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Note that this actually happened on the old ships -- so it could be considered a feature, not a bug.
The way to fix it would be to move the ship model's position marker lower using the Inez Dias Tool.
You'll find the ship models in "RESOURCE/Models/Ships/".
Here's how to use the Inez Dias Tool: Guide - NPC Positioning/Movement
What mod are you using @Mirsaneli
A lot of ship models was updated for GOF 2.0, perhaps that model was one of them.
Hahaha! Good one!Note that this actually happened on the old ships -- so it could be considered a feature, not a bug.
Do you mean to edit the main hull GM with the TOOL?The way to fix it would be to move the ship model's position marker lower using the Inez Dias Tool.
Is that first cannon deck actually ON the water level?Again, I need help from Storm modders. Do you know if it's possible to get rid off this ugly glitch where water enters the ship's hull?
Actually I have changed this in a ship's model with no errors twice.Do you mean to edit the main hull GM with the TOOL?
Unfortunately doing that tends to cause collision/lighting data to get lost/corrupted.
Locator work on the main hull is usually fine; but not geometry...
Adding components definitely causes it. I suspect removing them would too.Actually I have changed this in a ship's model with no errors twice.
My Black Pearl mod for TEHO has this on both versions.
I think that adding new components is what causes this.
Hahaha! Good one!
Do you mean to edit the main hull GM with the TOOL?
Unfortunately doing that tends to cause collision/lighting data to get lost/corrupted.
Locator work on the main hull is usually fine; but not geometry...
Is that first cannon deck actually ON the water level?
Ship has a disturbingly low freeboard then!
Perhaps add a "_deck.gm" file that adds some extra detail above the flooding so that it doesn't show?
Or raise the waterline?
You can also edit the ship's definition in "Ships_init.c" and change the 'refship.WaterLine' line. Minor changes to the value can make it sit higher or lower in the water.
For fun, I once took this to extremes to create a flying Flying Dutchman:
View attachment 37792
Are you sure?Size is good, but the helm is just waaaayyyy to small, it should be atleast 2x bigger.
Changing colours is relatively easy.And the Blue-yellow colour scheme is a too light, the blue should be near blue-black.
Do you mean the rudder or the steering wheel?The HMS Bounty model. Size is good, but the helm is just waaaayyyy to small, it should be atleast 2x bigger.
Try this one - it's the texture for HMS Bounty in PoTC. Unzip it and put it in "RESOURCE\Textures\Ships\Bounty1\Hull2". You may want to copy the existing file to somewhere safe first, in case you decide you prefer it after all. The PoTC one is darker as if it's been freshly painted. The GoF one looks a bit faded as if it's been at sea for a few years, and shows the plank detail better.And the Blue-yellow colour scheme is a too light, the blue should be near blue-black.
Are you sure?
Old-school sailing ships often have disproportionally small rudders.
They aren't big enough to steer the ship; that is why those ships have to be steered, in large part, by trimming the sails.
In any case, adjustments to the model geometry are not so easy.
Though perhaps you could cut off the rudder as a separate GM, then scale it up and position it with a locator on top, hiding the existing one.
On the other hand...
Changing colours is relatively easy.
You could look into that.
I know on PotC:NH, we had several different paint schemes on the HMS Interceptor.
One was quite blue-and-yellow, while the other one was much closer to black.
Do you mean the rudder or the steering wheel?
Try this one - it's the texture for HMS Bounty in PoTC. Unzip it and put it in "RESOURCE\Textures\Ships\Bounty1\Hull2". You may want to copy the existing file to somewhere safe first, in case you decide you prefer it after all. The PoTC one is darker as if it's been freshly painted. The GoF one looks a bit faded as if it's been at sea for a few years, and shows the plank detail better.