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Need Help Is there a way to add the Skeletons back in to Caves/Dungeons

Nightmare

Freebooter
Like the title says is there a way to add the Skeletons back into the Caves/Dungeons. i really prefer having them in the Caves/Dungeons and would love to see them back. i have no clue on how to edit code or any of that stuff.
 
We managed to get rid of them, so certainly they can be put back again as well.
But I'm not sure how right now and don't have time to look it up... :eek:
 
was it difficult to remove them or something?
It was just a long time ago, I didn't do it, the code has changed a lot since then and I haven't looked at it in ages.
But it shouldn't be too difficult, I think.
 
This part of "PROGRAM\LandEncounters\LEnc_monsters.c" looks promising:
Code:
       LEnc_MonstersLoginObject.current = "skeleton";
       //cccOA1 skeletons replaced at several locations
       switch(location.type)
       {
           case "dungeon":
           //   if(sti(LEnc_MonstersLoginObject.isskel))  //  CCC Enable skeletons in dungeon  -->
           //   {
           //       modelInfo.model = "Skeletons";
           //   }
           //    else
           //   {
                   modelInfo.model = "Smugglers";
                   modelInfo.nation = PIRATE;
           //   }
               modelInfo.iscombat = true;
           break;
I don't know where 'LEnc_MonstersLoginObject.isskel' is set, though. The easiest thing to try would be to remove the "//" from all lines between 'case "dungeon"' and 'modelInfo.iscombat = true;' and see if that brings the skeletons back. (Do not remove it from '//cccOA1 skeletons replaced at several locations' or the game will break.)
 
This part of "PROGRAM\LandEncounters\LEnc_monsters.c" looks promising:
Code:
       LEnc_MonstersLoginObject.current = "skeleton";
       //cccOA1 skeletons replaced at several locations
       switch(location.type)
       {
           case "dungeon":
           //   if(sti(LEnc_MonstersLoginObject.isskel))  //  CCC Enable skeletons in dungeon  -->
           //   {
           //       modelInfo.model = "Skeletons";
           //   }
           //    else
           //   {
                   modelInfo.model = "Smugglers";
                   modelInfo.nation = PIRATE;
           //   }
               modelInfo.iscombat = true;
           break;
I don't know where 'LEnc_MonstersLoginObject.isskel' is set, though. The easiest thing to try would be to remove the "//" from all lines between 'case "dungeon"' and 'modelInfo.iscombat = true;' and see if that brings the skeletons back. (Do not remove it from '//cccOA1 skeletons replaced at several locations' or the game will break.)
i tried this out with no success:
Code:
    LEnc_MonstersLoginObject.current = "skeleton";
        //cccOA1 skeletons replaced at several locations
        switch(location.type)
        {
            case "dungeon":
                if(sti(LEnc_MonstersLoginObject.isskel))  //  CCC Enable skeletons in dungeon  -->
                {
                    modelInfo.model = "Skeletons";
                }
                else
                {
                    modelInfo.model = "Smugglers";
                    modelInfo.nation = PIRATE;
                }
                modelInfo.iscombat = true;
            break;
 
i tried this out with no success:
Code:
    LEnc_MonstersLoginObject.current = "skeleton";
        //cccOA1 skeletons replaced at several locations
        switch(location.type)
        {
            case "dungeon":
                if(sti(LEnc_MonstersLoginObject.isskel))  //  CCC Enable skeletons in dungeon  -->
                {
                    modelInfo.model = "Skeletons";
                }
                else
                {
                    modelInfo.model = "Smugglers";
                    modelInfo.nation = PIRATE;
                }
                modelInfo.iscombat = true;
            break;
Just for the sake of it, try replacing it with:
Code:
    LEnc_MonstersLoginObject.current = "skeleton";
        //cccOA1 skeletons replaced at several locations
        switch(location.type)
        {
            case "dungeon":
                modelInfo.model = "Skeletons";
                modelInfo.iscombat = true;
            break;
 
Just for the sake of it, try replacing it with:
Code:
    LEnc_MonstersLoginObject.current = "skeleton";
        //cccOA1 skeletons replaced at several locations
        switch(location.type)
        {
            case "dungeon":
                modelInfo.model = "Skeletons";
                modelInfo.iscombat = true;
            break;
Nice! you seem to have cracked the code. the Skeletons now appear including the cursed Captain model which is a bit goofy since they sound like normal humans. But besides that its working normal.
 
you seem to have cracked the code.
Bit of a hard hack, but if it works, it works. And if you're happy, you're happy. :cheeky

Indeed the sounds and the skeleton names are really quite silly.
But what to do? :shrug
 
The sounds are fine for the normal skeletons but not for the cursed cap model. The names don't bother me since these Skeletons were once Human so i guess they have names :D
 
The sounds are fine for the normal skeletons but not for the cursed cap model.
I'm a bit confused on which cursed "cap" model you mean.
Only one I can find is "Bmunk", which is indeed the "default cursed player skin".
Maybe it shouldn't be part of the "Skeletons" model group then?

The names don't bother me since these Skeletons were once Human so i guess they have names :D
That does make sense. :onya
 
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