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    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--QuoteBegin-giuliootto+Aug 16 2005, 11:03 PM--><div class='quotetop'>QUOTE(giuliootto @ Aug 16 2005, 11:03 PM)</div><div class='quotemain'><!--QuoteEBegin-->The new "Improved blue interface" is great, but I like the "Build 12 interface" and I think that a switch to choose what interface to use could be wellcome <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
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That would be slightly hard to acchieve and I wouldn't really know how to do that. Especially how to do that without losing the new functionality in the new improved interface. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-giuliootto+Aug 16 2005, 11:03 PM--><div class='quotetop'>QUOTE(giuliootto @ Aug 16 2005, 11:03 PM)</div><div class='quotemain'><!--QuoteEBegin-->Yet another problem, with CORPSEMODE=3, during boarding, I can't pass to the deck when I win a fight. With CORPSEMODE=2, during boarding, when there are a lot of Men on screen the game crashed.
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I would recommend setting the CORPSEMODE to "1". That seems to work fine. I haven't ever tested the other corpsemodes (even though I was the one asking Nathan to get corpsemode 2 to work <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" /> ). I hope that works for you.

To Petros about FdF: I'll have a look at it, but I doubt I'll be able to find anything I can fix. You are sure you're running the most recent version? Open up your main PotC folder and find "Post Build 12 Version.txt". The date named in that file should be at least last Saturday or Sunday.
I do recall Nathan doing some fixing on landing at Falaise de Fleur's harbour or something like that. Maybe that has gone wrong somehow? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Hey! It sounds like the sea-landings are switched somehow. You're not supposed to be able to land at the port when you're at war with the French, instead of not being able to land at the shore. Ok; so now I have a general inkling why it's caused. But how to fix it??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--QuoteBegin-Jason+Aug 17 2005, 12:59 AM--><div class='quotetop'>QUOTE(Jason @ Aug 17 2005, 12:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->1.  In the new interface where do we acess the custom sails screen?
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Open up the ship's screen, then click on the sails. A button should appear at the bottom of the screen to open up the sail selection screen. I had a bit of a hard time finding it myself, but now that I know how to find it, it actually does make a lot of sense for the button to be there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--QuoteBegin-Jason+Aug 17 2005, 12:59 AM--><div class='quotetop'>QUOTE(Jason @ Aug 17 2005, 12:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->2.  I have noticed for quite a while that changing flags now affects relations.  I know it hasn't always been like that and I prefer it to not affect the relations.  Particularly with Pirates.  In any case, the reality would be you could get close to a vessel or fort and then switch back to your colors and have them flip to hostile again.
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I haven't noticed this before and I certainly don't know to fix it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
Yet another one to add to the ever-growing list of unfixable-for-me-things-that-should-be-fixed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--QuoteBegin-Eickes+Aug 17 2005, 02:43 AM--><div class='quotetop'>QUOTE(Eickes @ Aug 17 2005, 02:43 AM)</div><div class='quotemain'><!--QuoteEBegin-->Will this Mod also work with the european version??
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I most certainly will. Heck; I'm using an European version myself. <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" />
To install:
1) Go to the PA! Main site and download the Build 12 Full download installer
2) Install it and follow the installation instructions it gives
3) Go to <a href="http://pieter.piratesahoy.net" target="_blank">Pieter's Pirates Page</a> and download the Post Build 12 Mods "Current Base version"
4) Extract it on top of your working Build 12 installation
5) Also download and extract the "Small Update File" from <a href="http://pieter.piratesahoy.net" target="_blank">PPP</a>.
 
<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 DL'd the 55.91MB base on Sat, before you replaced it.

I then DL'd the newer 14.77 MB large update on Mon.
"Post Build 12 Version.txt". says Sunday 14 August 2005

------------------------------------------------------------------
I think I know why landing at the beach was a problem. In Buildsetings is this new parameter:

// Sea Realism Params
#define MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION 1000.0 // original value is 500

The increased distance makes it impossible to land at a beach on a tiny/narrow island while enemy ships are in port, even if that is on the opposite side of the island!

I just set the number to original and was able to land on FdF beach.
----------------------------------------------------------------------

That being said, once through the jungle, there is no icon at the gate!
If you talk to an officer or resident near the gate, then an "open" icon appears, but you still can't get through the gate!
 
<!--QuoteBegin-Pieter Boelen+Aug 17 2005, 05:40 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 17 2005, 05:40 AM)</div><div class='quotemain'><!--QuoteEBegin-->... You're not supposed to be able to land at the port when you're at war with the French, instead of not being able to land at the shore. <div align="right">[snapback]128352[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

You are supposed to be able to land at port when you become neutral with the French so as to be able to stop the munitions ship!

As it stands, FdF is off limits, so it makes not sense continuing!
 
I think if u guys and lads keep adding more features to the game, then these bugs never will be fixed. But keep up good work, i just love build mod <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Aye, Petros! Can't get to FDF in the main quest to stop the munitions ship. I have been play testing right along and I think this bug was introduced in the last modpack. It was working fine before then.

Pieter, Nathan, could you check this out?
 
To prevent the creation of a strange looking "frozen" monkeycorpse open Loc_AI\LAi_events.c , find this line which disables (double) corpsecreation for corpses

// ccc jul05 corpse for looting
if(chr.name != "The late") // so that it doesn't run again for corpses


and add a second condition which will disable corpsecreation for monkeys as well


// ccc jul05 corpse for looting
if(chr.name != "The late" && chr.sex != "monkey") // so that it doesn't run for corpses & monkeys


If you really want to keep the "get hide of dead monkey" feature(more a joke than a feature) open LAi_fightparams.c and go to the end of Nathan's "lootdead" section.


if(enemy.lastname == VC_MUMMY_LNAME) //ccc Amazone artefact
{
GiveItem2Character(GetMainCharacter(), "indian" + (1 + rand(15)));
log = true;
if(b == "" && g == "") {m = " an Indian artifact";}
else {m = " and an Indian artifact";}
//Log_SetStringToLog("You found an Indian artifact with the late Amazone");
}
if(enemy.lastname == VC_MONKEY_LNAME) //ccc monkeyhide
{
AddCharacterGoods(GetMainCharacter(), GOOD_LEATHER, 1);
log = true;
if(b == "" && g == "") {m = " the beast`s hide";}
else {m = " and the beast`s hide";}
//Log_SetStringToLog("The beast`s hide is yours!");
}
//ccc10.2 <-
if(log) comp = "You got" + b + g + m + ". ";
Log_SetStringToLog(comp + "Total XP: " + makeint(dmg*0.25));
//trace(comp);
//traceandlog("from chr " + enemy.id + " you got " + tmp + " +++++++++++++");
}
}
// NK <--
return dmg*0.5;
}

The monkeyhide stuff doesn't run with the corpsemod anymore cause "lootdead" is off. But if you move the monkeyhide section BELOW the lootdead section it will run again:

if(enemy.lastname == VC_MUMMY_LNAME) //ccc Amazone artefact
{
GiveItem2Character(GetMainCharacter(), "indian" + (1 + rand(15)));
log = true;
if(b == "" && g == "") {m = " an Indian artifact";}
else {m = " and an Indian artifact";}
//Log_SetStringToLog("You found an Indian artifact with the late Amazone");
}

//ccc10.2 <-
if(log) comp = "You got" + b + g + m + ". ";
Log_SetStringToLog(comp + "Total XP: " + makeint(dmg*0.25));
//trace(comp);
//traceandlog("from chr " + enemy.id + " you got " + tmp + " +++++++++++++");
}
}

if(enemy.lastname == VC_MONKEY_LNAME) //ccc monkeyhide
{
AddCharacterGoods(GetMainCharacter(), GOOD_LEATHER, 1);
Log_SetStringToLog("The beast`s hide is yours!");
}
// NK <--
return dmg*0.5;
}



Possible fix for the problem of NPCs using SWAK weapons: I believed that the Itm.skipequip==true attribute in Inititems.c would prevent NPCs from equiping such items. But actually that attribute seems to be used nowhere at all <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

This addition to Loc_AI\LAi_equip.c will check if the blade selected for an NPC has the skipequip attribute. In that case it will be replaced by a random blade:

...
blade = LAi_NPC_EquipBladeSelection(rank);
}
// Scheffnow - weaponsmod <--

// ccc aug 05 temporary fix against NPCs equiping SWAK and building items
aref bladeItm;
Items_FindItem(blade,&bladeItm);
if(bladeItm.skipequip==true) blade="blade"+ (1+ rand(10));
// ccc end

GiveItem2Character(chr, blade);
EquipCharacterByItem(chr, blade);
//Log_SetStringToLog(blade + ", equipping " + chr.equip.blade);
}else{
...

And a bit further down for the gun:

...
gun = LAi_NPC_EquipGunSelection(rank);
}
// Scheffnow - weaponsmod <--
//if(gun == "" && rand(100) < 20) gun = "pistol1"; //cccOA1
if(gun != "")
{

// ccc aug 05 temporary fix against NPCs equiping SWAK and building items
aref gunItm;
Items_FindItem(gun,&gunItm);
if(gunItm.skipequip==true) gun="pistol1";
// ccc end

GiveItem2Character(chr, gun);
EquipCharacterByItem(chr, gun);
//Log_SetStringToLog(gun + ", equipping " + chr.equip.gun);
}
...

I hope that this solves the problem.
 
Another new update was made available. Included are CCC's new fixes from above post, as well as some more stuff from the A&M Mod: New character models, improved interface pictures for the officers and, finally, proper interface icons for the armor items that actually look like the items themselves! <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" />
Update downloadable from <a href="http://pieter.piratesahoy.net" target="_blank">Pieter's Pirates Page</a>.

BTW: To Catalina: In the new update, there is now a head model for skeleton4. It works quite fine. Maybe you could make such head models for the other ones as well? Or at least for your own Bmunk skin. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Please check the "Skins not in the Post Build 12 Mods" section of the characters page to see if there are any skins there that really should be in the modpack. I can imagine "Offic_Spa01" and "Soldier_Frt6" might be nice to have as well. Not sure about the others.

Also: There are several ship reskins in the A&M Mod. I can add those in as well. It wouldn't cause new bugs to add in models and ships, so that should be no problem, right?

To CCC: I have encountered plenty of people using SWAK weapons still, but it seems like the weapons that should have skipequip = true don't seem to have that set properly yet.
 
I found what is causing the Falaise de Fleurs bugs: Somehow, Inez's new locations mod is interfering. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Extract <a href="http://pieter.creativelass.net/locations_init.zip" target="_blank">this</a> file to your PotC directory as a temporary fix. That will remove Inez' new functionality and will hopefully fix the locations troubles. Does that work?
(New game might be required <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
 
Is everyone OK if we put a hold on the modpack and try to do just bugfixing until it works properly stable-like? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think it would still be safe to add in new character and ship models later, even though the modpack would be on hold. Everyone OK with that as well? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I am in total agreement with not adding anything else until the current bugs have been fixed. Trying to <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> the Manual and Strategy Guide is becoming fairly difficult as things keep changing. Just when I think I got it down, whamo, something changes or doesn't work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

That's my two cents Pieter. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

I agree, Pieter, let's get this version stable.
 
<!--QuoteBegin-Pieter Boelen+Aug 18 2005, 11:49 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 18 2005, 11:49 AM)</div><div class='quotemain'><!--QuoteEBegin-->I found what is causing the Falaise de Fleurs bugs: Somehow, Inez's new locations mod is interfering. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Extract <a href="http://pieter.creativelass.net/locations_init.zip" target="_blank">this</a> file to your PotC directory as a temporary fix. That will remove Inez' new functionality and will hopefully fix the locations troubles. Does that work?
(New game might be required <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
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I had followed your comments in another thread and already decided to just /**/ comment out that section of the file.

Doesn't work on saves so that means starting over. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />

Used the modhelper to jump start to the beach.
From there, the town entrance works! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I'm guessing the port entrance will also work.
 
<!--QuoteBegin-Pieter Boelen+Aug 18 2005, 06:10 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 18 2005, 06:10 PM)</div><div class='quotemain'><!--QuoteEBegin-->Is everyone OK if we put a hold on the modpack and try to do just bugfixing until it works properly stable-like? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think it would still be safe to add in new character and ship models later, even though the modpack would be on hold. Everyone OK with that as well? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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For me ok. And maybe this helps. Modpack PieterB=bugfixing.
Modpack PieterA=New things not tested, Islands,etc. Things that do major bugs to game,or do not have all major features made.
So mod looks ok in A, put it in B.If major problem in B, move it back to A.
Hope this helps. Bye
 
I'm in trouble <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

I must install:

POTC
Build 12 (lastest version)
Post b12 (14 August 2005)
and then...
small or large update ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Bye all & thx 4 reply <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<!--QuoteBegin-Lollo 2000+Aug 18 2005, 07:35 PM--><div class='quotetop'>QUOTE(Lollo 2000 @ Aug 18 2005, 07:35 PM)</div><div class='quotemain'><!--QuoteEBegin-->I'm in trouble  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

I must install:

POTC
Build 12  (lastest version)
Post b12 (14 August 2005)
and then...
small or large update ?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Bye all & thx 4 reply  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
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Hi.
Install the small one.
Bye.
 
Small update if you already have the improved interface files. (You'll find out if you have that soon enough)
Large update if you want to be sure. Doesn't hurt to use the large one, but if you don't want to download more than you need to, use the small one if you can.

I'll stop putting potentially troublesome mods into the modpack then, until a stable Build update is made.
 
<!--QuoteBegin-Pieter Boelen+Aug 18 2005, 11:49 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 18 2005, 11:49 AM)</div><div class='quotemain'><!--QuoteEBegin-->I found what is causing the Falaise de Fleurs bugs: Somehow, Inez's new locations mod is interfering. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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Just a note which might help Inez, CCC and any other code modders narrow down the problem.

The entrance from shore to jungle in Khael Roa was also broken, "black screen"

Removing the code fixed that one as well.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Why is this back? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

The waterline on the Fast Schooner and War Schooner should be 0.0 or perhaps 0.1 ... not 0.3 which puts half the deck under water!

We fixed this some time ago! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
Hi all.
I have temp fix/feature to, english coastguard ship.
PIRATE coast guard ship . I like it this way better than orginal.
So, Town guards and Pirates heard about your smuggling.
Now to fix: Goto \PROGRAM\Dialog_func.c file.
Line 827 fix to :
int CGNation = 3; //sti(CurIsland.smuggling_nation); Tempfix CapHawk
Hope this helps and you like this better than original version, I DO!

Also if you have real trouble with "Governor hunting mission when you press the indeed".
My fix is: Go to\PROGRAM\Characters\CharacterUtilite.c lines 2664, 2665.
//rCharacter.name = GetRandSubString(rNames[rand(GetArraySize(rNames) - 2)]);
//rCharacter.lastname = GetRandSubString(rLastNames[rand(GetArraySize(rLastNames) - 2)]);
Comment them out.
How do i get these fixes? I use modhelper and ConTEXT editor, it
has linenumbers. And very little C++ experience. Bye


22.8-5 While testing i found out that Governor bugfix plays hell with officer names. They become Anonymous Coward ,that is new officers in taverns.If you have this problem do not use fix or do give names to new officers manually.Click on officer namefield and type name and press enter.Sorry if you had trouble with this. Bye

Also raiders outside of town have error name.
I removed governor fix ,then vent to governor for "indeed" mission and
game broke to desktop.

TADAA I think Ihave it now : A REAL fix to governor bug.
Here goes. Go to\PROGRAM\Characters\CharacterUtilite.c line 2629
Fix to
int iNation = GetCurrentLocationNation(); // int iNation = sti(rCharacter.nation); fix Cap Hawk
All above in same line.I have tested it only with tavern officers and
of course with governor "indeed" bug. If you have any trouble,
please report. Bye
 
Good to know about the head model for the skeletons, Pieter! I'd do something about it for the Bilgemunky model, but I simply do not have the time at the moment. It would be an easy fix, just copy the skelly head model and re-name it to bmunk (I think that's the name I gave that model). Then, in the h_bmunk file you created - just make sure that it points to the correct skin texture, and he should then have an active animated head!

COOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Wish I had more time to get on this myself... Just sooooo busy right now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
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