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Pre Build 13 Modpack

<!--quoteo(post=153406:date=Jul 2 2006, 12:17 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 12:17 PM) [snapback]153406[/snapback]</div><div class='quotemain'><!--quotec-->

It turns out Tobias' dialog is also messed up. It will exit the dialog before you have a chance to go through it. If you cycle the space bar (or return key, if yours is set that way) as fast as you can, you'll get through the dialog. If you wait even a second, the dialog goes away and the quest is broken. I'm looking for the fix now.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->


That explains why I don't have a problem with the Tobias dialogue, cause I cycle through it fast. I already knew what to say & just wanted to get throught it asap.
 
<!--quoteo(post=153406:date=Jul 2 2006, 03:17 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 03:17 AM) [snapback]153406[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153398:date=Jul 1 2006, 07:49 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 07:49 PM) [snapback]153398[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153374:date=Jul 1 2006, 09:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 09:33 PM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
Silverhawk: I've had the dialog with Faust a few times without problems. The tavernkeeper dialogs were an easy fix. Haven't done any dialog with Danielle yet, what's it doing?
EDIT: Quit the game right after you try to talk to Danielle and get the error and look in your compile.log file. It should tell you what line gave the error that prevented the dialog from being loaded. Post the message from the compile.log here.<!--QuoteEnd--></div><!--QuoteEEnd-->
Danielle been sorted read up. I put a working copy in FTP in my folder. BTW you say quit the game then look up error and then compile. umm how.<!--QuoteEnd--></div><!--QuoteEEnd-->
All you did was upload the old version of the Danielle dialog file. Sorry, but this is *NOT* "sorted".

If you don't understand "look in your compile.log file" then it'll be quicker for me to play through the game and test it myself than it will to try to talk you through it. If you turn on logging in engine.ini, you'll get the compile.log, error.log and system.log files. Search the forum for how to do this, there's a thread about it.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Be nice if the one who put's what there working on in update, test there own work is ok 1st. If they have done that and it seem fine but gose wrong later, then must be a conflict with another file.
What got me was all that work you guy's put in to get the update 28.06.06 ready only to have new bug.s from file's that was ok before.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Apparently some code was copied and pasted from other files, and the tavern keeper dialog files were referencing a non-existent variable, so the dialogs couldn't be loaded. I don't know who changed the code, possibly Pieter himself. But if they'd played through the tutorial before uploading the changes, they would have noticed quickly. But to play through the entire game every time before uploading changes is a little difficult. Maybe someone will volunteer to do this. Hint, hint.

EDIT: I found the error in danielle_dialog.c. The error.log file had the location, not the compile.log file. Look at line 22 and change

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(strcut(NextDialog.CurrentNode, 0, 3) == "flag") // KK<!--c2--></div><!--ec2-->
...to...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(strcut(NextDiag.CurrentNode, 0, 3) == "flag")  // LDH fix<!--c2--></div><!--ec2-->

It turns out Tobias' dialog is also messed up. It will exit the dialog before you have a chance to go through it. If you cycle the space bar (or return key, if yours is set that way) as fast as you can, you'll get through the dialog. If you wait even a second, the dialog goes away and the quest is broken. I'm looking for the fix now.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya I know how to look up compile.log file, Just thought you had another way. Missed understod you on that point before sorry. Also had somethink on my mind at the time.

As for danielle_dialog.c. I took the easy way out at 1st then was going to look in to it later when I had time.

As for Tobias I naver come across a problem.
 
Alright!

I found my problem with the Tobias dialog, and fixed it the best I could. It's uploaded to the FTP site. Here's the readme info in the upload.

-------

I found and fixed a problem with the Tobias quest where the dialog would disappear suddenly and I could not longer talk to Tobias. It's unlikely anyone else would ever have this problem, as it was related to my specific buildsettings regarding corpse modes.

The problem is, if a corpse disappears while you're in a dialog with anyone, the dialog will get cut off. If it's the tavern keeper, this doesn't matter as you can simply start another dialog with him. But if it happens to a quest character, the dialog is forever broken and you can't talk to him again.

This is likely the problem with the Artois quest as well, and the same fix should work for that quest. Other people have mentioned other quest dialog problems, so the problem is probably pretty widespread.

My settings were LOOTDEAD 1, CORPSEMODE 1 and CORPSE_AUTODISAPPEAR 4000 (4 seconds). The dialog with Tobias starts 2 seconds after you kill the last French soldier. So I had maybe 2 more seconds to finish the dialog before a corpse would disapper killing the dialog forever. I've changed CORPSEMODE to 0 as I don't want to manually loot corpses and they're a major pain, as they block your path. CORPSEMODE zero means no corpses at all, the dead simply disappear. I think I prefer it that way.

I tested this fix a bunch of different ways with different parameters. It's still possible to get a quest dialog killed, but I'm hoping it's very unlikely now. It only happened to me with CORPSEMODE 2 and I'd looted some of the corpses before getting pulled into the Tobias dialog.

I hope this fix helps. I hope even harder that someone else can come up with a better soution to this problem.

-----

And just because it was related to my specific corpsemode settings doesn't mean no one else would ever see it. It's just unlikely. And the Tobias fix is just one of the problems with quest dialog and corpses. This needs to be checked out thoroughly.

Hook
 
<!--quoteo(post=153398:date=Jul 2 2006, 10:49 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 10:49 AM) [snapback]153398[/snapback]</div><div class='quotemain'><!--quotec-->
Danielle been sorted read up. I put a working copy in FTP in my folder. <!--QuoteEnd--></div><!--QuoteEEnd-->

You tell us all here that the dialogue is all sorted out & it's uploaded to the FTP.............

<!--quoteo(post=153439:date=Jul 2 2006, 04:56 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 04:56 PM) [snapback]153439[/snapback]</div><div class='quotemain'><!--quotec-->
As for danielle_dialog.c. I took the easy way out at 1st then was going to look in to it later when I had time..<!--QuoteEnd--></div><!--QuoteEEnd-->

Yet here you say that you just loaded up an older version cause you took the easier way out.
It's not much telling everyone that the problem is fixed if you havent fixed it. Too bad if someone downloaded it thinking that the problem was actually fixed, when in fact it wasn't really fixed, just covered up.
 
<!--quoteo(post=153441:date=Jul 2 2006, 08:25 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 2 2006, 08:25 AM) [snapback]153441[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153398:date=Jul 2 2006, 10:49 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 10:49 AM) [snapback]153398[/snapback]</div><div class='quotemain'><!--quotec-->
Danielle been sorted read up. I put a working copy in FTP in my folder. <!--QuoteEnd--></div><!--QuoteEEnd-->

You tell us all here that the dialogue is all sorted out & it's uploaded to the FTP.............

<!--quoteo(post=153439:date=Jul 2 2006, 04:56 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 04:56 PM) [snapback]153439[/snapback]</div><div class='quotemain'><!--quotec-->
As for danielle_dialog.c. I took the easy way out at 1st then was going to look in to it later when I had time..<!--QuoteEnd--></div><!--QuoteEEnd-->

Yet here you say that you just loaded up an older version cause you took the easier way out.
It's not much telling everyone that the problem is fixed if you havent fixed it. Too bad if someone downloaded it thinking that the problem was actually fixed, when in fact it wasn't really fixed, just covered up.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I did not say I fix it.
If the file work fine before then useing a old copy should be fine and I made sure it was ok 1st before I said and put up on FTP.

<!--quoteo(post=153180:date=Jul 1 2006, 04:16 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 04:16 AM) [snapback]153180[/snapback]</div><div class='quotemain'><!--quotec-->
Danielle Green in Tavern.
"I can't load dialog file [Danielle_dialog.c) assigned for me"

The right Danielle_dialog.c from build 12_upd_18.06.06_small your find in my folder on FTP.

Just unzip it to C:\Program Files\Bethesda Softworks\Pirates of the Caribbean and no need to run the English.bat file for them who don't know.

I compare the old and new file later to see what's wrong.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I just not had time to see what was wrong. But by adding a old copy mean's guy's or girl's in your case can get on with the game for now with no more problem with Danielle.
 
<!--quoteo(post=153445:date=Jul 2 2006, 03:03 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 03:03 AM) [snapback]153445[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153180:date=Jul 1 2006, 04:16 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 04:16 AM) [snapback]153180[/snapback]</div><div class='quotemain'><!--quotec-->
The right Danielle_dialog.c from build 12_upd_18.06.06_small your find in my folder on FTP.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think that's what it originally said. Can anyone confirm?

Hook
 
<!--quoteo(post=153449:date=Jul 2 2006, 09:45 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 09:45 AM) [snapback]153449[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153445:date=Jul 2 2006, 03:03 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 03:03 AM) [snapback]153445[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153180:date=Jul 1 2006, 04:16 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 04:16 AM) [snapback]153180[/snapback]</div><div class='quotemain'><!--quotec-->
The right Danielle_dialog.c from build 12_upd_18.06.06_small your find in my folder on FTP.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think that's what it originally said. Can anyone confirm?

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
Confirm what don't understand ?
 
A couple of notes about the dialogs:
Danielle's dialog HAD to be fixed, because it was bugged. Jason reported a bug where you couldn't raise a flag through dialog. Pirate_KK fixed that. He had to change enc_officer_dialog.c for that, as well as danielle_dialog.c. Thanks to Hook for figuring out why it wasn't working. It's rather annoying that Akella has been using different variables in dialogs (and anywhere else). If you take some code and paste it somewhere else, it might not work because the referenced variables have another name.

Maximus added a 24 wait hours option to the tavern keeper's dialogs, so you can wait until the next day. However, he copied all code into the other tavern keepers' dialogs, which had the required variables under another name. Result: Dialogs weren't working. But these should be fixed now, thanks to Hook.

Another thing that was changed with the dialogs: Sounds have been added by Maximus to events where you are given items or items are taken away from you. These should not cause troubles with the dialogs.

The corpsemode quest problems are pretty annoying. Why do the dialog quit of their own accord if the corpses disappear??? I guess the reason for that is somewhere in LAi_events.c with the <i>LAi_RemoveCorpse</i> code. But I have no idea on how to fix it. Maybe we should set the corpse autodisappear to 0, so that they don't disappear at all until you loot them? I should change some corpse-related BuildSettings files anyway. Maybe make the LOOT_DEAD option part of the CORPSEMODE option? So:
CORPSEMODE 0 = No looting, no corpses
CORPSEMODE 1 = Automatic looting, no corpses
CORPSEMODE 2 = Automatic looting, corpses persist
CORPSEMODE 3 = Manual looting, corpses disappear after looting
CORPSEMODE 4 = Manual looting, corpses persist after looting

Is that a good idea?
 
That sounds like a good idea Pieter, as long it's in the Build Settings I can still tweak my own settings.
 
<!--quoteo(post=153392:date=Jul 2 2006, 01:57 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 01:57 AM) [snapback]153392[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153381:date=Jul 1 2006, 04:44 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jul 1 2006, 04:44 PM) [snapback]153381[/snapback]</div><div class='quotemain'><!--quotec-->
I notice some problem to start boarding.
Sometime when I'm next to a ship the boarding icon doesn't appear and I can't board that.

This problem occurs sometime at high rank level (I have level 28), never had this problem with low level.

Anybody else have this problem?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've had the problem. Sometimes the boarding icon never comes up no matter where I am in relation to the ship, and I end up having to sink it. I don't think it depends on character level. I've never had a character at level 28. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The French ships guarding Oxbay originally were unable to be boarded. There's a line in buildsettings.h that turns this back on:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define ENABLE_CAPTURE_FRENCH_SQUADRON  1  // type=bool, desc="set to 1 to enable boarding ships of French squadron blocking Oxbay."<!--c2--></div><!--ec2-->

... but it's been set to 1 for as long as I can remember.

There may be some leftover code somewhere that affects other ships.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I found where is the problem: in AIShip.c there are the following instruction;

float fOurMaxAbordageDistance, fOurMaxAbordageAngle, fOurMaxAbordageSpeed; // KNB -->
if(USE_REAL_SAILING)
{
fOurMaxAbordageDistance = fGrapplingPerk * Bring2Range(8.0, 25.0, 0.0, 1.0, fOurGrappling); // was 15.0, 40.0
fOurMaxAbordageAngle = Bring2Range(0.80-makefloat(bGrapplingProfessional)*0.1, 0.60-makefloat(bGrapplingProfessional)*0.1, 0.0, 1.0, fOurGrappling);// was 0.70, 0.45. NK add Grapp Prof, because it's not used lower.
fOurMaxAbordageSpeed = Bring2Range(2.0, 4.0, 0.0, 1.0, fOurGrappling); // was 3.0, 5.0
}
// KNB <--
else
{
fOurMaxAbordageDistance = fGrapplingPerk * Bring2Range(15.0, 40.0, 0.0, 1.0, fOurGrappling);
fOurMaxAbordageAngle = Bring2Range(0.70, 0.45, 0.0, 1.0, fOurGrappling);
fOurMaxAbordageSpeed = Bring2Range(3.0, 5.0, 0.0, 1.0, fOurGrappling);
}

That are involving the bAngleTest bool variable that enable or not the boarding icon.

I think that this new code works well with little ship class (I never had problem with little ship) but have some problem with huge ship.

I replace that code with the original in the Build12 and everything working fine;

float fOurMaxAbordageDistance = fGrapplingPerk * Bring2Range(15.0, 40.0, 0.0, 1.0, fOurGrappling);
float fOurMaxAbordageAngle = Bring2Range(0.70, 0.45, 0.0, 1.0, fOurGrappling);
float fOurMaxAbordageSpeed = Bring2Range(3.0, 5.0, 0.0, 1.0, fOurGrappling);


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
Can you please send that fixed file to me? Or put it on the FTP? Or something like that?
 
Pieter,

Since I don't really care for the disappearing corpses, I have been setting the timer to 0 and have not have any
problem with corpses.
 
I've followed Hook's suggestion & had the following ;-

#define LOOTDEAD_ON 1

#define CORPSEMODE 0

#define CORPSE_AUTODISAPPEAR 4000


Everything seems to be working fine so far. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo(post=153451:date=Jul 2 2006, 04:15 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 2 2006, 04:15 AM) [snapback]153451[/snapback]</div><div class='quotemain'><!--quotec-->
The corpsemode quest problems are pretty annoying. Why do the dialog quit of their own accord if the corpses disappear??? I guess the reason for that is somewhere in LAi_events.c with the <i>LAi_RemoveCorpse</i> code. But I have no idea on how to fix it. <!--QuoteEnd--></div><!--QuoteEEnd-->

I suspect it's because the character array gets changed when a corpse is deleted. Somewhere there's an array that contains all the characters in the game. Deleting a corpse would change this, as corpses are characters. All the arefs that point to specific characters would no longer be valid. That's my best guess.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Maybe we should set the corpse autodisappear to 0, so that they don't disappear at all until you loot them? I should change some corpse-related BuildSettings files anyway. Maybe make the LOOT_DEAD option part of the CORPSEMODE option?
So:
CORPSEMODE 0 = No looting, no corpses
CORPSEMODE 1 = Automatic looting, no corpses
CORPSEMODE 2 = Automatic looting, corpses persist
CORPSEMODE 3 = Manual looting, corpses disappear after looting
CORPSEMODE 4 = Manual looting, corpses persist after looting

Is that a good idea?
<!--QuoteEnd--></div><!--QuoteEEnd-->

There is a lot of code that tries to work around the problems with CORPSEMODE 3. And many places where other corpsemodes are checked. Even if you *think* you've got 'em all, they won't work the same way as before. This looks to be a major change. I know I wouldn't attempt it myself.

Let me think about this some more and get back to you later.

Edit: SuoiveD, if corpsemode is zero, there are no corpses so corpse autodisappear doesn't matter. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Edit2: giuliootto, I suspect the problem is with the ships' boxsize, but I haven't checked it out thoroughly. What your code does is remove the stricter boarding requirements for realistic sailing, if I'm reading it right. To test it, you'll have to board a large number of different ships, and possibly put in code to trace some of the variables involved. Being unable to board at all happened to me very few times. I do know that one enemy ship I had problems with was a gaff-rigged xebec, and I wanted that ship very much. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter and loyal crew:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The corpsemode quest problems are pretty annoying. Why do the dialog quit of their own accord if the corpses disappear??? I guess the reason for that is somewhere in LAi_events.c with the LAi_RemoveCorpse code. But I have no idea on how to fix it. Maybe we should set the corpse autodisappear to 0, so that they don't disappear at all until you loot them? I should change some corpse-related BuildSettings files anyway. Maybe make the LOOT_DEAD option part of the CORPSEMODE option? So:
<!--QuoteEnd--></div><!--QuoteEEnd-->

If you mean to make it so that Corpses always stay until looted, by all means PLEASE do so....if somebody wants to change their settings they can. I have always looted corpses and they are there until I do so....and I have never had a problem with Quests stopping or disappearing. There are other problems with quests to be sure, and maybe someday they will be linked, but til then making this standard seems to be the best. I mean when you kill a "bad guy" ( notice how I got around the part of "Death to the French, and confusion to our Enemies! by referring to them as Bad Guys to be politically correct!!)...they are not liable to get up and run away, neither are they able to disappear...so we have "Realism". Secondly because they dont disappear bodies have a nasty way of getting in the way, also "Realism", so they should not be "made to go away" just because they are annoying.

I think, the main problem with the corpse mod is the fact that, at some point, maybe the introduction of the random fight mod or tavern brawls or something similiar, certain "main" or "Quest NPC's" have gotten involved with a battle/fight/tavern brawl, call it what you will and have been killed off (remember the problems we had with Smugglers getting involved in tavern brawls???) This leaves a glaring and great big hole now in the game flow and later something doesnt work right. A lot of times people have no idea where, why or how far back this problem even occurred so they ended up dumping the game and restarting. Is there no way of scripting a "something" that prevents any "named NPC" that has a part in the Quests or game, even if minor, to be maybe using the term Invincible or something to prevent this from happening??

Anyway, make the standard settings too leave corpses around until looted will at least stop the immediate problem.
 
I have an idea to fix the problem with disappearing corpses messing up the dialogs, but I need to research it a bit more, and then test it. I think we can leave all the corpse settings alone if this works the way I think it will. It even feels like it's good engineering, as opposed to "let's try this and see if it works". <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

LJS: Some quest characters are set to immortal already. Notice that you can't kill certain quest characters at certain times. If there are problems if a specific character gets killed, just make him immortal for the time you need to keep him around.

For example, Tobias is immortal, so if he fights with the French soldiers who come to arrest you he takes no damage. I've let him finish the fight himself without my help. Other quest characters are immortal at certain times, and not at others. Should be an easy fix.

Hook
 
<!--quoteo(post=153350:date=Jul 1 2006, 07:02 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 07:02 PM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.
Stop playing with file's when there no wrong<!--QuoteEnd--></div><!--QuoteEEnd-->

This comment was uncalled for by me and I am sorry to you all.

I did not fullly understand how you guy's work it with the file's and now understand thanks to what Pieter Boelen.

So I will try not to make commnet's like that again and help where I can to make this build better.
 
<!--quoteo(post=153508:date=Jul 3 2006, 04:03 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 3 2006, 04:03 AM) [snapback]153508[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153350:date=Jul 1 2006, 07:02 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 07:02 PM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.
Stop playing with file's when there no wrong<!--QuoteEnd--></div><!--QuoteEEnd-->

This comment was uncalled for by me and I am sorry to you all.

I did not fullly understand how you guy's work it with the file's and now understand thanks to what Pieter Boelen.

So I will try not to make commnet's like that again and help where I can to make this build better.
<!--QuoteEnd--></div><!--QuoteEEnd-->

No Worries.............

Just got 1 question for you though, what did you mean by this statement where you say " Guy's or Girl's in your case "

<!--quoteo(post=153445:date=Jul 2 2006, 06:03 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 06:03 PM) [snapback]153445[/snapback]</div><div class='quotemain'><!--quotec-->
I just not had time to see what was wrong. But by adding a old copy mean's <u> guy's or girl's in your case </u> can get on with the game for now with no more problem with Danielle.
<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<!--quoteo(post=153524:date=Jul 2 2006, 03:25 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 2 2006, 03:25 PM) [snapback]153524[/snapback]</div><div class='quotemain'><!--quotec-->
Just got 1 question for you though, what did you mean by this statement where you say " Guy's or Girl's in your case "
<!--QuoteEnd--></div><!--QuoteEEnd-->
It means he doesn't know if you're male or female and doesn't want to offend you. He just doesn't know how to say it.

This isn't like the Sims 2 community, which is 70% female. Are there *any* females playing PotC?

-----

I got the fix working for the corpsmode and dialog problems. I've tested it several ways with Tobias dialog, and with Danielle dialog as well. It turns out I had the same problems with Danielle: if I didn't finish the dialog before a corpse disappeared, it would die and I couldn't talk to her again.

This fix should work with all dialogs, and hopefully clean up a bunch of bugged quests. I still need to test it more with fighting ruffians in town, then trying to talk (initial tests work ok); and I need to test it with boarding. Will be posted when I'm happy with it.

Don't use the Tobias fix I posted earlier, as it will be unnecessary when I'm done here.

Hook
 
<!--quoteo(post=153526:date=Jul 3 2006, 06:35 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 06:35 AM) [snapback]153526[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153524:date=Jul 2 2006, 03:25 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 2 2006, 03:25 PM) [snapback]153524[/snapback]</div><div class='quotemain'><!--quotec-->
Just got 1 question for you though, what did you mean by this statement where you say " Guy's or Girl's in your case "
<!--QuoteEnd--></div><!--QuoteEEnd-->
It means he doesn't know if you're male or female and doesn't want to offend you. He just doesn't know how to say it.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well just to let everyone know so that there is no confusion on this particular subject, I am a

<b><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->MALE<!--sizec--></span><!--/sizec--></b>

..................lol
 
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