "soldier"

would exclude ( != ) all guards.

But why do you want to make guards safe from disarming ?
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->I found a bug with the disarming that causes you to even be able to disarm opponents with blades which have disarmchance 0 defined, because the chance is disarmchance + 0.5 * fencing skill, so if you have a fencing skill, you have a chance of disarming, even if your blade doesn't. I'm trying to limit the running of this code to blades with disarmchance>0, but to no avail: Adding a "if(weapon.disarmchance>0)" string doesn't work and neither does "if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && enemy.chr_ai.group != LAI_GROUP_PLAYER && weapon.disarmchance>0)"
Anyone knows what code WOULD work? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />[/quote]

I haven't seen your latest version yet, but in the original proposal this wasn't a problem.

If the codesection starts with a check if the weapon has the .disarmchance the line below with the skillfactor will never run if the weapon is without .disarmchance:

if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) )
{
if(rand(100)< sti(weapon.disarmchance) +sti(attack.skill.Fencing)/2)


It's always good to put the most "crucial" condition at the beginning of a codesection, so that the stuff runs only if it is really needed.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->I think your modpack is fine, Pieter.  We just need to set a time when we are finished adding to it so we can be sure we have all the bugs ironed out and can upload the whole thing to the CVS and the B12 updater...  So far I think because we are still pretty much running down the bugs, the modpack can remain "open".  When the bug reports for the major items gets smaller, we can make a decision to close it to any new mods...  Otherwise, I think it's safe to say it's open season.   <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" />  :cheers  

Great job, again, on this modpack - I am pleased you decided to take it on!  :onya You are a BIG HELP, and I think we all appreciate your efforts!  Have an ale!  :beer  Have another!  :beer  And... Oops..  :drunk  xD:[/quote]
I second that, it is great to have someone with your enthusiasm around, and it is very helpful if you compile our mods into one package.
True, I find your pace rather fast, but why shouldn't you rush ahead.

The only problem I have is that so far I had the ambition to make my mods compatible to your package, so that they can be put on top. But everytime I had a bunch ready you had already made a new compilation <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" /> Would it be okay if I just mail my files to you and you take care of fitting them into your package? I am sure that by now you have the knowledge for that, and if there are problems we are around to solve them.
I don't want to shift my work on you, but I think it would be easier for all if mods go into your package instead of floating around in bits and pieces.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->NEW additional weapons can also be placed outside of the weaponsmod, like the grenade or Borgiablade. Only if you want them to be subject to the weaponsmod, i.e. if you want different qualities, must you put them inside. I haven't done that so far, so I can't help you much there.<!--QuoteEnd--></div><!--QuoteEEnd-->
No problems any more. The wiki tutorial just didn´t cover the weaponsmod. If you want your weapons in that, you´ve got to put them into the weapons table that´s below the code "blocks" (or whatever you call them) that define the different items in the iteminit.c file. I just didn´t know that on my first try, maybe that comment should be added to the WIKI (just in case, so somebody else doesn´t run into the same stone wall as I did).
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->That's interesting... disarmchance on the player's part independant of the blade. I like that, actually; it works as a skill.[/quote]It indeed is a nice feature, only (like I had when testing it): you risk disarming Malcolm Hatcher in the tutorial, so you're stuck there. I'd like to be able to make sure no characters are disarmed that shouldn't be disarmed, because that causes trouble.


<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And I was hoping you'd keep the guards disarmable -- they were the whole reason I wanted this ability. They keep running amok and making me kill them when I don't want to, so I figured simply pacifying them without death wouldn't ruin my relations with that town.[/quote]You probably still get a lower reputation. And when you disarm them, they stay disarmed when you run into them again. And when you kill a disarmed guard, a new already disarmed one will be generated. Aaaarggghh! Bugs all over the place!
I'm going to put up a different version of PotCMods.zip up at the FTP without the disarming feature, because it's still buggy. Or maybe I should put a toggle on it in BS.h

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I also don't see any problem, really, with letting your own character get disarmed. Another challenge is all.[/quote]There's no problem with being disarmed; there is a problem with being disarmed AND losing control over your character: he just starts running around and there's nothing you can do to continue playing again. I'll be trying to have you keep control over your character, but am not totally sure how to manage that. And maybe add a button that `auto-equips` a new blade, so you don't need to go through the entire F2 menu.

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Thanks for folding my stuff into the pack. I'm posting my tattoos mod on the server now... Details in my Fishswords thread.[/quote]I'll put that in with the rest as soon as I can.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->I haven't seen your latest version yet, but in the original proposal this wasn't a problem.

If the codesection starts with a check if the weapon has the .disarmchance the line below with the skillfactor will never run if the weapon is without .disarmchance:

if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) )
{
 if(rand(100)< sti(weapon.disarmchance) +sti(attack.skill.Fencing)/2)


It's always good to put the most "crucial" condition at the beginning of a codesection, so that the stuff runs only if it is really needed.[/quote]That was before I added a disarmchance right into the weapon's mod. Now all swords have a disarmchance; there are just some with chance=0. So I want to make sure that with those blades, there'll be NO disarming at all.

You know what? I'll post later today what features/code I need in the disarming mod to iron out all bugs I can think of.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->The only problem I have is that so far I had the ambition to make my mods compatible to your package, so that they can be put on top. But everytime I had a bunch ready you had already made a new compilation <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" />  Would it be okay if I just mail my files to you and you take care of fitting them into your package? I am sure that by now you have the knowledge for that, and if there are problems we are around to solve them.
I don't want to shift my work on you, but I think it would be easier for all if mods go into your package instead of floating around in bits and pieces.[/quote]I already put every new release into my modpack anyway, so I'd say it's no shifting work on me, since I already do it. <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" />
 
Pu up a new version, this time on the FTP, including Alan's Opium Parlour, but no implemented disarm mod (I'll be working on that later).
 
Made some changes to the disarming code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted [&& enemy.name != "Malcolm Hatcher"])

    // if weapon can disarm opponent in fight

 {

 if(rand(100)< sti(weapon.disarmchance) +sti(attack.skill.Fencing)/2)

 // checks if you score a lucky disarming hit, fencing skill increases chance

 {

     if(CheckAttribute(enemy, "equip.blade")) RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

     // removes victims blade

     PlaySound("OBJECTSduelsword_fallen.wav");

     Log_SetStringToLog("You disarmed your opponent!");

   if ( enemy.chr_ai.group != LAI_GROUP_PLAYER ) // Added to keep the player/officers in control if disarmed

   {

   LAi_SetCitizenTypeNoGroup(enemy); // makes disarmed victim

   }

 }

    }<!--c2--></div><!--ec2-->This code supposedly allows for the player himself to be disarmed (provided that the enemy is wielding a good+ saber and has some luck), but keeps the player in control. The same goes for the officers. The code between the square brackets [&& enemy.name != "Malcolm Hatcher"] is not working code, but is meant to show you what I want: I want to be able to define the name(s) of (quest)characters that shouldn't be able to be disarmed there (as it messes up the quests if they are disarmed). Anyone knows how that might be acchieved?

Also: Would there be a way to have the disarming work when boarding? Maybe by changing the enemy into a player's crewmember or by the enemy being set out of fightmode?
 
I just managed to `re-enable` the Escape key to get into the main menu, while still keeping the F1 button to work too. Just like in my old stock `Euro-version`. Been trying to do that forever. <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" />
 
And I added a button (F button on keyboard) to equip a blade, in case you're disarmed or it's stolen. No need for going through the F2 menu. I just want it to show "You equiped a [quality] [swordname]!" rather than just "You equiped a sword!". This is the code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Equip_Sword":

     Log_SetStringToLog("You just equiped a sword!");

     EquipCharacterByItem(pchar, FindCharacterItemByGroup(pchar, BLADE_ITEM_TYPE));

     break;<!--c2--></div><!--ec2-->Anyone knows how?
 
I now made two versions available of my modpack. If you just want to play PotC with the least bugs as possible, but the most features: the first is the version for you. However: I'd appreciate it if you'd help me out with the second version instead, which does have more known bugs (and most likely more unknown ones too), but does need to have them ironed out. <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" />
BTW: If your downloaded file is corrupt, it's probably because I was still uploading while you downloaded. Doing it again should solve the problem. If it causes trouble: Sorry for that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<b>1) The Pieter_modpack.zip on the <a href="ftp://ftp.piratesahoy.net" target="_blank">FTP</a>:</b>
- Alan Smithee's Opium Parlour mod (need to start a new game)
<span style='color:red'>Edit:</span>
- Bugfix to Alan Smithee's Opium Parlour mod, so you can only buy one of each tattoo
- When using PotC ModHelper, you look like Nathaniel Hawk instead of a red animist (though it's just for testing purposes, it annoyed the heck out of me)
- Escape key `re-enabled` to get into the main menu (but the F1 key will also still work) This was a default feature in my stock `Euro-version` that was disabled with the Builds. Until now... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<b>2) The PotCMods.zip <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">here</a>:</b>
- Alan Smithee's Opium Parlour mod (need to start a new game)
- Bugfix to Alan Smithee's Opium Parlour mod, so you can only buy one of each tattoo
- When using PotC ModHelper, you look like Nathaniel Hawk instead of a red animist (though it's just for testing purposes, it annoyed the heck out of me)
- Disarming mod added (but might still cause some bugs: see below)
- You can get disarmed yourself (provided that the enemy has a good+ saber and a lot of luck), but you'll keep control over your character
(this probably works, but remains untested)
- Escape key `re-enabled` to get into the main menu (but the F1 key will also still work) This was a default feature in my stock `Euro-version` that was disabled with the Builds. Until now... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
- Use the `F-key` on your keyboard to equip a sword if you are disarmed and still have a `back-up` sword

<i>Known issues with the second version:</i>
- You might accidentally disarm an important quest character, causing him to run off and get you stuck with the quest (happened to me while training with Malcolm Hatcher; effect: stuck in the tutorial). Anyway: I need a way to make certain characters safe from disarming (prefferably by stating their name in the code somewhere)
- No disarming while boarding a ship (That is because otherwise it'd cause trouble. Still I'd like to be able to change that)
- When you equip a sword with "F", you get the message "You equiped a sword! (if you had one)". The name (and possible the quality) of your equipped blade should also be stated, but I do not know how. (I tried it, using a lot of `blacksmith-copied` code, but no luck)
- Even when you have no sword to equip and you press "F", you still get the "You equiped a sword! (if you had one)" message; I'd prefer to have it say "You have no sword to equip", but I don't know how either...

Hope you'll enjoy this and I hope you'll be able to give me a hand with above issues.
 
My golly, you're phenomenally prodigious, Pieter. You really -are- a fast learner.

Good idea to make sure you only buy one of each type of tattoo... it was an afterthought I had and planned on adding later. How did you go about it?

For the blacksmith sword recognition namey thingy to work, it works, I think, because all such references are made at the top of the dialog file... so i guess you'd have to make similiar attribute refs at the top of whatever file governs the weapons, and only IF a case in a dialog will function the same as a case in a different file.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Good idea to make sure you only buy one of each type of tattoo... it was an afterthought I had and planned on adding later. How did you go about it?[/quote]This is what I did and i works:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "choose_tatt":

     dialog.text = "So what are ya havin' in mind, matey? My artsy skills ain't that extensive (and admittedly my tools ain't that clean), but you should find something to please y'rself if you give me a day to work.";

     if(!CheckCharacterItem(Pchar,"tatt1"))

     {

   link.l1 = "I have in mind the pattern of an ancient tribal warrior, down the arm, so that I might enjoy the same frightening advantage in a duel. 400 is a fair price.";

   link.l1.go = "tatt1";

     }



     if(!CheckCharacterItem(Pchar,"tatt2"))

     {

     link.l2 = "Thing is, y'see, there's a special lass I'd like to be reminded of every time I'm out at sea and happen to glance down at my strapping bare chest. I'll give you an even 500.";

     link.l2.go = "tatt2";

     }



     if(!CheckCharacterItem(Pchar,"tatt3"))

     {

     link.l3 = "Something inspiring, to fill my men with awe and, well, inspiration whenever they gaze at my rippling bare biceps. Here's 600.";

     link.l3.go = "tatt3";

     }



     if(!CheckCharacterItem(Pchar,"tatt4"))

     {

     link.l4 = "A classic anchor, with a ship - I'm sure you get a lot of requests for those. It'd look splendid on my tawny, bronze shoulder, and might encourage the men to fight a little harder at defending their ship. 700 is not too much to ask, I dare say.";

     link.l4.go = "tatt4";

     }



     if(!CheckCharacterItem(Pchar,"tatt5"))

     {

     link.l5 = "Let's go really `old-school` here, chum - I saw this picture once, see, of this fantastic, really ornate design some ancient religious sect would get to invoke divine protection... 800 should be a steal!";

     link.l5.go = "tatt5";

     }



     if(!CheckCharacterItem(Pchar,"tatt1") && !CheckCharacterItem(Pchar,"tatt2") && !CheckCharacterItem(Pchar,"tatt3") && !CheckCharacterItem(Pchar,"tatt4") && !CheckCharacterItem(Pchar,"tatt5"))

     {

     link.l6 = "Naw, none of those appeal, and neither does letting you stick a needle into me. Besides - my mom would kill me if she found out!";

     link.l6.go = "exit";

     }



     if(CheckCharacterItem(Pchar,"tatt1") && CheckCharacterItem(Pchar,"tatt2") && CheckCharacterItem(Pchar,"tatt3") && CheckCharacterItem(Pchar,"tatt4") && CheckCharacterItem(Pchar,"tatt5"))

     {

     link.l7 = "Well... Actually... I can't think of anything you can do anymore. I'm already tattooed from top till bottom...";

     link.l7.go = "exit";

     }

 break;<!--c2--></div><!--ec2--><!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->For the blacksmith sword recognition namey thingy to work, it works, I think, because all such references are made at the top of the dialog file... so i guess you'd have to make similiar attribute refs at the top of whatever file governs the weapons, and only IF a case in a dialog will function the same as a case in a different file.[/quote]No luck with this one though. I tried copying all code that seems to have anything to do with it into the proper location, but it simply doesn't want to work. Well... I'll leave it then. I now have a properly working `equip-button`; it just doesn't show you exactly WHAT you equiped. But it seems it would take a whooole lot more code to get that to work.
 
New version available again from <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">here</a>. New functions:
- Equip button (`F-button`) now works properly (but still doesn't show bladename)
- Disarming toggleable in BS.h
- Cheatmode added + toggleable in BS.h

I need some help with getting the disarming feature's bugs ironed out:
1) You aren't really disarmed: your sword is equiped. I need to have the sword removed too. Anyone knows how?
2) I want to add a new attribute to characters in the character init files that makes them safe from disarming, so you can give that to important quest characters.
3) I think that's all for now. I'll ask for some more help when I know what to ask.

Full list of added post Build 12 features:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Please note:

- This will overwrite your BuildSettings.h file, so all your settings will be lost and you'll need to define them again]

- You need to start a new game!



Post Build 12 features:

- Automatic showing of the name of the character you're facing (toggleable in BuildSettings.h)

- Improved Captain Jack Sparrow skin

- Build 11 Dutch sails added so they can be selected as pirate sails. This doesn't work for red whole and torn sails, nor for white torn sails

- Changed dialog for the French governor Joseph Claude le Moigne, so that it is clear which dialog options are English warship quest related and which ones are random pirate related. This should get rid of the confusion. Some other, even more minor things were changed too.

- Changed dialog for the Redmond portmaster Laurence Wellman, so that he knows Rys's last name to be Bloom, instead of naming him Bloom, Blum and Boon. Again to save confusion.

- Changed dialog for Rys Bloom, so that it's clear that when you say "Really, it's a big sum...", you do not hire him.

- Toff Oremans gives you an excellent Saber of Nicholas Sharp instead of an avarage one for rescuing his daughter from the pirate. This because in the stock game, this used to be a very special gift, but since in Build 11/12 Sabers of Nicholas Sharp are rather common (quite weird actually; I suppose there was just one Nicholas Sharp) and it isn't a special gift at all anymore. Hope to have changed that.

- Dutch first rank named "2e Luitenant" instead of "Luitenant 2e", because that is how the real Dutch rank would be.

- Blacksmith mod (+ Bugfixed)

    - Toggle in BS.h for paying from party's money/personal wealth

    - Blacksmith & weapon's mod toggle in BS.h toggle whether the blacksmith is there, not whether there's anyone at home

- Brace of pistols mod

- Catalina's new characters

- greybeard skin

- Lady portraits (+ the skins are now buyable from the countries he suggested)

- War Galleon ship was added

- Bugfix: Malcolm Hatcher speaks again when skipping the tutorial

- SWAK/Stormy Start - a few minor changes were made:

    - Settings moved into BuildSettings.h

    - Intro movies `re-enabled` (but still 'skipable')

    - SWAK code giving you all weapons when skipping the tutorial outcommented

    - Sword and pistol equiped again when skipping the tutorial

    - The Blunderbuss can't be bought, but has to be found, just like all other SWAK weapons

    - using StSt: you are also given a normal pistol in addition to the rest

    - using StSt: your sword, pistol and spyglass are equiped when you land on the random beach

    - Bugfix: Silehart when getting investigate Oxbay quest prematurely



- Several character models switched around:

    > Marc Blacque (Redmond) given Cat's sailor7 skin which is supposedly `French-looking`, so that you notice that he's a quest character

    > Cursed pirates changed into Mr. Blair (Cutthroat Island) and Captain Barbossa (Pirates of the Caribbean); I found it really annoying that they didn't look like cursed pirates or even pirates at all

    > pirat10 and pirat11 skins switched, so the pirate captains don't use the Barbossa skin, but the black version instead; after all: There are not supposed to be 100 Barbossa's, right?

    > Gregor Samsa (Oxbay Port) given the Greybeard skin as he's supposedly an old man and shouldn't be a real Barbossa `look-a`-like

    > Artois Voysey and Nigel Blythe changed in their evil twin skins (text for tailors also changed, so it still makes sense)

- Fred Bob questcheck added

- Sword `pick-pocketing` (defaults to 1% in BS.h)

- Disarm feature added to swords + added to quality mod. Toggleable in BS.h

    1) Player and party won't lose control over themselves when disarmed

    2) Disarming can only happen with good swords and up

    3) Good Highlander has 3% chance, Silver Leaf, Conquistador, Cardinal's Guard and Atwood's Saber have 5% and the Solingen Rapier 6% chance

    4) Fine swords have twice that chance and excellent swords three times

    5) Three modes in BS.h: Off, Normal and Testmode. In testmode, every hit causes a disarm

    Known bugs:

    - You don't actually lose your sword when disarmed.

    - You might accidentally disarm an important quest character, causing him to run off and get you stuck with the quest (happened to me while training with Malcolm Hatcher; effect: stuck in the tutorial). Anyway: I need a way to make certain characters safe from disarming (prefferably by stating their name in the code somewhere)

    - No disarming while boarding a ship (That is because otherwise it'd cause trouble. Still I'd like to be able to change that)

- Alan Smithee's new characters

- Opium Parlour mod

    - Bugfix: can only buy one of each tattoo

- When using PotC ModHelper, you look like Nathaniel Hawk instead of a red animist (though it's just for testing purposes, it annoyed the heck out of me)

- Escape key `re-enabled` to get into the main menu (but the F1 key will also still work) This was a default feature in my stock `Euro-version` that was disabled with the Builds. Until now...  

- `F-Key` added to equip all your stuff (works quite properly, only has a knack for equiping SWAK weapons when it shouldn't)

- Cheatmode added (toggleable in BS.h); Numpad buttons trigger the cheats.<!--c2--></div><!--ec2-->
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
More good news!
I have had no problems with the Voysey quest nor any other side quest I've tried so far!

We all know that some things in POTC just don't go well together.
Taking the Vigila Mendez escort mission while going to ransom Lucas, for example.

With the "Stormy Start", it should be noted that one should not start the
Clair Larrouse Quest
prior to triggering the Oxbay French invasion.
 
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