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Making the modpack update (could use help)

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
I have started work on making a new modpack update today, but am sorry to say that it isn't at all going as well as I was hoping for. I will post a list here of changes I'll be adding and why I need help with some of them.

<i>New models by Daede</i>
No problem adding those, I think.

<i>Mods by pirate_kk</i>
This contains a flagfix mod and some other changes to add more freedom to the game (such as being able to capture the French ships guarding Oxbay and such things - if you don't like it, it can be toggled). I'm having trouble merging in the flagfix mod, because CCC also made a flagfix mod and I want to use the best of both.

<i>New Maximus mods</i>
Including more translation, interface improvements and new location models from Corsairs III. This is very hard to merge in, because it wasn't made for the most recent modpack. Especially the captain's cabins mod was totally rewritten in the modpack, but this update works with the old version of the code.

<i>Fixes by Couchcaptain Charles</i>
Some small fixes, as well as a fix to toggle the amount of special effects in the Greenford Maltese Knight Abbey, a fixed Sandbag model and a fix for the raise the flag mod. Everything is easy to add, apart from the flagfix (see pirate_kk mod above).

<i>Update to JRH's ammo mod</i>
Making the ammo being used for all quality weapons. Easy enough to add. But I should add a toggle on the whole mod, which is not easy to add.

I should also take out an attempted bugfix to the shipberting mod that didn't work and add in a small change to the captain's cabin mod for Petros' Merchantman vessel.

If you can help, please do so. Especially if you're pirate_kk, Couchcaptain Charles or Maximus. If I don't get help during the next few days, I will make a simple update with the stuff that <i>is</i> simple to add and leave the more complicated mods until I do get help.

Also: Please tell me of any (preferrably small) things that should be done in the next modpack update.

To make things easier for me and to make sure there's just one modpack version, I will be adding the new islands mod into the modpack by default. If you read this, High Sea Lass, that might mean I could use some more webspace again. <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" />

Any comments you migh have on this, please post them here.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there Pieter,

Just wondering if this one...

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I should also take out an attempted bugfix to the shipberting mod that didn't work<!--QuoteEnd--></div><!--QuoteEEnd-->

...resolves the current problem with ship berthing, or is this still ongoing?

Looking forward to the next update.

Cheers, matey <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" />
 
<!--quoteo(post=136649:date=Dec 25 2005, 04:33 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Dec 25 2005, 04:33 PM) [snapback]136649[/snapback]</div><div class='quotemain'><!--quotec-->Just wondering if this one resolves the current problem with ship berthing, or is this still ongoing?<!--QuoteEnd--></div><!--QuoteEEnd-->
It should solve that problem, yes. I think that bugfix was the cause of it. And that's why I want to take it out. <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" />
 
Thanks, matey.

Looking forward to your next update,

Cheers <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 am quite willing to help you with any fixes, but unfortunately I won't be at home during the next days.

In January I'll have more time (and decent bugfixing takes a lot of time, especially if you have to search other people's code), and with the Buildingset finished I can take tackle some of the old persisting bugs.

As for the flagraising fix, KK's version is surely the more sophisticated one with more options, and his ideas sounded good to me, so I'd say simply skip my stuff and take his only. BUT IIRC KK's last post some weeks ago was something like "This is still buggy, and I don't have much time..." Have you heard of him since then? If not it might be better to wait before you include anything made by him.

I have decent fix for the "ship sinking after swapping at sea" almost finished.

As for the JRH's excellent ammo mod, I think I can help you with a toggle and with streamlining it a bit. (If JRH dosn't mind, of course <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

See ya <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
I recall pirate_kk indeed said that the code was still buggy. I also recall that he said he wouldn't yet release it until he was sure it wasn't buggy anymore. So I'm assuming the version he sent me works fine.
The main difference between his and your code is tht in your version, people at land can recognize you after you raised your flag once. I quite like that idea and don't want to lose that. So I'd like some sort of merge including the best of both fixes.

If you could help me with the toggle, that'd be great. The streamlining would also be great, but I don't really have anything to say on that. JRH did make some recent changes that I didn't yet release that streamline it a bit.

I'll be looking forward to your bugfixes in January. Take all the time you need; as long as we can solve some of those annoying bugs.

I'll try and get a small modpack update released this vacation. I'll leave out the large things, so it'll basically just be a bugfix to some stuff. Then, later, I'll make a merge of all the new big stuff and add it in.
 
<!--quoteo(post=136669:date=Dec 26 2005, 01:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 26 2005, 01:13 PM) [snapback]136669[/snapback]</div><div class='quotemain'><!--quotec-->The main difference between his and your code is tht in your version, people at land can recognize you after you raised your flag once. I quite like that idea and don't want to lose that.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Hi pieter and all,

I'm actually working on my Crewmembers on shore mod large improvment who add new peoples in towns who can rocognize and attack you if you are an ennemy of their nation and if you are famous (more your leadership will be high, more the chance to be recognize is high too). You will now have some column soldiers patrol led by an officer, compact pirate group, sailors that you could directly hire in the streets and taverns by talking with them and some other peoples. Now if a crewmember is killed on land, he won't be reincarned on the next location and you'll have to hire a sailor in the streets and taverns or return to crew quarters to replace him.

This improvement is not finished yet but some of the stuffs are working fine but i think it won't be totally finished for your next update. Your great work to merge all the code of each coders seems to be hard enough to realise the next update and i wouldn't add some eventually new bugs so i'll wait and see...

Did maximus sent you new locations models of corsairs III that we could use to continue the new islands expansion ?

Cheers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
That sounds great, Screwface!
BTW: Talking about the crewmembers mod, I think I noticed something that might be an annoying bug. I saved a game some time ago in which I had a few crew members with me that I recall giving weapons. When I loaded up the save again yesterday, they didn't have any weapons. Did the weapons disappear? You might want to check that. Also: There were a few enemies in town, but they didn't attack my unarmed crew members. However, my crewmembers did block the way for him, so I had all the time in the world to shoot them. Another bug?

Maximus only sent some interior locations for captain's cabins and the brothel. No exterior locations (yet?).

I am looking forward to adding in your new update when it's done and working. You are right that I'm having some trouble with the modpack update, but that's mostly because some people have been working on the same mods at the same time, so it's a bit hard merging it in. I asked for some assistance with it, so it'll soon be done.

Another BTW: You rewrote the captain's cabins code, but now Maximus has made another update based on his old code. If I put it up on the FTP, could you please take a look at it and see how to make a merge of it?
 
Another BTW, FAIK you can delete following model folders in models\locations\decks:

camp_deck
capmd
capsm

All those models are also stored in the tut_deck folder, so we have them twice at the moment. (Unless the cabin mod has been changed in your update.

Screwface, your changes will make land expeditions certainly a lot more interesting <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=136672:date=Dec 26 2005, 03:26 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 26 2005, 03:26 PM) [snapback]136672[/snapback]</div><div class='quotemain'><!--quotec-->Another BTW, FAIK you can delete following model folders in models\locations\decks:

camp_deck
capmd
capsm<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I already did that with the last update. Not sure though, so I'll make sure I'll check again. Thanks for telling. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=136671:date=Dec 26 2005, 08:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 26 2005, 08:45 AM) [snapback]136671[/snapback]</div><div class='quotemain'><!--quotec-->That sounds great, Screwface!
BTW: Talking about the crewmembers mod, I think I noticed something that might be an annoying bug. I saved a game some time ago in which I had a few crew members with me that I recall giving weapons. When I loaded up the save again yesterday, they didn't have any weapons. Did the weapons disappear? You might want to check that.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have found that if you qualify for a 6 member landing party and go with only 4 and arm them all, the next time you ask for a 4 member landing party, you won't necessarily get the same four.

In that case you might get one or two that were not in the original party and thus were never given arms.
Seems perfectly normal to me, and not a bug.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also: There were a few enemies in town, but they didn't attack my unarmed crew members. However, my crewmembers did block the way for him, so I had all the time in the world to shoot them. Another bug?<!--QuoteEnd--></div><!--QuoteEEnd-->

That is no bug either, or if it is, it has been with us ever since you could exchange items with officers!
I frequently disarm officers who are valuable for their skills, but who have low HP and fencing skills.
 
BTW, has anyone else found the small captain's cabin too bright?

I did this with mine.
[attachment=272:attachment]

Even managed to change the golden boots to brown, only now the cursed coins on the crew's quarter table are brown as well.
 
<!--quoteo(post=136675:date=Dec 26 2005, 05:13 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 26 2005, 05:13 PM) [snapback]136675[/snapback]</div><div class='quotemain'><!--quotec-->I have found that if you qualify for a 6 member landing party and go with only 4 and arm them all, the next time you ask for a 4 member landing party, you won't necessarily get the same four.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think that should apply to my case. I asked for 4 crew members to accompany me, I think I gave them arms, then saved the game some time later. Many weeks later, I loaded the game again and they didn't have arms anymore. So either I didn't actually give them any, or they lost them in the meantime somehow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I didn't notice the small cabin being to bright, but you might be right. What you did looks very nice though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I have never seen this bug before pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Have met it just one time or more?
Normally, if you give weapons to a crewmember, he will keep his weapons like officers. do you have the disarming mod enable on your game perhaps?
When i began to make this mod, i found the way to equip the crewmembers with weapons locker but crewmembers were equiped each time you changed of locations so it will increase the time of loading screens and finally i choose to give weapons to crewmembers like officers.

I can have a look on maximus files pieter if you want but could you upload the last version of our files with because, i'haven't the merchantman in my cabin mods files (I was waiting for your next update for that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.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" />
 
<!--quoteo(post=136678:date=Dec 26 2005, 08:40 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Dec 26 2005, 08:40 PM) [snapback]136678[/snapback]</div><div class='quotemain'><!--quotec-->I have never seen this bug before pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Have met it just one time or more?<!--QuoteEnd--></div><!--QuoteEEnd-->
I only saw it once. And even that time, I am not sure if it actually happened, or if I'm not remembering right. I thought I'd mention it, just in case it <i>is</i> true, but I don't think it's anything to worry about just yet.

<!--quoteo(post=136678:date=Dec 26 2005, 08:40 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Dec 26 2005, 08:40 PM) [snapback]136678[/snapback]</div><div class='quotemain'><!--quotec-->I can have a look on maximus files pieter if you want but could you upload the last version of our files with because, i'haven't the merchantman in my cabin mods files (I was waiting for your next update for that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll put it all up on the FTP. I'll post here when I put it up there. Thanks for offering to have a look at it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I uploaded the files to the FTP, but unfortunately had to remove two files (your previous deck mixing and JMV's military reskins) to make space for it. I will reupload JMV's reskins as soon as I know you got Maximus' new files.

The files are "Maximus Files.zip", including Maximus' newest code and resource files and "Petros Merchantman Cabin Code.zip", including Petros' code addition to add the Merchantman in there. I hope you'll manage to figure out how to make a good merge. Thanks in advance for looking at it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Files downloaded Pieter ! Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks to you. I'll remove them from the FTP then tomorrow and reupload the JMV skinpack. I hope you'll be able to figure out how to make everything work. Thanks in advance. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> The file is now removed again and JMV's skinpack is reuploaded. I am going to try and make at least a small modpack update today. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I have now made the small modpack update and am now waiting for some help on the merging of Maximus' files and pirate_kk's fixes until I make a large update with new features. Thanks in advance to anyone and everyone helping. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I began to have a look to the maximus files i downloaded on the ftp yesterday. There are 2 new models of cabin (for big ships). There is a beautiful one that could be great for frigates and light frigates and an other one more done for big galions or merchants.

I have tested them and its work fine in the game but there is a small problem with. There are no box locators in, that means in game we couldn't have the permanent chest and the weapons locker in those cabins. All the ship cabins have the box locators box1 (chest) and box2(weapons locker). <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

If we want to use those new models of cabin in postbuild, we need a modder who could add the two missing box locators in each model with appropriate tools <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.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" />
 
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