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Inca temple problems please help

merlin151

Landlubber
I am completely stuck in the inca temple and would be very grateful for some advice. In the room where you place the small golden idol on the floor nothing happens after I place it. The door to the alcove does not open no matter what I do. Is this a bug? I read this in a walkthrough: 'you will get to a room which has a square on the floor. Step on the square and press F3 for placing idol in it. Cut scene of door opening will appear and you will fight with two skeletons.' this does not work for me and no cut scene appears. I am running the game with only the 'play after the ending mod' and no other mods. I would be grateful for your help.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <b>merlin151, </b>and welcome aboard! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Not sure the walkthrough is giving you good info there - you need to walk over to the square and step on it and you will get an icon for placing the idol. I believe you need to hit enter or the spacebar to place the idol - I can't recall which since I have not played that part of the game in quite some time, but I do not believe F3 will do the trick - you need to place it some other way...

I hope this helps! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

You should look into playing PotC with the mods we have here - our Build 12 has new side quests, new characters, different uniforms, new ship skins, and a host of other marvelous enhancements that will make your game entirely new again. PLUS it won't be quite so buggy (a lot of the side quests in the original PotC were either locked up or have dead ends)...

Anyhoo, just ask if you need any help! <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" />

Again, welcome aboard! <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" />
 
Hi Catalina. Thanks for your quick response and warm welcome. After repeatedly trying this I got it to work once and the cut scene appeared and I was able to get into the alcove. I really don't know why it worked that time because when I later tried a saved game and went there again it would not work again. After I placed the idol nothing happens. Anyway the one time I managed to get past it I was stuck in the alcove. I assume you have to go through one of those red and green portals but nothing happened no matter how many times I tried. Then I deleted the saved games from the temple area and reloaded one from before the capture of Greenford. I worked my way back through the story to get to the temple again but now I definitely could not get past the first problem of the alcove not opening after placing the idol. A message comes up on the top left of the screen saying something like 'Using idol. An item has been removed from your inventory' and then nothing happens.
I think POTC is a brilliant game and have played it non stop for a week since I bought it but some of these bugs are quite annoying really. Do you think Bethesda will ever release an official patch? It might seem strange to some people but i don't really want to mod the game apart from the 'play past the end' mod. Do the mods fix most of the bugs and do you have to have all the extra new things e.g. new weapons, ships, wives, quests etc. or can you turn these new thing off? The mods are very clever but I would just like the original game to run properly.
I would be very very very glad of some assistance. Thanks.
 
<!--`QuoteBegin-merlin151`+--><div class='quotetop'>QUOTE(merlin151)</div><div class='quotemain'><!--QuoteEBegin-->nothing happens.  [/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I am sorry, I have no idea why it's not working. It should... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--`QuoteBegin-merlin151`+--><div class='quotetop'>QUOTE(merlin151)</div><div class='quotemain'><!--QuoteEBegin-->Do you think Bethesda will ever release an official patch?[/quote]No, they won't. Bethesda stopped supporting this game a long time ago. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> In the mods we've done here and collected from other PotC fan sites, we've added a patch Akella made for the game (Russian version of game) but it only clears up a few things, and I don't think it's available separately. You might ask generally if someone still has it separately - maybe Fred Bob does.

<!--`QuoteBegin-merlin151`+--><div class='quotetop'>QUOTE(merlin151)</div><div class='quotemain'><!--QuoteEBegin-->Do the mods fix most of the bugs and do you have to have all the extra new things e.g. new weapons, ships, wives, quests etc. or can you turn these new thing off?[/quote]You can turn a lot but not most of these things off. What you can't turn off are usually easily avoided.

<!--`QuoteBegin-merlin151`+--><div class='quotetop'>QUOTE(merlin151)</div><div class='quotemain'><!--QuoteEBegin-->The mods are very clever but I would just like the original game to run properly.[/quote]Hm... Well let me give you an explanation (I'll try to keep it small) regarding what we've done to the game and why...

I think the first mods started because of all the bugs in the original game. Then the modders who were digging into the code realized that there were elements of this game that were either locked or not finished - there were fragments of code here and there that did not go anywhere.

This was intriguing, and led to more investigation.

See, Disney wanted a `tie-in` game to their PotC movie. They looked around and found Akella's "Sea Dogs II" in development. So they waved around a lot of money and Akella was asked to use this existing game and convert it to the `tie-in`. A lot of stuff that was already in the game was nixed by Disney, and stuff was developed and put in and then (oddly) locked out... Development was rushed to meet a deadline, and the end result was a very buggy game full of unfinished quests that had little if anything in it that actually related to the movie. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Most of the early modders of PotC were also people who had played and loved Akella's Sea Dogs - and were hoping for Sea Dogs II to be a worthy successor to the incredibly rich game environment of Sea Dogs... Sea Dogs II became PotC, and PotC was a singular disappointment in that respect. So the modders tweaked and fiddled and dug into the code - trying to make PotC into the game they'd all been waiting for.

Basically, to get PotC to run properly - and more in the direction Akella seemed to be going with its Sea Dogs II - we've had to do some serious modding!

Granted, modding PotC has become something more than what we could recover from the code fragments left behind in the game that related to the development of Sea Dogs II - there are elements of Sid Meier's Pirates! game in it, plus other things that enhance your enjoyment of the game by offering new (weathered) ship skins, a "Vice City" mod that gives you random attackers while in towns or in the jungle, new characters and quests, and in later mods, even ways to open up more territory to explore and use to your advantage.

One of the most brilliant of the mods (and I know the author will blush when he sees this, but CCC, it's true!) is the Coastraiders and Coasttraiders - which gives you actual ships in the harbor, action going on when you sail out of the harbor, and ships sailing around the islands that could be targets, enemies, or friends - it's random - you never know... But it livens up the game like nothing else to see things happening around you - it makes the game seem more real.

Anyhoo, I promised to keep this short (sorry! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /> ). I'm not one of the "old timers" of modding who was with this game and modding it from the beginning (or even before the release). Some of them are still around today, some visit a lot, some a little (real life gets in the way sometimes, LOL!)... But I am sure someone can help you with your bugfixes - and perhaps you can give the Build a try if you think you'd like to see what we've done.

You can always uninstall B12 if you don't like it - it will return you to your original game...

I know I'm biased... <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#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> But I assure you, if you do decide to try the Build, you will NOT want to go back to the original game. Honest, it's that cool! <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" />
 
Success at last. I managed to solve the problem in the temple. This part of the game can be a little buggy sometimes as I have noticed from other posts in the forums. After I entered the temple there is a bit of conversation with Danielle and the old man. If you rush through this and then start running down the corridor you don't trigger the next bit of conversation where they go down the different passageways. I think that this causes problems in the rest of the temple and any game saved after this will not get you to the end so you will have to start a save from before you entered. I am glad to get this sorted out and thanks for trying to help.

About modding well it's a good point to make about the game being originally Sea Dogs 2 and therefore by modding the game you can bring it more into line with Akella's original intentions before Disney interfered. Catalina your arguments are quite persuasive so I think I'll give the Build 12 a go. I have been reading about some of the mods and some of them sound really good but others although well done are not really to my taste. I know its a bit unrealistic but I have grown rather fond of the skeletons and have had epic battles with them. I understand that the mod gets rid of them and you can only reverse this in the dungeons and not in the jungles. Anyway I think I will give it a try and I can always revert back to the normal version. Thanks again.
 
Ahoy Merlin,an welcome te PA,Thar be on/off toggles in Build 12.1 fer mods an some ye can adjust,Skellies in dungeons are one O' em,ye can adjust de game te yer personal preferancs in program Buildsetting H file <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" />
 
I like the skellies too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Maybe in the future we'll figure a way to get them back all over - and make it switchable...

I made a new characters skinpack for the tailor shops (in B12) that has a skeleton monkey (well, sort of a monkey). You can use him as your skin to play the game, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<img src="http://www.ganotherapyusa.com/extras/bmonk1.jpg" border="0" class="linked-image" /> <img src="http://www.ganotherapyusa.com/extras/bmonk2.jpg" border="0" class="linked-image" />

He has a monkey skull face (subtle), and remnants of blue fur. I made him for Bilgemunky. <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" />
 
I think that the Build 12 mods are ABSOLUTELY a must have!!! it is fantasmil!!!

You cannot go wrong. I am learning new stuff everyday and each time i boot up is a new experience.

Cat, where does one get the Coastraiders and Coasttraders?
 
Coastraiders & Coasttraders is in the build. There´s a line you´ll have to change from 0 to 1 (or vice versa, I´m not sure right now, but it´s in the readme). If you do that, you´ll have to go ashore and ask people about rumors to get shiptraffic around the islands, and those ships stay untill you either sink them or ask for rumors a second (or third) time. Otherwise, the ships around the islands are generated by chance, and change every time you either set sail or switch to sea mode from the world map. At least, that´s how I understood it to work.
 
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