• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

PotCModHelper

Petros

Captain of "La Nao"
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> All

Can anyone confirm this?

It appears that PotCModHelper no longer works for the Build.

I also notice that it is no longer included with the build.
 
Something we have been using for years!

It allowed one to set different starting conditions, start the game in any game location, and keep tract of all the error logging.

Very useful modding tool for coders to immediately test the results of code right in the game.

Well, it "was" very useful.
 
Aye Petros matey, Appears I don't have it either <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
A lot of PotCModHelper functionality was changed. For example: You CAN still set you starting location, but the starting location should now be set in InternalSettings.h instead of using the PotCModHelper. You could also change your name and starting ship with the PotCModHelper, but that can now be done in the Choose Character screen, so you don't need an external program for that. In the Build 14 Alpha you can also choose your starting port in the Choose Character screen. This has made the PotCModHelper a bit superfluous, really. At least as far as the start game options go. The BuildSettings.h settings for ship name and character name, starting location, etc. have all been removed, renamed and/or been made superfluous. This messed up the PotCModHelper though. I could re-add the PotCModHelper, along with the BuildSettings.h settings it uses, but they wouldn't actually take effect ingame, because it is now handled with the Choose Character interface.
 
<!--quoteo(post=174708:date=Dec 6 2006, 04:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 6 2006, 04:28 AM) [snapback]174708[/snapback]</div><div class='quotemain'><!--quotec-->
A lot of PotCModHelper functionality was changed. For example: You CAN still set you starting location, but the starting location should now be set in InternalSettings.h<!--QuoteEnd--></div><!--QuoteEEnd-->

Can you use InternalSettings to start in lets say a cave or a house, or anywhere other than the tutorial and port?
 
<!--quoteo(post=174732:date=Dec 6 2006, 06:50 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 6 2006, 06:50 AM) [snapback]174732[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174708:date=Dec 6 2006, 04:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 6 2006, 04:28 AM) [snapback]174708[/snapback]</div><div class='quotemain'><!--quotec-->
A lot of PotCModHelper functionality was changed. For example: You CAN still set you starting location, but the starting location should now be set in InternalSettings.h<!--QuoteEnd--></div><!--QuoteEEnd-->

Can you use InternalSettings to start in lets say a cave or a house, or anywhere other than the tutorial and port?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Answering my own question, it can, if you make the change and then start game using Hawks flag only.
But it is messy and you have to get the spelling right.

PotCModHelper has the nice and easy scroll down list to select locations.
It's list would have to be expanded however to include new island locations in the "PotCModHelper.loc" file.
 
<!--quoteo(post=174734:date=Dec 6 2006, 01:27 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 6 2006, 01:27 PM) [snapback]174734[/snapback]</div><div class='quotemain'><!--quotec-->
Answering my own question, it can, if you make the change and then start game using Hawks flag only.
But it is messy and you have to get the spelling right.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Does your ship end up in the right port when doing that? I'm not sure of that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
You can indeed only use the changed starting location with Nathaniel's flag. That's the way I wrote it. I did that because when you're testing, sometimes you may want to start in a location for tesing, but when you play, you might not want to. So by doing this, you can start a normal game as wel while keeping the test location set.

The PotCModHelper list was not very complete, especiall not with all new locations being added. We could add a list of all location ID's and add it to the InternalSettings.h setting. That way we wouldn't need the PotCModHelper anymore. Perhaps these settings should be moved elsewhere though. A list of all location ID's would be rather extensive. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I personally do like that program, but it simply doesn't work properly anymore with all the changes made with the Choose Character screen and different game starting options. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
I usually put something like this

DoQuestReloadToLocation("Falaise_de_fleur_shore", "reload", "reload1" ,"");
SetCharacterShipLocation(pchar, "Falaise_de_fleur_shore");

into console.c to teleport myself to another location.
 
That is quite smart! I'll put that in console.c myself (commented out by default) and I'll add it to the next Build updates. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Back
Top