It may be due to savegame incompatibility with Jason's file I was using. But I do not know that for sure at all.hmm....didn't get those.
But nevermind then. I will look into it more later.
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It may be due to savegame incompatibility with Jason's file I was using. But I do not know that for sure at all.hmm....didn't get those.
But nevermind then. I will look into it more later.
nah for now let it be. I will test it a bit more when I have time again (tomorrow).It may be due to savegame incompatibility with Jason's file I was using. But I do not know that for sure at all.
Did you install that extra fix above? I got those same error.log messages with that one.After installing the last levering Zip, I have very long loading time.
ended up with going stuck in the last loading scene.
Yes! I got stuck in the loading screen after installing the fix above.Did you install that extra fix above?
Try the new EXE instead: Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy!Yes! I got stuck in the loading screen after installing the fix above.
So this one I CAN include in my game then, right?Updated first post. Lot's of fixes! Please test if the files are working for you!
Are we sure that is needed? We haven't had any feedback suggesting that your flag is recognized too easily.Added new perk to decrease chance of false flag being spotted
What about the Passengers and Assign Officers to Ship interfaces?Ship interface now shows color if skill is increased or decreased by modifiers
Interesting! So they are treated different from character init file citizens then?Enc_Walkers might have some special officertypes you won't encounter in taverns etc.
One weird error I can think of by the top of my head: You won't be able to "kill" the windmill anymore, since you can't reach the invisible lizard that owns it!Added collission detection again to see if weird errors pop up again
YupSo this one I CAN include in my game then, right?
Yes, because I want to use it for other stuff too, and it makes people more aware of the functionality. It can be changed very easy, its just one line of code in a function.Are we sure that is needed? We haven't had any feedback suggesting that your flag is recognized too easily.
In fact, there is every chance that will need to be changed once fame works differently.
Haven't had time for those. They are on my list for next week.What about the Passengers and Assign Officers to Ship interfaces?
Those would probably be the more interesting ones, because you can't really do anything with the skills in the Ship Interface, but you can in those other two.
There are some new random NPC types like Sailor etc. Enc Walkers can have these. In the past when you tried to hire them they would be completly reinitilized to be a useable officer. But because every officertype now works this isn't needed anymore. You can hire them if they give you the option so you could for example have a "Sailor" as officer. You can assign him to a different post and then he will stay that and you wont be able to put him back in the old post. But some of these new officer types have some nice advantages so if you are willing to look for them it could reward you . This will be explained in the officertutorial.Interesting! So they are treated different from character init file citizens then?
I see no problem here .One weird error I can think of by the top of my head: You won't be able to "kill" the windmill anymore, since you can't reach the invisible lizard that owns it!
I think I know what causes it, I don't know how much I can do about it. Still planning on looking into it. For the public release I want to disable it altough we might be able to set it up like the intelfix. So if a textfile is present in your potc folder it will work, so during installation you can opt to install the Experimental collission detection.Did you ever figure out the "weird floating" that occurred with that one enabled?
Nope, I will add them once I've double checked them.On a related subject, should I attempt to add your earlier changes to the initialization code as well?
All potentially a bit risky, of course....
LAi_SetImmortal(pchar, true);
LAi_SetActorType(characterFromID("Thomas Wolfe"));
LAi_ActorFollowEverywhere(CharacterFromID("Thomas Wolfe"), "", 0.0);
AddPassenger(Pchar, characterFromID("Richard Sharpe"), 0);
SetOfficersIndex(Pchar, 1, getCharacterIndex("Richard Sharpe"));
LAi_SetOfficerType(characterFromID("Richard Sharpe"));
AddPassenger(Pchar, characterFromID("Patrick Harper"), 0);
AddPassenger(Pchar, characterFromID("Rifleman Haggman"), 0);
DoQuestReloadToLocation("Hispaniola_shore_01", "reload", "reload1" ,"Hispaniola_shore_for_Quelp");
- There is a possebility of the event calls erroring because the character doesn't exist (anymore). Working on a fix for that
- When saving during post-init sometimes the screenshot doesn't show during the saving process but it will show when trying the load the game afterwards
Because keeping all kinds of different zipfiles up to date I will just collect all the stuff I make here each time.
After each update of the Installer or something like that I will update this again so it only contains new stuff.
Here is a list of what is now included in the zip:
Code:- fix in character screen where player salary was displayed - fix for non-auto level assigned skillpoints didn't stay - saving during post-init should work again - attempted fix for to high officerprices - attempted fix for boarding crew not getting the gun perks soon enough - fix for negative character levels
Officerprices only work when starting a new game or using the code provided here:
Mod Release - Levis' Stuff [Nov 27] | Page 8 | PiratesAhoy!
Sugestions are welcome but I wont always listen to them .
Oops, it's from testing XD.From the INTERFACE\officer.c file:
@Levis, is that intentional or a left-over from testing?Code:void InitInterface_R(string iniName,ref pCharacter) { pCharacter.chr_ai.poison = 150;
For now, I'll err on the side of caution and not include that line....