ReiAyanami
Sailor Apprentice
Actually with restart the problem fixed it self.
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I have Trust issues...
To be specific - i can't find Oliver Trust.
Im am french and he's most definitely not in Tortuga as the walkthrough would sugest. On the other hand - i can't remember to ever meet him in a capital city, regardles of what nation i'm playing.
Is hes appearance altered in this mod? Never had problems before thou...
I have Trust issues...
To be specific - i can't find Oliver Trust.
Im am french and he's most definitely not in Tortuga as the walkthrough would sugest. On the other hand - i can't remember to ever meet him in a capital city, regardles of what nation i'm playing.
Is hes appearance altered in this mod? Never had problems before thou...
I have Trust issues...
To be specific - i can't find Oliver Trust.
I did 3 times the French quest-line, and Oliver Trust was always inTortuga.I have Trust issues...
To be specific - i can't find Oliver Trust.
He's sometimes in Port Royal :ixi even if you're not English
I´m new here and got some question. Is it normal that the model of the Interceptor is screwed up like this in GoF 1.1? And another question... does it depend on GoF or is it normal that screens are transparent if taken with F8 (depending on alpha channel?)
Would be nice if somebody could help me.
Hmm I've playtested the Soleil Royal a while back, though that was the questship/french (with the white blue stripes on the sail) and the camera angel was okay....but does anyone here know how to fix the camera bug on the Soleil Royal? It's always on top of the main mast everytime I enter 3rd sailing mode, so i gotta zoom in the every time to have to whole view. ...
That's the one i'm talking about, thanks for replying!but we have a "SHIP_SOLEILROYAL" vessel ingame so guess that's the one with the camera issue...but does anyone here know how to fix the camera bug on the Soleil Royal? It's always on top of the main mast everytime I enter 3rd sailing mode, so i gotta zoom in the every time to have to whole view. ...
Okay I've checked the ship in question and for me all is okay... all 3D view is fine as the screenies show.... well with the zooming some bigger ships have a not optimal point of view due to their size... so sometimes it is needed to adjust the PoV. Guess that is okay.That's the one i'm talking about, thanks for replying!but we have a "SHIP_SOLEILROYAL" vessel ingame so guess that's the one with the camera issue...but does anyone here know how to fix the camera bug on the Soleil Royal? It's always on top of the main mast everytime I enter 3rd sailing mode, so i gotta zoom in the every time to have to whole view. ...
I was wandering if it has to do with the changes in the CharacterUtility.c.Muskets have some tricky code attached to them, they aren't as straight forward as the pistols, probably because the Dev's didn't intend on making them useable by players, only NPC's.
Ok... so it is possible to start the game with muskets as items and possibly equipped (I was naming the items incorrectly)...
But even so when you give a new musket to Douglas, he doesn't equip it and remains empty handed.
Also I noted that he doesn't start with 300 bullets as previous. In his inventory he only has a fist
Out of curiosity, when you use Douglas, are you getting via the quest or other means?
Tried first via quest
then tried other means
same effect, the musket would disappear from my inventory and wouldn't go to Douglas inventory
There is also something interesting if you equipped previously the musket and then check the inventory during sharing with another companion. The musket would be still present there even if you do not have it anymore in your inventory.
Something similar was also reported in the bug tracker
I installed vanilla and checked both files, while searching for any references to "mushket 2x2". I was wandering if by any chance with the changes in the mod file the musket was not given to the officer to equip it, which I think it is attributed to the officer in the vanilla (Sorry if this is a mistake just had a quick glance at it).
In the vanilla version after some references to the mushket 2x2 it is written:
if (chref.model.animation == "mushketer")
{
if (groupName == BLADE_ITEM_TYPE && itemID != "unarmed") return;
if (chref.id == "OffMushketer")
{
if (groupName == GUN_ITEM_TYPE && itemID != "mushket2x2") return;
}
else
{
if (groupName == GUN_ITEM_TYPE && itemID != "mushket") return;
}
}
else
{
if (groupName == GUN_ITEM_TYPE && itemID == "mushket") return;
if (groupName == GUN_ITEM_TYPE && itemID == "mushket2x2") return;
}
chref.equip.(groupName) = itemID;
while in the mod version I couldn't really pick up this...
Any thoughts???
Tested vanilla worked fine, and since I've never played the vanilla version only from CMV 3 and onwards I was quite surprised by the looks of Douglas even (british soldier uniform who would know)
Looked at the Loc.ai/type/ officers.c
and they are similar files in GOF and vanilla apart from naming the character...
Wonder if this might be?
Hehehehe, Thanks. I didn't find the fix when I searched this thread.