• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=152787:date=Jun 29 2006, 05:14 AM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ Jun 29 2006, 05:14 AM) [snapback]152787[/snapback]</div><div class='quotemain'><!--quotec-->
I am having the same problem, no dialog for Everard. Also, the F-3 key does not work nor <u>do the cheats for testing</u>. Maybe things have changed, as I have not played the game in awhile and keys have been reassigned.
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Did you change
#define ENABLE_CHEATMODE 0

To
#define ENABLE_CHEATMODE 1

The Cheatmode is 0 by default.

I have the same problem with Everard. Cant say anything about the F3 button, I've never used it.
 
FOUND IT!

The 2 lines in "Everard Gordon_dialog.c" file that read:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->NextDiag.CurrentNode =  NextDiag.TempNode;<!--c2--></div><!--ec2-->

...should read...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Diag.CurrentNode =  Diag.TempNode;<!--c2--></div><!--ec2-->

The NextDiag variable does not exist. It may be that way in all the changed dialog files... and there are a lot of 'em.

Oh... and remind me to look in the error.log *first* next time. The error message was there plain as day.

Edit: I haven't had any problems with the F3 key. Been using it a lot with the new version.

Hook
 
<!--quoteo(post=152795:date=Jun 28 2006, 10:40 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 28 2006, 10:40 PM) [snapback]152795[/snapback]</div><div class='quotemain'><!--quotec-->
I just ran some tests. The new file doesn't seem to work, even starting a new game without loading any previous saves. I replaced the new file with the old one and got the dialog.
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Fixed. You had a "NextDiag.CurrentNode" on line 124, but NextDiag is undefined. Changed to Diag, Dialog works again. File is on FTP, in directory /Swindler. Not necessary to start a new game.

<!--quoteo(post=152795:date=Jun 28 2006, 10:40 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 28 2006, 10:40 PM) [snapback]152795[/snapback]</div><div class='quotemain'><!--quotec-->
I'll start testing with parts of the file commented out to see if I can find the code causing the problem.
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Try using PotC-ModHelper. Gave me the information, what was wrong in the file <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->
<b>Edit: Too slow in typing... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> You found it already</b><!--colorc--></span><!--/colorc-->
 
<!--quoteo(post=152719:date=Jun 28 2006, 11:42 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 11:42 AM) [snapback]152719[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152569:date=Jun 27 2006, 06:36 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 27 2006, 06:36 PM) [snapback]152569[/snapback]</div><div class='quotemain'><!--quotec-->
[I don't want to mess with the Raise Flag code. I looked at it, tried a couple of changes which worked but got some weird results... like being unable to raise the French flag before leaving Oxbay. And testing it means going through every possible path in the tutorial to make sure it works the way it's intended.
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It only needs to be disabled in the tutorial cabin. It should be enabled like usual after you left the tutorial cabin.

To giuliootto: Could you please send me the file(s) in which you changed the CORPSEMODE code?
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

In attached the file with CORPSEMODE changed code (just rename .txt to .c) <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

PS.
it isn't still completed with fix for all quest <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
Thanks Swindler, copyed and running ok.

<!--quoteo(post=152787:date=Jun 28 2006, 08:14 PM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ Jun 28 2006, 08:14 PM) [snapback]152787[/snapback]</div><div class='quotemain'><!--quotec-->
I am having the same problem, no dialog for Everard. Also, the F-3 key does not work nor do the cheats for testing. Maybe things have changed, as I have not played the game in awhile and keys have been reassigned.
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F3 work's fine for me. Used F3 key for digging in tunnel's under Oxbury and for opening treasure chest. This is with new update 28th june.
 
Some good news:

A search of the dialog files turned up only two other instances of the error the Everard Gordon_dialog.c file had. These are:

Charles Windem_dialog.c and
Friedrich Corleis_dialog.c

Simply change the four instances of NextDiag in each file to Diag and they should work, the same way they worked with Everard Gordon_dialog.c

These need to be tested.

Edit: Charles Windem works.

Hook
 
<!--quoteo(post=152820:date=Jun 29 2006, 12:11 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 29 2006, 12:11 AM) [snapback]152820[/snapback]</div><div class='quotemain'><!--quotec-->
Some good news:

A search of the dialog files turned up only two other instances of the error the Everard Gordon_dialog.c file had. These are:

Charles Windem_dialog.c and
Friedrich Corleis_dialog.c

Simply change the four instances of NextDiag in each file to Diag and they should work, the same way they worked with Everard Gordon_dialog.c

These need to be tested.

Hook
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I drop both them file in to Swindler folder in FTP. There not zipped, no need to realy.

Just copy and paste them to C:\Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\DIALOGS If that is where you keep your POTC.
There old copy's that should work, if you don't wish to play around with them.
Swinlder hope you don't mind me droping them in your folder <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
A few more problem with new update.
The mission where you go to Falaise de Fleur and stop the barque Oiseau with the ammo for the french fleet in oxbury.
While the sailor that tell's you the captain hired to escort the Oiseau is in the tavern, I belive his name is Faust Gasgnet, any way he just standing there on dock not moving like a dumb person not speaking.

I was able to pass this part and get info from Innkeeper.

I went with Virgile Boon to sea and after boarding his ship, down below in his cabin ummm he would not talk and was not able to carry mission out.

Not point me putting this on Bug Tracker, but I have a look later and see if there away around it..

Sorry Pieter but look's like a lot of problem with last update (read up).
 
As soon as I land at Falaise de Fleur I usually Fast Travel to the Tavern, so most of the time I miss that Faust dude. Havent looked at that quest this time though.



Speaking of quests,
Is it possible to disable the " Report to the Governor " Quest that happens once you leave Oxbay ?.

That way if you aren't interested in following the main quest you don't have the annoying reference in your Quest Book.
 
There's still a problem where Malcolm walks out the town gates instead of to the store in the tutorial. Here's the fix:

In file QUESTS\both_reaction.c, just past line 1000, change...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->rldLocator = "Reload1";<!--c2--></div><!--ec2-->

... to...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->rldLocator = "Reload15";<!--c2--></div><!--ec2-->

And Malcolm walks to the store properly.

Hook
 
Here another boarding bug:

<img src="http://www.helmutchang.at/PotC/Screenshots/BoardingBug01.jpg" border="0" alt="IPB Image" />

Looks as if locators of the model are not set properly.
 
<!--quoteo(post=152762:date=Jun 28 2006, 05:27 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 28 2006, 05:27 PM) [snapback]152762[/snapback]</div><div class='quotemain'><!--quotec-->
DARNIT! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I got the mod that "fixes" the Sell All Loot button done less than 12 hours ago, but wanted to test it a bit more before I sent it. Seems like this always happens when you do an update. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Don't worry, there will always be a next update. Once you got it tested and done, send it to me and I'll add it to the next update. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

To Long John Silver: It would be great to change the order, but I haven't got the slightest idea how. I don't know why gold is always the first in the list. But the rest of the order depends on the order in which you got the items. Maybe we can influence that order, but we don't know how. Redoing the inventory would be a great idea. But who can do it? The only person who made new interfaces is Maximus; I could try asking him... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=152779:date=Jun 28 2006, 08:20 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 28 2006, 08:20 PM) [snapback]152779[/snapback]</div><div class='quotemain'><!--quotec-->
Lot's of problem's reported and cleared up fast. This is very good and make's Pieter's POTC build mod a lot better then any other game mod.
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How many times do I have to tell you people? It's not my mod <i>at all</i>. It's OURS! <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=152859:date=Jun 29 2006, 06:17 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 29 2006, 06:17 AM) [snapback]152859[/snapback]</div><div class='quotemain'><!--quotec-->
There's still a problem where Malcolm walks out the town gates instead of to the store in the tutorial.
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Sorry. Forgot to add that fix in. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=152787:date=Jun 28 2006, 09:14 PM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ Jun 28 2006, 09:14 PM) [snapback]152787[/snapback]</div><div class='quotemain'><!--quotec-->
I am having the same problem, no dialog for Everard. Also, the F-3 key does not work nor do the cheats for testing. Maybe things have changed, as I have not played the game in awhile and keys have been reassigned.
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Be sure to reset the controls to default before continuing play!

<!--quoteo(post=152791:date=Jun 28 2006, 09:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 09:27 PM) [snapback]152791[/snapback]</div><div class='quotemain'><!--quotec-->
Repaired ship, sold goods, and headed out to sea... only to be destroyed utterly because it started me in oxbay port, instead of on the worldmap after the invasion movie... grrrrr...
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Raise French or Portuguese colours before you leave Oxbay port. You should be able to leave safely then. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=152798:date=Jun 28 2006, 11:11 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 11:11 PM) [snapback]152798[/snapback]</div><div class='quotemain'><!--quotec-->
Hell, I can play BF2 in full details/effects at a higher res than this game without a single hiccup. And yes... I am still pissed off about that issue that apparently No oNe ElSe sEeMs To eNcOunTER!!! BAH! ...
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Have you got any idea since when this has become an issue?
 
<!--quoteo(post=152942:date=Jun 29 2006, 07:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 29 2006, 07:46 AM) [snapback]152942[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152791:date=Jun 28 2006, 09:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 09:27 PM) [snapback]152791[/snapback]</div><div class='quotemain'><!--quotec-->
Repaired ship, sold goods, and headed out to sea... only to be destroyed utterly because it started me in oxbay port, instead of on the worldmap after the invasion movie... grrrrr...
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Raise French or Portuguese colours before you leave Oxbay port. You should be able to leave safely then. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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But but but but ... thats not what the MOVIE shows you to do! Hehe... I'm just worried about fairly new-players who don't honestly know the power of raising up different flags. Especially BEFORE leaving a dock that they don't know whats about to happen. I believe this is the culprit:

quests_reaction.c: 782
// KK -->
if (ENABLE_FLAGS == 0)
bSkipSeaLogin = true;
// <-- KK

I believe this means if you have the flags mod ON, it throws you into sailing at the harbor, instead of taking you to the world map. This would work, if you are given TIME to see whats going on, and raise a flag. But the instant it blinks into view, I feel the weight of about 200 cannonballs filling my ship =)


<!--quoteo(post=152942:date=Jun 29 2006, 07:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 29 2006, 07:46 AM) [snapback]152942[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152798:date=Jun 28 2006, 11:11 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 11:11 PM) [snapback]152798[/snapback]</div><div class='quotemain'><!--quotec-->
Hell, I can play BF2 in full details/effects at a higher res than this game without a single hiccup. And yes... I am still pissed off about that issue that apparently No oNe ElSe sEeMs To eNcOunTER!!! BAH! ...
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Have you got any idea since when this has become an issue?
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Yeah... post_b12_full.zip + post_b12_upd_11-6-06.zip ... runs perfectly fine in POTCbuild12_full.zip (and stock).

Later today, I am going to install the game and patches onto two other PCs of mine (an AMD 754 3400+, and a AMD 939 3000+... both have a gig of ram each, xpsp2, but also have completely different video hardware and motherboard types), just to make sure its not my one main gaming computer (AMD opteron dualcore, 7900, 2gig ram, dfi) that is the problem. However, because the game runs fine in BM12.1 ... and not PBM13... I am betting the game will behave the same on the other machines. But who knows!

I really want to track this problem down. I will prolly make a new thread about this, asking for help in figuring out the cause. So we don't dirty up this thread with it all when no one else seems to see this problem.

Question though: Anyone ELSE here use AMD architecture to play this game?

What I find really odd... is I went into BS.h and turned off _everything_ that had a toggle... and set various configuration vars to conservative, did all that, saved, started up a new game... and it didnt affect the problem at all. In fact, I noticed some mods still lingering in parts here and there, not turned off when they should have been... or log messages and things were not conditioned to NOT display about them. Like, the fast equp key with all weapons/ammo mods turned off, still tries to set flasks, powder sacks, and whatnot.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter and all the modders,

A great job on this update!

A few small issues so far.

1. I got fists of two corpsees during baording.

2. Officers are still not boarding every time with you. For example in one engagement, with me on the first two ships not the third ship.

3.Love the shark graphic. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

4. A new one after defeating the enemy on deck, in the cabin, there are now sometimes two guys and one, the captian is cowering.

Also not a bug, but I have realized that there are no female characters who capatin enemy ships.
 
I have attached the fixed dialogs for the tevern keepers. Please add them to your PROGRAM\DIALOGS folder.

I will continue work on the mod this Saturday, I think. I'll also try to figure out what changed between 11-6-06 and 28-6-06 that might've caused the trouble IncredibleHat's having. There must be some line of code that causes it... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I was updating the bug tracker list to include 'fixed in version' numbers for all the resolved issues. And closed those that are not fixable/not needing fixes.

This had the sideffect of throwing all those issues to the top of the list (since they were changed).

In the future, should try to make a 'upcoming' version to select for issues that get fixed and are slated for the next update download. That will let the issues show up good in the changelog, and also let people see which version something got fixed in.

I have been going by the numbering of 12.2.1, 12.2.2, 12.2.3 etc for these smaller frequent updates (including their date too to match the zip file). When a new "Current Update" is compiled, it would become "12.3". And then of course when a BIG FULL MASSIVE patch comes out, it will be the new "13". And so forth.

Sound alright?
 
IncredibleHat
I just run the game as new game to test what you said.

Malcolm Hatcher tell's you bwfore you leave the ship, "And one more thing: our lookout reported that a French battlefleet is dangerously close. I'd advise you to <b>use French colors </b> when sailing from this port\n If You'll need my help "

So this is what a newbe would see before he would leave oxbury.

So on leaving oxbury you then see a movie with you flying a english flag.

Now if newbe done it right and put up a french as Malcolm said your not know about the englisg flag till after the movie, by then your be save out of port. Or if you stay in port after movie and your lucky you get to pick up goodie's from where the now french have destroy a english ship or two.

To a newbe they might not even see the english flag on ship in movie or even care.

But as you played this game a lot you may have skip past what Malcolm said just like I do <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
The part where Malcolm advises you to fly a French flag is hidden away pretty well, and it's easy to miss if you cycle through the dialog too fast. I know it comes up when he talks about the spyglass, it may come up somewhere else. It should be the last thing he tells you before he says goodbye so you never miss it. And he should tell you not to forget to raise the English flag before arriving at Redmond.

I liked it better when it put you directly on the map and you avoided such issues. At least that's a lot easier for a beginning player to deal with. Experienced players should be able to sail out of port the way it is now.

Another thing: Malcolm advises you to buy silk and sandal. The problem is, silk is an import at both Oxbay and Redmond, and guaranteed to lose you money. Sandal is the best trade good on this route, with an average profit per unit of 43 with unmodified commerce stats. Gold comes in second, as Oxbay exports it and Redmond buys at normal price. But the profit there is only 10. The loss on silk is 58 per unit. This bugged me a lot in the stock game. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
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