Dont hit yourself too hard. You'll hurt your head.
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No worries, mate. Happens to the best of us.ok, so i was a little pissed off to write actual words before. probably lost a couple of hours for each of these ,
it does work now. if i wasn't pissed off i probably would've been proud of myself...
In the meantime, did @Jack Rackham's suggestion help you to fix it?
Can I include some files in my coming modpack update then?
The original idea was to make the new installer today.When is this coming? I have been making changes to some of the dialogs for a more correct spelling plus an attempted more Jack Sparrowy feeling wherever possible but nothing is finished and i would like to replay the first changed parts because maybe i've added too much too soon? i could upload them if you just wanted to see/test what has been done so far still being a WIP
I don't know how it works, then. One such case is "calling_the_black_pearl", which calls for text line 274, which is "[The cursed coin in the necklace around Elizabeth's neck has called the Black Pearl]". Can anyone who has played "Jack Sparrow" remember what, if anything, you say to yourself in answer to that?
But you may admittedly want to hold off until you've sorted out that Maximus and Philippe quest issue you were working on.
case "Another_local_option":
LAi_SetImmortal(Pchar, true);
// AddQuestRecord("The Brotherhood",17); // Talisman was 16 <- wrong
AddQuestRecord("Aztec",16); // TALISMAN - moved entry to different header - makes more sense
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_9"), "IslaDemuerte_shore_01", "goto", "citizen01");
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_8"), "IslaDemuerte_shore_01", "goto", "locator13");
GiveItem2Character(CharacterFromId("Treas_Pirate_9"), "blade4");
GiveItem2Character(CharacterFromId("Treas_Pirate_8"), "blade4");
equipCharacterByItem(CharacterFromId("Treas_Pirate_9"), "blade4");
equipCharacterByItem(CharacterFromId("Treas_Pirate_8"), "blade4");
ChangeCharacterAddressGroup(characterFromID("Teague Sparrow"), "IslaDeMuerte_Cabin", "goto", "locator1");
// ChangeCharacterAddressGroup(characterFromID("Matthew Shaw"), "IslaDeMuerte_Cabin", "sit", "sit1"); // Talisman: That's Vanderdecken's seat!
// LAi_SetSitType(characterfromID("Matthew Shaw")); // Talisman: That's Vanderdecken's seat!
ChangeCharacterAddress(characterFromID("Captain Philippe"), "None", "");
ChangeCharacterAddress(characterFromID("Captain Maximus"), "None", "");
LAi_Fade("Fight_the_Muerte_Pirates", "");
break;
case "Fight_the_Muerte_Pirates":
LAi_SetPlayerType(pchar);
// AddQuestRecord("The Brotherhood",16); // Talisman moved up a case so player gets entry at treasure telling them what to do
LAi_ActorAttack(CharacterFromID("Treas_Pirate_8"), PChar, "");
LAi_ActorAttack(CharacterFromID("Treas_Pirate_9"), PChar, "");
Pchar.quest.Killed_the_Muerte_Pirates.win_condition.l1 = "NPC_Death";
Pchar.quest.Killed_the_Muerte_Pirates.win_condition.l1.character = "Treas_Pirate_9";
Pchar.quest.Killed_the_Muerte_Pirates.win_condition.l2 = "NPC_Death";
Pchar.quest.Killed_the_Muerte_Pirates.win_condition.l2.character = "Treas_Pirate_8";
Pchar.quest.Killed_the_Muerte_Pirates.win_condition = "Killed_the_Muerte_Pirates";
break;
case "Killed_the_Muerte_Pirates":
Pchar.quest.Father_in_beach_ship.win_condition.l1 = "location";
PChar.quest.Father_in_beach_ship.win_condition.l1.character = Pchar.id;
Pchar.quest.Father_in_beach_ship.win_condition.l1.location = "IslaDeMuerte_Cabin";
Pchar.quest.Father_in_beach_ship.win_condition = "Father_in_beach_ship";
break;
case "Father_in_beach_ship":
characters[GetCharacterIndex("Teague Sparrow")].Dialog.Filename = "Teague Sparrow_dialog.c";
LAi_SetActorType(characterFromID("Teague Sparrow"));
LAi_ActorDialog(characterFromID("Teague Sparrow"),PChar,"",5.0,5.0);
Characters[GetCharacterIndex("Teague Sparrow")].dialog.currentnode = "Father_on_IslaDemuerte";
break;
Do you have a savegame again? Or is it still the one you posted earlier?The dialogue part that i wanted to create can be considered fixed. However immediately after this, there is supposed to be a fight with pirates upon exiting the cave which never happens. And after that a dialogue with Teague that mentions the fight. So either the fight has to be fixed, or skipped and i have to fix the dialogue after to never mention it.
Thanks. Can't make any promises on when I get the chance to look at it, but with a bit of luck it will be before the end of the day.Use the same savegame from before. It is very close to the fight.
Quest name Philippe_and_Maximus_get_Doctor FOUND in QuestComplete
Template <runto> -> timeout for chr.id = Captain Philippe
Template <runto> -> teleport chr.id = Captain Philippe to <goto : goto12>
Quest name Another_local_option FOUND in QuestComplete
Actor error: character <Treas_Pirate_8> now is not actor, his have type <warrior>
Actor error: character <Treas_Pirate_9> now is not actor, his have type <warrior>
Quest name Fight_the_Muerte_Pirates FOUND in QuestComplete
Quest name Killed_the_Muerte_Pirates FOUND in QuestComplete
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_9"), "IslaDemuerte_shore_01", "goto", "citizen01");
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_8"), "IslaDemuerte_shore_01", "goto", "locator13");
@Talisman: Are these lines here correct, do you know?
Code:ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_9"), "IslaDemuerte_shore_01", "goto", "citizen01"); ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_8"), "IslaDemuerte_shore_01", "goto", "locator13");
Last time I had characters not appears was yesterday, but that same LoginTime problem does not seem to affect these two guys.
So whatever this is, it is a different problem.
case "Fight_the_Muerte_Pirates":
// AddQuestRecord("The Brotherhood",16); // Talisman moved up a case so player gets entry at treasure telling them what to do
/* LAi_ActorAttack(CharacterFromID("Treas_Pirate_8"), PChar, "");
LAi_ActorAttack(CharacterFromID("Treas_Pirate_9"), PChar, "");*/
for(cc = 8; cc <= 9 ; cc++)
{
sld = &Characters[GetcharacterIndex("Treas_Pirate_" + cc)];
ClearCharacter(sld); // PB: Clear ALL attributes from previous character
sld.nation = PIRATE;
SetModelfromArray(sld, GetModelIndex(GetRandomModelForTypeExSubCheck(1, "Sailors", "man", sti(sld.nation))) );
SetRandomNameToCharacter(sld);
InitCharacterSkills(sld); // PB: Reset this character
LAi_NPC_Equip(sld, sti(sld.rank), true, true);
LAi_SetWarriorType(sld);
LAi_group_MoveCharacter(sld, "treasure_pirates");
LAi_SetImmortal(sld, false);
}
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_9"), "IslaDemuerte_shore_01", "goto", "citizen01");
ChangeCharacterAddressGroup(CharacterFromID("Treas_Pirate_8"), "IslaDemuerte_shore_01", "goto", "locator13");
sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "black_corsair", "goto", "goto19");
Refer to the code in this post above for the original situation: Fix in Progress - Jack Sparrow: Improvements to Maximus and Philippe Quest | Page 3 | PiratesAhoy!@Pieter Boelen could you recap the problem?
Probably could still use some further work though. For example, I'd like to try and figure out why that self dialog does not show properly.
And should the player remain locked in place until Maximus and Philippe leave or should those two just be allowed to get a head start?