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    Maelstrom New Horizons


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Need Help POTC 2003 Change Nathaniels name

Is my random attatched picture scary?

  • Yes thanks for the nightmares

    Votes: 2 100.0%
  • Can i marry it?

    Votes: 0 0.0%

  • Total voters
    2

Albert_Bowden

Sailor Apprentice
Hi!

Sorry if this is in the wrong forum section, it has been a while since ive posted here. Thanks to you guys i got this game working years ago in a forum post, along with the original cheats :p.

I am asking if anyone knows how to change nathaniels name in the files? I just want to change it to Will Turner because to be honest he really looks like him. I also want to change the immortal ladys name (Danielle) to Elizabeth. Any help on this?

Thanks :DDDDDD
 

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HOLY CRAP, that guy is creepy!! :rofl

Are you talking about the original stock vanilla game?
Or with the Build/New Horizons mod?

You need to look at the PROGRAM\Characters\characters_init.c file for the main character.
(Though in the mod, of course you can just click on your name, use backspace and type in a new one).

Danielle is in a different file, depending on what version you're playing.
She's either in that Characters\init folder or inside the Storylines\standard subfolder.
 
Hi,
Thanks very much for the reply and complimenting my random scary picture! I have gone into the file, changed the Character first name and last name to "Will" and last name turner "Turner". I loaded up the game and pressed F2 and looked on the character menu, but hes still called Nathaniel Hawk? Very strange. And yes this is the stock game :)

Here's the text:

// Set characters initial data
void CreateCharacters()
{
ref ch;
int n;
for(n=0; n<TOTAL_CHARACTERS; n++)
{
makeref(ch,Characters[n]);
//DeleteAttribute(ch,"act");
DeleteAttribute(ch,"");
//Logic data
ch.id = "0";
ch.index = n;
ch.sex = "man";
//Model data
ch.model = "none";
ch.model.entity = "NPCharacter";
ch.model.animation = "";
//Address
ch.location = "none";
ch.location.group = "";
ch.location.locator = "";
ch.location.from_sea = "";
//Ship data
ch.Ship.Type = SHIP_NOTUSED;//SHIP_LUGGER;
//Quest data
ch.Dialog.CurrentNode = "First time";
ch.Dialog.TempNode = ch.Dialog.CurrentNode;
ch.quest.meeting = "0";
ch.quest = "True";
//Misc data
ch.nation = ENGLAND;
ch.skill.freeskill = 0;
ch.rank = 1;
ch.reputation = REPUTATION_NEUTRAL;
// battle hp
ch.headModel = "capitan";
LAi_SetLoginTime(ch, 6.0, 21.98333);
LAi_SetHP(ch, LAI_DEFAULT_HP, LAI_DEFAULT_HP_MAX);
}
ReloadProgressUpdate();
makeref(ch,Characters[0]); //Blaze Devlin
LAi_SetImmortal(ch, true); //Blaze Devlin
//ch.perks.list.InstantBoarding = true;
ch.name = "Will";
ch.lastname = "Turner";
ch.id = "Blaze";
ch.nation = ENGLAND;
ch.model = "blaze";
ch.activity_begin = "0";
ch.activity_end = "24";
ch.sex = "man";
ch.luck = 4;
/*ch.spyglass.itemID = COMMON_SPYGLASS;
ch.gun.itemID = GUN_COMMON;
ch.gun = "gun";
ch.blade = "saber";
ch.blade.itemID = BLADE_SABER;
ch.blade.time = 0.1;
ch.blade.colorstart = argb(128, 22, 46, 190);
ch.blade.colorend = argb(0, 20, 60, 100);*/
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "blaze_dialog.c";
ch.rank = 1;
ch.reputation = "50";
ch.experience = 0;//CalculateExperienceFromRank(sti(ch.rank));
ch.skill.Leadership = "1";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.skill.freeskill = 2;
ch.perks.freepoints = 1;
ch.money = "1000";
ch.Ship.Name = "Victory";
//ch.Ship.Type = SHIP_FRIGATE_ENGLAND;
//ch.Ship.Type = SHIP_CORVETTE_ENGLAND;
ch.Ship.Type = SHIP_LUGGER_ENGLAND;
//ch.Ship.Type = SHIP_MANOWAR2_FRANCE;
ch.Ship.Stopped = true;
//ch.Ship.Cannons.Type = CANNON_TYPE_TEST;
ch.FaceId = 31;
ch.ShipSlot1.Type=SHIP_NOTUSED;
ch.ShipSlot1.Name="NoName";
ch.ShipSlot2.Type=SHIP_NOTUSED;
ch.ShipSlot2.Name="NoName";
ch.ShipSlot3.Type=SHIP_NOTUSED;
ch.ShipSlot3.Name="NoName";
ch.quest.Contraband.relation = 50;
ch.quest.RelationAgentMet = "0";
ch.quest.gambling = "0";
ch.quest.friend_in_tavern = "";
ch.quest.main_line = "0";
ch.quest.killed.pirates = "0";
Ch.quest.Story_LeavingOxbay.win_condition.l1 = "location";
Ch.quest.Story_LeavingOxbay.win_condition.l1.character = "Blaze";
Ch.quest.Story_LeavingOxbay.win_condition.l1.location = "Oxbay";
Ch.quest.Story_LeavingOxbay.win_condition = "Story_leavingOxbay";
Ch.quest.Story_LeavingOxbay.fail_condition = "Story_leavingOxbay";
/* string stmp;
stmp = GUN_COMMON; Ch.items.(stmp) = 1;
stmp = POTION; Ch.items.(stmp) = 2;
stmp = BLADE_SABER; Ch.items.(stmp) = 1;
stmp = CHEAP_SPYGLASS; Ch.items.(stmp) = 1;*/
// QUESTS BEGINNINGS
// Main story line
Ch.quest.Begining.win_condition.l1 = "location";
Ch.quest.Begining.win_condition.l1.location = "Oxbay_port";
Ch.quest.Begining.win_condition = "Begining";
//Hitman
ch.quest.Hitman = "";
ch.quest.Hit_start.win_condition.l1 = "location";
ch.quest.Hit_start.win_condition.l1.character = ch.id;
ch.quest.Hit_start.win_condition.l1.location = "Oxbay_port";
ch.quest.Hit_start.win_condition = "Hit_start";
//Hitman
//Lucas
ch.quest.Lucas = "";
ch.quest.Luc_start.win_condition.l1 = "location";
ch.quest.Luc_start.win_condition.l1.character = ch.id;
ch.quest.Luc_start.win_condition.l1.location = "Muelle_Residence";
ch.quest.Luc_start.win_condition = "Luc_start";
//Lucas
//Tutorial
ch.quest.Tut_start.win_condition.l1 = "location";
ch.quest.Tut_start.win_condition.l1.character = ch.id;
ch.quest.Tut_start.win_condition.l1.location = "Tutorial_Deck";
ch.quest.Tut_start.win_condition = "Tut_start";
//Tutorial
// Artois Voysey and Nigel Blythe quest
Ch.quest.Story_Artois_Nigel.win_condition.l1 = "location";
Ch.quest.Story_Artois_Nigel.win_condition.l1.character = "Blaze";
Ch.quest.Story_Artois_Nigel.win_condition.l1.location = "QC_town";
Ch.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
//
ReloadProgressUpdate();
n = 1;
n = CreateFalaiseDeFleurCharacters(n);
ReloadProgressUpdate();
n = CreateRedmondCharacters(n);
ReloadProgressUpdate();
n = CreateIslaMuelleCharacters(n);
ReloadProgressUpdate();
n = CreateOxbayCharacters(n);
ReloadProgressUpdate();
n = CreateConceicaoCharacters(n);
ReloadProgressUpdate();
n = CreateDouwesenCharacters(n);
ReloadProgressUpdate();
n = CreateOfficersCharacters(n);
ReloadProgressUpdate();
n = CreateStoryCharacters(n);
ReloadProgressUpdate();
n = CreateTempQuestCharacters(n);
ReloadProgressUpdate();
n = CreateQuebradasCostillasCharacters(n);
ReloadProgressUpdate();
n = CreateTempQuestEnemy(n);
ReloadProgressUpdate();
n = CreateFortCommandants(n);
ReloadProgressUpdate();
n = CreateTownUsurers(n);
ReloadProgressUpdate();
n = CreateStreetMerchants(n);
ReloadProgressUpdate();
//Trace("NChar: " + n);
CreateOtherCharacters();
ReloadProgressUpdate();
if(GetMainCharacterIndex()>=0)
{
SetMainCharacterIndex(GetMainCharacterIndex());
}
//SetAllShipData();
//SetAllFellows();
//Post init
for(n=0; n<TOTAL_CHARACTERS; n++)
{
ref rCharacter = GetCharacter(n);
if(rCharacter.sex == "man")
{
rCharacter.model.animation = "man";
rCharacter.model.height = 1.8;
}else{
rCharacter.model.animation = "towngirl";
rCharacter.model.height = 1.75;
}
rCharacter.FaceGroup = 0;
// set fellows
if (CheckAttribute(rCharacter,"fellows")) { SetBaseFellows(rCharacter); }
// set base ship data
SetBaseShipData(rCharacter);
if(n > 1) rCharacter.FaceId = 0;
switch (rCharacter.model)
{
case "black_corsair": rCharacter.FaceId = 0; break;
case "bocman1": rCharacter.FaceId = 1; break;
case "bocman3": rCharacter.FaceId = 2; break;
case "bocman4": rCharacter.FaceId = 3; break;
case "brodyaga": rCharacter.FaceId = 4; break;
case "capitan": rCharacter.FaceId = 5; break;
case "capitan1": rCharacter.FaceId = 6; break;
case "chameleon": rCharacter.FaceId = 7; break;
case "chelovek": rCharacter.FaceId = 8; break;
case "chelovek1": rCharacter.FaceId = 9; break;
case "corsair1": rCharacter.FaceId = 10; break;
case "corsair1_1": rCharacter.FaceId = 11; break;
case "corsair1_2": rCharacter.FaceId = 12; break;
case "corsair2": rCharacter.FaceId = 13; break;
case "corsair3": rCharacter.FaceId = 14; break;
case "danielle": rCharacter.FaceId = 15; break;
case "blaze": rCharacter.FaceId = 16; break;
case "fawn": rCharacter.FaceId = 17; break;
case "killer": rCharacter.FaceId = 18; break;
case "korsar": rCharacter.FaceId = 19; break;
case "korsar1": rCharacter.FaceId = 20; break;
case "lucas": rCharacter.FaceId = 21; break;
case "maltese": rCharacter.FaceId = 22; break;
case "man1": rCharacter.FaceId = 23; break;
case "man1_1": rCharacter.FaceId = 24; break;
case "man1_2": rCharacter.FaceId = 25; break;
case "man2": rCharacter.FaceId = 26; break;
case "man3": rCharacter.FaceId = 27; break;
case "man3_1": rCharacter.FaceId = 28; break;
case "man6": rCharacter.FaceId = 29; break;
case "man6_1": rCharacter.FaceId = 30; break;
case "offic_fra": rCharacter.FaceId = 31; break;
case "old_man1": rCharacter.FaceId = 32; break;
case "old_man2": rCharacter.FaceId = 33; break;
case "researcher": rCharacter.FaceId = 34; break;
case "sailor1": rCharacter.FaceId = 35; break;
case "sailor2": rCharacter.FaceId = 36; break;
case "sailor3": rCharacter.FaceId = 37; break;
case "sailor4": rCharacter.FaceId = 38; break;
case "sailor5": rCharacter.FaceId = 39; break;
case "sailor6": rCharacter.FaceId = 40; break;
case "animists2": rCharacter.FaceId = 41; break;
case "storeman": rCharacter.FaceId = 42; break;
case "storeman2": rCharacter.FaceId = 43; break;
case "will_2": rCharacter.FaceId = 44; break;
case "huber_eng": rCharacter.FaceId = 45; break;
case "blackman": rCharacter.FaceId = 46; break;
case "towngirl1": rCharacter.FaceId = 52; break;
}
rCharacter.headModel = "h_" + rCharacter.model;
if(CheckAttribute(rCharacter,"blade"))
{
if(CheckAttribute(rCharacter,"blade.itemID"))
{
rCharacter.equip.blade = rCharacter.blade.itemID;
}
else
{
rCharacter.equip.blade = BLADE_SABER;
}
DeleteAttribute(rCharacter,"blade");
}
if(CheckAttribute(rCharacter,"gun"))
{
if(CheckAttribute(rCharacter,"gun.itemID"))
{
rCharacter.equip.gun = rCharacter.gun.itemID;
}
else
{
rCharacter.equip.gun = GUN_COMMON;
}
DeleteAttribute(rCharacter,"gun");
}
if(CheckAttribute(rCharacter,"spyglass.itemID"))
{
rCharacter.equip.spyglass = rCharacter.spyglass.itemID;
DeleteAttribute(rCharacter,"spyglass");
}
}
// MainCharacter start parameters
ch.Ship.HP = 300;
ch.Ship.crew.quantity = 30;
SetCharacterGoods(&Characters[0],GOOD_BALLS,300);
SetCharacterGoods(&Characters[0],GOOD_GRAPES,100);
SetCharacterGoods(&Characters[0],GOOD_KNIPPELS,100);
SetCharacterGoods(&Characters[0],GOOD_BOMBS,300);
SetCharacterGoods(&Characters[0],GOOD_CHOCOLATE,100);
SetCharacterGoods(&Characters[0],GOOD_LEATHER,25);
Characters[GetCharacterIndex("Danielle")].model.animation = "woman";
ReloadProgressUpdate();
}
void SetAllShipData()
{
for(int i=0;i<MAX_CHARACTERS;i++)
{
SetBaseShipData(GetCharacter(i));
}
}
void SetAllFellows()
{
ref rcc;
for(int i=0;i<MAX_CHARACTERS;i++)
{
rcc = GetCharacter(i);
if(CheckAttribute(rcc,"fellows"))
{
SetBaseFellows(rcc);
}
}
}
 
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